The stairs animation only uses one half of the framesYes, it was intentional. It's too hard for me to combine half of the animation cycle when character steps just for one stair and the full cycle when it's a long moving.
Yes, it was intentional. It's too hard for me to combine half of the animation cycle when character steps just for one stair and the full cycle when it's a long moving.
I think it's normal to simplify animation a bit, but I should to make it to be less eye-hurting, I guess.
Stairs are honestly the most annoying thing to program and are hard to get right in terms of placement. But adding the full animation will make it more easier on the eyes as a start.
uzo, thanks, but... Nah, this isn't actually my own game design, I just looking at the official games and trying to do something very simillar, but still different. So I can't say it's my own design and as the whole game - It's just a rip-off with some of my own ideas.
Simon's speed is rather on the slow sideSorry, but the speed will be as it is. I want to make the gameplay little slower, but accurate. Jumping is 1.5x faster compared to walking, but also more dangerous, 'cause jumps are almost uncontrollable in the mid-air. Castlevania - Dracula X on the SNES have exactly the same speed, I guess.
Try using a more saturated color scheme for SimonI'll think about it when there will be more levels. I'm planning to make them a bit (sometimes a lot) darker, then saturated version may will be out of place.
So I applaud you for itOh, you're making me blush. But yes, I'm trying to teach player something, before he can use it at full potential. There will be some things, that didn't even appear in the Castlevania games...
I was wondering why the icons were on the far left side of the menu box.And that's how you should think about it! Just look at the last screenshot in my first post, you can see some surprise there.
FYI, from past experience with this topic, most people in this forum (and the Castlevania FB group) are NOT fond of Richter's SNES DraculaXX walking speed. And yours is slower.
Rondo of Blood Richter's Speed is better.
FYI, from past experience with this topic, most people in this forum (and the Castlevania FB group) are NOT fond of Richter's SNES DraculaXX walking speed.
well actually I don't mind it. He's moving realistically with the foreground as opposed to his Rondo counterpart, who does move faster but the walking doesn't match the passing of the foreground.
Don't take this the wrong way but you might want to prioritize game design over those minor details.
Player speed is a fundamental part of the game and should be established early on. The speed of enemies, traps and countless other objects are set to compliment the player.Should've clarified, but the foreground scroll was the minor detail I was refferring to, and the speed was what I meant by game design.
It is no minor detail.
The hell! I just did realized, that i'm missing another 2 frames from the stairs animation too. I don't even know, how it's happened, but now it's should be much better. Also I have found the way how to implement the full animation cycle, so I'll post the results here very soon.
UPD:
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Out of all fangames I've seen here, you managed to use the best stair climbing animation I've seen.This isn't even my final form!
This isn't even my final form!
This isn't even my final form!
Holy shit man that's awesome! What programming language/IDE are you using for this?I'm using Game Maker: Studio, and it's my first experience with this system.
What do you think about my new boss? The battle seems very intense for me. Sorry for some missing sounds from the death scene, but everything else working as I planned.
One thing for me that comes off the top of my head is why don't you have the werewolf break the branches of the trees as he jump swipes in their directions? That would prevent the player from being able to jump from off every branch with ease and add some strategy to the boss fight.
This is a neat idea. If Simon takes too long to beat the boss he gets penalised. Just as if Simon stands mid screen, and does nothing, the werewolf should attack him with a stronger attack. If Simon approaches, then the werewolf should run.Yep, more stuff like this! The boss battles should be the climax of each stage and give the player something to look forward to so you should go all out if possible!
Although I know nothing about programming games so I can't really speak for the designer.
Regarding atmosphere, what if the werewolf is standing on that bridge in the background in front of a full moon, howls and jumps into the stage? When he jumps in, lightning strikes knocking down the tree/ trees.
What you think in use this Jorge's remix instead of the original to appears more "original"?? could fit better!!It's a good remix, but I have already decided the soundtrack for my game. The SCV4 style fits perfectly for me.
Having the werewolf summon other wolves to his cause I've not seen yet in any other CV game, so this looks interesting ;)The whole fight with this werewolf exists in the Castlevania: Portrait of Ruin. Also, Serio's Castlevania Fighting game had this battle.
What do you think about my new boss? The battle seems very intense for me. Sorry for some missing sounds from the death scene, but everything else working as I planned.
I think you need to have a better indication that the trees are stand-able.
I hope I edited him in the right direction...
