Jump to content
vhzc

Ninjish Guy 7800 - perilous island (wip)

Recommended Posts

Posted (edited)

 

Hi guys!

I want to share my new project.

Ninjish Guy 7800  Perilous Island.

I just started it a week or so ago and I wrote a new improved version of my Knight Guy "engine" for it.

It is in a really stage of development, but still here is a playable demo if somebody want to test it.

Since I have no dragonfly or similar I have only tested it on a7800 emulator, so it could contain some nasty bugs.

NinjishGuyPI_demo01.a78

As always, testing and feedback will be appreciated.

######################## UPDATE

Quick update

- Corrects some timing issue in Game Over screen and Title Screen

- Corrects some misplaced collision boxes in vine climbing screen

I was not able to reproduce the after Game Over glitch, but I tried to optimize some parts of the code to fix it.

 

NinjishGuyPI_demo01b.a78

 

Quick Update

- New Title Screen :)

 

NinjishGuyPI_demo01c.a78

 

Quick Update

- Some changes in gravity and jump

 

NinjishGuyPI_demo01d.a78

 

UPDATE

DEMO 02

- 35 screens

- Two mid-bosses

- Cosmetic changes

- Color corrections (thanks to @Trebor for some hints)

Only tested on a7800, so some bugs expected.

 

NinjishGuyPI_demo02.a78

 

 

UPDATE

DEMO 03

- 43 screens.

- Three mid-bosses.

- Cosmetic changes.

- Some Sounds added.

NinjishGuyPI_demo03.a78

 

UPDATE

August 23

- 60 screens

- Four mid-bosses.

- Cosmetic changes.

ninjishGuyPI_20210823.a78

 

UPDATE

September 08

- 70 screens

- Five mod-bosses.

- Difficulty tweaks on a couple of mid bosses.

- Cosmetic changes.

NinjishGuyPI_20210908.a78<--- CURRENT

 

 

 

988512181_Capturadepantalla_2021-07-23_21-18-38.thumb.png.d67a5c87a5ebc74afa82c864672ab7aa.png

 

1008192001_Capturadepantalla_2021-07-23_21-05-12.thumb.png.9407708ee005473aa4d24ca3b6dfe155.png

 

841184380_Capturadepantalla_2021-07-23_21-04-54.thumb.png.94e810eba2c94cc1415dcca2b420517b.png

 

676425977_Capturadepantalla_2021-07-23_21-04-35.thumb.png.57699a6949d14debfc67c8eb3e996f08.png

Captura de pantalla_2021-07-23_17-09-43.png

Edited by vhzc
  • Like 17
  • Thanks 2

Share this post


Link to post
Share on other sites

Plays great on real hardware (7800 SVideo + Dragonfly), no visible glitches or weirdness! Another INCREDIBLE game @vhzc! I'll be including it on this Tuesday's show! Check out the video below...

 

- James

 

EDIT: There is an issue that TempterOfFate found that I'm able to consistently replicate but I'm not sure on the EXACT conditions. If you die in a certain way on the first three screens the game will crash after transitioning from screen 1 to 2 (or 2 to 3) right after starting a new game. Also the character's animation does jitter quite a bit while walking and is visible on real hardware and JS7800 emulator.

 

 

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites
14 hours ago, ZeroPage Homebrew said:

Plays great on real hardware (7800 SVideo + Dragonfly), no visible glitches or weirdness! Another INCREDIBLE game @vhzc! I'll be including it on this Tuesday's show! Check out the video below...

 

- James

 

EDIT: There is an issue that TempterOfFate found that I'm able to consistently replicate but I'm not sure on the EXACT conditions. If you die in a certain way on the first three screens the game will crash after transitioning from screen 1 to 2 (or 2 to 3) right after starting a new game. Also the character's animation does jitter quite a bit while walking and is visible on real hardware and JS7800 emulator.

 

 

 

Thanks for testing it.

I am still not able to reproduce the issue in a7800, so not sure of the cause. Still I optimized the code trying to fix it and posted a new build:

NinjishGuyPI_demo01b.a78

 

I will check the jittering.

BTW: All current enemies can be killed with shurikens, but some of them need more shoots.

Also the shurikens can be refilled in the shuriken room.

And the running enemy can be also stomped like in original NG.

 

 

 

  • Like 3

Share this post


Link to post
Share on other sites
6 minutes ago, vhzc said:

 

Thanks for testing it.

I am still not able to reproduce the issue in a7800, so not sure of the cause. Still I optimized the code trying to fix it and posted a new build:

NinjishGuyPI_demo01b.a78 144.13 kB · 1 download

 

I will check the jittering.

BTW: All current enemies can be killed with shurikens, but some of them need more shoots.

Also the shurikens can be refilled in the shuriken room.

And the running enemy can be also stomped like in original NG.

 

 

 

Shurikens? All I did was jump to avoid stuff and then I assume I made it to the end as there was a single Ding sound and it just stopped at that point? I'm guessing there isn't any audio yet correct?

 

Share this post


Link to post
Share on other sites

Two things I really like with this is the death animation and the utilization of a firing weapon.  More so how cleverly the weapon supply was implemented.  You cannot be haphazard about it, without ammo becoming inconvenient to replenish; however, no limit to replenishing ammo either.

