dude wtf? Thats crazy looking! I wanna see it in motion!I'll make a video in December. :)
In particular I remember a room with a mural that had a map of the whole town.Oh, I completely forgot about the map! And I have several versions too. Thanks for reminding me about it.
Looks absolutely beautiful... I've never had interest in other CV2 remakes but this looks so cool! Reminds me of the recent Wonder Boy remakeThanks! I need to play that WB remake. Totally forgot about it. Thanks for reminding me. ;D
So this is back.I'm surprised myself to be honest. :D
And the look of the graphics man there just sooo cool and foreboding, like your really going to fight the worst monsters ever, and in the end you can only rely on yourself total isolation, you've just captured that feeling perfectly.Thanks! Well, indeed that is what I would like to show.
And its lovely to meet another Silent hill fan ;D, that series really does not get enough love. And its nice to see some of that reflected in your work, really amazing stuff.Yeah, before I'd started to work on SQ, I was considering making a 2D Silent Hill Demake :D So now, I'm doing something in between... kind of. At least that's the plan.
Also HUGELY off topic (sorry for that) but what was your Fav Silent hill Game, again I know its off topic, but I don't meet a lot of Silent hill fans, so its nice to converse with one when I do meet another fan.Classic answer would be SH2. But I would say now... SH4. I wasn't impressed that much when I played it for the first time, but strange thing is I keep finding something new in it each time I replay it. And I want to replay it again right now. :)
And sorry to hear about your difficulties, glad things seem to be a bit better.Much better, actually 8). I have the time now to work on the stuff like this remake and play new games. Yay!
I remember follow your work in Deviant but you stoped, good to know you still work and keep doing awesome works!Thanks. Doing my best!
The shadow border is a neat idea! It'll add to the atmosphere and it isn't obtrusive like in Zelda where it's supposed to hinder you. I say keep itYeah, I think the current version of it is more or less OK, but it has one little problem - you'll see :). I'll make some other versions later.
Why not try drawing more natural environments instead of sticking with the traditional block-style layout? I believe you could make more of an impact that way. Whatever you decide, I'm positive the end result will still be beautifulThanks! The answer is... nostalgia. I see what you mean and you are probably right... but nostalgia is a strong bitch and I have no choice :D I must draw more BLOCKs! (I have 27+ types already)
This art reminds me of the art of Machinarium. It is amazing!Thanks! Well, both are hand-drawn, but still... my humble self believes Machinarium looks better. I'm somewhat lazy to reach that kind of perfection. Not today :)
I kinda like the blend of art and blocks.So am I! Nostalgia!
Love the shadowy border! Definitely a keeper.Yeah, it works OK. Not perfect yet, but I'm on the way.
Why spoil it with a demo right?It's useful in situations like this. I need to know what works and what doesn't. I mean it's useful for me :D. You decide for yourself of course.
X, it's not slow.
Partial Blooverine, it doesn't suffer from "all the issues that plagued C2".
Still working on the game... Uploaded 2 "Work in Progress" videos on YouTube if you are interested.
Episode 1, showing the game up to Berkeley mansion:
Episode 2, showing the game up to Rover mansion:
The rest is in progress... The estimated release date remains the same - Q4 2018.
UP: if videos don't work on the forum the links are here:
https://youtu.be/GtxsApFytys (https://youtu.be/GtxsApFytys)
https://youtu.be/z4GUPmZ-C7c (https://youtu.be/z4GUPmZ-C7c)
X, it's not slow.
Partial Blooverine, it doesn't suffer from "all the issues that plagued C2".
I played the video on 1.25x speed and suddenly it looked like it had physics similar to Adventure Rebirth
BTW I looooove the creepy art in this game. And I'm impressed this is not pixel art. Looks very nice!
This Is how you don't respond to criticismIt's not criticism. Criticism means argumentation. I have seen none in your comment. You claim something - I claim something. Yet I'm not saying to you "This is how you don't respond to anyone's work" while you believe it's OK to tell me "This Is how you don't respond to criticism." Who has manners in this scenario?
-simon moves like paint driesSo basically... you say this and that is slow and then compare it to something like "paint dries" or "congress passing a bill". That's not how argumentation works either (even though I like the congress part :) ).
-attacking animations are slower than congress passing a bill
-all the enemies move...
also you should probably create some custom particle systems for effects if the existing program defaults aren't just placeholder, the GM default particles are noticeable a mile away and have never looked particularly good in any kind of polished game (or looked good at all, if i'm being honest)I agree. My current goal is to finish the game. Then I will work on various improvements including effects. I think I'll make my own 2d effects instead. I will keep using particles for things like dust and snow (there will be a big winter area later on...).
this is a matter of opinion and almost entirely for your playerbase to decide, not you as a developerYes, it is an opinion and I have my own. I disagree that C2 was "plagued with problems" to begin with.
