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January 22, 2018, 09:08:44 AM

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[ORIGINAL] Shinobi Densetsu (HELP NEEDED)

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Offline msmalik681

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Re: [ORIGINAL] Shinobi Densetsu (HELP NEEDED)
« Reply #30 on: January 12, 2018, 12:34:15 PM »
This game is shaping up nicely.

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Offline O Ilusionista

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Re: [ORIGINAL] Shinobi Densetsu (HELP NEEDED)
« Reply #31 on: January 12, 2018, 01:52:15 PM »
I like what I am seeing, congrats.
But don't you think the characters are too small on the screen?

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Offline nedflandeurse

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Re: [ORIGINAL] Shinobi Densetsu (HELP NEEDED)
« Reply #32 on: January 14, 2018, 05:10:09 AM »
I like it.
Hope you will continue.
And other characters will be very different gameplay. (fast rush character, grappler...)
my game system. W.A. Project.

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Offline kzr

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Re: [ORIGINAL] Shinobi Densetsu (HELP NEEDED)
« Reply #33 on: January 15, 2018, 07:03:56 PM »
@msmalik681 thank you :) glad you like it

@O Ilusionista

I'm using resolution 3. 1 is way too big 2 is perfect in character scale, as I was originally working in 640x480 since way back in 2012 but is not wide enough. I'd like players to be able to plan ahead and see what's coming. maybe I'll do both versions and let players decide.

@ nedflandeurse I have this planned for the main playable characters:
(open in a new tab if not all 6 characters show)


Michio is the default all around guy. in a scale of 5 his stats would be:

Quote from: Michio
HP:3
MP:3
Str:3
Def:3
Agl:3
Lck:3

. his signature move is the double jump which connects to aerial combos. I'm still unsure how to do this though.

Akihiko is a Samurai. Slower paced, but more powerful and precise. he can charge his slash, has a longer range and does a lot of critical hits which may cause dismemberments. again I'm still looking into the execution of this.

Quote from: Akihiko
HP:3
MP:1
Str:5
Def:3
Agl:1
Crt:5

Hanzo is an old timer, so he can't move as fast but makes up in smarts and opportunist attacks. not seen in the sprite, he uses a fan along with his dagger and fights at a close-medium range. he can sweep his fan to create wind and  *spoiler* later in the game time-space anomalies which summon creatures and things from other time periods. or maybe you can use it to capture enemies and summon them as your minions... ideas?

Quote from: Hanzo
HP:3
MP:5
Str:2
Def:3
Agl:2
Crt:3

Hitomi lives up to the tagline "blonde but not dumb" she is the weakest but lightning fast and can use her Sai as both short-range weapons, and grapple instruments, making her very versatile at close range. all she has to do is get close, which with her speed shouldn't be a problem.

Quote from: Hitomi
HP:2
MP:3
Str:1
Def:2
Agl:5
Crt:5

Ike is a special guest from another game I was making in '14 called Shoot 'em Down. He is a retired military badass brought to this universe through one of many time-space anomalies explained in the course of the game. he has an army knife, hard fists, powerful grapples and might have a pistol hidden somewhere. his cigarettes really did some damage to his health, though.

Quote from: Ike Hill
HP:3
MP:1
Str:4
Def:4
Agl:2
Crt:4

Finally the Captain, a crossover character from Levantera:Tale of the Winds.
He wields a long saber and fights like a swordman of the seas, having a good balance between targeted strikes and flowing attacks.

Quote from: Captain
HP:4
MP:2
Str:3
Def:3
Agl:4
Crt:2

Over the next weeks I'll be importing graphics for entities other than players to populate the levels and try different interactions other that straight-up combat. Again the offer for a partnership is still open to anyone with the will and the skill.


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Offline nedflandeurse

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Re: [ORIGINAL] Shinobi Densetsu (HELP NEEDED)
« Reply #34 on: January 17, 2018, 05:19:36 AM »
Good! Beside of this black haired Kenshin rip off, they all looked OK to me !!

I particularly like Michio, Hanzo and Hitomi!

I hope this project will continue, and you will keep your motivation.
It can be great!
my game system. W.A. Project.

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Offline kzr

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Re: [ORIGINAL] Shinobi Densetsu (HELP NEEDED)
« Reply #35 on: January 21, 2018, 07:29:08 PM »
here's a small update.  this actually led me to discover that shadows display incorrectly when I'm walking on top of a wall. they still display at the basemap's height. ideas?
another thing I can't seem to work around, is the fact that you can only jump on walls from the sides, but not from the fore- or background. Is there any solution for this?
also obstacle entities don't seem to care how big their bbox is, as the only solid bit is a small square around the hotspot. why is this?

« Last Edit: January 21, 2018, 07:32:15 PM by kzr »


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Online Damon Caskey

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Re: [ORIGINAL] Shinobi Densetsu (HELP NEEDED)
« Reply #36 on: Today at 08:06:48 AM »
here's a small update.  this actually led me to discover that shadows display incorrectly when I'm walking on top of a wall. they still display at the basemap's height. ideas?

Shadows are calculated by coordinates, which have nothing to do with the visual scenery. Remember the engine doesn't "see" the pictures, and doesn't care what's in them. This is just a limitation of 2D sprite shadows, and you'll find it even in professional games to this day. The solution would be a light engine, but that's not feasible with user driven content. The OTHER solution is using script to manually alter shadows when you are in certain locations. Tedious, but doable.

Quote
another thing I can't seem to work around, is the fact that you can only jump on walls from the sides, but not from the fore- or background. Is there any solution for this?

You most certainly can jump on walls from the side, but, logically, you have to be moving along the Z axis to do it. Enable Z axis jumping or insert a specific Z jumping move in.

Quote
also obstacle entities don't seem to care how big their bbox is, as the only solid bit is a small square around the hotspot. why is this?

Look into platform coordinates. They can be used to control how much space on object occupies.

HTH
DC
Projects in progress are now available here: https://github.com/DCurrent

 

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