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The Castlevania Dungeon Forums => Fan Stuff => Topic started by: metroidquest on May 05, 2015, 04:47:23 AM

Title: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on May 05, 2015, 04:47:23 AM
Hey all,

Some of you know my project from 4 years ago 11+ years ago, Simon's Quest: Revamped.

If you haven't played it, here's one of many links to the current version (circa 2011):
(Link outdated and removed)

You can now download the latest version from my antiquated website:
https://metroidquest.angelfire.com/cv2revamped/

Join my discord for the latest version:
https://discord.gg/2upweRfm74

Even though the current public beta is in a completed state, I encourage more discussion regarding feature requests.

Here are the featured changes.

- More Sub-weapons
- New Music by talented musicians
- Music selection option  ( to classic midi style)
- Button Mapping
- Difficulty Option
- Widescreen aspect ratio
- Clues Menu / Collection
- Boss health meters
- New secret dungeon
- More detailed storyline
- .. and more

Below is my 2015 topic (modified)

Well, I figured it was about time to give the game a little enhancement and code clean-up. I've started to re-factor the code and get it using GM Studio's latest compiler. As I've been doing that I've decided to add in some things that my fans have been asking for such as a gamepad and button configuration as well as enemy stunning. There are also a few other things I'm keeping to myself right now.

That being said.. I want to hear from YOU! Post your suggestions! Also, if you have an idea to replace a sprite that you feel would be better, please submit it.

Thank you!

Here's the task list so far:
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Claimh Solais on May 05, 2015, 10:21:46 AM
My biggest problem with it was the inconsistency in the graphics. Graphics were being pulled from all sorts of generations of the series, and they clashed pretty bad. I was okay with it at first, but as I played more of it, it was just too apparent.

It would be cool for the game to have original graphics, or at least have graphics pulled from the same style.

Other than that, really, it would be pretty cool to have more to the game. Maybe even modify enemy placement in the mansions to make it more well thought-out, make it feel more like a stage to a ClassicVania. Even have bosses at the end of them. (I haven't played the game since  the month it came out, though, so I don't remember if these changes were already made. If they were, my mistake.)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on May 05, 2015, 10:32:02 AM
Great comment, Claimh!

I would love to update some of the sprite graphics if one were to contribute them. I am a programmer and not a sprite artist, therefor I was stuck with what I had available to me.

As far as the mansions, I'm open to discuss new locations. What were you thinking specifically?
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: X on May 05, 2015, 10:40:46 AM
I agree with the graphics clashing issue. Perhaps you should stick to only using a set piece from one game rather then all of them. But if you need to use more then just one game I would recommend the graphics of SCV4 and CV Chronicles. They're close enough to use together and a simple color palette swap would make them work out better.

My only real issue with the game is it's difficulty. It's a little too difficult for me and some of the others. And not just due to the code glitches or limited lives either. to this day I've not finished it and I guess some of that lies with the codes bugs, but the rest is definitely the difficulty and limited lives. Having difficulty and lives settings in an options menu would be a good idea to implement. You want to reach out to a broader audience, and not have a game just meant for those who love hardcore challenges. You've got to think of everyone, not just a specific demograph.

Lastly I think Dracula's original look should be reimplemented. I know people out there are saying he looks too much like death, however I believe he would look something like that if he just got revived and did not feast in order to regain his youth and strength. Besides it just wouldn't be CV II without having the majority of the original game retained in some fashion or another.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on May 05, 2015, 10:53:29 AM
X -

Yes! I think difficulty and lives in settings is a great idea. I'm putting that on the list.

Dracula's appearance... let's just say Dracula is going to get an overhaul in 2.0.

I've always really liked the Dac X style of the enemies... if I were to go in a direction of uniformity, I would rather go that way.

Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: piscesdreams on May 05, 2015, 11:56:20 AM
I would suggest, if possible, higher quality music.

Secondly, I would suggest more depth of field in the backgrounds with more layers of parallax scrolling when applicable. If not, then more detailed backdrops.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: FanOfDracula on May 05, 2015, 01:36:00 PM
more bosses in more mansions, after all it's their remake, and you can add a few things, special skills .... maybe?... Nes unlockable skin or Castlevania 1 with sprites sotn style skin  :D ... i dont know....
 
and the difficulty I agree, it is very difficult, something softer would be better  :)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: X on May 05, 2015, 01:45:36 PM
Quote
I've always really liked the Dac X style of the enemies... if I were to go in a direction of uniformity, I would rather go that way.

I wasn't referring to the enemies although I should have clarified that  :-\  I was talking about the background graphics. The Dracula X graphics are not really a good contended for a remake of Simon's Quest, although it's fairly obvious that the Dracula X town graphics are the only necessity as they look the part.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on May 06, 2015, 04:43:08 AM
I'm really enjoying reading the comments so far.

I am willing to entertain some graphics changes, but there is the pitfall of never-ending graphic development. Unfortunately I will need to draw a line somewhere. If someone has some solid graphic solutions and can provide some resources that would fit in with the game please send them to me and we can talk.

Same goes for music. I am more than happy to use alternate music tracks should they be provided.

Remember, I am a sole programmer. I can make many functional changes to the game, but if it's visual or audio I will need collaboration from those more talented than myself.  ;D
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: X on May 06, 2015, 09:15:52 AM
Believe it or not doing graphics is actually easier then coding a game. I know absolutely nothing of programming to save my life, however coloring and doing graphics is really straight-forward. all you need is an art program like Corel photo paint or Adobe photoshop. There's also more obscure programs like Gimp and the like floating around the net as well. Although I'm sure you already know this  ;) The resources which I've already mentioned ie SCV4 and Chronicles are already completely ripped and set up at The Spriter's Resource website. All you'd need to do is acquire them, change the palette to your liking and implement them into our game.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on May 06, 2015, 09:33:57 AM
X-

I don't think I'm going to be making dramatic changes to the levels' appearances. A backdrop change is one thing. Replacing all the foreground tiles is a task I'm really not up to. So, I do apologize for that.

