N++?

Discussion about latest version of N; N++ (Available on PC & PS4)

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Postby 乳头的早餐谷物 » 2014.09.11 (14:43)

You and your opinions, Aidiera.
▲▪►▪▼◄▲ wrote:Still no checkpoints yet, though. :((((( Checkpoints are one of those "so simple and yet to helpful" features that N desperately needed.
I don't see how you can understand the game and still say something like this.
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Postby aids » 2014.09.11 (22:42)

ℕipply ℙuffs® wrote:You and your opinions, Aidiera.
▲▪►▪▼◄▲ wrote:Still no checkpoints yet, though. :((((( Checkpoints are one of those "so simple and yet to helpful" features that N desperately needed.
I don't see how you can understand the game and still say something like this.
You are wrong then.
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Postby james_S » 2014.09.12 (11:06)

Aidiera, those 'moving mines' zap you -they're mini zap drones. It really make sense that you thought they were mines though due to the colour and also if the 'aliens' can get the same technology into 1/4 the size of a normal zap drone, why have normal zap drones. I think people view drones as characters anyway (be it stupid ones that just go around).

I think it would be nice if they were just obstacles (like metal balls) so you can make moving walls (and platforms :) -the fact that the ninja wont run smoothly over them I think is even better) and it'd be a challenge for pro players to jump on them like we jump on the tops of 'sliding gates' in Nv2 plus u could make it that the ninja can just lean into the gap between two of them when they're going vertically and not fall down straight away. I wouldn't have thought of this myself o_O
I also recommend slowing down the sudden death rocket a fraction otherwise players can get used to controlling it and it would be too effective
Last edited by james_S on 2014.09.12 (16:47), edited 5 times in total.
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Postby  yahoozy » 2014.09.12 (12:04)

james_S wrote:I think people view drones as characters anyway (be it stupid ones).
:(

Gotta pick apart Life's worst points:
▲▪►▪▼◄▲ wrote:
  • Still no checkpoints yet, though. :((((( Checkpoints are one of those "so simple and yet to helpful" features that N desperately needed.
  • Ummmm, I'm still pretty on the fence about whether I like the moving mines. They're fun to look at yes, but seem quite frivolous.
  • Don't know how y'all feel about gradients, but I'm seeing some potential instead of the flat color schemes.
  • The sudden death rocket is a nifty thing, but honestly it's pointless on some of these levels. Is it a option for tournament play, or is it part of the game?
  • Having the ninja start on the exit switch really defeats the point of an exit switch, dontcha think?
  • Too bad the ninja's win post isn't Gangnam Style.
  • If I were you I would try to stay away from straightforward levels like "run up a slope with mines" because that map is taking the place of an even better map for sure.
  • Ooooh! New enemies! Exciting! (Albeit kinda lame.)
  • What the hell is wrong with you.
  • As James has said, tiny drones. They can move through five tiles. Neato!
  • The game's style is all about opaques. Stop ruining everything.
  • You figured this out later but too later because you're DUMB.
  • I feel like the switch was placed on the ninja a lot of the time specifically for the tourney? Not sure though.
  • See point 1, you ape.
  • It's important to remember that this is the vanilla game, and it's imperative that it has simple levels with simple structures and goals to teach the player about the game. It's not gonna be a bunch of Evil_Bob maps, because it shouldn't.
  • You're lame.

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Postby aids » 2014.09.12 (13:09)

yuuzhu wrote:You're lame.
Thanks bae. :3
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Postby ska » 2014.09.13 (06:15)

fuck... life got rekt.

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Postby james_S » 2014.09.20 (23:18)

Reg 'gangham style' I like that it was mentioned and also Yahoozy's reply to it heh.. Can I just say that the proper way to celebrate is to pick up a rapid fire weapon and shoot it into the air.

