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Looking for a new Team Member. January 27th, 2008
Posted by:
MottZilla
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| We are still here and commited to the
project. However we could use some help by getting another team member
onboard. We could use someone who is familar with tiled graphics and
map creatation. I could use help with getting the Acts mapped out and
it would help move the project along. If you are interested please goto
the forums
and post or private message me.
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New Beta Release. December 13th, 2006 Posted by:
MottZilla
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| Well
it's finally here. I've been quite busy with various things but here
and there I've had time to work on NGIV. I cannot be certain what all
is new or changed from the last public demo. One feature that I do know
is new is the Dragon Sword which is the sword Ryu carries on his back.
It is not entirely complete however, as it's behavior will likely be
altered later on. But for now you can play with it. It's mapped to game
button D. There are no doubt other changes and general improvements
that I can't tell you what they are because I did not keep track of
changes or new additions. Now head on over to the Downloads Page. |
Status Update. September 29th, 2006 Posted by:
MottZilla
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| It's
been along time since I posted an update. I just wanted to let everyone
know that progress is still being made and that a new demo should be
available in the very near future. |
Downloads Uploaded Again. June 24th, 2005 Posted by:
MottZilla
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| I
forgot the downloads were offline so I have finally remembered and
gotten around to re-uploading them. Check the downloads page if you
need to get them. |
Things Back On Track. April 29th, 2005 Posted by:
MottZilla
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| Things
are back on track. The projet continues onward. |
Game Over. April 22nd, 2005 Posted by: MottZilla
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| ---
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Going to Sort Things Out. October 5th, 2004 Posted by:
MottZilla
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Because
of several various patches since the last full release download I am
hoping I'll have time to release another full download package which
will also fix the latest bugs and include additions since then.
Possibly
later tonight, maybe not until tomorrow.
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One Whole Year. October 2nd, 2004 Posted by: MottZilla
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I
just realized that the C/C++ rewrite for NGIV is now a year old! It's
come quite a ways since then. Looking back at what was titled c++ demo
1.. There was no sound, the old dark blue BlitzBasic title screen. All
the graphics were loose. You couldn't do anything but run, duck, jump,
and slash. You were in a tiny room that scrolled. Although I'l have
liked to have more done after the 1 year mark, what we have done now is
quite good, and only getting better. =) 2 more arts have been added, I
guess that was after the last patch that I posted here. The spinning
swords and vac blades. Who knows what will be done in another year.
Hopefully everything. ;)
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Another Patch. October 2nd, 2004 Posted by: MottZilla
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There
was a bug with the tile animation system. This has been resolved.
Katana is slightly improved. Other little things. Phantom Doubles can
be
obtained now in the tower level. ;)
Ninja Gaiden IV
Demo 041002 Patch
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Quick Fix Patch. October 2nd, 2004 Posted by: MottZilla
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There
was a bug involving checkpoints. This has been resolved. Simply
overwrite your old ngiv.exe.
Ninja Gaiden IV
Demo 041001 Patch
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Long Overdue Release! October 1st, 2004 Posted by:
MottZilla
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Obviously
it's been way too long since the last public release. Since then alot
has changed and been added. Too much really to list it all. A few
things, Phantom Doubles although they are not displayed in the demo
yet,
I'll release a training map update that lets you use them alittle later
on. Then ofcourse, the training map is new. Some graphics overhauling
was done. Tons of engine tweaks. You now respawn alot closer to where
you died in the normal game, rather than the very beginning of the
level.
Because I'm still stuck on 56k, the release was uploaded in 3 parts.
Part one is the core. Part two is music. Part three is the intro data.
Download them all and use a program like winzip or winrar to extract
them all to the same location. If you do this correctly it will
automatically put the music in the music subfolder. However you might
need to move INTRO.DAT into the GFX subfolder yourself. If you get an
error please read the LOG.TXT that is generated. It will be in the main
folder with your executable.
Ninja Gaiden IV Demo 041001 Core
(Zip 768Kb)
Ninja Gaiden IV
Demo 041001 Music (Zip 0.99MB)
Ninja Gaiden IV Demo 041001
Intro Data (Zip 289Kb)
Required RunTime Libraries. |
C++ Demo 040402 Release Day! April 2nd, 2004 Posted
by: MottZilla
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It's
not quite what I wanted to have for the first public release of the C++
engine. Still it's playable and fun. Has a level to complete. About 4
enemys. But because of certain things that I did not have done in time,
you can be sure to see update patches in awhile.