That being said, I am definitely willing to add details and effects to the existing levels.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: X on May 06, 2015, 06:01:09 PM
You do what you can. It was just a suggestion, that's all  :)  But you could alter the current graphics to a more darker palette so they don't appear as cartoony as they do in Rondo. And I also agree with adding in multi-scrolling backgrounds to help give the game more field of depth.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on May 07, 2015, 04:17:44 AM
X -
Sounds like a good compromise.  8) I'll add it to my list on the top post!
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: ProjectDread on May 07, 2015, 05:52:09 AM
MetroidQuest, I've never played this game. Would you be able to post a link to the most recent build in this thread? I'd really appreciate it, thanks!
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on May 07, 2015, 06:34:39 AM
MetroidQuest, I've never played this game. Would you be able to post a link to the most recent build in this thread? I'd really appreciate it, thanks!

I added a link in the first post.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: AISTODIAOLO on May 07, 2015, 03:50:04 PM
I d love some more plot hints here and there.
maybe add some yourself. or maybe side quests. saving villagers etc.(those quests would add to the story)
i think some cutscenes would do the trick too (for example before you fight a boss or after completing a quest. no voice acting etc. just a character icon and some text would be nice imo)
to be honest i dont like simon's quest.
it's too hard for no reason, you have to farm really bad.i think it lacks some core ideas to make the game interesting.
that's why i think that you should put some original ideas in it.
add story,add cutscenes,new areas,new shops,hell even gameplay elements.
maybe the original game won't suck if you trully remake it :)
anyways. good luck with that.i hope i ll be able to play your game in the near future.

oh and name it castlevania 2 the definitive edition. (true ending dlc costs 15 euros. demo costs 20 euros*coughs*metal gear ground zeros*coughs*, in true konami style)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: X on May 07, 2015, 06:26:33 PM
It would be interesting to have more added stuff like side quests and all. But if that's going to happen then the time limit for getting the best ending either needs to be extended quite a bit or should be removed entirely. If there's too much RPG-ing going on then a time limit for finishing Simon's Quest will present problems.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: SabinFigaro on May 08, 2015, 09:54:18 AM
I d love some more plot hints here and there.
maybe add some yourself. or maybe side quests. saving villagers etc.(those quests would add to the story)
i think some cutscenes would do the trick too (for example before you fight a boss or after completing a quest. no voice acting etc. just a character icon and some text would be nice imo)
to be honest i dont like simon's quest.
it's too hard for no reason, you have to farm really bad.i think it lacks some core ideas to make the game interesting.
that's why i think that you should put some original ideas in it.
add story,add cutscenes,new areas,new shops,hell even gameplay elements.
maybe the original game won't suck if you trully remake it :)
anyways. good luck with that.i hope i ll be able to play your game in the near future.

oh and name it castlevania 2 the definitive edition. (true ending dlc costs 15 euros. demo costs 20 euros*coughs*metal gear ground zeros*coughs*, in true konami style)

I feel all the above. Simon's Quest was great and original on paper, but somehow ended a broken game. I agree with all of Aistodialo's ideas. More stuff to do. More Bosses. Maybe even unlockable moves as your exp grows? Oh, and I would remove the timer and determine the good-bad ending by game completion% (get all items, reach lev.x etc..)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on May 08, 2015, 10:00:30 AM
Great suggestions! I like the completion % idea for unlocking endings. I also like the idea of additional areas and skills. If anyone has any ideas on the specifics of these I would love to hear them.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: SabinFigaro on May 08, 2015, 10:47:12 AM
Here are some ideas that you could implement dude. You could always tweak them depending of the difficulty (if you put in a difficulty mode)

-Acquire all whips (You could even hide a special god-like ultimate whip in the process ;) )
-Acquire all sub-items
-Reach level xx without continues or just reach level xx
-No fall (No instant death due to pits)
-Talk to every NPC'S
-Acquire x-number of hearts (although I suppose this would go in the reach x level category)
-Acquire special items x that you could create and scatter through the world or via transaction with special NPC.

I got to go for now, but If I think of more I'll make sure to let you know. Koodos on this project dude. Simon's quest deserves a nice overhaul. Good luck with everything!
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: SabinFigaro on May 08, 2015, 10:51:59 AM
Damn...I misread your request. Thought you wanted more suggestions on end% criterias...My bad:)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Lelygax on May 08, 2015, 11:52:15 PM
Add a map and include some optional boss in this dead-end with a invisible stair near Dracula's Castle.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: piscesdreams on May 09, 2015, 08:10:16 AM
It would be neat to expound on Castlevania more at the end of the game, making it longer. I always thought it was weird that it was so short and could have looked more like Castlevania 1's castle.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on May 09, 2015, 06:32:21 PM
Add a map and include some optional boss in this dead-end with a invisible stair near Dracula's Castle.

I'm down with a map.. and something at the deadend. Good ideas  8)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on May 09, 2015, 06:33:27 PM
It would be neat to expound on Castlevania more at the end of the game, making it longer. I always thought it was weird that it was so short and could have looked more like Castlevania 1's castle.

Very very interesting.. (creative gears churning)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: KaZudra on May 09, 2015, 10:51:38 PM
Cut down on towns by half, and make the areas connected as branching pathways, also allowing you to make the towns more interesting
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Jop on May 10, 2015, 03:29:35 AM
I will love to help you doing some monsters but im busy with others projects  :(, still its nice to see another version of this game, wish you luck.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Inccubus on May 12, 2015, 03:05:22 AM
Finally managed to get a stable enough wifi connection to comment on here. I was chomping at the bit to do so.

Anyway, my number one thing to improve CV2 and make it more fun is to add traditional bosses to every castle. And when I say traditional I mean that you have to defeat them to move on.

