Ueda

Administrator
  • Posts

    4,918
  • Joined

  • Last visited

  • Days Won

    686

Everything posted by Ueda

  1. "Nin online is dead" "It was all a scam to steal kid's pocket money" "Gold shinobi earned like millions of dollars" :'( oh sob
  2. Game has been heading in the same direction from day one Thanks the both of you.
  3. I wouldn't be in the army if it wasn't mandatory here. Conscription. I would rather work in civil defense or something that actually benefits the community directly. But I don't have a choice.
  4. Hahaha, I'll release the answers in the next dev log. But some are correct :3
  5. Rory's Development Log #13 Lightning Senbons & Technique Icons Dear Shinobi, Today I worked on a Lightning Technique called "Lightning Senbons" and finished some icons for other techniques. So let's play a game.. Who can name all the following techniques based on their icons? and for Chidori Senbons.. Unfortunately, that;'s all for today! Regards, Rory
  6. Yes, but we can't have the combat completely reliant on status effects. That would be boring.
  7. I'm in photoshop and in-game, working on Nin. Also, @Sipher me doing push ups in the dirt is Nin's biggest problem.
  8. Ueda

    Languages

    Once Nin Online is at a playable state, we'll get French & Spanish publishers.
  9. @orangeram 20 seconds is too drastic. A decent cooldown, I'd estimate is 4-5 seconds with a larger amount of chakra. Right now in the game, it's quite easy to escape your enemy in the midst of a battle, with running, hiding and clones. But it's very hard to get a good position on your enemy or chase them. This will be a good balance.
  10. Well, Body flicker is one of the things we needed for a viable PvP. So we're working on it at the moment I guess.
  11. Nope, not even estimates from me We don't have plans to release until there is a significant increase in content.
  12. Rory's Development Log #13 Body Flicker Technique Dear Ninja, Seems like today will be another "Daily development log". This one will be a little short.First of all, here's the Body Flicker Technique skill animation! Body Flicker TechniqueThis technique will allow the user to teleport a short distance closer to his target. Essentially, it will be a gap closer move.As you can tell in the open alpha tests there was a lot of trouble getting close to the opponent to land hits. With Body Flicker technique, every player will have a strategic chance to move closer to his target.I could think of many other uses for the technique as well. It will be harder to use as a skill to run away, unless you have team mates maybe.The technique will also not teleport you right to the target, but a few tiles closer. It will also have a cooldown of around 4 seconds. I plan to add an Advanced Body Flicker Technique for Taijutsu & Weapon mastery. This will give the Taijutsu & Weapon users a better grasp on his target! (From the open alpha, this was obviously a problem). Great Water Arm TechniqueThis technique does not accurately follow Suigetsu's technique. Instead, I gave it my own spin, making the water surround the arm of the user instead of pumping in his arm to beef it up. This makes it look more interesting in my opinion. This technique will give the user a large increase in strength for the duration of the buff. Keep looking forward to more awesome jutsu and artwork from me! Regards, Rory
  13. @Yassrab Thank you Yassrab
  14. Added the Water Prison Technique into the game.
  15. Opps, Anarchy. Sorry, I always had the thought that Bakarai changed his name to Orcnan.
  16. Good one, you can imagine how disappointed I was in you when I started reading the first line Bakarai. Yeah, Fernando has been creating art with me, Abhi has been coding very actively, Elk has been kept in the loop but he's still busy with other work. We have Southend_boi joining the team to help out. Masteries are somewhat like your Ninja fighting path. Previously known as Chakra nature (fire, wind etc.) Since we added more paths, we renamed the system as Masteries. thanks for the support Garu. Thanks everyone else for the support!
  17. Thank you, Violence. If only more people here did. *Sob*
  18. My new dev log entry is out!

    1. TakudoOLD

      TakudoOLD

      Thanks, Rory! Loved them :D

  19. Rory's Development Log #12 Water Prison Technique & more! Dear Shinobi, It's been a long time since my last development log. Once again, I apologize for not keeping everyone in the loop with developments. It's not easy being in the army and still working on a fan game. My lifestyle is pretty crappy at the time being. To give everyone an idea of what I'm going through.. Being a National Service soldier, I get an allowance of SGD400 a month. My parents are divorced, so I live with my mom and 3 siblings, my mom doesn't earn a lot, so she doesn't provide for us. We just get roof to sleep under. My dad is jobless. So $400 is practically all I have to survive on, about half of which is spent on transport. Take note that $400 here in Singapore is close tonothing, we're statistically the world's most expensive economy. I do freelance work in what little free time I have to survive. But I've decided that once I clear my last job, I'll spend more time on Nin Online and live on whatever crumbs I can find. I miss the days I could just wake up and just work on the game the entire day I had a few hours after dark to work on some stuff, so I did a Water Prison Technique animation! Water Prison Technique I'll take the opportunity to showcase some other stuff I've worked on recently. Updated Masteries The 3 new masteries in the UI are Medical, Weapon & Taijutsu Mastery. Heaven & Earth Scrolls for Chunnin Exams Minimap This hasn't been programmed in yet, but these are the UI pieces. The recent bank UI was also done by me. Hopefully the progress is pleasing to everyone, and hopefully this will help ease the whining! Regards, Rory
  20. Economy is going to be an important part of RP
  21. Controls are just for this test!
  22. Glad to hear from you Fernando! Started experimenting with the online functionality
  23. We're commencing building a multiplayer stress test stay tuned.
  24. Hey Sipher, I can rely on you to be a voice of reason here. You have a very valid concern. It's not fair to say we're completely restarting, or putting our work to waste. Because the old code is a clear a template for our new one, which will also speed up the development. We will also not be reworking the graphics all that much, or at all. This is basically a port to HTML5, and the benefits are pretty clear. I was stubborn about making the move earlier, because I simply wanted to work with the language I felt we would get the game released as fast as possible, I didn't think about the long term state of the game. Inevitably, VB6 will not even run on half the Windows PCs owned in a few years down the road. The demo took less than a day to do, which in a way is a good testimony to how fast production will be sped up with this move. Of course, the demo has no networking and mostly shows off the rendering and animations. But the amount of progress we can make with this new development process, is definitely many folds faster than with VB6. For example, it took 2 weeks to get a basic implementation of the GUI back in VB6. Work that could be completed in a day within Construct. I wouldn't make this move if it weren't a better option at this point.