SullyTheStrange's Forum Posts

  • Perfect! Thanks a lot guys. Who knows how many more hours of blankly staring at the screen it would've taken for me to notice that? <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Thanks Yann! That works fine, but... the way it was set up before, the turn animation ping-pongs and mirrors so that it looks as smooth as possible. This way only plays half, so he starts turning to the left, then halfway through teleports to the end of it, if you know what I mean.

    Maybe it's only the kind of thing I'd notice, but if at all possible I want to have the full thing play. I tried altering yours to include that, but the imagepoints are acting up again... Mind taking another look?

    dl.dropbox.com/u/19702035/ninjaTurn.capx

    (The timescale is set to 0.1 so you can really see what's happening. If it's set to 1 and you make him turn repeatedly, you can see it doesn't happen every time, just most of the time. I don't know if that's important or not.)

  • I'm completely redoing the animation system in my game, Sneaky Ninja, but I seem to have hit a snag. The ninja's usually holding something, and his hand is a separate object set to one of his image points, which works perfectly fine as you'd expect it to. When I tried implementing the turn-around animation, though, it flips out for a single tick. It's really quick, but it's extremely noticeable, and I've spent the last three hours trying to find a way to get rid of it with no luck.

    The ninja himself also flips out for a single tick, only when turning to the left. Again, extremely noticeable, and seemingly impossible to fix.

    I made a super basic version with only 8 events to show the problem. Press any key to make him turn, and well, see for yourself. <img src="smileys/smiley5.gif" border="0" align="middle" />

    db.tt/TukM7llC

    EDIT: Oh, and the way I have things set up may seem a bit strange at first, but trust me when I say it's (mostly) necessary. It's a bit of an odd animation system, but it's part of a bigger scheme... <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Happy birthday indeed! Here's to another year of progress! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Haha, that's pretty cool sqiddster. I admit, I ran it and sat there watching the screen fill up completely... twice. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Maybe at the end of each stage the ninja reaches his target - walks into the house and you see a Silhouette of the assassination?

    While that might seem a bit out of place with the game's current style, it did give me an idea... There could be a special colored samurai at the end of the level that you have to "assassinate" as a goal. He'd be more difficult to get to than the other ones, probably with several normal samurai nearby for protection. I think that could work pretty well, what do you guys think?

    Feedback:

    - Yellow glow-animation could be more transparent, less intensive.

    - Ninja invisibility must be more easily recognizable. Like the ninja-"icon" coming out of the shadows or disappearing slowly as he is less seen by enemy

    The yellow glow for the fire, you mean? It looks pretty transparent on my screen. I might include some various lighting options to account for screen differences like that. And yeah, I'll be changing up the invisibility icon, I'm not too happy with the way it works right now.

    As for the bug you mentioned, I can't reproduce it but I have a pretty good idea what might cause it. Thanks for the heads up. <img src="smileys/smiley1.gif" border="0" align="middle" />

    I had so much fun playing it, there are some control problems but other then that, a++. I featured the game on indie-gamers.com with a more detailed preview. Cannot wait to play more of the game <img src="smileys/smiley1.gif" border="0" align="middle" />

    Wow, thanks for the feature! I can already feel the pressure building up... I gotta put more time into getting this thing made! <img src="smileys/smiley36.gif" border="0" align="middle" />

    Just curious, in that video you had to walk basically off the screen before it would start scrolling -- is that how it is for you when you play it, or only the way the video was taken? If it isn't just the video, well, that's a problem... it isn't supposed to work like that. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • That means different instances have different initial values. If you click on an individual instance, you can set initial values for its variables on the left bar. If all the instances have the same value, it'll show you the value in that screenshot, but if any are different, it'll say "<varies>" like that.

  • I do like the gong idea, but making a very loud noise is generally the complete opposite of what a ninja wants. <img src="smileys/smiley17.gif" border="0" align="middle" />

    I'll keep it in mind though.

  • Starred! I just ran into this problem with the game I was making for last weekend's Game Jam. We had to rework the controls so that clicking wasn't necessary. It's a shame that such an awful bug has gone unfixed this long... I really hope it gets taken care of soon.

  • sqiddster, yeah, it's an early level so it's definitely on the easier side. I have a few things in mind for how to change that later on...

    As for the end of the level... there isn't one yet. If you got to the tiny field of flowers, you "won". <img src="smileys/smiley17.gif" border="0" align="middle" /> I'm still not sure exactly how to end levels. I need to find some equivalent to Super Mario Bros.'s flagpoles, but for ninjas. <img src="smileys/smiley36.gif" border="0" align="middle" />

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  • rodrigorf, at this point the simplest thing to do would be to have two different water drop sprites, one white and one red, and switch between them as needed.

  • Hey Genki, thanks for the huge reply! I'd love to have as much feedback as I can, so walls of text are most certainly welcome. <img src="smileys/smiley4.gif" border="0" align="middle" />

    I forgot to note it in the first post, but you actually CAN use the [ and ] keys to control the shuriken aiming. Those keys are inconvenient, I know, it was only set that way for a default thing that I never changed. <img src="smileys/smiley5.gif" border="0" align="middle" />

    In the final version, you'll be able to throw smoke bombs too, yeah. I just never got around to putting that in!

    Thanks for mentioning that bug, I'll see what I can do about fixing it.

    I've been doing some testing to see what's causing the poor performance in IE and FF, and at least for FF part of it seems to be the samurai's AI. It's actually pretty complicated stuff under the hood that it has to run per samurai per tick, so I'll see what I can cut out and what I can check less often rather than per tick. I deleted all the graphics and it didn't have too big of a framerate boost, but I can still include an option for "simple" graphics which will cut down on stuff like the sine grass.

    Again, thanks for the feedback, every bit helps. Glad you enjoyed it and thanks for the compliments. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • The bumpiness is mostly taken care of, but the bug on the right side is still there. That sprite is just a flipped clone of the one on the left, why would this happen?

  • Yeah, just discovered that animation frame bug myself, haha. I just tried splitting it into two halves, each with 8 points, but it still has some issues. I'll try splitting it up a bit more.

  • I'm starting to look into physics for the first time, and since I've ventured out of the familiar territory of platformers, I've reverted back to newb status. <img src="smileys/smiley36.gif" border="0" align="middle" />

    The first thing I tried to do is make a half-pipe shape, like a bowl, and have a ball roll along the inside. However, in the example I posted below, it doesn't roll smoothly. Its collision mask is set to circle, so I assume the problem is with the half-pipe itself.

    Speaking of which, I ignored the "You should only have 8 points in the collision polygon!" rule and bumped it up to... *cough*... 19, just to see if that would make it roll smoother. It sort of did, but it's still not quite there. I assume I shouldn't be adding even more points. <img src="smileys/smiley17.gif" border="0" align="middle" /> You'll also notice the ball kind of goes through the half-pipe on the right side, I have no idea why that happens either.

    db.tt/HKn2g4sK

    Any advice?