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About this blog

In here, I'll be trying to do a weekly post about progress with my little game, NinjaCube: Finding Hatsune. A little simple action platformer, inspired by many classics like Megaman and Ninja Gaiden.

This game was in progress for almost 2 years.

Entries in this blog


It's back?

Hello there guys! Hope it's all chill around. Been a while since I posted so I decided to give it a shot once again.

Where is NinjaCube?!
Well, it's not really a long story but anyway. After working on the underwater stage mentioned up above for a while I got to pause because I started feeling a bit of inability to continue on it and eventually started working on another level which takes place in a bit of a forest/cave area. Managed to make the first part of it and posted a GIF over twitter.

Aaand then, my laptop got broken for almost two weeks. Had a bit of a 'I give up' stuff, but fortunately managed to get better gradually and had a few ideas and that sort of stuff. Finally back at the 20th with my laptop fixed and data alright, also did a backup ;P 

Uh, now what?
After a bit of work on that level I started losing interest as well (And a lot of procrastination came in. Darn!). So I decided to go back to the underwater level, with new ideas and inspirations in mind as well as having the backgrounds with the boss ready, it would be a bit easier to start working. And here are some prototype, quite basic and normal enemies. I also am planning to go to some sort of gamedev con/gamedev gathering over here and show some of the progress, so wish me luck guys! ^^




Underwater stage, boss in progress!

Hello there guys! Welcome to the second post of NinjaCube's devblog. So, after releasing the other post, I started to work on a new stage, an underwater one! To set a little base before we get into the info of the new stage, NinjaCube is a having a level select system. But to avoid the difficulty problem I did make a little order which is: Training stage > 4 stages (Including the underwater one) > 4 other stages > Final stage   So, what is going around with that underwater level? Basically, most of the games have underwater stages with less gravity and all that sort of stuff. So I decided, "Why wouldn't NinjaCube turn into a fish, then fight in a Shump style?". And I did it, the game's weird indeed.   Introducing, Gilbert! So, after being inspired by Sonic Mania's 'Heavy Magician' and a few magical ideas (And a lot of Blind Guardian's songs!), I decided to make this boss as a magician. Previously this boss was a witch that was able to turn into other forms, but a few problems happened so I had to scrap it. Anyway, this boss' attacks are a bit based off some magical tricks as the usage of a hat or cards. Except they are slightly weirder? Haha. The music is from the game's soundtrack, made by Caleb Cuzner. I'm also posting over twitter, you can check it here And that was all for this week! Take care and have fun.





Hello and welcome to the first post in this blog! To introduce everything, I guess I'll be doing it in Q&A way: Who are you? D: I'm Nexusrex, a young Egyptian guy (15 years old), I was interested in game development since I was 9, started using GameMaker when I was around 10 I guess. Made a few little stuff then started NinjaCube. What is NinjaCube? 'NinjaCube: Finding Hatsune' is a simple action platformer. I did have some massive love for classics like Megaman (Especially the X, Zero, ZX series!), Castlevania, Ninja Gaiden and a lot others! I did choose the square art style because honestly I was (and still am) horrible at pixel art, so I found this style to be a bit interesting and yet, easy to animate! So, you just started this game? Nope! NinjaCube started almost two years ago, it started as a simple jump-n-shoot platformer without any level design or any good gameplay (That's what I think of ^^). After getting a youtuber to play it (Pistyization, many thanks to him!) and working a bit more on it, I realized that I had nothing to do. Yet people told me to change the camera (as it was too zoomed in) and to change the art due to the awful colour choices I had. So it took me a while to do that transition, I also had some tests and stuff so it stopped me totally from doing development. As you can see, the difference! So, are you working alone on this project? Well, I do the art, the programming/code, the level design and the gameplay stuff. But for the music, I couldn't do that so I worked with Caleb Cuzner, and he made a quite good work! You can get to listen through his youtube page What are your plans for finishing/expected time? Honestly I don't have a plan as I'm still in early stuff. But hopefully I wanna get the main set of levels done before September's start, so I could get something playable at a gamedev gathering that starts in that month.   And that was all for today! I hope I can do some weekly posts, have fun and take care guys! : D



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