 

Of course the (trademark) characterization and uncanny personifications found throughout.  Another triple 'A' title in the works - just awesome!

  • Like 1

Share this post


Link to post
Share on other sites

ZeroPage Homebrew is playing Ninjish Guy Perilous Island on tomorrow's (Tue Jul 27, 2021) stream LIVE on Twitch at 6PM PT | 9PM ET | 1AM GMT+1Day!

Games:

(SET TO 1080P60 FOR FULL QUALITY!)

 

 

 

  • Like 3

Share this post


Link to post
Share on other sites

Cool start! I'm looking forward to SFX being added. I got stuck at first because it wasn't immediately obvious to me that you could climb the vines. Also, the flying fish are a pain!  :D

  • Like 2

Share this post


Link to post
Share on other sites
14 minutes ago, Karl G said:

Cool start! I'm looking forward to SFX being added. I got stuck at first because it wasn't immediately obvious to me that you could climb the vines. Also, the flying fish are a pain!  :D

They are much easier on the way back from the right to the left though...

 

  • Like 3

Share this post


Link to post
Share on other sites

Noticed by the time the console is hot, Ninjish Guy is looking considerably greenish from when he started. 

If that's intended, no problem, understood.

 

On the other hand, if looking to keep a bluish appearance: $A2 & $A6 --> $92 & $96:

 

Playing beautifully, so far.  Looking forward to the next release!

  • Like 2

Share this post


Link to post
Share on other sites
21 minutes ago, Trebor said:

Noticed by the time the console is hot, Ninjish Guy is looking considerably greenish from when he started. 

If that's intended, no problem, understood.

 

On the other hand, if looking to keep a bluish appearance: $A2 & $A6 --> $92 & $96:

 

Playing beautifully, so far.  Looking forward to the next release!

Thanks.

Color changing is not intended, I will tweak the colors and visuals during development.

Is for that type of stuff that I really, really need a DF or similar.

  • Like 2

Share this post


Link to post
Share on other sites
24 minutes ago, -^CrossBow^- said:

They are much easier on the way back from the right to the left though...

 

Originally the jumping piranhas went to change direction when you return to the screen, but I changed my mind and keep it as is, so the backtracking feels less like a punish.

  • Like 2

Share this post


Link to post
Share on other sites
11 hours ago, vhzc said:

Thanks.

Color changing is not intended, I will tweak the colors and visuals during development...

My pleasure, thank *you*!   Succinctly put, for consistent blue, $9x is the range that works best; for consistent green, $Cx. 

 

Consistency can be tricky at times.  There are some items to consider when making selections.  I don't want to bog down this thread with them, but more than happy to assist and can discuss via private message if you would like to converse further on the matter, or just looking for a simple suggestion.

11 hours ago, vhzc said:

...Is for that type of stuff that I really, really need a DF or similar.

Hopefully, the below spoiler may be helpful.  Pick a hue value, watch for 30 seconds, and it will provide a wide range of looks for the selected hue.  It runs through cool to hot consoles for both CRT and LCD/modern display appearances.  It's a gif file which can be downloaded and stored locally for convenience:

 

 

PRO_PALETTES_NTSC_ALL_30.gif

 

 

There is another one available for PAL regions as well.

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites
1 hour ago, Karl G said:

I got stuck at first because it wasn't immediately obvious to me that you could climb the vines.

Knight Guy tricked me into thinking Ninjish Guy may be able to swim too.  Don't fall for it.  :D

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, Trebor said:

Knight Guy tricked me into thinking Ninjish Guy may be able to swim too.  Don't fall for it.  :D

Remember that Knight Guy 7800 was able to swim ONLY after he got his diving helmet...

  • Like 3
  • Haha 1

Share this post


Link to post
Share on other sites
On 7/23/2021 at 9:40 PM, vhzc said:

UPDATE

DEMO 02

- 35 screens

- Two mid-bosses

- Cosmetic changes

- Color corrections (thanks to @Trebor for some hints)

Only tested on a7800, so some bugs expected.

 

NinjishGuyPI_demo02.a78<--- CURRENT

 

  • Like 4

Share this post


Link to post
Share on other sites

Awww.. got to put the Strength Gem to use just once so far.  Great stuff though!  Definitely feels more challenging than Knight Guy, or maybe I became too accustomed to those boards.  Still, my gut has Ninjish Guy challenge more peg as a Pitfall II - Quest/Level 2 challenge (via 8 bit/5200), while Knight Guy feels more like the challenge of original Pitfall II.  

 

'Mothra' was my favorite of the two, but 'Block Head 2.0' offered a nice challenge as well.  Both (mini) bosses look great, in fact, everything does.  Always love the backtracking, as it really gives more depth to the game.  The lives and ammo system is very fair (If not a tad bit generous), though seeing those blocks above turn brown makes me think the future of them may be dangerously trap worthy, if used too much or/and lingering too long.  The variety in area settings is a fantastic touch as well.

 

Looking forward to this action-adventure developing further - awesome so far!

  • Like 2

Share this post


Link to post
Share on other sites
On 7/23/2021 at 9:40 PM, vhzc said:

UPDATE

DEMO 03

- 43 screens.

- Three mid-bosses.

- Cosmetic changes.

- Some Sounds added.

NinjishGuyPI_demo03.a78 <--- CURRENT

 

  • Like 5

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...