There are 2 projects I would suggest looking at for ideas to improve CV2:

Castlevania 2: Simon's Quest Multilingual Enhancement Patch (http://bisqwit.iki.fi/cv2fin/)

This one adds in a bunch of features that the original Japanese version of the game had or should have had including an intro cutscene, a digital version of the map from the original manual, the ability to drop down off of stairs, and  more including a vastly superior translation of the original script that actually makes sense.

Speaking of which, Bisqwit made a script analysis too: HERE (http://bisqwit.iki.fi/cv2fin/diff).


The other project I suggest looking at is Dracula's Shadow, which can be found lurking near by:

Castlevania Dungeon Homebrew Games (http://www.castlevaniadungeon.net/games/homebrews.html)

This one has some features that make it easier to play and interesting solutions for some of the original game's issues.
For example instead of castle bosses, you had to defeat a boss at each level up. Didn't make a whole lot of sense, but it was interesting.


Going back to my own suggestions:
--The stair climbing needs a bit of an overhaul, it looks kinda wierd when Simon falls off of them instead of stepping off. In the original games pressing up or down near the stairs would sort of 'suck' Simon into the first frame of the stairs animation. I suggest studying the animation in RoB or Dracula X frame by frame for reference.
--Add left and right controls to the stair climbing routine, makes it flow better into walking.
--Add another button for talking to people so that they don't get triggered while I'm moving about the stairs in town.
--Reposition the start locations of Simon and the NPCs in certain locations like walking into the merchant's house on the right of the first town so that they don't appear in mid air and fall when the room starts.
--Remove the exit option from the menu and just have the start button enter and exit the menu while leaving the cursor where you left it. Also use the original way of selecting your items by pressing left and right to switch which one is active. This reduces the amount of time the player has to spend in the menu.
--Also some of the graphics in the start menu look blurry and should be redrawn. (I can help with that if you like.)
--When you first buy the holy water and the white crystal have them be equipped by default.
--Outside every town there should be braziers that you can break.
--At night, the lamps in the towns should be breakable too.
--Mansions should have the traditional candles, candelabras, vases, pots, etc.
--Add some of the items introduced in SotN that explain some of the lore in the game like the Cube of Zoe and Fairy Scroll.
--I agree that enemies should have that stun effect from the regular game, but make sure that it is only regular enemies. Bosses should not get stun locked except maybe to a single specific sub-weapon they are weak to. And Dracula's Ghost should not get stun locked at all.
--Improve the sub-weapons for example the holy water has a pathetic range which is optimal for using it to find hidden pitfalls in the mansions, but since you're not using the up+attack style of activation use that for an alternate form of the attack. So, when I press up+sub-weapon have Simon throw it farther. Maybe even have the normal throw not produce the flame and still be free and the up+ version can cost a heart and produce the flame.
--Speaking of hearts, remove them as currency. With the addition of candles and other breakable objects you can have the traditional system of hearts being only for ammo and bring back the money bags and use them for currency instead of the hearts. Again this will give players more stuff to do. You can even add little hidden cashes of treasure like in CV1 in interesting places that otherwise originally served no purpose.
--Taking a page from the CV2 multilingual patch, have the 13 clues be available to read on the menu and have the whips displayed in a similar way to the sub-weapons so that the player can switch between different ones.
--It might be cool to also add whip attachments like in HoD so that the player can access some fun features like the whip spin move and the fireball ability.
--One idea I toyed with once was reworking the way his HP works. He would start the game with the original maximum amount of HP and as each day passes he would loose a chunk until he is down to his minimum starting hp. And to offset this you could have armor in the game that bolster his defenses as he get's weaker because of the curse.
--I also agree with the issues of graphics consistency in the backgrounds. I like the idea of maintaining the the RoB look throughout the game as much as possible. (Again I can volunteer to help with that.)
--Make the fog at night translucent and add a foreground fog too.
--I also noticed that the mud near the second town doesn't darken at night.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on May 12, 2015, 04:29:12 AM
Inccubus,

Awesome and well thought out suggestions! Send me a PM and let's see if we can collaborate.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: X on May 12, 2015, 09:22:54 AM
Quote
In the original games pressing up or down near the stairs would sort of 'suck' Simon into the first frame of the stairs animation. I suggest studying the animation in RoB or Dracula X frame by frame for reference.

This happened in both CV 1 and CV 3 as well so it's not indigenous programming to CV 2 alone. I personally never found it a bother. In fact I though it was beneficial in some ways. That I don't have to cautiously step right at the edge of a platform in order to climb down or up a set of stairs without worrying about accidentally stepping too far and falling to my doom.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on May 12, 2015, 09:48:08 AM
This happened in both CV 1 and CV 3 as well so it's not indigenous programming to CV 2 alone. I personally never found it a bother. In fact I though it was beneficial in some ways. That I don't have to cautiously step right at the edge of a platform in order to climb down or up a set of stairs without worrying about accidentally stepping too far and falling to my doom.

I agree with X on that particular quirk.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Inccubus on May 12, 2015, 10:33:19 PM
Actually every classicvania does the 'sucking in' thing I mentioned. And they all allow the use of up/down as well as left/right for stair climbing.

Thinking about it and looking closely at the games I think that the very last part of the stair climbing when you reach the end of stair might have a similar property to when you first get on. What I mean is that the last step is largely automatic and ignores your input so as to prevent the player falling off short edges easily.

I mentioned studying RoB and DX because they most resemble the graphic style in Revamped.

IMO the best version of stair climbing was in SCV4 where they had specific stairs in certain 'dangerous' placed that would automatically make you climb them instead of risking letting you fall to your doom.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Claimh Solais on May 12, 2015, 11:06:26 PM
IMO the best version of stair climbing was in SCV4 where they had specific stairs in certain 'dangerous' placed that would automatically make you climb them instead of risking letting you fall to your doom.

