Game
Shiro Ninja Mayhem
3 years ago

...and now, what I used to make Shiro Ninja Mayhem, for some reason.


Due to some unusual demand, Here's some of the raw graphics and audio from Shiro Ninja Mayhem.
...technically it's from a build labeled Shiro Ninja Mayhem 2, but that never came to be. All that build had going for it was a couple extra moves, and that's it.

https://drive.google.com/drive/folders/1AK6pUHfnNR6JyxbXogSGmbaBsWXjsRag?usp=sharing

Also, if you wonder why some graphics are broken up, well, that's a trade secret. Actually, it's for layering/reference purposes. It made more sense in-game.

...this ought to keep the ninja fans happy.



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So, what's the secret to drawing a car?

1. Just draw the car from profile, back, and possibly front.

2. Dig out any Hot Wheels product for reference.

3. Use the reference to figure out how to draw those in-between angles.

The only thing harder than animating a set of wheels is making it handle like a set of wheels.

...and making an infinite floor without resorting to the official 3D engine.

Robots fresh off the assembly line from the prosthetics factory.

I call the ones that crawl "Gwendy", after the dolls from Small Soldiers.

First off, you can't rotate a background with draw_background_tiled. However, you can draw anything on a BIG surface, and a surface can be rotated and doubled up.

So, the infinite floor uses a surface, and now it's not chugging so hard. Look at the FPS.

I might have gone too far in a few places, and not enough in others.

A step-by-step process for bigger sprites.

GM Studio 1 works like Windows XP's Paint, but with nicer features. As such, even a lefty like me can learn to draw right-handed with a Line tool.

Trying to do that Infinite Floor thing (technically, it's a trick of the camera), and I think it chugs.

Makes sense, since it's drawing on one surface over and over for each scanline, then putting that on another surface, which puts that on-screen.

Hmm...

All this work to get punched in the face.

There are a lot of robot arms in a prosthetics factory. They flail about, so don't get too close, or they'll hurt you.

Here I am, still trying to push the limits. I'm pretty sure there's a shader for Mode 7 out there, but this is what I've been working with.

Also, because of limitations, red flashing floors generate force fields you can bump into.