[Devlog] NES style ninja platformer - Cyber Shadow

Show us your works in progress and request feedback

Post » Sat Oct 22, 2016 5:33 pm

Some shots of the area I'm currently working on:
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Post » Wed Oct 26, 2016 1:23 pm

This is looking great what is the estimated time of release?
Check out my awesome Android Game releases https://play.google.com/store/apps/deve ... ames&hl=en
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Post » Sat Nov 05, 2016 9:19 am

@PixelPower Only thing I can say is it's 35% done currently.

This week I drew some upcoming areas:
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The dragon will grant you with a "sword upgrade". You will use your old blade, but what improves is you, thus increasing your sword power.
"Forge your will and your sword grows stronger"

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The main evil in the game has history that you can explore. Entering the secret hideout will show him in a different light, a glimpse to his past self.
There's gonna be a classic follow-that-wire thing with the entrance. At the other end there's a puzzle switch.

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With upgraded sword skills the teambots are way too easy, so they counter your improvement by equipping shields.
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Post » Sat Nov 05, 2016 12:40 pm

This is coming out really nicely! Style is astonishing and can't I wait to test it out. Great work so far!
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Post » Mon Dec 05, 2016 3:03 pm

Working on the AI core where you meet the character who has been guiding your way so far.
The meeting will be but a short one....
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Post » Sat Dec 17, 2016 7:31 pm

The first boss reappears in the AI chambers:
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Some kind of corruption taking over the underground lab:
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A precursor to a motorcycle stage. I'm looking forward to making new kinds of physics for this part:
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Post » Sun Dec 18, 2016 1:03 am

really nice graphics.. :D

this is going to be a great game. keep up the good work!
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Post » Sun Dec 18, 2016 9:59 am

Fantastic art. I really look forward to seeing the game in action. Will definitely purchase when its finished.
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Post » Wed Dec 21, 2016 9:51 pm

Anyone got ideas how to handle this:
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The platform behavior doesn't sync perfectly with moving platforms that are moved either manually or with a sine behavior.

Here's the capx
https://www.dropbox.com/s/608zyjhikkj16 ... .capx?dl=0
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Post » Thu Dec 22, 2016 9:50 pm

You can reduce the collision box of the platform by half a pixel (or do the same with the character).

https://drive.google.com/file/d/0B-CQs9SaQCHFUmVpZW16VDMwMW8/view?usp=sharing

It works well with your example, but I don't know if it would work in your game.
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