Thursday, July 24, 2008

Final Ninja

I'm quite pleased with this one and I hope people enjoy it:

Final Ninja

It started out as a sort of cross between the Dirk Valentine and Dangle engines. Then on the way to pick up my usual lunchtime Thai noodles the ninja theme suggested to me that he should be able to turn invisible as well. This is also my first project in AS3. The most tricky part of the transition is that they've completely buggered up animation control in AS3. Having complex nested animations is no longer possible due to gotoAndStop being processed at the end of a frame. I've also not noticed the fabled speed increase everyone is speaking of (and even in Processing I was a total speed whore). It is however refreshing to know when I'm being a bad programmer, and you can trick AS3 into behaving like AS2 when you need to.

9 Comments:

Anonymous seltar said...

Really impressive game!
Must've taken quite some time singlehandedly

Just wondering, do you get paid to have it on their site? From both miniclip and nitrome?

5:28 AM  
Blogger RobotAcid said...

I am employed by Nitrome to develop in Flash. Nitrome is currently contracted to make games by Miniclip and MTV. We have exclusivity clauses and non-disclosure clauses with our clients. As a rule, the less they meddle with the game, the better it turns out (Miniclip asked for one change in Final Ninja to do with the swinging physics engine and made no other complaints - to their benefit I may add).

Final Ninja took six weeks to make (two weeks over budget), using large chunks of existing game engines I wrote before and also some code from other programmers in the office. We work as two person teams here, one artist and one programmer. I let the artist lead the design, and he lets me lead the logic, after all the game is limited by me.

Yes. It's a pretty sweet job at the moment.

4:07 AM  
Anonymous JDog053 said...

I have to say, that game is pretty much perfect. Would you say the games idea was also additionally spawned by the release of Ninja Gaiden 2 around the time of development ?

I'm being an idiot, fantastic work ! Can't wait till the next game.

Also, could you offer a simplified tutorial on tile scrolling engines, as i'm working on one and fully understand the theory its just putting it into code. Feel free to decline.

3:49 PM  
Blogger RobotAcid said...

The game was inspired most by the release of Metal Gear Solid 4. I was looking at trailers of the octocamo a lot and trying to figure out a way to get the same effect within the limitations of Flash.

The scrolling engine basically checks around the view to see if clips need painting on or destroying. I'm experimenting with BitmapData for graphics at the moment so any advice on tiling engines will have to wait. Just the other day I managed to get up to 10,000 particles rendered before the machine choked by using copyPixels instead of movieclips. Usually Flash croaks at the 500 movieclip mark, so this is good news.

4:23 AM  
Anonymous JDog053 said...

Thanks for the rapid reply and 10,000 particles on screen is really impressive !

10:27 AM  
Anonymous Thomas said...

Brilliant game - Over time you get more and more used to the controls, so it feels like both you and Takeshi are improving. It's a great feeling to complete a level, thinking "I couldn't possibly have done that a few minutes ago..."

Just wondering, who wrote the music? To be honest, the first half is pretty boring and repetitive, but the second half of the loop is fantastic, probably the best music from an online game I've played this year. It really does transport you to the ninja and the skyscrapers and the powerlines. I'd almost play it just for those one or two minutes of music, especially where it simplifies to the main theme. And also the eight bars of that fantastic, low, oriental-sounding synthesiser which I couldn't describe but which is utterly fantastic.

Great game, wondeing who wrote the music.

3:04 AM  
Blogger RobotAcid said...

There is a credits button on the title screen of every Nitrome game.

Should have gone to Specsavers...

6:49 AM  
Anonymous Anonymous said...

can you explain what's the difference in as3/as2 animations?I dont get it ;) btw I thought you are working with bitmap animations insteed of gotoandstop-animations

11:16 AM  
Blogger RobotAcid said...

We aren't using any fancy pants blitting just yet. I'm experimenting with that for the next project. Building a project from MovieClips alone happens to be a lot faster. I'm sure you can get some impressive results with a complex blitting engine, but you can get by with clips just fine. I think I will be using a combination of the two. There's efficency, and there's being pedantic.

Observe the following forum complaints about AS3 and goto and stop here

2:39 AM  

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