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The Castlevania Dungeon Forums => Fan Stuff => Topic started by: MRSKELETON on May 22, 2011, 11:36:17 PM

Title: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 22, 2011, 11:36:17 PM
8-Bit 'nonlinear' stage based Castlevania

Starring Richter Belmont (using Gors Richter sprites, but with different animations)

Game is planned in 'stages' with an overworld select like in Belmonts Revenge or Megaman,
stages are medium-size with branching paths through each, minimal backtracking required for stage completion.
Game uses 8bit palette, but not 8bit limitations.
Uses full effect of complimentary colors to make each stage 'pop' and have it's own look. Mixes custom and pre-existing Castlevania tiles

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Foi53.tinypic.com%2Fqna22r.jpg&hash=6242c420a3f4aaa596c432a94695f270)
(color concept)

PLANNED FEATURES

-No whip, Richter will use the 'Combat Cross' from Castlevania: Lords of Shadow
-Full access to all of Richters combat techniques, including backflip and jump-kick.
-Player chooses between two subweapons at the start of each stage, has to utilize individual strengths and weaknesses to plan around each situation.

Don't think of this as a wholly 'original' fan game about Castlevania.
this is really a 're imagining' of a lot of the conventions that arose from Simons Quest.
think of this as a 'remake' of Simon's Quest. it contains towns, the partial open world but at the same time
I'd want to refine the mechanics that were good, and drop the ones that weren't.


'whip like weapon CONCEPT'

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi54.tinypic.com%2F2zxqpf4.gif&hash=999735150587cd0595d15a1d2ade1f09)
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: Jorge D. Fuentes on May 22, 2011, 11:39:48 PM
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2FRichterNES.gif&hash=ce34f5c153e3e6acd01911d630abde1f)
You could use these too, if you wanted.
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 22, 2011, 11:47:45 PM
Actually, I'm a bigger fan of the sprites I have; and I'll tell you why
Because they include:

Item Crash
Slide/Kick Jump
Backflip
Running
Air Dash
Jump Kick
Low Kick

your sprites are good for what they are though!!
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: Jorge D. Fuentes on May 22, 2011, 11:53:24 PM
Yeah I made 'em a long-ass time ago so they don't include new moves.
My new Leon Belmont ones do, though... but you don't want Leon, you want Richter. :P
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2Fsprites-NES-LeonBelmont-1-1.png&hash=70bdd01fcd7983932b21b3480beffeff)
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 23, 2011, 12:07:00 AM
leon should have a back carthweel/handspring
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 23, 2011, 12:26:32 AM
also for those of you wondering why there's no vampire killer

The Combat Cross requires Richter to be closer for maximum effectiveness. What's planned is that a skilled player can use the combination of Richters moveset + the Combat Cross to easily deal maximum damage to enemies. It also lets you attack more then just straight foreward

There will be another item in the game (planned) that's whip like.
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: uzo on May 23, 2011, 07:16:41 AM
-No whip, Richter will use the 'Combat Cross' from Castlevania: Lords of Shadow

What is this I don't even-
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: Flame on May 23, 2011, 10:47:27 AM
Quote
No whip, Richter will use the 'Combat Cross'
And the difference is...?
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: darkmanx_429 on May 23, 2011, 10:51:03 AM
Looks like a good start, be careful about your color palette though. Everything looks neon bright in your screenshot!
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 23, 2011, 11:03:46 AM
And the difference is...?

The alt weapon is useful for slow, direct attacks like the whip. The combat cross has substantially less range, but allows Richter to attack in multiple directions
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: darkmanx_429 on May 23, 2011, 11:41:21 AM
Yeah I made 'em a long-ass time ago so they don't include new moves.
My new Leon Belmont ones do, though... but you don't want Leon, you want Richter. :P
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2Fsprites-NES-LeonBelmont-1-1.png&hash=70bdd01fcd7983932b21b3480beffeff)

Do you have any 16-bit custom sprites that you've made, that you haven't used that are opensource?
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: Jorge D. Fuentes on May 23, 2011, 12:40:01 PM
16-bit or 16-color?
I have a thread with some sprites that I've designed, and I've made sprites over the years.
The banner above has a lot of mine (Leon, Victor, Pumpkin, Kid Dracula, Sonia, Hector, etc.)
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: darkmanx_429 on May 23, 2011, 12:48:32 PM
16-bit or 16-color?
I have a thread with some sprites that I've designed, and I've made sprites over the years.
The banner above has a lot of mine (Leon, Victor, Pumpkin, Kid Dracula, Sonia, Hector, etc.)
16-Bit dude. It seems like the majority of sprites that you are doing are based on the 8-bit NES sprites. Correct me if I am wrong. Also, I would personally like to extend a request to you, in order to start a custom spriting/ripping thread in the forum. That way people can make sprite request for their homemade games as well as request certain stage rips, enemies, etc. I am new to the forum and notice ALOT of people throughout different threads seem to be asking this. Also this is the only way that people can get access to certain spritesheets etc. there's only so many sprite rip forums that you can research and they don't have all the sprites that you need. (Like the Contra HardCorps level maps that I need.)
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: uzo on May 23, 2011, 12:57:09 PM
Just because the console is 16 bit doesn't make your sprites 16bit. A 16bit image has THOUSANDS of available colors.

