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Old 04 June 2018, 11:05   #141
vulture
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I like it a lot!
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Old 05 June 2018, 23:27   #142
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I'm seeing some SNK Wolfgang Krauser influence in that stage 4 boss! Very cool
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Old 06 June 2018, 00:02   #143
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I like it a lot!


Quote:
Originally Posted by Anachronist
I'm seeing some SNK Wolfgang Krauser influence in that stage 4 boss! Very cool
Yes, that was the man inspiration for that boss.
Also, Ken Oh (first shinobi boss).
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Old 08 June 2018, 22:59   #144
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Good to see the game is still going, its a long wait.
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Old 22 July 2018, 00:53   #145
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Good to see the game is still going, its a long wait.
Thank you, one day it will be finished. We are working everyday on it, at least me (artists are another thing...).

I wanted to show a video of the wip of Mission 2, level 2, Canyons level before I start on the boss of mission 2.
As it shows actual level gameplay, if you have any remarks, suggestions etc... please let me know.



[ Show youtube player ]
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Old 22 July 2018, 01:19   #146
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...only just watched half the video as yet but had to stop and post.

<youth hat on> Looks sic man <youth hat off>

Great graphics, fast action (definite reflexes needed), varied enemies / patterns, red ninja very Shinobi like, double-jumps with shadow effect
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Old 22 July 2018, 11:24   #147
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...only just watched half the video as yet but had to stop and post.

<youth hat on> Looks sic man <youth hat off>

Great graphics, fast action (definite reflexes needed), varied enemies / patterns, red ninja very Shinobi like, double-jumps with shadow effect
Hi Damien, thanks a lot. I know you will like this game (because of Shinobi).

it looks much better than in the videos. Videos are lower resolution and fps, and everything is still wip.
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Old 23 July 2018, 11:30   #148
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Oh my god, it's beautiful.

Like others have said, it both looks and sounds like an SNK-styled Shinobi.
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Old 24 October 2018, 23:16   #149
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Oh my god, it's beautiful.

Like others have said, it both looks and sounds like an SNK-styled Shinobi.
Thank you , better things on the way!, 2 new music tracks are being finished, one is incredible.

I wanted to share some news, only 2 regular non boss levels are left (although 3 boss levels need to be drawn).

But the game is moving forward, with hopefully all levels (regular, boss and bonus) done by the middle of next year (at alpha state), and music finished too.

Bellow is bamboo level, essential level in a ninja game. It also has a bridge where ninjas jump out of a river to the bridge (something I wanted to have, and was thinking about before starting this game). Not shown here as it needs some polish.




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Old 25 October 2018, 00:02   #150
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Looking good Jgames

...just a question; I think I pledged £101.00 back when this was on KickStarter.

What happens now since this was cancelled?

I mean, I'm still good to give you the money when the game's complete

Clearly shit loads of time / effort / tweaking has gone into this masterpiece.
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Old 25 October 2018, 00:21   #151
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Looking good Jgames

...just a question; I think I pledged £101.00 back when this was on KickStarter.

What happens now since this was cancelled?

I mean, I'm still good to give you the money when the game's complete

Clearly shit loads of time / effort / tweaking has gone into this masterpiece.
First, I want to thank you a lot for your pledge, I remember it.
This and other positive feedback and actions really are the reason I am still continuing this game.

Normally Kickstarter doesn't debit accounts until after a successful campaign.
Did they debit your money?

Ah, or do you mean you still want to give the same amount for Shadow Gangs regardless of the release price?
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Old 25 October 2018, 00:40   #152
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Did they debit your money?
No, not at all.

Quote:
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Ah, or do you mean you still want to give the same amount for Shadow Gangs regardless of the release price?
I will do that, it's what I originally pledged and I'm a man of my word.

Plus it's for all your continued hard work
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Old 25 October 2018, 01:14   #153
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No, not at all.


I will do that, it's what I originally pledged and I'm a man of my word.

Plus it's for all your continued hard work
Your support and encouragements are worth more than money!

There will be a release version on Steam, and I am planning to do a limited physical version for the people who would like to get hold of the actual thing forever.

You can then pay the amount you want for the physical version.
(Planned Steam release mid 2020).
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Old 25 October 2018, 04:47   #154
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Just had a read of the whole thread.
Too bad you've deleted previous videos, as I wanted to see the whole progress.
As for the last video, I really like it. Gameplay feels much richer then in similar games (lot's of ways to kill, and be killed ).
Graphics looks really nice. Maybe you can try adding some fog (if possible) on the far mountains, and it could benefit with additional depth. By fog, I mean atmospheric distance fog, color very similar to sky. I am also not sure I like that sun on the top right.