I think in Dracula X on SNES, the stairway in the last stage you could walk right through it. I might be wrong, but I think the original RoB was like that too with the final staircase.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: X on May 12, 2015, 11:17:21 PM
Some staircases in the SNES Dracula X were solid. Several stages had them, as well as the final staircase at the beginning of the final stage was also solid so you could not fall through it. In Rondo however the final stage staircase was not solid so you have to manually climb it or die.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Claimh Solais on May 12, 2015, 11:26:52 PM
Oh. I got them mixed up, it seems. I just remembered it was one of the Richter games with the final staircase. Thankfully, DXC fixed that last staircase and you couldn't fall through it at all since it was a full three dimensional staircase.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Inccubus on May 13, 2015, 02:08:17 AM
I wonder if they did that on purpose to mess with our heads?
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: piscesdreams on May 13, 2015, 04:56:13 PM
This may have been said already, but what about some cutscenes?
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Inccubus on May 14, 2015, 03:46:16 PM
I will petition for a new intro at least like the beta one added to the translation patch. That's basically a big fat cut scene. Don't know where it would be good to add any more. Not without adding a lot of unnecessary exposition anyway.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on May 22, 2015, 11:12:51 AM
Thank you all for your suggestions so far. I have some great new ideas to implement and possibly some collaborators. I will keep you posted as development progresses!
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on August 26, 2015, 05:02:49 AM
Just to let you know there is progress, I posted this video yesterday. Things are moving along:

Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: SabinFigaro on August 26, 2015, 08:20:21 AM
Video is not working for me. But maybe that's just me...
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on August 26, 2015, 08:27:32 AM
Thanks for noticing! updated
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: optkiller on August 30, 2015, 11:44:11 PM
better window or full screen resolution would be nice
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: BLOOD MONKEY on August 31, 2015, 02:10:01 PM
Yeah, it is 2015. Why not use a 16:9 resolution which most moniters support nowadays?
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on September 02, 2015, 09:46:09 AM
Yeah, it is 2015. Why not use a 16:9 resolution which most moniters support nowadays?

I think I can do that. I'll put it on the list.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on September 11, 2015, 11:06:19 AM
Sorry for the poor video quality. I haven't found a good free recording software yet for Windows. Here is an update on the new features:
- widescreen
- config
- enemy stun
- updated church

Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Inccubus on September 12, 2015, 01:03:50 PM
Coming along nicely I think. I'm still working on the new character graphics, btw.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Wallz! on September 12, 2015, 08:17:33 PM
I'm not sure if this has been addressed yet - But can the flame man not be invincible to the flame whip? Yes, I realize it's fire vs fire, but there's still a whip under that flame. It gets pretty inconvient that you can't whip them. Also, in general, the enemies' invincibility period seems too long. It gets kind of aggravating to hit an enemy multiple times but they just keep going right through it.

I'd also suggest adding several minor save points. You're keeping Simon's Quest's game design, where you respawn right where you died. Getting a game over at Dracula, for example, puts you 2 towns behind. Dying on the stretch around Aljiba is especially tedious, as that town amoung others don't even have churches. Perhaps smaller save statues scatterred around Transylvania can help. Maybe have them not restore health, as a motivation to hike to churches sometimes.

If you're using game maker, draw sprites from the DRAW event. In there, specify to draw sprites from round(x) and round(y). This will fix sprites that look ugly occasionally (such as the lizardmen, or even occasionally Simon). This happens because you probably have them moving at subpixel speeds (2.5, for example) and game maker is attempting to draw them at decimal pixels, resulting in that ugly, stretched look.

The last thing on my mind at the moment are those purple ghosts in Castlevania. They take too many hits, it's pretty unrealistic to fend all of them off without taking damage; especially since they keep stalking you while invincible. On top of that, some of them can spawn directly on you, which is annoying especially since they can damage you before they're fully visible. Using laurels is an option, but since you can't attack while using one, getting through Castlevania still involves some time without them.

You've got a promising game, and I'm not trying to insult it. I personally believe Simon's Quest is pretty flawed. I respect that you're going more for a revamp than a re-imagining, but there are still just some things that are flawed game design that weigh this down. Also, just wanna apologize if any or all of what I've said has been adressed - I haven't been following this game too long.

By the way, for video capture, try CamStudio. It's definately not perfect, and I've never gotten the sound capture to work, but if you tweak the settings right you can get a pretty good picture, and it's not too costing of your RAM. I also have Simon's voice clips from CV: Judgement, if you're looking to replace Richter's.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on September 14, 2015, 04:46:26 AM
Inccubus: I'm sure you are  ;D

ronny:

Thank you. That's some good feedback. True, much of it has been said before but that's OK. I actually have been switching over to the draw event. It offers many more benefits for altering the sprite. I'm also not sure if you caught that I have added 'stun' to the enemies so that they don't move when hit. This does go away if you choose difficulty 5.

Oh. And that WAS CamStudio.. yech.. I even set it to highest quality. I like Debut but my trial ran out and now I can't record.

Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Nefarious520 on September 16, 2015, 02:18:01 AM
I feel guilty for asking this cuz this game is kickass and I appreciate what you've done here, but when you have some free time could you port this to android and ios? Thanks for the game!
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on September 16, 2015, 04:42:54 AM
I feel guilty for asking this cuz this game is kickass and I appreciate what you've done here, but when you have some free time could you port this to android and ios? Thanks for the game!

I would be happy to... if someone would donate $700 for GM Studio Master Edition  ;D
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: BMC_War Machine on September 16, 2015, 06:15:13 AM
Looking good man! Im not sure if I tossed the idea to you before or not, but if you need someone to give you some tunes or the full OST with some updated metal/orchestra id be glad to hook you up  8)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on September 16, 2015, 06:26:33 AM
Looking good man! Im not sure if I tossed the idea to you before or not, but if you need someone to give you some tunes or the full OST with some updated metal/orchestra id be glad to hook you up  8)

I will definitely take submissions. I'm going to implement a 'remix' mode where the player can choose classic style (in the current version) or remix music style.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: DarkPrinceAlucard on September 16, 2015, 12:31:27 PM
any chance for a unlockable mode featuring a different sprite of Simon?