The SNES's most common image format is 4bpp. Ala, 4bit. It has a maximum of 16 unique colors. Most consoles after this used that same format as a standard for fast sprites and other imagery. SotN used 4bit as well for most of it's things. The GBA lived on it, and the DS still used it a lot. All the current 2D CV games used 99% 4bit imagery, with the exception of Adventure Rebirth.
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: Jorge D. Fuentes on May 23, 2011, 01:08:44 PM
Uzo's right.  16-bit 'sprites' could have far many colors.
It's a common mistake.
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: X on May 23, 2011, 01:11:26 PM
All the current 2D CV games used 99% 4bit imagery, with the exception of Adventure Rebirth.

Maybe this is why Adventure ReBirth plays so goddamn slow on the Dolphine Wii Emulator.

-X
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: Flame on May 23, 2011, 02:11:53 PM
The alt weapon is useful for slow, direct attacks like the whip. The combat cross has substantially less range, but allows Richter to attack in multiple directions
So i take it you are not going for the way LoS portrays the Combat cross then? because if I recall, Gabriel's Cross gets some pretty good range.

if you want something with short range, the regular leather whip in classicvanias has crappy range. (until you get the two chain upgrades)
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 23, 2011, 02:16:42 PM
nope, combat cross. because it has **dynamic attacks**

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.fightersgeneration.com%2Fcharacters4%2Fwhipwhip2.gif&hash=22bcd648eb4765ee9079b78463872613)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.fightersgeneration.com%2Fcharacters4%2Fwhip-hardslash.gif&hash=3c19ea98c43079ede9428db77b7f90c8)

most likely will be animated kinda like that
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: darkmanx_429 on May 23, 2011, 04:17:42 PM
nope, combat cross. because it has **dynamic attacks**

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.fightersgeneration.com%2Fcharacters4%2Fwhipwhip2.gif&hash=22bcd648eb4765ee9079b78463872613)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.fightersgeneration.com%2Fcharacters4%2Fwhip-hardslash.gif&hash=3c19ea98c43079ede9428db77b7f90c8)

most likely will be animated kinda like that

Those animations look tight, but you do realize it's probably gonna take TONS of each animation for every movement of your character to get it looking right. And also if you remember, Gabriel's Combat Cross also retracts into itself. Most likely you will have to custom animated that yourself. I thought this was a 8-Bit game? If this is the case, you may want to look at simplier 8-bit titles such as Bionic Commando for advanced gameplay mechanics...
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: uzo on May 23, 2011, 04:25:50 PM
nope, combat cross. because it has **dynamic attacks**

http://www.fightersgeneration.com/characters4/whipwhip2.gif (http://www.fightersgeneration.com/characters4/whipwhip2.gif)
http://www.fightersgeneration.com/characters4/whip-hardslash.gif (http://www.fightersgeneration.com/characters4/whip-hardslash.gif)

most likely will be animated kinda like that

Whip (above KOF character) uses a whip....... like normal Belmonts. The short length is just her having coiled it. Same can be done with the normal Vampire Killer.
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: Flame on May 23, 2011, 04:55:18 PM
nope, combat cross. because it has **dynamic attacks**

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.fightersgeneration.com%2Fcharacters4%2Fwhipwhip2.gif&hash=22bcd648eb4765ee9079b78463872613)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.fightersgeneration.com%2Fcharacters4%2Fwhip-hardslash.gif&hash=3c19ea98c43079ede9428db77b7f90c8)

most likely will be animated kinda like that
That doesnt look too short.
And the second sprite is her with the whip coile partially in her hand...

So, Dynamic attacks, but to get dynamic attacks like Gabriel's Combat cross, it NEEDS length. you cant make such dynamic attacks with a short whip.
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 23, 2011, 08:20:27 PM
That doesnt look too short.
And the second sprite is her with the whip coile partially in her hand...

