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Offline Sinis

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #15 on: November 08, 2017, 05:52:16 PM »
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Angel Mummy is completely sprited and sent off.  The colors are  not final as those are YYCHR colors to help me input it into a sheet and its look may change later on though not sure.




The next thing for me to do is to remake that giant bone spittle thing that Dr. Mario had all those years back :)

Offline X

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #16 on: November 08, 2017, 06:08:29 PM »
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And you gave the Angel Mummy some facial movement too  ;)
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Offline Sinis

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #17 on: November 11, 2017, 06:18:25 PM »
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Lol, indeed :)


I've already gotten a lot of sex jokes about this boss and its not even implemented in yet lol.

Offline Sinis

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #18 on: November 15, 2017, 10:24:51 AM »
+1
So I'm still working on the Bone Spittle King as I'll probably present that maybe sometime tonight or Friday, depending on what happens.  In the  meantime, I've been putting things together on the Zombie Trio concept.




Trevor will be no problem to do as I already have a modified version of my sprite for the boss.  Grant and Sypha will take a bit more work though won't be too trivial.  Depending on what comes up they may have to go all in the same color to dodge the lag factor but that's only speculation and of what Optomon can do.  I'll iron things out later on but this boss is coming along slowly :)

Offline Undead Waiter

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #19 on: November 15, 2017, 12:40:46 PM »
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Colors shouldn't be causing lag, NES is supposed to be able to handle 4 sprite and 4 background palettes at all times.
Only thing that could possibly cause the lag is a big number of sprites on screen at the same time, but at this point you're probably fine.

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #20 on: November 16, 2017, 09:39:42 AM »
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Quote
Only thing that could possibly cause the lag is a big number of sprites on screen at the same time, but at this point you're probably fine.

Absolutely. Look up Ninja Gaiden III as an example of what happens when there are too many sprites on the screen at one time. Talk about slow  :P
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Offline Sinis

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #21 on: November 16, 2017, 10:31:36 AM »
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Definitely.  I know there isn't too much lag with the Water Dragons fight so have to see on how this will be handled.  If the boss gets scrapped due to reasons I'll just make another one :)

Offline Sinis

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #22 on: November 17, 2017, 06:10:57 PM »
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Well, slow and steady the Bone Spittle King is coming along.  Its an early concept as I got to work on a few things by redoing the arms but showing people that the boss is being worked on.  Going to work on and finish it before I go back to the Zombie Trio :)





Other than its ceiling walk animation I'll probably give the skull an open jaw animation to spit out the goo or whatever it was that Dr. Mario designed for the first one.  Wish I had all of his original boss sprites for a size comparison so this and other future stuff can be correct size however this will have to do :)

Offline Undead Waiter

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #23 on: November 18, 2017, 07:40:55 AM »
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Wasn't original Bone Spittle more like a skeleton head atached to some kind of mechanical bug thingy?
This one looks good, but I'd love to see something different than a generic halved skeleton.
(Not exactly a fan of Aria's first boss)
« Last Edit: November 18, 2017, 10:05:23 AM by Undead Waiter »

Offline Sinis

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #24 on: November 18, 2017, 11:25:22 AM »
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Speaking about that, I'm throwing out the arms and giving it a similar look to the bone spittles since naming this 'king' to them, it didn't make sense for it to have humanoid arms.  Messing around with some ideas right now :)

Offline eryson

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #25 on: November 19, 2017, 06:31:47 AM »
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Some crab-like legs, maybe?
this skeleton's torso is awesome, btw.

Offline chainsawmidget

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #26 on: November 21, 2017, 05:32:02 AM »
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Looks really good so far, other than the pallets, your backgrounds and monster designs look great. 

Your hero designs look a tad too complex though, like you've tried to shove all the details from the original designs in them and it comes across looking somewhat jumbled. 

Offline Sinis

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #27 on: November 21, 2017, 06:03:43 AM »
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Some crab-like legs, maybe?
this skeleton's torso is awesome, btw.

I'm making a few leg designs so that way nothing is covering up the torso too much.



Looks really good so far, other than the pallets, your backgrounds and monster designs look great. 

Your hero designs look a tad too complex though, like you've tried to shove all the details from the original designs in them and it comes across looking somewhat jumbled. 

Thanks and the palettes that I normally use are those from the YYCHR program that helps me input stuff in sometimes when my eyes can't focus due to allergies.  Do they really look jumbled?  Never felt that they were.  If Optomon wants me to design them differently when I pass them over his way then I can change them :)

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Re: Castlevania II - Cadence Of Agony (Linear Reboot)
« Reply #28 on: November 24, 2017, 05:32:33 PM »
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Slow but steady I'm reworking the Bone Spittle King. 




So far this is what I have.  I'll make the chest more dynamic and more animated while it walks on the ceiling.  Hoping this can be split up in half like how the Cyclops is placed in the game's data in order to pull this off as I made the walk cycle go from 1, 2, 3 then go back to 1.  When it attacks I'll mention to Optomon to use the second animation so both legs can be on the ceiling while the head does a single animation for a big attack besides dripping harmful goo from the torso.

Not sure when I'll be done with it but I want to make it as animated as possible instead of being stiff.  Things need to be ironed out but I'll start working on that next week :)

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