vhzc Posted Wednesday at 10:24 AM Share Posted Wednesday at 10:24 AM (edited) 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 Edited Wednesday at 10:50 AM by vhzc 11 8 Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted Wednesday at 10:41 AM Share Posted Wednesday at 10:41 AM (edited) Thanks for the demo - i really enjoy playing the „Ninjish Guy series games“ ☺️. Do you plan a PAL version, too? Edited Wednesday at 10:41 AM by Bomberman94 Quote Link to comment Share on other sites More sharing options...
vhzc Posted Wednesday at 10:51 AM Author Share Posted Wednesday at 10:51 AM 10 minutes ago, Bomberman94 said: Thanks for the demo - i really enjoy playing the „Ninjish Guy series games“ ☺️. Do you plan a PAL version, too? Just added a P60 version: NGjr_D1_p60.bin 1 Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted Wednesday at 12:29 PM Share Posted Wednesday at 12:29 PM 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. 1 Quote Link to comment Share on other sites More sharing options...
vhzc Posted Wednesday at 01:28 PM Author Share Posted Wednesday at 01:28 PM 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 2 Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted Wednesday at 03:20 PM Share Posted Wednesday at 03:20 PM 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. 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted Wednesday at 03:35 PM Share Posted Wednesday at 03:35 PM 2 hours ago, vhzc said: Maybe I could add a more clear indicator that a press of button is expected. Or a pause switch? Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted Wednesday at 06:33 PM Share Posted Wednesday at 06:33 PM Thank you @vhzc for having us host the World Premiere of Ninjish Guy Jr. last night on ZPH! Here's the video archive of our playthrough, so much fun!! - James 5 1 Quote Link to comment Share on other sites More sharing options...
dmanning23 Posted Wednesday at 06:51 PM Share Posted Wednesday at 06:51 PM Dude this game looks awesome, good job! 1 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted Wednesday at 06:57 PM Share Posted Wednesday at 06:57 PM Very nice (as usual)! 1 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted Wednesday at 08:03 PM Share Posted Wednesday at 08:03 PM Watched the World Premiere on ZPH and I’m looking forward to playing the demo. Thank you. 2 Quote Link to comment Share on other sites More sharing options...
Koji Kabuto Posted Wednesday at 08:35 PM Share Posted Wednesday at 08:35 PM Ohh this game is great, congratulations, I have not passed many screens but what I have loved.👌👾🕹️ 1 Quote Link to comment Share on other sites More sharing options...
vhzc Posted Wednesday at 09:15 PM Author Share Posted Wednesday at 09:15 PM 28 minutes ago, Koji Kabuto said: Ohh this game is great, congratulations, I have not passed many screens but what I have loved.👌👾🕹️ Gracias! I like your game too. Really good looking, with a strong Activision vibe. Quote Link to comment Share on other sites More sharing options...
Koji Kabuto Posted Wednesday at 09:22 PM Share Posted Wednesday at 09:22 PM 5 minutes ago, vhzc said: Gracias! I like your game too. Really good looking, with a strong Activision vibe. A ti por jugarlo, eres de Chile, que bueno ver que de este lado del mundo estamos haciendo juegos para nuestro querido Atari 2600. Abrazo! Quote Link to comment Share on other sites More sharing options...
Pat Brady Posted Wednesday at 10:38 PM Share Posted Wednesday at 10:38 PM 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. Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted Wednesday at 10:47 PM Share Posted Wednesday at 10:47 PM 7 minutes ago, Pat Brady said: My best time so far is 807, which I want to post before @sramirez2008 does like a 950. 😂 I don’t think I’ll post that well, but I bet @-^CrossBow^- can. 1 Quote Link to comment Share on other sites More sharing options...
Pat Brady Posted yesterday at 01:50 AM Share Posted yesterday at 01:50 AM My new best is 820. 1 Quote Link to comment Share on other sites More sharing options...
+-Joe- Posted yesterday at 01:57 AM Share Posted yesterday at 01:57 AM Game looks awesome ( Just like all of your other games ) 👍 Would love to see this in the AtariAge Store 🙂 Congratulations @vhzc ! 1 Quote Link to comment Share on other sites More sharing options...
+-^CrossBow^- Posted 14 hours ago Share Posted 14 hours ago 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. Quote Link to comment Share on other sites More sharing options...
4ever2600 Posted 8 hours ago Share Posted 8 hours ago Love the looks of this so far. Another great title! 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted 6 hours ago Share Posted 6 hours ago On 10/23/2024 at 12:24 PM, vhzc said: PAL 60 NGjr_D1_p60.bin 32 kB · 13 downloads Unfortunately Stella cannot auto detect PAL-60 from this filename. Please use e.g. "...pal60" next time. 1 Quote Link to comment Share on other sites More sharing options...
CMR Posted 2 hours ago Share Posted 2 hours ago Sweeet! This is a lot of fun. 1 Quote Link to comment Share on other sites More sharing options...
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