I'd still increase the saturation of the colors on your trees. They look like they're in the background. As for the trees in the boss fight, notice that they're behind bushes which Simon appears in front of. You might want to put the bushes infront of simon or behind the trees in addition to an increase of saturation in the tree's color.
Oh, and THERE IS chickens in the walls, the potions isn't the only way to heal yourself.
I think that can be hard to say without knowing what kind of stage it's supposed to beIt seems you don't understand me. Everything that you need is on the screenshot. You can see some platforms, some deadly (instant kill, yes) spikes and few candles. You had come from above so you should continue moving down. I just want to know which path player will see and choose.
I want to ask everyone - how do you like the lighting system in my game?
In one Russian forum (not related to Castlevania games at all) too many people literally hate it. I just can't understand why. I know, my game looks different from original Castlevania games because of that. And very few retro games using lighting with pixel-art... But I thought that this feature is helping me to enhance atmosphere (that's a priority) and allows me to create new gameplay mechanics (as a bonus).
Does my game really looks like any modern indie game, which just trying to be "classic", and the lighting just clashes with the good old Castlevania Rondo of Blood graphics? If that so, then my game definitely should be redone ASAP.
No. Make your game just like you Want. you will never Please everyoneGoddamn, you're right. Sometimes I start to forget that simple things. Thanks man, your words makes me feels a lot easier.
I want to ask everyone - how do you like the lighting system in my game?
In one Russian forum (not related to Castlevania games at all) too many people literally hate it. I just can't understand why. I know, my game looks different from original Castlevania games because of that. And very few retro games using lighting with pixel-art... But I thought that this feature is helping me to enhance atmosphere (that's a priority) and allows me to create new gameplay mechanics (as a bonus).
Does my game really looks like any modern indie game, which just trying to be "classic", and the lighting just clashes with the good old Castlevania Rondo of Blood graphics? If that so, then my game definitely should be redone ASAP.
I want to ask everyone - how do you like the lighting system in my game?
In one Russian forum (not related to Castlevania games at all) too many people literally hate it. I just can't understand why. I know, my game looks different from original Castlevania games because of that. And very few retro games using lighting with pixel-art... But I thought that this feature is helping me to enhance atmosphere (that's a priority) and allows me to create new gameplay mechanics (as a bonus).
Does my game really looks like any modern indie game, which just trying to be "classic", and the lighting just clashes with the good old Castlevania Rondo of Blood graphics? If that so, then my game definitely should be redone ASAP.
is that 4 layers of parallax in the background?Nope, just 3 + rain/mist layer.
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There's something special. As I said in the description, I'm not sure if it fits well for my game. At least, it maybe looks interesting...
There's something special. As I said in the description, I'm not sure if it fits well for my game. At least, it maybe looks interesting...
darkmanx_429, thanks for the advice. Then something about this, maybe?
I tried to apply your idea and made changes for both grass terrains, how is it looks now?
Another progress report:
Sometimes I just can't throw "Dark Souls" out of my mind when doing my project. Still don't know, if it's good or not.
Anyways, two more levels are complete - Swamps and Bridge. Maybe, it's time to make an another demo, because the next opportunity to make it will be only when I finish one more "level set", it may take a few months.
I don't know, really, should I spoil a considerable part of my game for some testing, or keep everything as a secret..?
You might want to look into getting higher-quality samples, or restoring the current ones.I fear that not the samples, but my audio card. With any recording software which uses default stereo mixer the recorded sound is noticeably worse than the actual game. You can check it yourself - just play through the demo then compare sound from my other videos on youtube.
I fear that not the samples, but my audio card. With any recording software which uses default stereo mixer the recorded sound is noticeably worse than the actual game. You can check it yourself - just play through the demo then compare sound from my other videos on youtube.May I suggest rendering the same songs you have with say, an SNES soundfont or something? I don't know if it's just me, but I feel like using music directly from other games takes away some character from your project. Hell, I could do this for you if you send me a tracklist.
May I suggest rendering the same songs you have with say, an SNES soundfont or something?I'm very grateful for your offer.
Jorge D. Fuentes, thanks for reminding me about Simon's jumping! I've almost forgot about it.
Also, as a lot of people advised me, I've made some changes with the "darkness".
Saw the last image, went from 6 to 12 8)Man, I can't describe how much time I've spend to make that location. Most of the levels were done really quickly, but some of them took almost unacceptably long time to develop.
You can test it by yourself with the earlier demo - I'll be very grateful to hear some results.
