Game
Shiro Ninja Mayhem
5 years ago

Hey, does anyone want me to rework Shiro Ninja Mayhem to work on modern computers? As creator, I still have the source code, you know.




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I didn't want to work on that one boss, so I'm working on the scoring system. Yes, I'm gonna dock points for losing lives.

As for why the old convention level's in the background, it's the easiest level to test.

...and here's the wind-up frame.

It only appears for four frames, and each animation state has its own proprietary wind-up setup, so the animation continues to flow.

Also, now I have incentive for guns, but probably need a fourth button for punches only.

I decided that the fourth button will be used for switching between using weapons, and not using them. Why? Because it works with the mouse's scroll wheel.

Also, you've got an indicator at the top-left if you've got the gun active or not.

There. MUCH better.

In The Future, space jets come with their own air-to-space rockets, and consume less liquid fuel. They might need to drop the rocket fuel tank, but at least it's not a giant cylinder. It's a big wedge instead.

When drawing a mock-up of a multi-sprite boss, your canvas size can be limited. These gorilla proportions will be adjusted, but it can give you a glimpse into what the final robot will look like.

It's getting closer to being finished.

Even though the 2.5D gimmick was only for that one level, I see no reason to not use it for this boss fight.

Welcome to Space.

...not much going on here, is there?

...yes, it's small, but I decided that the boss for the second-to-last level should be inspired by the final from Mischief Makers.

Sadly, there are only so many ways to draw a mech's head, and Megazords take too many cues from Transformers.

It helps to draw another angle. Can't say it's great, but if this thing is launching into space, another angle helps make the sequence work.

I'm getting close in the rigging department. I might need to adjust how the shoulders work, but it's getting there.