Vigilante Ninja (edit)

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8bitMicroGuy
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Re: Vigilante Ninja (edit)

Post by 8bitMicroGuy »

dougeff wrote:Hmm...I wonder how if it would look better if the platform function allows sprites to be 1 pixel lower, so as to give the background a more 3d feel.
Yeah, it's better that you do that. That's like in SMB1. It gives me the sure feeling that I'm standing on something and not maybe floating on slipping.

Also, I'd like to have that extra step jump. I hate it when jumping off the edge I press the button a milisecond too late and the character just falls through! Argh! Could you implement that? I think you'd need two flags. First one is if there's an extra frame for jumping and the second one is of the extra frame has expired.
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dougeff
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Re: Vigilante Ninja (edit)

Post by dougeff »

I don't know if I'll do this, but I would do it like this...

A variable that is set to 2 if the engine detects that I'm standing on a platform. Then decreases it in the jumping function, and if it's still > 0, allow a new jump. That would give an extra frame of jumping.

Or, if R is pressed, you could extend all platforms to the right 2 pixels, and if L pressed, extend all platforms left 2 pixels.

No, I can't do this. I have so many narrow gaps that I want the hero fall into. It is what it is.
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dougeff
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Re: Vigilante Ninja (edit)

Post by dougeff »

And Level 2 is done. Using 'Tiled' has greatly improved my level design speed. I'd say, by a factor of 4.

(EDIT, REMOVED LINK, OLD VERSION)

Notable changes to game engine:
-Sprites are 1 pixel lower (gives more depth / 3d ish)
-I finally implemented enemies that can be a size different than 16x16.

I still haven't tested this (or any) game on real hardware. If anyone out there has done this, please let me know. Or if anyone has any issues with any emulators let me know.

I did all play testing with the sound off, because I was listening to the FAMICOMPO songs...but I didn't change any music code/data. I'm going with the assumption that it works fine. :)

(I am on track for Summer 2016 completion of this project.)
Last edited by dougeff on Mon Jul 11, 2016 8:40 pm, edited 1 time in total.
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8bitMicroGuy
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Re: Vigilante Ninja (edit)

Post by 8bitMicroGuy »

It's very challenging. I don't like how the character accellerates so fast and it's hard to slow down and I have this jump frame problem or it's just hard to know what's solid when the land is sloped at the end. But I like it how there's lots of weapons! And their sound effects. So awesmoe. It's just hard to change between then. It'd be better if you could change weapons with select+up/down/left/right/A/B or pause the game to select it. Speaking of which, there is no pause button! AVGN would say "Have a *ing pause button" XD James also said it during a homebrew game let's play.
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dougeff
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Re: Vigilante Ninja (edit)

Post by dougeff »

Re: challenging
Another person told me I made the game a bit easy. It's loads easier than some NES games (ghosts n goblins), I think about par with Megaman in difficulty.

Re: acceleration
I can slow it down, see how it plays. I wanted it to be crazy fast, but acceleration can be slowed.

Re: deceleration
He actually stops on a dime 1 frame after no R pressed

Re: pause
I can do that. Maybe even allow you to switch tools while game is paused. Sure.

Thanks for the input.
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8bitMicroGuy
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Re: Vigilante Ninja (edit)

Post by 8bitMicroGuy »

Thank you too. Also, since I can't really break the ice to start developing my own engine from scratch without those shiiinyyyyy :3 functions like DrawSprite() or ScrollScreen(), could I collaborate with you on your project via a screen share so that I can maybe fix some of your code or add something interesting? I have a physics code in Game Maker Studio and I'd like to see how it would apply to your game. I see many games not having that physics code and it's the only code that actually plays well like SMB3, other than Game Maker Mario clones that are slow due to people using objects for every single block instead of using a tilemap, which totally kills the experience.
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dougeff
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Re: Vigilante Ninja (edit)

Post by dougeff »

Those functions() make me think you're going to code a game in C. My game is in asm, btw.

And, sadly, my code is a nightmare. It is a result of not having a plan at the start, and saying... maybe I'll just add one more feature, repeatedly, until it's an unreadable mess of spaghetti.

At this point, I just want to put in some level data, and be done with it.

Any real changes to physics, and I would much rather start from scratch, and give things sensable labels and organize my code into a form that I can read. And implement all movements and states and such completely different.

Here's an actual comment that I wrote in my own code
"Why is this here, shouldn't it go earlier??"
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8bitMicroGuy
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Re: Vigilante Ninja (edit)

Post by 8bitMicroGuy »

I see. I wasn't going to use C. I just wanted to use pre-defined jsr's with arguments in stack.
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dougeff
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Re: Vigilante Ninja (edit)

Post by dougeff »

I've implemented the suggestions that 8bitMicroGuy said.

-Acceleration is slightly slower.
-I edited the Ninja's running animation
-Start = Pause
-You can switch tools during Pause Mode


(EDIT, REMOVED LINK, OLD VERSION)

Now, on to level 3.
Last edited by dougeff on Mon Jul 11, 2016 8:40 pm, edited 1 time in total.
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8bitMicroGuy
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Re: Vigilante Ninja (edit)

Post by 8bitMicroGuy »

Wow, I cannot pass even the first level XD
May I make an LP out of this?
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dougeff
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Re: Vigilante Ninja (edit)

Post by dougeff »

You can do whatever you want. Keep in mind,
1.it's not finished
2.I'm going to redo level 1
3.it will be finished in 6-8 months.
4.you may want to wait
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darryl.revok
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Re: Vigilante Ninja (edit)

Post by darryl.revok »

8bitMicroGuy wrote:May I make an LP out of this?
What's LP?

I looked up the acronym, here are a few of my favorite possibilities: (from http://acronyms.thefreedictionary.com/LP)

Long Playing (record)
Liquid Propane
Lonely Planet
Legal Problems
Lamp Post
Licorice Pizza (record)
Lesbian Pornography
Laser Prostatectomy
Lemon Party
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tokumaru
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Re: Vigilante Ninja (edit)

Post by tokumaru »

darryl.revok wrote:Long Playing (record)
Liquid Propane
Lonely Planet
Legal Problems
Lamp Post
Licorice Pizza (record)
Lesbian Pornography
Laser Prostatectomy
Lemon Party
My money is on "Lesbian Pornography".

JK, I think it's "Let's Play".
8bitMicroGuy
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Re: Vigilante Ninja (edit)

Post by 8bitMicroGuy »

Hahahahah! XD no way. Of course it's Let's Play.
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rainwarrior
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Re: Vigilante Ninja (edit)

Post by rainwarrior »

LP can be:

1. Longplay (video of a complete playthrough, usually without commentary)
2. Let's Play (video of play, not necessarily complete, usually with commentary)
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