I'll add the gamepad config menu to my "todo" list.
Jop, hmmm, that's interesting. Well, for now I can only recommend to use some type of xinput emulator (MotionJoy, x360ce, BetterDS3). I'll add the gamepad config menu to my "todo" list.
the frame increases when image_index + image_speed = $100. With an image_speed of 0.5, it'd be $80 in single-byte form. $80+$80=$100, thus the frame increases. With 0.1 image_speed, $100*0.1=$19. $19*10 = $FA, so even after 10 frames it won't increment
they won't attack just yet while you can safely pelt them with knivesThat's called "tactics", no? I mean it's meant to be played like that.
It just seemed kinda weird to me, especially when they still respond to you standing or ducking. Guess I should've mentioned that before.
Hey, do you killed it now? What can you say about other bosses and levels?
It really bothers me that you're the only who played my demo so far...
There's little but considerable delay in between the sub-weapon start-up and the sub-weapon finally thrown away during jumping/crouchingAnd during the standing attack too. And this delay is EXACTLY the same as for whip attacks. This is one of the core mechanics of any classic Castlevania game.
Frogs need 2 hits to be defeatedYou'll found an upgrade for your whip during the second stage.
And player can't jump and catch the stair like Rondo right?Yep. I wanted to make stairs to be dangerous, but not too hard. You still can jump off them at any moment and use your sub-weapons easily.
Also having trouble defeating stage 1 boss in normal difficultyThat's sad. On my youtube channel you can find an old video where I've completed the 1st level. The Invincibility Jar would be a great help for you.
Looks like It's only me who have trouble with the delay...but it's really a little bit slow unlike the control scheme feelings in classic Castlevania games...... and I feel it strange (it cause hitting enemies at higher position a serious problem) maybe 1~2 frames quicker will be Okay.........
Also the recover motion after jumping from higher position is rather slow
If you think no problem then never mind, I'm sorry
is there a way or thats the end of the demo?Yes, there is! From the start you should go left, to the Bone Dragon. There is the elevator and the door to it should be opened...
Both the whip and the subweapons seems slightly more sluggish than, say, Rondo's delayDon't forget about one thing, please. In RoB you will gain an extra delay if your whip hits the enemy. And my game is MEANT to be a bit slower than RoB, more closer to CV:Chronicles.
EXTRA small frog which you can't hit unless it's jumpingYeah, I've called it "THAT f*cking frog of unavoidable death". I've nerfed this one A LOT, actually. A long time ago, it was using the tongue attack - that makes it almost impossible to beat without the Holy Water. And there's no Holy Water in this stage... So yeah, eight times out of ten I was dying right there. I hated myself for making this frog so much, so I wanted to share my feels with the others.
Yes, there is! From the start you should go left, to the Bone Dragon. There is the elevator and the door to it should be opened...
Or you can't find the way back?
the door dosnt openThat's bad. That's REALLY bad...
That's bad. That's REALLY bad...
Oh, and what do you thing about that Behemoth boss? And how many times you died trying to jump off the logs in water back to top?
Update: God damn it! Yes, the door isn't opened as it should. I'll made a quick fix and re-upload the game. The saves will be compatible so you can continue from your last checkpoint.
Update2: I've Re-uploaded the main game and changed all links. Now the door should work:
https://www.dropbox.com/s/uhccgj5i9p4lc28/Castlevania%20demo%202%20fixed.exe?dl=0 (https://www.dropbox.com/s/uhccgj5i9p4lc28/Castlevania%20demo%202%20fixed.exe?dl=0)
Yeah, congratulations! I'm really glad you liked it!
How long it took to complete the game?
So yeah, Castlevania sub-title without any "X of Y", "Dracula", "Blood", "Darkness", "Shadows", "Curse"... Am I even making a Castlevania game..?
The link doesnt work :-\ But if this is the same i'm thinking, maybe i have it here in the files, but i dont know where :)
Well, in the Youtube exists some remixes in SNES style, a few of them in SCV4 chiptune, but one or other are good enought
https://www.youtube.com/watch?v=cWBFSHPSeH0 (https://www.youtube.com/watch?v=cWBFSHPSeH0)
The logic is that this work seems to be something that WOULD fit in a Castlevania Chronicles kinda idea (a retelling of Simon's adventure, for instance), but, as the definition of apocrypha says, the game is either "of unknown authorship, or of doubtful authenticity, or spurious, or not considered to be within a particular canon."