Great stuff, and I am very glad you weren't discouraged by Kickstarter canceling.
Keep up the great work!
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Old 25 October 2018, 22:20   #155
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As for the last video, I really like it. Gameplay feels much richer then in similar games (lot's of ways to kill, and be killed ).
Thanks, it's much more richer.
Many enemy types, fight over moving train, grenade, mine and drone attacks for Dan (game hero), 2 magic powers (Freeze and Kanji), and more.

I'll be showing more, once things are more polished.

Quote:
Originally Posted by d4rk3lf
Graphics looks really nice. Maybe you can try adding some fog (if possible) on the far mountains, and it could benefit with additional depth. By fog, I mean atmospheric distance fog, color very similar to sky. I am also not sure I like that sun on the top right.
Thanks for the remarks, yes, I too wasn't happy with the blue sky, and also was not certain about the sun.

We'll remove the sun, and I will ask the artist to add a moving fog effect on the background for more details.

Quote:
Originally Posted by d4rk3lf
Great stuff, and I am very glad you weren't discouraged by Kickstarter canceling.
Keep up the great work!
Thank you
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Old 25 October 2018, 23:04   #156
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Looks reall great know. Just like SNK 2D games should look like 2018.
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Old 25 October 2018, 23:27   #157
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and I will ask the artist to add a moving fog effect on the background for more details.
The fog I am talking about, is actually meant to lower the details somehow, but make overall feel better, and more focused look.
Here is the example:
https://pbs.twimg.com/media/DOhPcycV4AA4L80.jpg

Notice... the far is mountain... the closer is to the the sky (in terms of color and brightness), and that helps very much to make scenes more bigger (if there's no atmospheric fog, mountains looks very close).
So, you don't need any additional fog layer there, just make farthest mountain closer to the sky, and for closer mountains... same.... but much less.

Here is another example:
http://www.conceptart.org/forums/att...7&d=1399326507

Another thing I think could improve "big picture" is that you can desaturate a little bit every background element, so characters and enemy are more visible.
For example:
In the screenshot above, you have a ninja (main protagonist) and a very nise looking red tree). I really like the tree, but I would reduce saturation of the tree just a little bit, so ninja stands out a little bit more.

Of course... these are just a suggestions (and tips) I've learned from various talented artist... try them out... and if they don't work, just go undo.
But they should work.

Cheers.
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Old 25 October 2018, 23:38   #158
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Looks reall great know. Just like SNK 2D games should look like 2018.
Thanks . No pixel art was a condition from the start for this game.

Quote:
Originally Posted by d4rk3lf View Post
The fog I am talking about, is actually meant to lower the details somehow, but make overall feel better, and more focused look.
Here is the example:
https://pbs.twimg.com/media/DOhPcycV4AA4L80.jpg

Notice... the far is mountain... the closer is to the the sky (in terms of color and brightness), and that helps very much to make scenes more bigger (if there's no atmospheric fog, mountains looks very close).
So, you don't need any additional fog layer there, just make farthest mountain closer to the sky, and for closer mountains... same.... but much less.

Here is another example:
http://www.conceptart.org/forums/att...7&d=1399326507

Another thing I think could improve "big picture" is that you can desaturate a little bit every background element, so characters and enemy are more visible.
For example:
In the screenshot above, you have a ninja (main protagonist) and a very nise looking red tree). I really like the tree, but I would reduce saturation of the tree just a little bit, so ninja stands out a little bit more.

Of course... these are just a suggestions (and tips) I've learned from various talented artist... try them out... and if they don't work, just go undo.
But they should work.

Cheers.
I understand, yes this is a rule for backgrounds to have the farthest layers less saturated than the front ones, (the game artist told me about this).

You are right also about the tree.

I will let him know about this issue, and we'll get it reviewed and fixed.
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Old 25 October 2018, 23:41   #159
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While you are here: Is the Dreamcast version (was part of the Kickstarter pledge iirc) dead? I assume the limited boxed version will be PC only.
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Old 25 October 2018, 23:58   #160
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While you are here: Is the Dreamcast version (was part of the Kickstarter pledge iirc) dead? I assume the limited boxed version will be PC only.
Not dead for sure. I had it compiling and running a small demo level on the Dreamcast emulator around a year ago.

But the focus is on the PC version, and then after it is out (mid 2020), I'll go back to the Dreamcast version which will need more work to get it ported (end 2020).

For the physical version, it will be for both the PC and Dreamcast.
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