Shinobi III

Canceled Shinobi Game 0.5

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  • Thread starter Thread starter Goliath
  • Start date Start date
Project is halted prior to completion and will not receive further updates.
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Goliath

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SHINOBI in OpenBor!!

This is a working progress game, i´am trying to replicate shinobi 3 from sega genesis, in OpenBor engine, not exactly equal but same base.

2vnj58i.png

Here is a demo so sega fans can try it for free, and give me some feed back.

New Player and new level added, and some corrections on forest background.

New Level Horse Ride and bosses!!

By Request here is the game in action:


Shinobi_Demo_.rar - Mirrored.to - Mirrorcreator - Upload files to multiple hosts
 
Not bad at all! There's some things missing, but you've got a great start. I too have a long standing Shinobi project, but my efforts are directed more toward adapting the mechanics of Shinobi into a Beat em' up.

That said, I can dig up my old Steel Rain (8 shurikens while somersaulting) script if you like. It uses a little math to calculate projectile launch angles and throw a spread just like the original. It's old as the hills, but will save you a little effort.

My guess is the missing mechanics are coming soon, so my only real complaint is the missing layers in stage one. You added an extra front layer to the cave, but reduced the SOTN worthy forest of the Genesis original to just two. Fglayer is your friend - it'll take care of those without breaking a sweat.

DC
 
Damon Caskey said:
Not bad at all!

Thanks!

Damon Caskey said:
That said, I can dig up my old Steel Rain (8 shurikens while somersaulting) script if you like. It uses a little math to calculate projectile launch angles angles and throw a spread just like the original. It's old as the hills, but will save you a little effort.
DC

That would be great, and save me some effort as you say.

Damon Caskey said:
Fglayer is your friend - it'll take care of those without breaking a sweat.

DC

I´ll try with fglayer, and see what i can do.
 
That said, I can dig up my old Steel Rain (8 shurikens while somersaulting) script if you like. It uses a little math to calculate projectile launch angles angles and throw a spread just like the original. It's old as the hills, but will save you a little effort.
I would like to see that too.

btw, isn't possible to move the START GAME, OPTIONS, etc on the screen, DC?
They should be at left.
 
Great start, Goliath. Like the demo. My only suggestion is to turn resolution to widescreen :P
As you you say you want to replicate the sega game, so i am already can imagine how much time it will take from you. So wish you to not loose passion! I will follow your project)
 
I have some problems with this project:

1. There is a bug that when player change to weapon model is no longer able to block, i can´t make power up shurikens without sacrifice player block ability.

2. Walls: cant make float walls, no wall jumps on shinobi game?, so sad :(
 
BeasTie said:
1 - You can use script to make block work

Allready tryed with script, activating/deactivating Block AI Flag, no luck.

BeasTie said:
2 - Bloodbane has script to jump from screen edge and/or walls.

Allready have wall jump system, but you need two walls for go up while wall jumping, i though about make obstacles be treated like walls but there is no check obstacle function.

Anyway, thanks for the links.
 
Goliath said:
I have some problems with this project:

1. There is a bug that when player change to weapon model is no longer able to block, i can´t make power up shurikens without sacrifice player block ability.

2. Walls: cant make float walls, no wall jumps on shinobi game?, so sad :(

The block issue its an engine bug. The scripted version which Beastie said won't work either.
The solution is to make the entity invincible (remove its box) and spawn an invisible entity to receive the hits
 
O Ilusionista said:

That works, but it's a bit complex. Counterange will do the same job, and all you need is to add a blockflash. You can also use doattackscript.

DC
 

I found a solution for block on player weapons model.

If your block anim just has one frame you can use counterframe with attackbox and noreflect.

But if the block anim has more frames, like block & walk anim, you can spawnbind an entity that takes the hits, ok from here is wath you told me, but if if you need to play block pain anim when bloked?

That entity wont make player play the blockpain anim unless you add something like this:

void main(){
// Changes Parent Anim if Child gets damage
// Goliath 07/10/2014
void self = getlocalvar("self");
int health = getentityproperty(self, "health"); // Get ent health
int parent = getentityproperty(self, "parent"); // Get Caller
int  PIndex = getentityproperty(parent,"playerindex"); // Get player's index

if (getentityproperty(self, "health")!=99999){
changeentityproperty(parent, "animation", openborconstant("ANI_BLOCKPAIN"));
}
}

Basically what it does is change player anim to block pain if the child entity takes damage.
 
Goliath said:

Goliath, as we both told you previously, the counter solution is perfectly workable without all those complexities. The thing is, you use CounterRANGE, not Counterframe. Counterframe is outdated and needs to go die in a fire - which it will when I start working the update project in.

DC
 
Damon Caskey said:
Goliath said:
Goliath, as we both told you previously, the counter solution is perfectly workable without all those complexities. The thing is, you use CounterRANGE, not Counterframe. Counterframe is outdated and needs to go die in a fire

DC

Oh yes you are right, but in the Bor version i´m working counterrange is not recognized by the engine, i think is an old version.

which it will when I start working the update project in.

Hope it will be soon, it is a solid engyne for developing games.
 
Goliath said:
Oh yes you are right, but in the Bor version i´m working counterrange is not recognized by the engine, i think is an old version.

You must be using an ancient version. I added that feature ~2 years ago.

DC
 
I had another doub, changeplayer property cant be used when player is on wheapon model?

I mean you cant change players score or health... while he is on weapon model, is like his Pindex changes.

So when I try to use changeplayerproperty get a respawn with the original model.
 
There is something I need to add to the manual: onmodelcopyscript
When you change for a weapon model, things like "spawnscript" doesn't works, since there is no spawn at all.

self: Caller (the new model).
old: previous model.

Take a look:

Code:
	void old = getlocalvar("old");
	void self = getlocalvar("self");
	changeentityproperty(self, "maxhealth", getentityproperty(old, "maxhealth"));
	changeentityproperty(self, "health", getentityproperty(old, "health"));
	changeentityproperty(self, "maxmp", getentityproperty(old, "maxmp"));
	changeentityproperty(self, "mp", getentityproperty(old, "mp"));

edit: added
 
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