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Offline MRSKELETON

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Re: (CONCEPT) 8-bit Castlevania
« Reply #30 on: May 27, 2011, 09:58:23 PM »
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no

Offline darkmanx_429

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Re: (CONCEPT) 8-bit Castlevania
« Reply #31 on: May 27, 2011, 10:01:52 PM »
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Any word on the plot?

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Offline MRSKELETON

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Re: (CONCEPT) 8-bit Castlevania
« Reply #32 on: May 27, 2011, 10:50:56 PM »
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It has mumble mubmle something to do with the Vampire Killer being stolen, don't expect a visit from Alucard or Maria /anywhere/ in the game. They're not important to the plot.

Trying to keep the game kind of 'seperated' so it's not really a fan-made chapter in the timeline, it's something that could have very easily happened to richter

Offline uzo

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Re: (CONCEPT) 8-bit Castlevania
« Reply #33 on: May 27, 2011, 10:52:42 PM »
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........
The holy water pic looks like....... Like he's putting out a campfire.

XD

Oh man, it totally does. Hahahaha.

Offline MRSKELETON

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Re: (CONCEPT) 8-bit Castlevania
« Reply #34 on: May 27, 2011, 11:02:15 PM »
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that's not really the graphic for the holy water

but it gets the idea down, it's a wide spread attack that's probably going to be pretty tall

Offline uzo

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Re: (CONCEPT) 8-bit Castlevania
« Reply #35 on: May 27, 2011, 11:09:02 PM »
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That just went right over your head didn't it?

Offline MRSKELETON

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Re: (CONCEPT) 8-bit Castlevania
« Reply #36 on: May 28, 2011, 03:16:34 AM »
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 i don't care; get out of my thread if you're not posting legitimately about the content

Offline darkmanx_429

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Re: (CONCEPT) 8-bit Castlevania
« Reply #37 on: May 28, 2011, 12:32:50 PM »
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Are you planning on doing custom animation for the Combat Cross or what? Do you have any concept done for it yet? That's the most interesting thing I want to see how you plan to incorporate in the mod. I am still suggesting you look at how the grappling is done in bionic commando and then use that as a base to fix it for your needs. Then you could incorporate some vertical climbing in it similar to Lords of Shadow.

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Offline thernz

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Re: (CONCEPT) 8-bit Castlevania
« Reply #38 on: May 28, 2011, 12:34:54 PM »
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Make it look like the Diskarmor for no apparent reason.

Offline Flame

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Re: (CONCEPT) 8-bit Castlevania
« Reply #39 on: May 28, 2011, 12:44:40 PM »
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i don't care; get out of my thread if you're not posting legitimately about the content
Geez... Cant take a joke, can you?
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Offline MRSKELETON

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Re: (CONCEPT) 8-bit Castlevania
« Reply #40 on: May 29, 2011, 12:16:39 AM »
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Are you planning on doing custom animation for the Combat Cross or what? Do you have any concept done for it yet? That's the most interesting thing I want to see how you plan to incorporate in the mod. I am still suggesting you look at how the grappling is done in bionic commando and then use that as a base to fix it for your needs. Then you could incorporate some vertical climbing in it similar to Lords of Shadow.

lords of shadow's level design is pretty garbage, and wouldn't translate well to a 2D game. and yes, the combat cross will have a custom animation. the belmonts soul is a single, powerful foreward attack. the combat cross is for players that would rather be 'faster and loose' i guess. it's got wide attacks, and attacks in a six directions, it does a lot less damage though but also comes with it's own set of abilities

i like the 'concept' of a swing in combat, but it's not something that would really suit this game. if i do another castlevania game (maybe using thaddeus' richter sprites that i made a full sheet of) i'll consider it

a good example of the kind of things Combat Cross!Richter can do, is he has access to a back handspring/dodge like leon/alucard/soma/juste do, while Belmont Soul!Richter, has access to subweapons
« Last Edit: May 29, 2011, 12:31:56 AM by MRSKELETON »

Offline darkmanx_429

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Re: (CONCEPT) 8-bit Castlevania
« Reply #41 on: May 29, 2011, 02:12:56 PM »
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lords of shadow's level design is pretty garbage, and wouldn't translate well to a 2D game. and yes, the combat cross will have a custom animation. the belmonts soul is a single, powerful foreward attack. the combat cross is for players that would rather be 'faster and loose' i guess. it's got wide attacks, and attacks in a six directions, it does a lot less damage though but also comes with it's own set of abilities

i like the 'concept' of a swing in combat, but it's not something that would really suit this game. if i do another castlevania game (maybe using thaddeus' richter sprites that i made a full sheet of) i'll consider it

a good example of the kind of things Combat Cross!Richter can do, is he has access to a back handspring/dodge like leon/alucard/soma/juste do, while Belmont Soul!Richter, has access to subweapons
Sounds good. By the way, what are you making your game with? Can you post some of those Richter sprites you are talking about. I am just interested in way they look like.

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Offline MRSKELETON

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Re: (CONCEPT) 8-bit Castlevania
« Reply #42 on: May 29, 2011, 05:49:34 PM »
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There's the sheet 'Gorsal' (A TSR member/friend) made, I've got permission to use and edit them as I please.
The southpaw whipping frames are cut out, rising upercut isn't there, it's missing one frame for weapons,
and none of 'my' animations are there.

Offline Inccubus

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Re: (CONCEPT) 8-bit Castlevania
« Reply #43 on: May 29, 2011, 06:30:21 PM »
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I honestly have to say there is something 'off' about that sprite. Can't put my finger on it though.
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Offline MRSKELETON

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Re: (CONCEPT) 8-bit Castlevania
« Reply #44 on: May 29, 2011, 06:44:25 PM »
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it's not colored the same way the actual castlevania NES sprites are, that's probably it. it uses their poses as a reference, but not as a base

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