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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What a bunch of clowns.

I figured out an easier way to program arranging angles on a rig.

It involves choosing which body part to move, then using the mouse to calculate an angle.

Namely, angle= point_direction(x, y, mouse_x, mouse_y).

This should help speed up the process.

...no guarantees, but until I have an official level-select menu, this'll do.

I don't know if I went too far, or not far enough. The hand-clamps work, but that's not being demonstrated here.

Why, yes, programming an elephant IS hard. Making its eyes blue is a lot easier, but I'm not doing that.

I also had to make sure it's a robot elephant, specifically, because this is a robot circus, and it's unethical to use real elephants.

Sometimes, the hardest thing when designing a boss is scaling its AI and collision boxes so the player actually stands a chance.

That being said, Clampor's finally implemented, ready to take on this little stretchy lady.

Two-level demo for Robot Maid P-NA-4 is here!

...but the game's still not in active development right now.

Despite anything resembling better judgment, and this not going into any demos, I decided to implement a swinging mechanic.

I got it working. You can control the swing (loosely), and can stretch and retract the arm. It even adds a bit of momentum.

First you draw parts, then program a rig for animation.

I need to work on the "What does this guy actually do" part.

I think we did it, boys. Mode 7 can now have scaled sprites to go with it on Game Maker.

Now I just gotta see if there's a way to perfect the perspective system.