[Devlog] NES style ninja platformer - Cyber Shadow

Show us your works in progress and request feedback

Post » Thu Jan 26, 2017 2:40 pm

That made the character appear randomly inside the platform, but when I changed the platform collider to be 0.1 pixels lower on the top, that seemed to keep the character pretty steadily on it. Pretty weird behavior.
B
24
S
3
Posts: 34
Reputation: 1,126

Post » Thu Jan 26, 2017 4:06 pm

Congratulations, nice work!
B
11
S
4
Posts: 11
Reputation: 847

Post » Thu Jan 26, 2017 4:45 pm

Image
New parry mechanic.
It works by setting a collider next to the character when tapping left or right. If it touches a projectile, the projectile is destroyed.
This sets timescale to 0.1, then each frame dt*5 is added to timescale until it reaches 0.9 which sets it to 1.
At the start a new vector is given to the character to push away from the projectile. While this happens, default controls are disabled and a new group activates with controls and platform physics specific to the 1 second of time that the parry move takes.

The parry shield effect frame is changed manually by set frame to shield.frame + 1 to advance it independently of timescale, based on drawn frames instead.
B
24
S
3
Posts: 34
Reputation: 1,126

Post » Mon Jan 30, 2017 10:54 am

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



This works with jumping down to period 2 sine, with no jumping problems
Which is probably fast enough for moving platforms

Image

Edit: forgot to say, lovely looking game.
Bushy Ball\Boatman Bill\Sticky Web\Snake

Image ImageImageImage

During the gold rush it was a good time to be in the pick and shovel business
B
43
S
12
Posts: 241
Reputation: 5,045

Post » Thu Feb 16, 2017 9:33 am

huZba wrote:Image
New parry mechanic.
It works by setting a collider next to the character when tapping left or right. If it touches a projectile, the projectile is destroyed.
This sets timescale to 0.1, then each frame dt*5 is added to timescale until it reaches 0.9 which sets it to 1.
At the start a new vector is given to the character to push away from the projectile. While this happens, default controls are disabled and a new group activates with controls and platform physics specific to the 1 second of time that the parry move takes.

The parry shield effect frame is changed manually by set frame to shield.frame + 1 to advance it independently of timescale, based on drawn frames instead.


Fantastic
B
89
S
40
G
27
Posts: 105
Reputation: 21,205

Post » Thu Feb 16, 2017 11:03 am

I'm more hyped about this than I was about Resi 7, it looks incredible :D
B
38
S
16
G
6
Posts: 537
Reputation: 7,582

Post » Wed May 24, 2017 8:52 pm

To keep ninjas out of the Robot Factory, there's now laser sensors that activate Sisyphus2000 drones.
Image

Image
B
24
S
3
Posts: 34
Reputation: 1,126

Post » Thu May 25, 2017 4:27 am

I can not see all the images
~ it was hard to make it easy ~

project:

Naked Shooter:

https://www.scirra.com/arcade/multiplay ... oter-18134

https://youtu.be/mDzterC_yXE

Next Shooter:

https://www.scirra.com/arcade/multiplay ... oter-18917

bitcoin wallet: 1Jjug6HASeL82XsBDzrN7Uzh4Bt3vdwPbH
B
17
S
7
G
2
Posts: 83
Reputation: 2,450

Post » Thu May 25, 2017 10:23 pm

Some country are unable to see or access certain sites such as imgur. For that case I use vpn even for opening Vimeo and Newgrounds.
ImageImage
B
102
S
45
G
22
Posts: 772
Reputation: 21,493

Previous

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: Google [Bot] and 5 guests