Game
Shiro Ninja Mayhem
4 years ago

I still have the source code to an interesting build of Shiro Ninja Mayhem.

It has some special fighting-game-type moves and other quirks.

Should I port this?


  4 votes Voting finished



0 comments

Loading...

Next up

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.

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.

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.

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

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

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.

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.

What a bunch of clowns.