I noticed that the ninja behaves like in n1.4 when it reaches an exit as opposed to being vulnerable to enemies like in N2 -but is it still vulnerably to falls?? I added my solution to this on Dream features thread
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Postby james_S » 2014.09.29 (22:33)

..Reg the modified mini drones I was talking about, the drawback I can see is that it doesnt make much sense for the 'aliens' to have created them (-they're more for 'sport' rather than a good way to stop ninjas -even though they would have crushing capabilities). I still like them and I wonder if you guys on the forums here can think of some creative uses for them (i'd love to hear).
I was thinking of a special gate that doesnt have that drawback though -simply a gate that opens briefly to let drones go through when they reach it -except it would close just slowly enough to let a ninja sneak through behind. (This could work for machine gun and lasers cause u could time the drone to reach the gate, dodge its fire as it stops leaving the gate open and sneak through in the pause before it shoots again)
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Postby aids » 2014.09.30 (07:55)

james_S wrote:..Reg the modified mini drones I was talking about, the drawback I can see is that it doesnt make much sense for the 'aliens' to have created them (-they're more for 'sport' rather than a good way to stop ninjas -even though they would have crushing capabilities). I still like them and I wonder if you guys on the forums here can think of some creative uses for them (i'd love to hear).
I was thinking of a special gate that doesnt have that drawback though -simply a gate that opens briefly to let drones go through when they reach it -except it would close just slowly enough to let a ninja sneak through behind. (This could work for machine gun and lasers cause u could time the drone to reach the gate, dodge its fire as it stops leaving the gate open and sneak through in the pause before it shoots again)
Well M&R really missed out on making a pressure-sensitive door that needs a ninja to be on the switch for it to be open. That's how the 2-player mode would come into play. But yeah, I can see how a door that opens and closes on a timer would be cool.
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Postby james_S » 2014.09.30 (14:17)

Aiediera, well two player mode seems pretty good already to me.. A timer (unless you meant time delay) wouldnt work for drones which the ninja can intefer with -it has to be that the gates pick up a drones signature and let them through as 'one of their own'.
Also the modified mini drones can be allowed to carry gold (eg. 4 pieces can stick to them) and can be the only thing that can come out of the map (out of view) -so they could make sense as a transport system also -details now in the other thread..
Last edited by james_S on 2014.10.09 (12:34), edited 1 time in total.
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Postby DraxoBox » 2014.10.01 (20:31)

▲▪►▪▼◄▲ wrote:Well M&R really missed out on making a pressure-sensitive door that needs a ninja to be on the switch for it to be open.
As you can see, I've toyed with this concept in the past.
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▲▪►▪▼◄▲ wrote:But yeah, I can see how a door that opens and closes on a timer would be cool.
You can thank NachoCheese for making this map: http://www.nmaps.net/208351

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Postby Fnord » 2014.10.22 (00:59)

Just commenting to add another voice to the choire of "please port to PC". Heck, did you consider kickstarting that? I know I personally would shell out at very least a high 3-digit number of $ for it, if not more (assuming DRM-free, not Steam-exclusive or such).

Edit since I just saw
Mare wrote:Steam is the number one port on our list, since that would reach the largest number of people
Oh ew!

I know I'm not in the majority - but please do consider us, with "us" being those who hate Steam (and similar locked distribution platforms) with a passion. I have a feeling that we might not be so few from the "old" N following.

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Postby ska » 2014.10.22 (03:40)

I would like to be able to play N++ offline, but there's no denying the ubiquity of Steam at this juncture. Why not have a DRM free non-steam release, too? It can't hurt, right?

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Postby MiBeM » 2014.10.22 (15:07)

I really like Steam and its social features, stat-tracking, achievements, cloud saves and all that and a Steam version would be the ideal thing for me. As far as I understand though, unless your game uses Steamworks for multiplayer or something it's not very complicated to also have a non-steam release on the side (a ton of indie games are doing it so it can't be all that expensive, right?) so there's no reason not to do it assuming N++ ever makes it to PC. Am I right?
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Postby ska » 2014.10.23 (05:12)

It would also need to be greenlit on Steam; although I would expect this to be a given.