25% more speed on everything and the slowness problem is basically goneWell, in my eyes it looks silly if it's so fast. Also, unplayable. Probably watching the video and playing the game isn't the same. I've uploaded the new demo so you can check it yourself, but I doubt anyone's interested (nobody here have played the first demo either - or at least nobody have said anything about it.)
So basically... you say this and that is slow and then compare it to something like "paint dries" or "congress passing a bill". That's not how argumentation works either (even though I like the congress part :) ).
So everyone else is wrong and only you are allowed to be right and if we do not agree than the thread should be deleted and we should not play your game...You misunderstand me. I was saying that in some cases some conversations might end up not pleasant. In these cases it doesn't matter if you are wrong or right. So... it's simply better to end these conversations, yes? I wasn't saying that everybody is wrong, but just claiming something (no matter how many times) isn't enough for other people to start doing what you want, yes? I think I'm right about it.
I'll be honest with you: I cheesed the hell out of this boss...I'll be honest too - I have NO IDEA what you are saying here. English is not my first language, so... "cheese" is a kind of food, no? "Hell" is a place where the sinners suffer. So... can you use some other words, please? No matter how hard I try I can't connect "hell" and "cheese" into anything that makes sense to me. Sorry for that.
*The artwork is fantastic. Though one thing I would highly encourage is to make use of parallax backgrounds. The background art looks really nice but since it all scrolls at the same speed as the player it makes the world appear flat. Adding parallax backgrounds shouldn't be too difficult and it would make a world of difference and further increase the games atmosphere.I agree with you, but unfortunately I believe it's (almost) impossible at this point. Or rather it would require too much time to make it. I've started working on this game about 7 years ago - back then I had zero experience and most of the backgrounds were made at that time. I was saving them as big jpegs, deleting all separate pngs and the psd work files because my hard drive was too small to keep all the files :(. Separating these backgrounds now would be very time-consuming - I don't have that time unfortunately. Only several areas will have parallax scrolling.
*Please add gamepad support as well as the ability to remap keybindings. ...I'm working on it. It won't be fast or easy, but I'll try.
This is a small detail but I think it could help improve the atmosphere you have further; perhaps you could add environmental sound effects to certain sections of the map? For example, if you're exploring the outside forest area you could have some wind samples playing, or dripping water samples inside the caves.Yes, I'm planning to add small details like that - both sounds and animations. But of course, it's in the end of my "to do list" at this point.
I wasn't able to get very far in terms of gameplay yet but it seemed odd that in my time playing I never ran into a single enemy in the overworld.Yes, and I'm going to keep it this way. As I have written before this is not a remake of SQ. It's a sequel to SQ. So... the monsters in this world are dead. You need to get to the world of the night to fight some new monsters. To do that you must look for the Gates (as Simon is saying in the very beginning of the game).
About the speed of walking. The version you have played had only one boss fight, yes? Indeed it was too slow. Walking in the latest version is 25% faster already. I'm not sure it is necessary to make it even faster. I need to make 2 more mansions to make that decision.
I'll be honest too - I have NO IDEA what you are saying here. English is not my first language, so... "cheese" is a kind of food, no? "Hell" is a place where the sinners suffer. So... can you use some other words, please? No matter how hard I try I can't connect "hell" and "cheese" into anything that makes sense to me. Sorry for that.
By "cheesing the hell out of this boss" I mean that I cheated. I kept looking for a way to make sure that I would kill the boss on the easiest way possible, and "cheesing" means that I found one that was probably not intended by you.I doubt it. I test my games well, so usually I'm aware of all "alternative ways" you may try. You probably mean getting behind the boss - yes, that's an easy way to kill him.
Having Simon move and attack faster won't hurt your project. If anything it'll help to balance it out somewhat.In my opinion it's balanced as it is now. The weapons are different in speed, so the first weapons you get are very slow and the weapons you'll find later are faster. The speed of walking will stay as it is now in demo 2 (the demo with 2 castles).
I enjoy the Second demo a lot, Yeah I still have the same problems with the dark world its hard to see in some parts but I think thats my fault :vI have made the dark parts about 50% less dark in demo 2, so... it's probably your monitor's contrast settings. Thank you for your feedback. I'll watch the video. :)
Grinding in CV2 was tedious because it was slow and unfun.There is no grinding at all in this game.
