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TurboNinja

  • 14 Devlogs
  • 15 Total hours

A simple ninja platformer for passing time, written in pure vanilla Python with the Pygame library. My first big Pygame project! Credit to DaFluffyPotato for the base tutorial.

Ship #1 Pending review

I made this. TurboNinja. Yes, I suck at naming stuff. But this game taught me more about gamedev than any game I’ve made, mostly because I didn’t use an engine. Nope. This is all pure code, written by yours truly. Thanks for being here!

BTW, arrow keys to move and X to dash attack.
:ultrafastparrot::ultrafastparrot::ultrafastparrot:

  • 14 devlogs
  • 15h
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40m 21s logged

I’m done. I’m finally done. The game is now on Itch.io and available to play! THE GAME DOES NOT WORK ON SAFARI BECAUSE APPLE IS STUPID. I just discovered this after the ship, so I came back to edit. Please play on Chrome or Firefox.

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23m 56s logged

I’m currently working on silhouettes for the game and all characters, but I’m having just a teensy bit of layering issues… Only the silhouettes are visible and literally nothing else…

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46m 57s logged

SO, I added level transitions. You can now beat a level and go to the next one. I also just realised that the levels I’ve been designing are insanely hard, so good luck playing them all the way through!

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2h 59m 35s logged

AAaaaaahhhh!!! I finally implemented a particle system for sparks that uses advanced trigonometry, and I added enemy and player death, the animations for which are completely written without any assets using only trigonometry, pygame.polygon() and the math module. PAINNN!!!

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40m 46s logged

I added a Dash mechanic. After much pain in the arse, I realised that the reason he was shooting leaves when dashing was I forgot to import the Ninja dash effect, so VS Code for some reason decided to import leaves instead. He no longer spews leaves when dashing, which I consider a win!

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1h 0m 38s logged

So, I really didn’t need to do this, but the tutorial I’m following for the base functionality because it comes with the assets I’m using said I can add a particle system for leaves, so I thought, why not? The results look beautiful and I’m glad I did it. Also, check out the new levels, made by yours truly with the new level editor!

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32m 9s logged

After much pain and annoyance, I got fed up with coding my own level editor, and got a pre-made Python file for one, then modified it to the controls I like, which took longer than I appreciate. Unfortunately, some editing work was done on a different computer, so Hackatime didn’t track it. Not much though, so no biggie.

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1h 22m 51s logged

I added animations. I realised that you wouldn’t be able to tell there were animations if I just took a photo of the idle one, so I locked in and took a screenshot while he was in midair, in the jumping animation. Next step is gonna be cooked. I have to write a level editor from scratch!

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52m 28s logged

I added clouds. Exciting, I know. But this took a lot more work than I care to admit. At first the clouds were going diagonal. I spent half an hour fixing it, and succeeded in making them go the other way, still diagonal. Then I realised that in my endless wisdom, I’d updated the y-axis with the values meant for the x-axis. Now it’s fixed.

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1h 34m 38s logged

Added collisions and jumping so he doesn’t fall endlessly. I have the opposite problem now. He isn’t restricted to double jumps. Either my ninja knows how to fly or air is solid. Pick one, beats me!

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2h 13m 29s logged

Added gravity, tilemaps, and a ninja. You can’t see him in the photo because I’v added gravity, but, er, not collisions as of yet, so he’s infinitely falling through space, poor guy.

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