Like his black leather one from Chronicles?

Sorry if its a huge request, just felt the need to atleast ask lol. ;D
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: BMC_War Machine on September 16, 2015, 03:05:41 PM
I will definitely take submissions. I'm going to implement a 'remix' mode where the player can choose classic style (in the current version) or remix music style.
Sounds good dude,  check out my Haunted Castle medly thread if you want to get and idea of my style  ;D
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: BLOOD MONKEY on September 16, 2015, 04:06:29 PM
I sent you a PM, metroidquest. You might wanna take a look at it. :)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on September 17, 2015, 04:34:43 AM
DarkPrinceAlucard: It's a possibility. We'll see  ;)

BMC War Machine: I Will check it out and let you know.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: BMC_War Machine on September 21, 2015, 11:37:32 AM
DarkPrinceAlucard: It's a possibility. We'll see  ;)

BMC War Machine: I Will check it out and let you know.
Here ya go dude, had a day off today and got this together.
http://www.mediafire.com/listen/194a9rbjg3wkh98/Wayward+Psalms+-+Silence+of+Daylight.mp3 (http://www.mediafire.com/listen/194a9rbjg3wkh98/Wayward+Psalms+-+Silence+of+Daylight.mp3)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on September 21, 2015, 11:51:50 AM
Here ya go dude, had a day off today and got this together.
http://www.mediafire.com/listen/194a9rbjg3wkh98/Wayward+Psalms+-+Silence+of+Daylight.mp3 (http://www.mediafire.com/listen/194a9rbjg3wkh98/Wayward+Psalms+-+Silence+of+Daylight.mp3)

Thanks, my friend. I'm afraid I have chosen all my remixed tracks already. Thank you for the interest though.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: BMC_War Machine on September 21, 2015, 11:53:49 AM
No worries man, i figured if all else i could find a place in my CV3 remake for this if you didn't use it lol
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: optkiller on September 23, 2015, 08:15:01 PM
is there a way to make the game run in a higher resolution?
Hey all,

Some of you know my project from 4 years ago, Simon's Quest: Revamped.

If you haven't played it, here's one of many links to the current version (circa 2011):
http://castlevania-ii-simon-quest-revamped.en.uptodown.com/ (http://castlevania-ii-simon-quest-revamped.en.uptodown.com/)

Well, I figured it was about time to give the game a little enhancement and code clean-up. I've started to re-factor the code and get it using GM Studio's latest compiler. As I've been doing that I've decided to add in some things that my fans have been asking for such as a gamepad and button configuration as well as enemy stunning. There are also a few other things I'm keeping to myself right now.

That being said.. I want to hear from YOU! Post your suggestions! Also, if you have an idea to replace a sprite that you feel would be better, please submit it.

Thank you!

Here's the task list so far:
  • update dialog/text
  • enemy stunning
  • button config
  • difficulty setting
  • # of lives setting
  • exit game confirmation
  • boss battle overhauls
  • better implementations of day/night transitions
  • "gloomify" some landscape graphics
  • more paralaxing
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on September 24, 2015, 07:35:16 AM
is there a way to make the game run in a higher resolution?

Well, you can run it in full screen or resize the window. Increasing the resolution would mean getting entirely new graphics and close to rebuilding the entire game. I don't think that will happen. I apologize.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Wallz! on September 24, 2015, 08:17:01 AM
Well, you can run it in full screen or resize the window. Increasing the resolution would mean getting entirely new graphics and close to rebuilding the entire game. I don't think that will happen. I apologize.

Don't shoot things off too fast man! There are ways to add options for winow sizes 1x, 2x, 3x, etc. windows in game maker. Just make sure they're proportional to your resolution. Also, adding an option like that can reduce or get rid of the fullscreen blur effect some graphics cards have when you fullscreen smaller windows.
Just something like this:
Code: [Select]
//establish how much bigger the window will be. have the player set this from the options
global.window_stretch=4

//apply upscaling (step event & create event)
view_wport[0]= view_wview[0]*global.window_stretch
view_hport[0]= view_hview[0]*global.window_stretch

That's off the top of my head, there may be a little more. Sorry if you knew this already, just trying to help!  :)

Also, if you'd like some help adding some more variety and uniqueness in a RoB style to your tilesets, shoot me a PM. They would be made from mostly existing tiles, but I just wanna lend a hand in kind of tying all of those together.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on September 24, 2015, 09:31:36 AM
ronny14: increasing the window size and reducing blur is all good, but to make something truly high res you need to have the image for it. I'm not a fan of those smoothing filters either.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Wallz! on September 24, 2015, 10:18:46 AM
ronny14: increasing the window size and reducing blur is all good, but to make something truly high res you need to have the image for it. I'm not a fan of those smoothing filters either.
I understand what you're saying, I thought they were refferring to just scaling the game up and not true hd, that's all.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on September 29, 2015, 05:39:38 AM
UPDATE TIME:
Here's the latest video showing new options, clue menu, music, sfx. I'll keep you all posted as I add more stuff.
Featured music by goat ( castlegoat.blogspot.com) and  Friedrich Habetler Music.

Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: julianbelmontxx1 on September 30, 2015, 06:35:46 PM
do you plan to add the cross and the axe sub-weapons?
they would be useful to kill flying enemies(spiders, bats and ravens).
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on October 01, 2015, 04:10:49 AM
do you plan to add the cross and the axe sub-weapons?
they would be useful to kill flying enemies(spiders, bats and ravens).