I'm not trying to say I don't like your project, but your art direction is by far the best and most polished part of the experience (and damn fine as well)Frankly speaking... that's the most important part of it for me as well. I'm not a programmer who can draw. I'm an artist who can code a little. I'm making a bunch of interconnected pictures that move. "Fun gameplay" is never my priority. Even though this particular game is a LOT of fun for me. I enjoy testing it.
Character is moving relatively slow because he's walking. He's not running. He's not jogging. He's walking. That isn't a bug. That isn't a flaw. That is the style of this particular game. I am sorry to say but if you like running fast in your games this particular game is not for you. Skip it. There are plenty of others on the internet.
I have made the dark parts about 50% less dark in demo 2, so... it's probably your monitor's contrast settings. Thank you for your feedback. I'll watch the video. :)
You drew the wrong conclusion dude.Because you have said so? It is merely an opinion and I shouldn't change my own because you have a different opinion that I don't even like. Neither should you. But, please, allow me to stop this pointless dialogue.
And personally I think you're going a bit overboard with your objections. Being passionate about your project is fine, but try and be professional about it.I remind you: we are discussing a fan-made game in progress here. "Professionalism" in a fan-made game? I'm making it exactly because I don't want to be professional. Nobody's paying me for this. And it's not finished yet. We are literally talking about changing 2 or 3 variables here. I can make that change anytime I want! I can even make a "special version" just for you and that would take several seconds of my life. But now I'm making my own game for myself. First of all I must like it or else it will never be complete. Let's stop here, please.
Literally the most interesting SQ remake I've seen, and the creepiest and most polished by far in terms of visual style.Thanks! It will get even creepier later on. :)
I was talking about attitude towards others who don't see things as you do.I was talking about the same thing myself.
Best to take a step back and examine the posts (without the anger involved) and interpret what I actually meant rather then what you think I meant.I can give you the same advice. I have a feeling you don't read my replies at all :D I have said to you that I can make a second version of the game (possibly just for you). Isn't it what they call a compromise?! Am I not the one who made that compromise proposal? What else do you want? I'm a good guy as always.
I would love to see you make sprites of sotn Alucard or castlevania 3 Alucard and Trevor.I don't have such plans. The only other Castlevania project I'm planning to make is the remake of Castlevania 1. After that I'll stop working on fan games. I want money. ;D
I see there being a bit of misunderstanding due to the language barrier.There is no language barricade. My Engrish is damn good. ;D
I'll be looking at it as an artist, as a game designer, and as a gamer.Good luck then. I hope you'll like it. (But please play Demo 3 instead!)
I might have turned dumb, but I can't seem to find any gates.
I'm playing the 3rd demo and I think I'm stuck.
I got as far as the Barrier in the cave east of Jova, but the dagger won't break it.
Did I miss something?
Also, I should mention that I took the long way around and entered Jova from the east instead of the west.
Ah. I thought he was referring to the big floaty block with the dagger weapon crest on it so I got confused. Thanks.Inccubus, sorry, I wasn't here to tell you. How's your progress? Have you beaten the demo? Or have you stopped playing it?
Damn, there's actually platforming during bosses. I tip my hat to that!Glad you like it. :) I just want the battles to have as much variety as possible.
I want more!!! >:3Working on it. :) I think I'll finish the game in about 4 months.
Inccubus, sorry, I wasn't here to tell you. How's your progress? Have you beaten the demo? Or have you stopped playing it?
It will all be worth it for the Graveyard Duck! That really put a smile on my face.Glad you like it. You'll receive a silk bag if you defeat the Duck - just like it was told in the original. ;D
To be honest I found it frustratingly difficult.That is surprising. You have infinite "continue" and even if you die you restart right in the same room with all HP healed. It's a very friendly game...
As this is complete, is this something you'd like to have reviewed over on the Inverted Dungeon?Of course. I like that web-site a lot. Would be nice to see a big "Fan-Made Castlevanias" section on it. And, yes, I would like TSOTC to be in that list :)
I would buy a hard copy of that art book if it was available.Makes me happy - it was fun compiling all that stuff into one little book. Unfortunately I don't have any big plans for it (and I doubt it's legal ;D ).
"Now you process" haha that was greatI'm proud of the main line too: "30 years later... the night is horrible again" ;D.
The graveyard duck is just pure greatness!My childhood's nightmare ;D
I only had time to play this for a few minutes last night, and all I will say is that the art work is fantastic.Thanks. The later parts of the game look even better, I think.
I've cleared the game and the total experience is awesomeMakes me happy. Thanks for playing. :)