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Offline Sephirous

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« on: July 17, 2017, 03:28:19 PM »
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« Last Edit: October 12, 2020, 11:13:15 AM by Sephirous »

Offline X

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #1 on: July 17, 2017, 06:05:26 PM »
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Goddammit! Do you guys have to keep making me drool all over my keyboard?! This shit's expensive! That's a lie, keyboards are cheap, but I like the current one I'm using, lol!

I hope this gets done as I was really looking forward to playing the original concept, that sadly, was never completed. And the musical score for the stages sounded awesome to boot. The screens look juicy too  :D
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Offline eryson

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #2 on: July 17, 2017, 06:20:45 PM »
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This thing will be awesome.
Last time i've heard of optomon was during the Rogue Dawn Project... he still acting in the romhacking scene?

Offline Sephirous

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« Reply #3 on: July 17, 2017, 08:02:52 PM »
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« Last Edit: October 12, 2020, 11:13:33 AM by Sephirous »

Offline X

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #4 on: July 17, 2017, 11:47:49 PM »
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Quote
Back when we first started, He offered to help me get the music in and a few other small things that can be a real pain if you don't understand ASM. Which I have been racking my brain for months and still can't get the basis down.

At least you can do some of what most others can't. I can never figure out how to rom hack for the life of me  :-\  It looks like fun and I've seen some amazing ideas come out of people too. I just wish I could be a part of that scene as well. But alas... I cannot figure out how it's done. I could sit around all day reading about rom hacking and still not get it.
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Offline Holy Diver

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #5 on: July 18, 2017, 03:48:25 PM »
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I'm looking forward to playing this.
But, there are some minor flaws.
Enemies barely pop.
Especially in 6th picture, since background palettes use green and gray, not unlike the sprite palette.
Also, I've seen a video of gameplay on youtube before, and it seems to lack variation.
Most of the rooms of that stage look pretty much the same, only differentiated by room layout.
Hopefully you understand what I mean, as I can't explain it any better.

Now about Optomon, I'm not sure if Pyronaut is still on hold, he mentioned that he and Mr. Tee will work on few smaller scale projects and then continue to work on it.
I don't think that he has actually said anything about what those projects were or are they finished. (Though I'm assuming he was referring to Rogue dawn.)
He does appear in Romhacking forums, albeit rarely(think something like post per month).
Though, if you really want to know what he's currently doing I guess you're better of asking him,(I don't like contacting people out of nowhere, but as far as I know he does reply to most of the people... eventually) or Googie(I heard the 2 are friends for quite some time).
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Offline Sephirous

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« Reply #6 on: July 19, 2017, 10:43:50 AM »
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« Last Edit: October 12, 2020, 11:13:45 AM by Sephirous »

Offline Sinis

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #7 on: July 29, 2017, 07:55:55 PM »
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I've redone a ton of stuff in CoA.  Putting my focus back on the new character sprites :)


The new Richter.




Maria's New Look.  Based off of someone's SotN 8 bit art though threw my own twist to it over an existing Maria sprite that I made.




Alucard's new look.  Based off of an old concept that Thaddeus had going for some project he was creating X amount of years ago.  Also threw my own version into the mix to make it complete and to not be an exact copy but was heavily inspired by his.  Sort of an ode to his work and where ever he is doesn't mind this acknowledgement to all of the stuff he did.  Colors may or may not change down the road.





Haven't gotten to Armund yet as Alucard has some technical stuff to stitch together though less of a hassle to what Sypha/Maria has in her area.  May have to change up something in Alucard's programming for one sprite to work properly as I'll have to send those details to Sephirous and see if Optomon can do it though if not then I'll make it look as if the sword is coming more horizontal instead of showing it off more.


That's about the gist of things for now :)

Offline Sephirous

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« Reply #8 on: August 04, 2017, 11:35:20 PM »
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« Last Edit: October 12, 2020, 11:13:57 AM by Sephirous »

Offline Sinis

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #9 on: August 05, 2017, 09:54:50 AM »
+1
I'll follow up on some play testing screenshots.  Was going to post these up on ROM hacking website but its still acting all odd with its hiccups.

Rumble with the Doppelganger in the Armory.




Map transition scene, castle area.





Battle in the...Red Coliseum or dungeon.  Can't remember on what Sephirous named this level so my apologies on my memory :)





A battle with Death's second form.  Something entirely new and completely altered from how Death's skull is originally placed in.





If any of the pictures show up as blanks please let me know as I will fix them.  I'll post more pictures up once I'm done spriting my final stuff for the game :)

Offline Sinis

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #10 on: August 29, 2017, 09:07:09 AM »
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Due to Sephirous focusing on real life stuff right now I'm going to upload a video on his behalf to show CoA sound samples that's within the ROM right now along with alpha game play of the reboot with the music in.  If he wants me to take it down in time and for him to upload it onto his YouTube page I shall.  Right now people are wanting to see of what's been done so here it is :)


https://www.youtube.com/watch?v=edzMiShar4w


The game play comes later in the video.  This is just alpha stuff right now so please keep that in mind :)

Offline Sinis

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #11 on: November 03, 2017, 10:29:09 AM »
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As work progresses on the CoA reboot, a new boss will be appearing in it.  Legion has been altered greatly to what Dr. Mario portrayed his version of it all those years back.

The colors are not the final as these are just basic flat colors to help me input it into a YYCHR sheet :)





Next one to redo is the Angel Mummy.  I'll post that up once I'm done with it :)

Offline Sinis

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #12 on: November 06, 2017, 04:38:23 PM »
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Progress on the Angel Mummy :)




A side comparison between Dr. Mario's and mine.  Kept the original size however mine is hugely influenced by the GameBoy version.  Played Belmont's Revenge and eyed things on how it would look then spruced everything up for it to be updated.  Not sure if I'll have the face animated or not while the skeletal attachments are floating around in front of it as this will probably act differently than its GameBoy counterpart.  Just have to talk to Optomon sometime to see on what he thinks about it :)


Need to work on it some more but this is a rough draft right now :)

Offline BLOOD MONKEY

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #13 on: November 06, 2017, 08:36:12 PM »
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I like the look of this, but the palettes are dreadful. The foreground palettes don't pop at all and the background palettes pop too much.
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Offline Sinis

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #14 on: November 07, 2017, 08:55:18 AM »
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I like the look of this, but the palettes are dreadful. The foreground palettes don't pop at all and the background palettes pop too much.


The colors that I use are to help me make a YYCHR sheet of the sprite better.  When it comes to programming it in the game Optomon will decide on what color palette it will have depending on where this is placed at.  My apologize though on the confusion as I should have stated this was not official colors :)

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