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[Devlog]Cyber Shadow - NES style Ninja platformer

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huZba:
The main devlog with the general stuff is gonna be at https://forums.tigsource.com/index.php?topic=52597.0

Here I'll post on some of the harder things I'm wrestling with.
To kick off, I really want this kind of corridor worm thing, but the 8 sprites per scanline thing is sort of limiting.

Maybe have the "face" as a sprite and the body as scrolling tiles.
I'm already cheating a lot, but I'm actually thinking about going through some areas to make sure I cheat less and less.

This is the palette I'm using:

It's something that was posted here ages ago and I've used it ever since :X. Not sure how it was constructed.

The game is going to have a regular wide screen option and a "classic" mode. Enemy spawners and ranges will shorten a bit for classic mode, but most things seem to work pretty good on either mode with the same values. The blue UI icon will need to be player sprite color for classic mode too.

Wide:

Classic:

Probo:
Mate it looks great! Really reminds me of natsume nes games. I wouldn't worry too much about some slight cheating on the restrictions, I think people have an idealised vision of nes games in their head and making it look a little bit better than perhaps it could've done back then wont register with them, and in fact will play up to these rose-tinted expectations. Plus some cart hardware bent all kinds of rules! I hear Retrousb are releasing a NES/Famicom hardware clone soon that even ups the sprite count per scanline from 8 to 15. I think emulators have been able to do this forever but hardware!!

is there a playable demo yet?

Seiseki:
Oh, I saw this on Tigs!
It has a really sick dystopian cyberpunk vibe to it! I love it!  ;D

huZba:
I -kinda- wanna keep going after the NES specs, though not gonna flicker stuff and so forth. Just to keep it from feeling too advanced.

Just a sidenote, it seems you can define priority for the flickering. Like the first boss in Contra seems to have too many colors, but it doesn't flicker even if you spam laser on it with the turret still intact next to you.

I like how the NES palette is forcing me to use colors I normally wouldn't just to make barely functional palettes XD

And yeah,  I really like sick depressing dystopian cyberpunk vibes XD. The story is super duper depressing too, so look forward to that XD. It's gonna have minimal dialog. Gonna do it all by showing instead.

I'm planning to have a sequence in the main menu that you access by waiting long enough. You enter the dream that you're experiencing while in your cryotube thing. Gonna do my best to make it depressing as hell. Think of the megaman intros, but playable.

Kasumi:
Except for the guy on top, and projectiles, the first boss in Contra appears to be entirely the background so it wouldn't be affected by flicker. (The turrets in the level are the background too.)

But flicker is indeed 100% defined by the programmer. The console itself just stops drawing sprites, flickering is a result of programmers shifting sprite priorities so different things aren't drawn on alternating frames. You can arrange it so your player character never drops at the expense of other things getting dropped more, or try to show the corners of things, or any number of other behaviors. 100% software.

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