It wasn't on my list. I will defer that to the forum to come up with a compelling reason (other than making the game easier)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: ProjectDread on October 01, 2015, 04:31:14 PM
I'll post something more in-depth later, but I'd suggest reworking some of the enemy IA. So far my biggest issue is with the Werewolves. From what I understand in the original Simon's Quest they mostly just follow the player and jump at them when they're close enough. They sort of function the same in this game, but their movements are very bizarre and disjointed. When you approach them, they often just randomly shoot themselves at you in a strange 45 or so degree angle and then after moving about 80px they suddenly stop, play their "standing" animation and begin falling to the floor, ready to repeat the cycle. Sometimes there is a bit of a delay between when they charge at the player, but it seems random as more often than not they just suddenly dart at you with no warning which makes them harder to avoid. In all honesty, their movement and animations seem broken and I'd really encourage you to rework them. Perhaps they can be modified to be more like the werewolves from the MetroidVania games? If not, I'd still really encourage you to fix their animations and movement issues.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on October 01, 2015, 05:39:15 PM
I'll see what I can do. Thanks
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: BLOOD MONKEY on October 02, 2015, 08:40:14 PM
There's a nice feature in Fraps called "record RGB output" which will record the exact crisp pixels at HD quality.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Wallz! on October 04, 2015, 04:11:15 PM
It wasn't on my list. I will defer that to the forum to come up with a compelling reason (other than making the game easier)

I feel like that's not a case of making the game easier, but making it more fair. The original Simon's quest has this issue too, as you have enemies that charge from above at fast speeds. Making a limited axe, or even a weapon that Simon swings over his head, makes a fight with these types of enemies a fair fight. I've always found the design around the axe pretty cool - It hits airborne enemies, but it still takes time to master, as it has a heavy arc. There's still strategy around using it.

A lot of enemies in your game seem awkwardly designed in regard to the arsenal available to Simon, again, a problem also present in Simon's quest; You get caught in moments where enemies from all directions kind of pile on top of you. I feel like a bigger variety of subweapons can help with some of the stranger enemy AI. As for some faster enemies like the harpies, werewolves, and eagles; have a more evident warning that they're about to do their attack. It's just so fast of an attack that it seems unfair sometimes. Also, the first time you see a new enemy, it's normally a good idea to have them do their attack once before Simon can reach an area they'd be hurt by it. You see this in a lot of the Castlevania games, it reduces the feeling that the enemy got a cheap shot.

A little touch up tip btw: I suggest making the black fade in when you enter new rooms a little longer, to prevent the player from seeing enemies drop into their places.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: zangetsu468 on October 05, 2015, 03:58:32 AM
I feel like that's not a case of making the game easier, but making it more fair. The original Simon's quest has this issue too, as you have enemies that charge from above at fast speeds. Making a limited axe, or even a weapon that Simon swings over his head, makes a fight with these types of enemies a fair fight. I've always found the design around the axe pretty cool - It hits airborne enemies, but it still takes time to master, as it has a heavy arc. There's still strategy around using it.
The axe was sorely missed in CVII, as with the other subweapons which did not make an appearance.

A lot of enemies in your game seem awkwardly designed in regard to the arsenal available to Simon, again, a problem also present in Simon's quest; You get caught in moments where enemies from all directions kind of pile on top of you. I feel like a bigger variety of subweapons can help with some of the stranger enemy AI.
What about a dagger with limited range but that shoots in multiple directions?

Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on October 05, 2015, 06:18:51 AM
Not that I don't want to add the axe... and I still may. It's not like the game doesn't have subweapons. First of all, I've already improved the holy water to have the DX style flame for multiple hits on an enemy. There's the diamond, the flame and all the various knives and daggers.

I agree that the axe would be a nice addition, but you need to acknowledge those weapons you can already use.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Wallz! on October 05, 2015, 04:50:27 PM
Not that I don't want to add the axe... and I still may. It's not like the game doesn't have subweapons. First of all, I've already improved the holy water to have the DX style flame for multiple hits on an enemy. There's the diamond, the flame and all the various knives and daggers.

I agree that the axe would be a nice addition, but you need to acknowledge those weapons you can already use.
The knives and daggers are limited to a range straight in front of Simon. The flame only reaches so high. The diamond isn't quite useful if the room your in has an open sky (which is where airborne enemies tend to be.) I'm just trying to say the current aresenal feels incomplete (it did in Simon's Quest too) Most weapons are limited to straight in front of Simon or heavily rely on the environment you're in. What you got is great so far, I feel like a few more weapons to cover different ranges would sort of pull everything together. I've just been trying to help out with little details that would lead to a better experiences, I hope it isn't coming out in the wrong way  :-X
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on October 06, 2015, 04:56:04 AM
I've just been trying to help out with little details that would lead to a better experiences, I hope it isn't coming out in the wrong way  :-X

Not at all, my friend. I'm going to see about working in those in. Any thoughts on making the cross an actual subweapon?
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: X on October 07, 2015, 11:14:27 PM
It would be nice to have the cross in there as well, however both the silver and golden knives kind of make it redundant. The only thing the cross would have going for it is the ability to come back to you once launched.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Wallz! on October 10, 2015, 08:48:45 PM
Not at all, my friend. I'm going to see about working in those in. Any thoughts on making the cross an actual subweapon?
Rondo of Blood does a great job of making the knives and crosses act differently. The cross has smooth acceleration & deacceleration in that game, and if you can throw it at an enemy at just the right distance, you can stack up to 3 or 4 powerful hits on it during the time it turns around.

If you're looking for a more deviating approach, perhaps you could throw the cross in any direction? I believe the Simon you are using has animations for that. Let's say you'd get it after Camillla; it would seem a bit overpowered at first, but it could actually really help against the ghosts you currently have in Castlevania and maybe lead to some more brutal enemy placement in the new areas of Castlevania. (I think you said you were doing that..)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: zangetsu468 on October 10, 2015, 09:18:31 PM
Can I make a really random suggestion, if Simon is carrying the "Morning Star" the day/ night cycle should never occur. Apparently the Morning Sun (Star) vanquishes the 'horrible night'. Just a thought.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: ProjectDread on October 10, 2015, 10:21:16 PM
What purpose does the Day / Night cycle in Simon's Quest even serve other than to inconvenience the player and slow down progression?
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: zangetsu468 on October 10, 2015, 10:49:21 PM
Viewed in context, the day/ night cycle was supposed to add a layer of difficulty and realism to an NES game.

