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SinclairStrange
Just a guy who likes doodling and making games =).

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Barrow-in-Furness UK

Joined on 4/11/11

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NES Ninja (Playable Prototype)

Posted by SinclairStrange - April 1st, 2013


Long time no post but I'm currently on holiday in California! Woo. (For about a month.)
Anyway 'cause of this I've left my IWTBH project back over at England, which means this gives me a perfect excuse to create something totally new. And what better than 8-Bit styled Ninja platforming fun.

I've got a playable "prototype" for people to test out if they want. It's currently not totally finished, for example I still need to add in continue/lives system, different control schemes and music. I'm also going to be adding medals AND a scoreboard!

GAME IS NOW HIDDEN.
(So I can work on the final product!)

CONTROLS
Arrows = Move
A = Attack
S = Jump
Space = Deselect current weapon

To wall jump, while next to a wall and in the air, press the JUMP key (S key) to grab onto the wall. And then jump again to jump off.

For people who don't want to play the prototype a video can be watched here:

(Excuse the Ninja Gaiden music, I've still not got around to composing music yet.)

Anyway yeah, it's a little side project that I'm having lots of fun with. The game follows NES limitations, (although without the flicker.) Hope you like what's there so far and any suggestions are welcomed. (AND NO, I'M NOT ADDING IN MOUSE CONTROLS.)

I'll update soon with more juicy stuff. =)
-Sinclairian


Comments

Really does feel like playing an NES game. You make all the sprites yourself? Id love to collaborate with you on something in the future.

Yay, that's the main aim to make it feel like playing a NES game. I did yes, except one green bush, I sorta stole that from another game and mirrored it. It was a place-holder and I forgot to edit it. >.< Thanks, maybe in the future, could be fun =).

Awesome work, nice design so far! Got hard when the platforms started crumbling under me with the flying enemies... Hard like a classic NES game :)

Hoping not to make it too hard this time as I have a nack of making difficult games on accident. I'm actually basing level structure of actual games like, Castlevania, Contra, Ninja Gaiden and so on! (So actually in hindsight, they're going to prolly be difficult haha.) Thanks for the comment, hopefully I'll keep up the awesome work =P.

It looks amazing!
Can't wait to play the whole thing :D

Thanks, shouldn't be too long. The great thing about mimicking the ol' NES is that it's far faster to produce levels as everything is more simple to design. Cheers for the comment! =)

This is so cool!

Cheers! ^-^

Great work, man! Feels reeeal nes-like. The only thing I'd recommend is if you're trying to go for a contra/castlevania/gaiden like level layout, you should make the powerups non-random. That's something I've always appreciated about those games- because the powerups were the same each time you played the level, you could plan out your favorite route without worrying about getting/not getting specific weapons by chance.

Yeah, you're right with the power-up deal. I wasn't sure which way to approach it but you're comment made me give it more thought. Changed it around so it's same each time and not randomized. =).

Thanks for the comment, glad you find it like a NES game!

diggin the enemy placement. T felt the wall grab felt a little clunky. Or maybe im just not used to it yet. I remember ninja gaiden felt sharp. I found the dynamite weapon's arc to feel wonky. Maybe it was too floaty or the arc not natural or feeling like it had weight. You really nailed the colour palette on this. I'm excited to see where it goes.

I think I shall dig out Ninja Gaiden and see how it plays again, although I've edited the engine so it's hangs on the wall more easier and with little less delay. Fixed the dynamite, no idea why it acted like as it wasn't coded to arc like that. Oh well. Thanks, I just love the NES palette, so little colours, so much creativity on how to best use it. =)