Canceled [ORIGINAL] Shinobi Densetsu (HELP NEEDED!)

Project is halted prior to completion and will not receive further updates.
I don't think so. it's more of an optical illusion, not a problem with the tool.
The Y axis is controlled by the value you put in "ALT", not the Z axis.

Look at this level from my game: it's a 2D level, where you start at the bottom right of the screen and go up to the top left. The Z value is 1288 (which is where the shadow appears) but the ALT is 70, and that is what makes the character appear in the air.

View attachment 7453
It's natural that when you move something on the Z axis it appears to be "higher" or "lower" on the Y axis, but it's just an optical illusion.
I probably messed up the explanation. let me try again

the screen is flat. Just the screen, no program or game. it has width (X) and height (Y)

CMT uses the actual Y coordinate and writes it to the Z value, not to Altitude.

like I said, in 2.5D this is correct. but in 2D it makes not so much sense because you typically only need X and Y, and moving things around in the editor changes X and Z.

I understand the optical issue because the planes are flattened. I used to do this kind of projection in geometry class.

my point is, you can define the altitude of a terrain volume, no problem. but you can't have more underneath because they must start at your desired minimum Z, and will overlap.

as for the camera, check this out

I made this in another engine. it allows you to see further ahead and doesn't pick up twitchy movements
 
CMT uses the actual Y coordinate and writes it to the Z value, not to Altitude.

like I said, in 2.5D this is correct. but in 2D it makes not so much sense because you typically only need X and Y, and moving things around in the editor changes X and Z.
No, it doesn't. Like I said, this is an optical illusion, not a tool issue.
You are viewing it in a flat projection (with no real z plane), so you can only see two planes - X and Y.

1709740487224.png

See this image:
1709740343026.png
It looks like the girl with the knife is "higher" than the strong guy in Y axis. But, in fact, she is higher in the Z axis.
But since we are looking at it as a flat projection, it looks to be the Y axis.

Again, its optical illusion, not a tool issue.
 
I'm not saying it's a problem with the tools, or an error. Just saying that CMT is a lot more suitable for 2.5D levels. I understand the projection system and you're absolutely right.

anyway, collision entities seem to be the way to go. I know the logic of slopes, but I lack the scripting ability to do that right now
 
I made this in another engine. it allows you to see further ahead and doesn't pick up twitchy movements
@kzr You can use the update script to make the camera work dynamically.

First, call the update script in your character using this way:
script data/scripts/camera.c

Then, create the script file camera.c at the data/scripts/ folder and paste the code below:
C:
void main()
{
    void self            = getlocalvar("self");
    float xDir            = getentityproperty(self, "xdir");
    float hRes            = openborvariant("hresolution"); //GET CURRENT RESOLUTION
    float maxOffset        = hRes/3; //LIMIT TO MOVE THE CAMERA TO 1/3 OF THE SCREEN
    float minOffset        = -(hRes/3); //LIMIT TO MOVE THE CAMERA TO 1/3 OF THE SCREEN
    float baseOffset    = 0;
    float runVel        = 1.5; //VELOCITY WHICH TRIGGER THE CAMERA MOVEMENT
    float add            = 0.5; //CAMERA INCREMENT

    //MAINTAIN ADD VALUE ALWAYS POSITIVE
    if(add < 0){add = add*(-1);}

    //START CAMERA VARIABLE IF NULL
    if(getlocalvar("cameraxoffset") == NULL()){
        setlocalvar("cameraxoffset", 0);
    }

    //MOVE RIGHT
    if(xDir > 0 && xDir > runVel){
        if(getlocalvar("cameraxoffset") < maxOffset){
            setlocalvar("cameraxoffset", getlocalvar("cameraxoffset")+add);
        }
    }else

    //MOVE LEFT
    if(xDir < 0 && xDir < -runVel){
        if(getlocalvar("cameraxoffset") > minOffset){
            setlocalvar("cameraxoffset", getlocalvar("cameraxoffset")-add);
        }
    }else

    //STOP AND CENTER CAMERA
    {
        if(getlocalvar("cameraxoffset") < baseOffset){
            setlocalvar("cameraxoffset", getlocalvar("cameraxoffset")+add);
        }
        else
        if(getlocalvar("cameraxoffset") > baseOffset){
            setlocalvar("cameraxoffset", getlocalvar("cameraxoffset")-add);
        }
    }

    //UPDATE CAMERA OFFSET CONSTANTLY
    changelevelproperty("cameraxoffset", getlocalvar("cameraxoffset"));
}

Here's the result.
 
thank you very much!

you know, after all this Y/Z confusion I was looking into platform entities and when I opened the 2D template project I realized the platforms have blank frames and I don't understand very well how they're defined this way.

meanwhile I tried making my own, with visible frames to help place and debug but the platform is way off the entity... I'll have to fumble around and find out.
the engine doesn't have a platform debug option

i was wondering if it's possible to turn the bbox into a platform box. would make it a lot easier for 2D projects

are there any more resources in the matter?
 
i was wondering if it's possible to turn the bbox into a platform box. would make it a lot easier for 2D projects
Considering the current resources we have in the CMT I think it's not necessary, you can adjust platforms easily in the entities following the same bbox format.

1709863047079.png
 
not much happened in development in the last days, IRL stuff, but I've been thinking a lot about the project and to work within my skill level if I want a release to ever happen. this want-but-can't situation got me looking back at earlier ninja games, how they were made and how they clicked with us.

starting with the original Ninja Gaiden on the NES, and Shinobi for the Arcade and Genesis, levels mostly only scrolled in one direction. In NG the characters are smaller so there was more room for platforming, while Shinobi mostly had only two planes - upper and lower.

Simplistic in mechanics, these games had to offer challenging level layouts and they did it in so little screen space.

That's when I realized that an open world with complex terrain is not something I can currently make. and I probably shouldn't, at least not with big one-screen levels.
therefore the level art I've been showing is bound to be just a concept or a bunch of bits and pieces to make other levels from

I appreciate all the help the community has provided so far and you're free to use any of the images if you need something for your own games.

I'm still looking for teammates, regardless of skill field & level.


bridge wood.pngdaimyo.pngdojo small.pnghirogawa_mines.pnghirogawa_woods.pngplayer home.pngwall outer.pnghirogawa_village.png
 
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