Now, since this is the first release of the C++ version you MUST
download the Required RunTime
Libraries. Incase you might already have them, they are Allegro 4.0
(alleg40.dll) and Fmod (fmod.dll) dated Sept 16th 2003 or newer.
Once you have that, you can go ahead and download the demo. (FileSize 1.6MB) ;)
Please post comments in the forum and post any questions or comments.
Also, do not modify the contents of the game as it will be prone to
crashing as I have not had time to add any error checking. Can't think
of anything else to say for now...
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Getting there.. Mar. 25th, 2004 Posted by: MottZilla
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| I've
been picking up the pace. I've rebuilt the Tower of Lahja for the most
part. I'm working now on implementing the bosses structures so I can
reimplement Katana. Once he's back, I'm going to add in the enemys that
are supposed to be in the tower. Probably do some more polishing of the
tower before a demo release, but hey we are getting there! |
Ouch.. Mar. 22nd, 2004 Posted by: MottZilla
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| Guardian
pointed out to me that it's been over a year since the last demo was
released. What's worse is the demo was still the blitz basic version.
Anyways, you can bet that I plan to fix this soon. So expect the first
NG4 demo in C++ to be released before May I promise, but hopefully
sooner than that. It all depends on how certain things go. I'd really
like the demo to be fun, quality, and not rushed. That's the main
reason
I've not released any demos since Blitzbasic was dumped. So, keep an
eye
on this page as well as the Forum. |
Ninja Gaiden Xbox Released Mar. 7th, 2004 Posted by:
MottZilla
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I
know it's been forever since I updated this page but I've been busy as
the rest of the people involved have been. I thought I'd break the
silence with first mentioned NGX's release. NGX is absolutely the best
Xbox game I've played. It was the reason I bought my Xbox. I think they
did a great job with it, worthy of being called Ninja Gaiden. I've not
finished the game yet or unlocked anything, but I hear Ninja Gaiden 1-3
are unlockable. There are probably some other goodies too. I'll get to
them eventually, but I'm taking my time, plus the game is a challenge.
Not simple hack and slash, lots of skill involved.
And because of this, I've been inspired to get back to worth on the
Ninja Gaiden IV game engine. Probably the first thing I'll do is
implement my animation system for the backgrounds. Anyways, for now
people, you should rent and/or buy Ninja Gaiden for Xbox. It really
really really rocks.
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Still Alive Nov. 23th, 2003 Posted by: MottZilla
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| I
checked to see when the last time I updated this page was, and I
decided
I should let anyone reading this know the project is still going. It's
somewhat of a slow time as far as development goes but things will
pickup eventually. At this rate I am aiming to get another demo out as
soon as possible. As always if you are just finding us now, you can
download the old Blitz demo off our download page. |
Updated Requirements Info And Some More News Oct.
9th,
2003 Posted by: MottZilla
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| For
awhile now I've been getting pretty far with rewriting the engine in
C++
and the people involved in NG4 development have been seeing a few tech
demos. I'm pretty happy with how Ryu is coming along as well as
everything else. Things are going well. I also updated the
requirements/download page. No new release yet. |
What's Happening Sept. 27th, 2003 Posted by: MottZilla
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| I
know it's been way too long since a site news update but here it is. If
you have been following the forums you may have figured out what the
dry
spell was. Recently we have all been busy, and on my end I've been
working on my C++ programming skills. It's going quite well actually.
I've gotten alot further than I thought I would in such little time. So
why am I posting this just now? Because today I started rewriting Ninja
Gaiden IV from BlitzBasic to C++. It'll take awhile to get back to
where
I left off with blitz. While NG4 was fairly incomplete in depth it was
still quite a large amount of code that I must now recode entirely. It
should be fun. As always, feel free to post at the forum. |
W.I.P. Update July 13th, 2003 Posted by: MottZilla
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| Another
W.I.P. update. Tile map news, Ryu
tweaking,
etc. |
W.I.P. Update June 27th, 2003 Posted by: MottZilla
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Another
W.I.P. update. I hope to work alittle
faster while I can. No word on the next demo, yet. Soon though perhaps.
=)
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W.I.P. Update May 28th, 2003 Posted by: MottZilla
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I
have done many things since the last site update. Go read about it on
the forum
or the Work In Progress page.
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W.I.P. Update May 3rd, 2003 Posted by: MottZilla
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I
have worked a bit more lately. I finished up lose ends on the map
linking code. This will allow more disverse linking of maps. I'm also
preparing to implement the fire wheel arts (invincible and regular). Oh
and another thing, I've done a few things to cut down VRAM usage, in
non-640x480 modes. I only recommend 640x480 mode to those whom can't
run
any other mode, or have a fast PC like myself and wish to take
advantage
of the scanlines blitter. Otherwise you are better off using the
regular
320x240 mode. I'm going to look into more things to free up video ram
later on. Afterall, it's kind of silly to be using near 4MB of Video
ram
(that's 32MegaBits for graphics!) Right now it's back into the 2-3MB
range with non enhanced modes. Later on, after i implement a tile
mapped
system, VRAM usage should drop considerably.
