Game
Shiro Ninja Mayhem
4 years ago

I gave into public demand. Now there's an official video playthrough.


For some reason, a few people have asked me to do a video playthrough of this game. I don't know why this one specifically, but it is a decent game.

So, for anyone who wants to see this old game in action, played by the developer himself, here you go:

https://www.youtube.com/playlist?list=PLsv-hvMkxurEd6RyXsOZepDgAGt9tJza7

...you'll be lucky if I do a playthrough of Pirate Jack, though.



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Robots fresh off the assembly line from the prosthetics factory.

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

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...

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.

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.

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.

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.

All this work to get punched in the face.

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.

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.

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