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Postby Equilibrium » 2014.11.09 (16:09)

So in what language is this game made in, is it still Flash or some other? I don't know what kind of compatibility PS4 would have with Flash but considering the spec sheet of what is inside one of them I would not be surprised if it worked with Flash..
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Postby ska » 2014.11.12 (03:43)

Equilibrium wrote:So in what language is this game made in, is it still Flash or some other? I don't know what kind of compatibility PS4 would have with Flash but considering the spec sheet of what is inside one of them I would not be surprised if it worked with Flash..
I think I heard ActionScript; however, that might have just been for 2.0

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Postby MiBeM » 2014.11.12 (12:14)

Based on the fact that The Binding of Isaac was remade due to limitations of Flash I'm pretty sure Flash couldn't handle the graphics of N++. I also kind of doubt the PS4 even supports it, but I don't know much about console game development so I might be wrong.
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Postby aids » 2014.11.12 (22:49)

MiBeM wrote:Based on the fact that The Binding of Isaac was remade due to limitations of Flash I'm pretty sure Flash couldn't handle the graphics of N++. I also kind of doubt the PS4 even supports it, but I don't know much about console game development so I might be wrong.
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Postby ska » 2014.11.13 (06:17)

▲▪►▪▼◄▲ wrote:
MiBeM wrote:Based on the fact that The Binding of Isaac was remade due to limitations of Flash I'm pretty sure Flash couldn't handle the graphics of N++. I also kind of doubt the PS4 even supports it, but I don't know much about console game development so I might be wrong.
Via.
M&R regarding N2.0 wrote: rewrote entire codebase in AS3 (from AS1)
ActionScript
Right, but this was only confirming what I already was fairly sure about 2.0, but it doesn't address N++, which could have been coded in a completely different language.

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Postby Mare » 2014.11.16 (01:21)

We made N and Nv2 in Actionscript, but that's the extent of it.

N++ has been written entirely in Shawn McGrath's engine, in C++, in order to be fast enough and do what we want. Flash definitely couldn't handle these graphics -- the entire vector rendering engine (which Shawn wrote from scratch) is pretty complex and is maxing the GPU on the PS4 (which is pretty powerful)! What we're doing specifically hasn't been done in games before -- thankfully Shawn's a super genius :) Hopefully he'll write a paper on it at some point. There's some info here: http://blog.us.playstation.com/2014/05/ ... -graphics/


I was really using Steam as shorthand for "PC/Mac/Linux" -- we're also hoping to put it up for download on gog.com our own website (any social features will not be supported in that last version, obviously, but nothing that would impact the game itself).

But again, porting to PC/Mac/Linux is not trivial given the number of different types of computers that we need to reasonably be able to support, for example. It's top priority, but it will take time and money -- which we hope to have enough of if the PS4 version goes well. We are really trying to help people hear about N++ so they'll be interested in trying it, which is all any game developer can ever do. If you want to help, please spread the word! and thanks!

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Postby ska » 2014.11.16 (03:59)

Thanks for clearing that up; I now remember you mentioning the collaboration with Shawn's new engine. Good luck with it all!

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Postby Fnord » 2014.12.31 (02:56)

Mare wrote:I was really using Steam as shorthand for "PC/Mac/Linux" -- we're also hoping to put it up for download on gog.com our own website (any social features will not be supported in that last version, obviously, but nothing that would impact the game itself).
That's good news!

I stay to my word, though: While I (obviously?) can't just single-handedly finance such a port. I'm willing to shell out rather serious money to make this happen. If you want to consider a kickstarter, I certainly hope I'm not the only one who'd be hitting high $ tiers.

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Postby onyx77 » 2015.02.10 (15:36)

For N++ what would you think about the Ninja being able to become invincible at will (via a dedicated button) but activating would reduce gold drastically. Thus, using too long would make completing the episode difficult or impossible. If you think about it for a second, something like that could really be used quite well in single player and multiplayer as well as it could affect the outcome.

On another note, been playing N for a while. Beat N (1.4), N+ (Xbox 360), and N+ (Nintendo DS on my 3DSXL). However, I am not close to being as good as most N or N+ players. I only recently acquired the DS game for my 3DS and am curious if there is anyway to import any user levels to play on the DS version? I know Nintendo wifi direct is over with, but I really enjoyed being able to play on my handheld device.

Can't wait for N++. Ill be purchasing a PS4 just to play it once it is released.
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