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PostPosted: Thu Nov 02, 2017 12:20 pm 
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Well, now that it's nearly the last minute, I suddenly decided I might try to squeeze out a competition entry between my other projects. It'll be a super-simple mobile-style endless climber game, based on my Robo-Ninja character from a different game. Just started a couple days ago, so there's not much here yet, but at least I have a screenshot:

Image

We'll see what happens!

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Last edited by gauauu on Thu Nov 09, 2017 10:57 pm, edited 1 time in total.

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 Post subject: Re: Robo-Ninja Climb
PostPosted: Thu Nov 02, 2017 11:53 pm 
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Great to see you decided to enter the compo after all!

And with a different type of game than i expected :) It's always nice to have a large sprite like that whenever a game design allows for it. It breaks up the 2x2 / 4x2 expectation favourably.

How does the wall facades work? Are the indentations something like grapple points or simply decorations?

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 Post subject: Re: Robo-Ninja Climb
PostPosted: Fri Nov 03, 2017 7:38 am 
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FrankenGraphics wrote:
And with a different type of game than i expected :) It's always nice to have a large sprite like that whenever a game design allows for it. It breaks up the 2x2 / 4x2 expectation favourably.


Yeah, the big character should be fun, although I keep thinking I might have to scale him down a bit to make the gameplay actually work well. Once I add obstacles, it might be too cramped if I keep him the size he is now. But I do want to keep him as large as possible.

Quote:
How does the wall facades work? Are the indentations something like grapple points or simply decorations?

Just decoration. (but the arc also provides a place for my sprite-0 hit so that the spikes at the bottom have a nice smooth bouncing motion, (animated gif here).

Also, my palettes need some work, the current one washes out some of the variation in the walls that looked better in the original source graphics.

Next step is adding obstacles so I can see if the large character is going to work. If so, then I need to go back and spend some time on sprite-chr to see how many frames of animation I can pack in.

(I need to check the rules and see what I'm allowed to do in terms of number of chr banks)

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 Post subject: Re: Robo-Ninja Climb
PostPosted: Fri Nov 03, 2017 9:47 pm 
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Day 5: Added an (incomplete) title screen, and started on obstacles, first focusing on spikes on the side walls. Also added a death sequence. If I can keep this pace up, I'll probably actually finish before the deadline.

Image Image

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 Post subject: Re: Robo-Ninja Climb
PostPosted: Sat Nov 04, 2017 2:53 pm 
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It looks pretty cool.

I think you should find a way to hide the seam though (bottom left and right corners)


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 Post subject: Re: Robo-Ninja Climb
PostPosted: Thu Nov 09, 2017 11:01 pm 
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Day 7. Obstacles draw correctly. Spent the whole evening working on making the attribute table updates for the obstacles work correctly.

Next up is getting collisions working, and refining the main character sprite a bit.


pubby wrote:
It looks pretty cool.

I think you should find a way to hide the seam though (bottom left and right corners)


Not a bad idea. That will come later, if I actually have time for polish :)


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PostPosted: Fri Nov 10, 2017 1:21 am 
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The current state in which the game is located looks great. What kind of new obstacles do you have to add beyond the spiked walls?

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PostPosted: Fri Nov 10, 2017 4:11 am 
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Looking neat! :D

Maybe you could separate the red spikes from the blue background with a highlight or outline or shadow?

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PostPosted: Fri Nov 10, 2017 8:07 am 
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FrankenGraphics wrote:
Looking neat! :D

Maybe you could separate the red spikes from the blue background with a highlight or outline or shadow?


Yeah, they need something. Part of it is that my palettes need work. There's supposed to be 2 different colors on the spikes, but while testing, I ended up reusing the same color twice in their palette.

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PostPosted: Sun Nov 19, 2017 10:24 pm 
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First full playable draft is done!

5 levels, 3 power-ups. Not a big game, but accomplished my goal of having something interesting to submit.
Next I need to go through and pretty it up a bit with nicer music, some sound effects, and possibly more variation in the graphics.

If anyone's interested in testing and giving me feedback (particularly any bugs, or how the difficulty level is), let me know!


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