Once the full score of enemys and bosses is in, I'll probably
have to change things from where they are now, so that all the enemys
aren't loaded at once. So anyway, head on over to the forum.
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W.I.P. Update April 2nd, 2003 Posted by: MottZilla
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I
finally got back to work on NG4. I had taken a bit of time off from it
messing with the idea of a Zelda II clone. Till I have the time to kill
to effectively reproduce link's movements it's on the back burner so to
speak. Anyway, please read the latest NG4 related progress on the W.I.P. page.
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Release 030312. Posted by: MottZilla
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This
release has some more optimizations, code cleanup, etc. The map format
is slightly modified. Also the game is now distributed in a Self
Extracting Archive due to a few people not knowing how to properly
unzip
the zip archive. You can still open it in WinZip if you right click the
archive and goto Winzip > Open in WinZip. If you want details on
optimizations please read the
forum. Goto the download section to
get version 030312.
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Release 030221. Posted by: MottZilla
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Since
Gaming Universe moved to a new server, the site wasn't up to date, so I
decided to release again. In this release, there are a few new
commandline switches, and the configuration program is now inside NG4,
eliminating the extra download. This is a full release as well, so just
download and unzip.
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Release 030219. Posted by: MottZilla
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This
release has certain optimizations in place. This should help lower end
machines. Also, selective frame skipping have been added. This is
better
than my original frameskip code, which wasn't released. The original
code would make the game not very playable at maximum frame skipping.
However with this new selective frameskip, the game is still playable,
even at maximum frameskipping, which renders only 18 frames a second.
Please if you have a lower end pc, and don't normally get 60FPS, try
out
the frame skipping, and post your opinion at the forum.
Go to the download page to get the new
executable. Please note, it's a "lite" release, so you must have the
last release already, and extract the new EXE over the old one. If you
need help post at the forum.
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W.I.P. Update Feb. 19, 2003' Posted by: MottZilla
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I
have updated the W.I.P. page about frameskipping. Alexmax I believe
wanted this.
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Demo 030204 Feb. 4, 2003' Posted by: MottZilla
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It's
release time again! This release requires a new Config program which is
much much nicer. It also supports the new resolutions I mentioned in
the
W.I.P. page. I would greatly appreciate it if people would report their
frame rate results when using 640x480 with, and without scanlines. Also
report your CPU and Video Card information. Post it on the forum.
Anyway, goto the downloads page and download the new demo and config
program.
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W.I.P. Page Updated Feb. 4, 2003' Posted by: MottZilla
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I've
updated the W.I.P. page with some of my latest work. Check it out here.
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Paralex Map Pack Feb. 1, 2003' Posted by: MottZilla
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I
didn't finish paralexing all the windows of the tower till today. You
can download the paralexing level maps pack here. This will make floors 1 - 4
have correct paralexing backgrounds. Floor 1 did have paralex in the
last release though through a nasty/large bmp. This download includes
map files and graphics for floors 1-4.
Again, you can download the paralex map pack here.
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Demo 030201 Released! Feb. 1, 2003' Posted by:
MottZilla
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I
have released demo 030201 just now after making sure the zip contains
all the needed files and deeming it polished off enough. You can get
the
demo from the downloads section now. No new config program is needed
for
this one.
What's New in this release?
* Fixed Video Memory Leak
* Paralexing Background Effect
* Twilight Lahja Tower
* Alt+X in game for fast shutdown
Please read the readme.txt for further details. Comments,
Suggestions, Problems, please post these on the forum.
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Screenshots, Downloads, and Contact Sections Jan. 31,
2003' Posted by: MottZilla
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I
have finished putting up most of the site sections. The downloads are
working and tested ofcourse. I have put together a collection of
screenshots for anyone to see. And ofcourse, the contact page is up,
which currently only have my contact info, as I haven't asked Guardian
or Nightstalker if they'd like any contact information posted. For now
if you want to contact either of them you can do so through our forum.
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Finally a decent website! Jan. 31, 2003' Posted by:
MottZilla
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I
decided to spend some time throwing together a working and useful
website for NG4, as waiting and waiting so far has not had any result
in
producing a website. I'll try to get some sections up and such soon.
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