Vigilante Ninja (edit)
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Re: Vigilante Ninja (edit)
Estlib did great on the music.
More tests on walls...
More tests on walls...
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nesdoug.com -- blog/tutorial on programming for the NES
Re: Vigilante Ninja (edit)
This looks great I think. Even if the darkened brickwall is a bit weird when there doesn't seem to be anything behind it
Semi-depth in a 2D platformer is always awkward.
Semi-depth in a 2D platformer is always awkward.
Re: Vigilante Ninja (edit)
It reminds me of a C64 game. I like it!
Re: Vigilante Ninja (edit)
That looks much better.
Re: Vigilante Ninja (edit)
This looks fantastic and the music is amazing.
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Re: Vigilante Ninja (edit)
Those walls are so awesome! Put that in!
Re: Vigilante Ninja (edit)
Ok. This is starting to come together. Parallax scrolling seems to be stable and working.
https://youtu.be/bSyRWTovefQ
Sorry it's the old music. I actually build each level separately, and then later import their data into the final build (with the new music code / data). It would be impossible to insert the music without changing mappers (from NROM) on the single level tests.
https://youtu.be/bSyRWTovefQ
Sorry it's the old music. I actually build each level separately, and then later import their data into the final build (with the new music code / data). It would be impossible to insert the music without changing mappers (from NROM) on the single level tests.
nesdoug.com -- blog/tutorial on programming for the NES
Re: Vigilante Ninja (edit)
Walking on platforms that are depicted as seemingly tens of meters into the background is strange. I think hovering platforms would read better.
Re: Vigilante Ninja (edit)
Wait... the brown fences are platforms you can stand on?!?!? Then why are they drawn with their bases partially covered by the grass, as if they were on the ground in the far background? That makes no sense, they really should be drawn as floating platforms, and preferably with depth, since the other things you can stand on (the ground and the brick wall) now have depth. Depth can maybe be omitted if you use the argument that since he's a ninja, he's able to walk on thin objects without any trouble (but then so can the hedgehog!).dougeff wrote:https://youtu.be/bSyRWTovefQ
Re: Vigilante Ninja (edit)
Is this better? Replaced fences with abstract magic floating platforms.
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nesdoug.com -- blog/tutorial on programming for the NES
Re: Vigilante Ninja (edit)
Having the top of the platforms being darker than the front, when the top of the walls are lighter than the front is a it unusual. Also, the dark brown border on the lower part, outside the outline, looks like shadows in the grass, due to the color. Those two things, along with the fact the wall that extends over the dirt path casts a shadow, but the platforms don't, still prevents the shapes from reading as foreground element. To me, they are ambiguous as to whether they are foreground or background.
A lighter top plane and shadows on the dirt may solve it. Getting rid of the brown haloing on the bottom would help too.
A lighter top plane and shadows on the dirt may solve it. Getting rid of the brown haloing on the bottom would help too.
Re: Vigilante Ninja (edit)
That's not a shadow on the left. It's a tunnel that you can slide through.
nesdoug.com -- blog/tutorial on programming for the NES
Re: Vigilante Ninja (edit)
Yes, and is the tunnel not being indicated by a darkened back wall, and a shadow cast upon the dirt? ...Because that's what it definitely looks like to me.
Re: Vigilante Ninja (edit)
Shadows...I guess.
This is what I ended up doing. Ok, 1 down. 8 more things on my To Do List.
This is what I ended up doing. Ok, 1 down. 8 more things on my To Do List.
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nesdoug.com -- blog/tutorial on programming for the NES
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Re: Vigilante Ninja (edit)
Wow! This is probably gonna be one of the best homebrew NES games I've played! Well, after Super Bat Puncher. But yours will be finished!