04 June 2018, 11:05 | #141 |
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I like it a lot!
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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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06 June 2018, 00:02 | #143 |
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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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22 July 2018, 00:53 | #145 |
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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 ] |
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 |
22 July 2018, 11:24 | #147 | |
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Quote:
it looks much better than in the videos. Videos are lower resolution and fps, and everything is still wip. |
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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. |
24 October 2018, 23:16 | #149 | |
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Quote:
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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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. |
25 October 2018, 00:21 | #151 | |
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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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25 October 2018, 00:40 | #152 | |
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No, not at all.
Quote:
Plus it's for all your continued hard work |
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25 October 2018, 01:14 | #153 | |
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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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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! |
25 October 2018, 22:20 | #155 | |||
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Quote:
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:
We'll remove the sun, and I will ask the artist to add a moving fog effect on the background for more details. Quote:
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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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25 October 2018, 23:27 | #157 | |
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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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25 October 2018, 23:38 | #158 | ||
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Quote:
Quote:
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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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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25 October 2018, 23:58 | #160 | |
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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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