I would suggest a hard mode where it's night all the time in the outdoor areas. Also I don't see the point of incorporating night time into the towns because it means you just have to walk around to kill time if you want to buy items and so forth. Unless there's a specific reason to be entering towns at night.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Wallz! on October 11, 2015, 03:56:51 PM
The Day/Night cycle concept is something many things in Simon's Quest suffer from. Great concept, bad implementation. In my game I have certain people that only come out at night, enemies having different strategies at night, enemies giving more experience and higher drop rates at night, certain items that change their use depending on the time of day, etc., just to give you some ideas. Maybe enemies like the werewolf could be like a fighter during the day, but transform into werewolves at night? Insetad of doing more damage they just change the game up. Citizens could still go in at night, but maybe have the shopkeepers hide in a different place and charge more during the night for the price of convinience. (Maybe if they're one of those hidden shopkeepers in the original, they could go to that hiding area during the night?) I also think the churches should always be open since they are your save areas.

TL,DR:
I think it'd come out a lot better if the nighttime was a new world in a way, rather than just turning the difficulty up. There's endless possibilites with this.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: zangetsu468 on October 11, 2015, 05:02:48 PM
The Day/Night cycle concept is something many things in Simon's Quest suffer from. Great concept, bad implementation. In my game I have certain people that only come out at night, enemies having different strategies at night, enemies giving more experience and higher drop rates at night, certain items that change their use depending on the time of day,

I like all of these things conceptually.
Might I suggest the addition of being able to 'sleep' in the church? What this would add is the ability to skip from day to night with 1 function, rather than waiting.

How does the actual transition of day-night work, no text boxes one hopes? :P
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: ProjectDread on October 11, 2015, 05:52:56 PM
If the day / night cycles only exist to "double the enemies HP" and slow down your progression, I don't think it's even worth having in the game. I'm not so much speaking solely of MetroidQuest's game, but rather of the many faults Simon's Quest has that hurt the overall experience. I played the demo, and too frequently I felt as though the game didn't value my time as I'd enter a town because I needed an essential item only to see random tanky ghouls aimlessly wondering around. This does nothing to help the game. Why am I forced to wait 5 minutes killing the same enemy over and over again? Why can't I enter the houses of villagers during the night? Why can't I visit a save room? It literally adds nothing of value to the game.

Something feasible that I'd suggest is, as zangetsu468 pointed out, making towns still function even during the night. It can easily be explained away as something like, "it's dangerous during the night, so we put up lots of lanterns and have guards standing by at the borders of our town to prevent any monsters from wondering in."
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: piscesdreams on October 11, 2015, 07:07:15 PM
I agree, the guarded towns makes more sense. There could even be an area where the guard fails. :)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on October 12, 2015, 04:39:15 AM
I've been adding in many of your suggestions. When it comes to the day/night, I would like to keep it as is to honor the original. Whether you hate it or like it, that's one piece of nostalgia I am going to keep in.

Here are some other reasons:
1) faster leveling up
2) the game counts days. You only have 5 days to beat the curse.
3) you can still travel to other areas. It gives you some extra grinding time.
4) I have added difficulty modes in. Perhaps in easy mode you can stay at a church during a night. (and lose a day)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: BMC_War Machine on October 12, 2015, 04:54:54 AM
To add another cool feature to the night would be make certain shops sell certain items only at night. It would be a good way to throw the player off when they find out, and would add more exploring/backtracking to get key items.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: PixelPusher on December 03, 2015, 04:59:59 PM
Hello folks. I'm am new here. I could add in some functions/features based on the original to make the game a bit more enjoyable. I like the day/night system in general but having to walk around to much at night to get to a town in the day time to buy something was a tire.

I actually just played through the original and beat it but got the bad ending. Took 14 days! As far as the day/night system being in the game I always thought it was tossed in there as part of the story. Simon, as planned by the developers was supposed to pass away anyhow do to the story that's why the normal/average ending he finishes off Dracula but carries on in the after life himself. That should be true considering most the newer CV games did not have Simon in it unless it was one the older generation Castlevania timelines.

1 - As in SOTN place some teleport doors so Simon doesn't have to walk so far back and forth.
2 - Allow the day time to last 2x longer than the night time and make the time between them longer.
3 - Add a new Mansion with everything in it and a boss battle.

But anyway this is a nice project. Always wanted a remake of CVII.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on January 19, 2016, 11:08:23 AM
OK, so things are coming along nicely in Version 2.0. I need to ask a question of you all that's been bugging me:

Should I bring back "Momentum" in the jumps?

Right now, we have a lot of control over Simon while he's in the air. Although most classic CV games have a jump where you can't control much in-air, but the newer games allow for greater control. My goal was to make this feel like the newer games, but I got some comments in favor of the alternative. What say you all?
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: theplottwist on January 19, 2016, 11:28:03 AM
OK, so things are coming along nicely in Version 2.0. I need to ask a question of you all that's been bugging me:

Should I bring back "Momentum" in the jumps?

Right now, we have a lot of control over Simon while he's in the air. Although most classic CV games have a jump where you can't control much in-air, but the newer games allow for greater control. My goal was to make this feel like the newer games, but I got some comments in favor of the alternative. What say you all?

I say you should keep the momentum BUT allow for a very slight movement in the air. Think Super Mario Bros, where you can still move Mario after he jumps, but just slightly.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on January 19, 2016, 11:41:42 AM
I say you should keep the momentum BUT allow for a very slight movement in the air. Think Super Mario Bros, where you can still move Mario after he jumps, but just slightly.

