[Devlog] NES style ninja platformer - Cyber Shadow

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Post » Tue Jun 28, 2016 9:41 am

huZba wrote:Aye, thanks PixelPower.

Currently I'm wondering if there's an easy way to add an effect to the whole game instead of adding the effect to each layout. I'm trying to use the CRT effect that was mentioned in the Copy Girl devlog.

Looks like this:
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There's some pixel doubling going on, so gotta figure out how to fix that too :geek:


You're doing a great job but i'm thinking, you are doing this to sell?
Have market for this kind of game yet?

Cheers!
"Hello my friend stay a while and listen"
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Post » Tue Jun 28, 2016 12:30 pm

First of all, I'm really excited about the future chance to play this game. I'm a massive fan of all the games that Cyber Shadow lends its style to.

huZba wrote:-Planned-
Collect skills from your clansmen which will be mapped to button combos similar to fighting games to allow you to use them without entering a menu.


Can you explain a little further with regards to the type of button combos you are referring to? Will you be able to do "command/motion" type combos or will they be based on consecutive button presses, similarly to chain combos?

From the pictures, the ninja seem to have a "dog" emblem (chinese character) and then switches to "shurikens". What state is the ninja in while he is in "dog" mode? Does this refer to the lowest level state, some type of "under training" with only the Katakana to use, or does he have special capabilities here?

Man, I wish there were a DEMO for this to check the responsiveness of the controls!
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Post » Fri Jul 01, 2016 9:58 am

@Klabundee
Yeah I'm gonna sell the game.
Is there a market? Yes, though it might be a small one. I'm making a game I find the most fun making. That's the most important aspect to me.

@Apfelguts
Very sharp eye you have :D
Button combos examples:
Up + Attack = Shuriken
Down -> Up + Attack = Exploding Kunai
Down -> Forward -> Attack = Flaming spiral
Down + Attack (While falling) = Lightning strike
Hold forward to run -> Attack = Shadow Dash

The dog emblem shows that you are not a super ninja, not even a medium ninja, you're a beginner. You will become something more through the course of the game. Not because you get all new powers, but because you become super good at playing the game. Then you will become a "Super" Ninja.
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Post » Fri Jul 01, 2016 12:18 pm

huZba wrote:The dog emblem shows that you are not a super ninja, not even a medium ninja, you're a beginner. You will become something more through the course of the game. Not because you get all new powers, but because you become super good at playing the game. Then you will become a "Super" Ninja.


Ah, thank you very much for the quick response. So by completing higher levels, your emblem will change accordingly? Or will it change depending on how many run-throughs you have had. For instance, beginner difficulty level is "dog" and normal difficulty is another? Or does it progress through the exact same play-through?

Sorry if I am asking questions which forces you to reveal more than intended at this stage in the production :)

By the way, the moves list you pointed out just got me majorly excited about using Ibuki in Street Fighter 5, which is being released today!

Alright, good luck further with the great looking project.
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Post » Mon Jul 04, 2016 2:11 pm

This looks super cool... ninja gaiden meets metroid meets contra meets megaman indeed...

~Sol
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Post » Mon Jul 04, 2016 8:59 pm

ok I wanna play this now
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Post » Mon Jul 18, 2016 4:35 am

Impressive quality of the project will probably be approved in the steam in less than 30 days.
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Post » Mon Jul 18, 2016 7:33 pm

I love the way this game looks. Hagane*NinjaGaiden*GoodlookingCyberWorld.

Are you working with a sound designer?
I would love to help on the sound effects.
Music & Sound.
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Post » Tue Jul 19, 2016 1:35 am

How is the progress going? Feel like I haven't seen posts as often recently
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Post » Tue Jul 19, 2016 9:46 am

Destruction of the hunter tank marks 25% done in the game. Can't believe I'm this far already, even though I keep making things more advanced as I go XD. I feel the first enemies are too simple now.
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Here's how it was put together graphically:
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I bought the metroid kit by @tokinsom just now. There's quite a few details that help workflow that I've missed, like ability to choose animation and starting frame in the sprite properties panel. I gotta lean towards calling functions on events that seem re-usable too.

@guimaraf
It's looking very positive. I'm expecting a swift greenlight too.

@nvbenegra
I'm making all the SFX myself currently. I'll try to keep it that way unless there's someone who nails it. I'm open to suggestions though.
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