In Progress Night Stalkers by danno

The project is currently under development.
I know the average player doesn't really care about this but I wanted to make sure everything was fully optimised to the best of my ability before adding my own take to everything
Yeah it's part of being a game dev - people don't know all the ruckus behind the curtains, but you are right by doing so

Looks great. I see that you are using the semi transparent trick on the front layer, nice.

About the coins, I just don't think they should be jumping all the time because they looks to be alive this way. Just a jump on the first frame would be enough for me.

Keep the good work :)
 
@danno Look's Great buddy :) I never had an issue with the difficulty of the original or the Rebalanced version but this is a welcome update. Fantastic work :) I look forward to playing it :D
 
I never had an issue with the difficulty of the original or the Rebalanced

That's because you're a professional dude, every game is easy for you 🤣


About the coins, I just don't think they should be jumping all the time because they looks to be alive this way

You're right, the problem I had is the enemies when all together when dead hide the items/weapons on the floor, I'll figure something out with z positioning and setlayer
 
That's because you're a professional dude, every game is easy for you 🤣
Someday I want to see @dai92 and @Psykai playting togheter. If you haven't saw her playing yet...you should :)

She makes combos that me, the developer, wasn't aware about, lol.
Seriously, see her channel. And if you need a good beta tester, send her a message.

She will complain something like "wow this boss is too though"...and proceed sending you a video beating the hell of it, lol
 
That's because you're a professional dude, every game is easy for you 🤣




You're right, the problem I had is the enemies when all together when dead hide the items/weapons on the floor, I'll figure something out with z positioning and setlayer
Hahaha :D Thank's buddy
 
Someday I want to see @dai92 and @Psykai playting togheter. If you haven't saw her playing yet...you should :)

She makes combos that me, the developer, wasn't aware about, lol.
Seriously, see her channel. And if you need a good beta tester, send her a message.

She will complain something like "wow this boss is too though"...and proceed sending you a video beating the hell of it, lol
It would be awesome to play it Co-Op with her buddy. I will check her channel now :)
 
I decided to play the Arcade of the original Night Slashers on the hardest difficulty to see if the enemies do anything different and to my surprise they do, some block and some do attacks I've never seen before. I've ripped about 50 extra sprites which I've decided to use. one of them for some reason I can't stop laughing at and it's death giving your head a rattle.

yE9dZck.gif


🤣 How my dad used to wake me up as a kid.
 
@danno
don´t forget the flame men's fire spit.

by the way, have you managed to get the sprites for the unbroken walls?
even final burn alpha seems to render them and the carriage translucent...

the switch emulation has the walls looking well too

the wall in the final level is also something i cant find on mamed_ts,

i believe those walls might have to be ripped using a 4K video of the switch version

while the original arcade does not:


carriage seems to have the translucent effect on the original


while the carriage has weird glitches onthe switch:

i have not been able to rip the weird 60fps hospital "shiny effects" for the trees, street lights and panel bushes, they dont show on the f4 screens either
 
I even found some unused sprites while poking around in the back too, I'll certainly turn these sprites into fully functioning attacks.
this could be used as his SPECIAL (IOW, the move he executes to break free from a grab). Just paste the legs from his idle and its done :)
 
If you're going to add a transparent wall, I would go a step beyond the original and use selective transparency. It looks much better than flat transparency IMO.


@O Ilusionista posted a tutorial on it here:


DC
 
@danno

thanks, altho it seems that those wall rips are contaminated by the cyan, i might be able to use colorize to match the tones of the original solid versions

the carriage stuff was just an observation, i don't know how you will go about it, but i always found the ghostly effect of the original arcade odd, and prefer the solid NSX take on it

the shiny stuff is a thing that i am still wondering how the arcade is actually doing, i think that those trees and shrubs are just the whites and some of the lighter green tones layered on top of the actual tree sprites, rather than those being actual alternate tree sprites...

here are the exact 9 frames of the frankenstein battle monitor screen captured using mame's actual video export format:
those seem to also be missing from the F4 tiles menu, so i had to resort to using the video dump method

those frames are supposed to alternate to a transparent at 60fps
ex: frame 1, nothing, frame 2 , nothing.

i dont have at hand the weird in line scripts i made for the "adaptive" final 2 frames that flash after the frankenstein dies tho,
but basically you have to make 9 variant freespecials and one of them activates once franken dies and the victory graphic appears
 
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Changing the name of the game to Night Stalkers because I've changed so much of the game it's not Night Slashers anymore so think of it as the same genre but different universe.
 
In England that sounds like slang for a group of people that need to urinate at night,
a nice Punk Rock band name! hahahah
Sex Pistols and the Slashers of the Night :)

but yeah, since your version is very different from the 878987234324 other versions, makes sense to use a different name.
 
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