What about changing directions?
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: piscesdreams on January 19, 2016, 03:34:02 PM
If that could be made optional to change directions, like Adventure Rebirth gave the option of Classic mode jumping, that would be pretty neat.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on January 21, 2016, 07:12:44 AM
SO I tried a few things. I decided to go with momentum which the player can slow down by pressing the opposite direction. Simon's jumps are so short-lived it just doesn't seem practical to have him be able to change directions mid-jump. So there we go!
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: X on January 21, 2016, 09:33:21 AM
You could simply have Simon's jumping be like that of Richter in Rondo/Dracula X SNES.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: zangetsu468 on January 21, 2016, 03:38:34 PM
How about a backflip or baskdash to avoid enemies?
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on January 22, 2016, 11:49:57 AM
New Video Demo!

Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: zangetsu468 on January 22, 2016, 12:48:46 PM
Axe in Simon's Quest???
I think I just about logged onto my internet.. :D
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: FeRcHuLeS on March 07, 2016, 05:09:20 PM
First, I want to congratulate to metroidquest for such an amazing game, He not only finished this game but he is also improving it.
As you have requested for suggestions these are what I have to ask for:

a. So you are adding another weapons now, I think you could add the rest of the original five weapons, since the holy cross is a passive weapon you can make it available too.
And the clock could be a present from anyone in the towns(it could work for 3 seconds and be uneffective against main bosses)

b. About the text there is an awesome hack for original Castlevania 2 by Bisqwit on romhacking.net that hack contains a retraslation of the text which makes the game more sense (that original text was very difficult to figure out) so how about using that text which has very high fidelity to the original japanese text.

c. This is my personal desire how about Simon with Death & Dracula with Simon talking before they battle, and Dracula finish saying "But enough talk have at you" that phrase makes me nostalgic hehe.

d. And you dont have to replace the original game you made, because 2 modes to play the game would be better such as ORIGINAL MODE and REVAMPED MODE so the 2011's could be the ORIGINAL MODE what do you think?

Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: ProjectDread on March 07, 2016, 07:05:33 PM
If you are going to add sub-weapons, why not go the extra mile and just add a real currency system? Sub-weapons consume hearts, but money that can be used to purchase items can be found on enemies and throughout the environment.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Lelygax on March 15, 2016, 04:24:41 PM
I have 2 constructive critiques:

-Add more frames to the walking librarian animation, as it is now it feels strange.
-You seems to be using the same last frame for whipping in your sub-weapon animation, normally you would need to add one more different frame to give a more "right" effect, it should be on Jorge's sprite sheet.
-
You have reduced enemy invincibility frames and it is a plus. Nice parralax effect at woods and moving clouds at town.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on December 06, 2016, 07:48:00 AM
Quick update, folks! I took some time off on this when I ran into several bugs when moving the project from Game Maker 8 to Game Maker Studio. I am happy to report that the severely disabling bugs have been fixed and I can move onto finishing this darn thing. I'm going to go back and review some of the comments/suggestions on here. But hey, full speed ahead. Let's git'er done.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Jorge D. Fuentes on December 06, 2016, 04:47:23 PM
Good to see you again!
Sorry I've not been around via GChat/E-mail...
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on December 07, 2016, 07:54:33 AM
Good to be back, Jorge. Can't wait to get this upgrade out. It's been a long time coming. Hopefully this will satisfy a few more fans than the last version  ;D
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: mgfcortez on December 23, 2016, 02:39:29 AM
cool to see you working on this again i enjoyed beating it again without haven't to play it with outdated nes sprites i don't mind the backgrounds from many games i'm just not that picky

anyway i was wondering about another one of your remakes you was making zelda 2 what ever happen to that i know you didn't have a lot of help from making sprite's and backgrounds but i hope you haven't gave up on it.
you could make the game and use old backgrounds and sprites until yo find help i'm sure if you made the game people will show up to help
anyway i always loved zelda 2 so would really love to see that game made

plus back to castlevania would love to see a updated game engine made to make it easier for non programmers to make their own castlevania games kinda like super vampire killer was but its out dated now maybe a editable simons quest down the road anyway thanks for all your hard work
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: larid1 on May 09, 2017, 08:33:02 AM
We're not quite at five months yet, so I think I can just about post here.
Metroidquest – would you be able to give us a quick status update on this? I'm certainly really interested.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: illuminerdi on May 30, 2017, 04:32:47 PM
Thanks for all of your hard work MetroidQuest, I can't wait for the next release, so I hope you have some news for us soon!

I'm willing to help you beta test if you're looking for volunteers :)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Homer666 on October 03, 2022, 11:10:49 AM
Does anyone know if this project is still alive? The last time I heard from Metroidquest was back in February of last year over at his Discord channel. O_o
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: darkmanx_429 on October 05, 2022, 05:43:38 PM
Does anyone know if this project is still alive? The last time I heard from Metroidquest was back in February of last year over at his Discord channel. O_o
There is something better coming. Not from me but something better is coming, not this project.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: BLOOD MONKEY on October 05, 2022, 06:38:47 PM
There is something better coming. Not from me but something better is coming, not this project.

(https://i.imgur.com/VEHJLm3.png)
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: darkmanx_429 on October 06, 2022, 01:37:47 PM
(https://i.imgur.com/VEHJLm3.png)

It's not from me. I am working on something else...but maybe they will post in the group soon.
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: BMC_War Machine on October 06, 2022, 02:35:06 PM
(https://i.imgur.com/VEHJLm3.png)
Soon
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: metroidquest on January 17, 2023, 05:07:19 AM
Well it's been a few years and the public beta is finally available. I will update the main topic with all the changes,
Title: Re: Simons Quest: Revamped Again (fan project, in development) Want Suggestions
Post by: Jorge D. Fuentes on January 21, 2023, 11:31:10 AM
I like this project, both regarding where it is, and where it's going. :D