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Ninjish Guy Jr


vhzc

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Hi guys.

I want to share my most recent project: Ninjish Guy Jr.

It's a platformer game with a touch of puzzle, sequel of Ninjish Guy in Low Res World (2019)

 

The first demo rom is totally playable contains 22 screens.

 

NTSC

 

NGjr_D1.bin

 

PAL 60

 

NGjr_D1_p60.bin

 

 

 

g19611-1.thumb.png.b425ba107bed7eda0305ff1ca121a5f8.png

 

NGjr_D1_1.thumb.png.8a0a561ec12f6b80fae6cd2bc9a12eac.png

 

NGjr_D1_2.thumb.png.1816117318c94b770ea94b367821f84f.png

Edited by vhzc
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Love to see you back on the 2600 as your Ninjish and Knight guys are my favorite homebrews!  I consider them the gold standard for platformers on the 2600 and I like the new variety of sprites, mix of traps, and added sound design.    Are you using the bB basic kernel for this as well out of curiosity?   About the only playstyle preferences I'd mention would be to automatically advance past the stage indicator instead of waiting for a button press (but that might just be me used to playing the original Ninjish and Knight so much where they do!) and increasing the rope climbing vertical speed (though not changing the new wiggle animation sprites or speed as they're great!).   I'm looking forward to seeing what you do with this in the future as I follwed your OG Ninjish progress (admittedly only after its release since I got into the 2600 scene post release) and it was really cool to see the changes over the development.

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52 minutes ago, LatchKeyKid said:

Love to see you back on the 2600 as your Ninjish and Knight guys are my favorite homebrews!  I consider them the gold standard for platformers on the 2600 and I like the new variety of sprites, mix of traps, and added sound design.    Are you using the bB basic kernel for this as well out of curiosity?   About the only playstyle preferences I'd mention would be to automatically advance past the stage indicator instead of waiting for a button press (but that might just be me used to playing the original Ninjish and Knight so much where they do!) and increasing the rope climbing vertical speed (though not changing the new wiggle animation sprites or speed as they're great!).   I'm looking forward to seeing what you do with this in the future as I follwed your OG Ninjish progress (admittedly only after its release since I got into the 2600 scene post release) and it was really cool to see the changes over the development.

 

Hi!

Thanks for try my game and your feedback.

I could increase the rope climbing, but only a little. The idea is to show that climbing is harder than simply jump.

About the need to press the button to advance past the stage indicator, I think I will keep it as is. Since the time decrease automatically and once the time is over the game is also over,  that screen works as stage indicator AND pause. Maybe I could add a more clear indicator that a press of button is expected.

 

And yeah, is bB vanilla kernel with these options:    

set kernel_options pfcolors pfheights 

 

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1 hour ago, vhzc said:

 

Hi!

Thanks for try my game and your feedback.

I could increase the rope climbing, but only a little. The idea is to show that climbing is harder than simply jump.

About the need to press the button to advance past the stage indicator, I think I will keep it as is. Since the time decrease automatically and once the time is over the game is also over,  that screen works as stage indicator AND pause. Maybe I could add a more clear indicator that a press of button is expected.

 

And yeah, is bB vanilla kernel with these options:    

set kernel_options pfcolors pfheights 

 

 

That's a good point about the timer and something I hadn't considered as someone who is strictly emulation only so I can pause as needed regardless.   Thanks for the info on the kernel options and it's always great (and equal parts inspiring and intimidating!) to see what you can do with the tools.

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Thanks for sharing. Great work as always, maybe your best yet. The level of challenge mostly feels right — there are a couple that are extremely easy once you figure out the trick but IIRC you like to keep some of those.

I have no problem with needing to press the button to start each screen. But the subsequent wipe takes nearly 2 seconds each screen, which can accumulate to a lot of time. Maybe bypass the wipe animation if I press the button again? And/or speed it up so that both digits wipe simultaneously.

Screen 6: we cross the bars 3 times. The way it's configured, the first crossing (on top) is the hardest because we have the least time, and the last crossing (at bottom) is easiest, even having to jump over the gaps. If player went from bottom to top (or if the bars moved bottom-up instead of top-down) then the challenge would increase instead of decrease.

Screen 12: Coming across the toggling platform, if I time it aggressively I sometimes get stuck in the platform. Maybe that's intentional but it feels a bit glitchy.

Game Over: consider showing the screen number on the game over screen instead of going through the screen intro.

 

My best time so far is 807, which I want to post before @sramirez2008 does like a 950.

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14 hours ago, sramirez2008 said:

😂 I don’t think I’ll post that well, but I bet @-^CrossBow^- can. 

Well I'm kinda knee deep with console services right now, so not sure when I can get to testing this one. Might have some time this weekend hopefully.

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