Vigilante Ninja (edit)

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Kasumi
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Re: Vigilante Ninja (edit)

Post by Kasumi »

:D Perfect. All fixed. Three small things you may want to try if you want to keep the air slide.
1. Perhaps give it an upwards boost when it starts.
2. Perhaps make it continue until landing.
3. Perhaps make it continue in the air as long as the button is held down. (But also have a fixed minimum distance)

The reasoning behind one is I think it will look better visually. The reasoning behind two/three is sometimes it stops just short of an airborne enemy which then flies into you. It may not end up feeling good, but it's an idea to try if you wish.

I actually really like the air slide, regardless and that it moves faster than walking makes it a new movement choice.

Small thing:
Image

A bigger thing.
Image
The hitbox for the slide should probably be a bit larger. The enemy I'm mostly on top of isn't dead.

Some of the jumps and things are indeed tough now, since I guess they expect the old physics, but that's less work to change, probably.

Sorry if I was too rough.

Edit: Another thing I just noticed. There's a flash when you pause and switch weapons. (Probably related to how it removes the old weapon's object). The flash may be intentional, but I don't think I like it.
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dougeff
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Re: Vigilante Ninja (edit)

Post by dougeff »

8bitMicroGuy wrote:Now it's hard to make long jumps in terms of less flight and more x-ishness (how do I say it correctly... Less hitting the head into the ceiling which bounces you into the bottomless pit and more horizontal movement). I'd like a feature where the player can tap the D-pad to activate a sprint move and then jump to make a horizontal jump without hitting the ceiling. This happens to me a lot of times when there's little surface to walk on and when the ceiling is so low. The jumps are very fast upwards, but slow rightwards.
continue until landing
hitbox for the slide should probably be a bit larger
Good points.

Maybe if you hold B at the start of a jump, you get a slight X speed boost. Or, maybe just any time you press B you get a slight speed boost. ?
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Kasumi
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Re: Vigilante Ninja (edit)

Post by Kasumi »

I don't generally like speed boosts on a button (that's a whole thing), but it's about what you'd like best there.

Of those two choices, though, B always giving a speed boost I like best. It's easier for the player to find. (Assume no one will read your instruction manual, etc.)
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Re: Vigilante Ninja (edit)

Post by dougeff »

I agree with you that no one reads the manuals.

http://tvtropes.org/pmwiki/pmwiki.php/M ... kingManual

I remember someone saying they found an easter egg in a game. The reply was..."dude, that was in the manual". I think it was about Zelda, using a second controller to get the save screen.
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Re: Vigilante Ninja (edit)

Post by dougeff »

And here's level 2 with the new physics. I had to narrow all the gaps to make them jumpable. Also, I replaced the stupid fish at the end with an awesome alligator. I don't know if you can tell, but I really enjoy doing this stuff :)

http://dl.dropboxusercontent.com/s/n6sk ... g2_Lv2.nes

Edit: link updated July 20.
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Re: Vigilante Ninja (edit)

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Re: Vigilante Ninja (edit)

Post by dougeff »

I know about that one. When you kill an extra big enemy, it flips oddly. I only designed the game originally, to handle 16x16 enemies. I have to use a bunch of ugly hacks to make bigger enemies work at all.


Edited: July 20
Fixed. All 3 files updated, new links...

http://dl.dropboxusercontent.com/s/pyxu ... g2_Lv1.nes
http://dl.dropboxusercontent.com/s/n6sk ... g2_Lv2.nes
http://dl.dropboxusercontent.com/s/zow1 ... g2_Lv3.nes
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Re: Vigilante Ninja (edit)

Post by dougeff »

I had a change of heart. I think I will share the MMC3 version of the demo...(levels 1-3). Level select does actually work in this version. Enjoy.

(link temporarily removed, will put new one up soon)
Last edited by dougeff on Sat May 13, 2017 2:42 pm, edited 1 time in total.
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Re: Vigilante Ninja (edit)

Post by Ryoga »

Thanks for sharing the MMC3 version. How many levels will have the final version?
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Re: Vigilante Ninja (edit)

Post by dougeff »

5 levels planned.
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Re: Vigilante Ninja (edit)

Post by 8bitMicroGuy »

Nice! Now there's even a weapon retain option to keep the weapons. In the final game, you might make that unlockable. You know, adventure mode would be where you unlock things and arcade mode would let you play with those cheats.
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Re: Vigilante Ninja (edit)

Post by dougeff »

MMC3 link above updated. Fixed about 5 bugs. Slight jump increase. Title screen should say "July 31".
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Re: Vigilante Ninja (edit)

Post by dougeff »

The title screen will probably look like this...
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Re: Vigilante Ninja (edit)

Post by dougeff »

It's always bothered me that you are frequently collecting items and you often don't see what they are. So I decided to try to change this. Meaning...collectable items now have priority over the hero, who used to have top priority, but moving the hero's priority bumps into the weapons-on-screen priorities, also need changed, and a few other. ...BIG change. I had to reorder and redefine the position of nearly half of the sprite objects!

In the end it was over 200 lines of code I had to change. Yes, I changed that many lines of code in one sitting. You know what that means...new bugs. Lots and lots of new bugs. Yeah! (Don't worry, I backed up every source file before I attempted this.)

This is my favorite new one (yet unfixed)...when I go to the next level, this happens...

(Edit, I also added a slight delay between when the collectable items appear, and when you can collect them, so you can see them better when you are sprinting through the level, rather than immediately collecting as soon as they spawn).
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Re: Vigilante Ninja (edit)

Post by dougeff »

Hmm, fixed all bugs but the one I posted.

Honestly, I don't know what I'm looking at. It's using tiles from the wrong pattern table...but just on the right side.

I'm sure I didn't change any $2000 writes.

As soon as you die, it loads the game correctly. It only happens when you beat a level and then advance to the next (vs options menu switch levels).

It's a mystery.
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