So, Dynamic attacks, but to get dynamic attacks like Gabriel's Combat cross, it NEEDS length. you cant make such dynamic attacks with a short whip.

yeah i can
don't worry about it;



Those animations look tight, but you do realize it's probably gonna take TONS of each animation for every movement of your character to get it looking right. And also if you remember, Gabriel's Combat Cross also retracts into itself. Most likely you will have to custom animated that yourself. I thought this was a 8-Bit game? If this is the case, you may want to look at simplier 8-bit titles such as Bionic Commando for advanced gameplay mechanics...

no
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: darkmanx_429 on May 23, 2011, 08:28:03 PM
yeah i can
don't worry about it;



no
Kinda lost on the "no", is this not an 8-bit title. Also the advice was just on some possible situations that you may run into the future, if you are planning on doing such advanced animations and techniques for your game....
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 23, 2011, 09:21:26 PM
Kinda lost on the "no", is this not an 8-bit title. Also the advice was just on some possible situations that you may run into the future, if you are planning on doing such advanced animations and techniques for your game....

it's an '8-bit' title in that it uses fairly low res graphics, it's not an 8-bit game meaning i don't give a fuck about the NES' limitations on colors per line or anything else like that
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: darkmanx_429 on May 24, 2011, 03:28:50 PM
it's an '8-bit' title in that it uses fairly low res graphics, it's not an 8-bit game meaning i don't give a fuck about the NES' limitations on colors per line or anything else like that
Ok, that was what I was wondering. Cool, so basically it just uses a low res color palette? Ok, there's difference then. So it's not a NES 8-bit game. Are you going to custom sprite the main character off those KOF sprites?
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 24, 2011, 10:59:39 PM
i'm going to use them as animation references

this is what the richter sprite looks like

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7y2MC.gif&hash=af28daa3db661aab952a5f54811e21e6)
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: thernz on May 24, 2011, 11:21:44 PM
Nice. I assume the pixel shifting with Richter won't happen in-game, but what will the differences between the red and the normal steel whip be?
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 24, 2011, 11:35:46 PM
you actually

will not get to use the vampire killer whip in the game.
it gets stolen. the red whip is called Belmonts Soul, and this is what the info is:


Belmonts Soul
Without the Vampire Killer, Richter is capable of manifesting a temporary copy of it's combat abilities through his supernatural talents that are gained from his bloodline.
A powerful strike formed of magic, while it's not match for the real Vampire Killer, it's a suitable backup when there are no other options.
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 26, 2011, 04:18:43 AM
SUBWEAPON CONCEPTS:

SUB WEAPONS
At the beginning of each stage, players choose two subweapons to take with them, each with a different function. Rather than use hearts as currency, subweapons
- Either have limited number of uses that can be replenished somehow
-Have a 'cooldown' on subweapons between uses.

ALL GRAPHICS ARE NOT FINAL[/U]
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi53.tinypic.com%2F14bul1e.gif&hash=1f225d39d85db1b60d7b82896e1992cf)

if you don't see something here, assume it's not in the game.
yes, the holy water does not function like it traditionally does
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: TheouAegis on May 27, 2011, 08:42:17 PM
........
The holy water pic looks like....... Like he's putting out a campfire.

I had a similar idea for holy water in my game I'll eventually make. As for the axe, you can download my NES-Style Engine (in these forums) and copy the obj_Item code.
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 27, 2011, 09:58:23 PM
no
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: darkmanx_429 on May 27, 2011, 10:01:52 PM
Any word on the plot?
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 27, 2011, 10:50:56 PM
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
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: uzo on May 27, 2011, 10:52:42 PM
........
The holy water pic looks like....... Like he's putting out a campfire.

XD

Oh man, it totally does. Hahahaha.
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 27, 2011, 11:02:15 PM
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
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: uzo on May 27, 2011, 11:09:02 PM
That just went right over your head didn't it?
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 28, 2011, 03:16:34 AM
 i don't care; get out of my thread if you're not posting legitimately about the content
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: darkmanx_429 on May 28, 2011, 12:32:50 PM
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.
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: thernz on May 28, 2011, 12:34:54 PM
Make it look like the Diskarmor for no apparent reason.
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: Flame on May 28, 2011, 12:44:40 PM
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?
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 29, 2011, 12:16:39 AM
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
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: darkmanx_429 on May 29, 2011, 02:12:56 PM
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.
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 29, 2011, 05:49:34 PM
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fspriters-resource.com%2Fcustom_edited%2Fcastlevania%2Frichter.png&hash=89fbaaa344647f2a8ab2932e8cacf6a0)

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.
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: Inccubus on May 29, 2011, 06:30:21 PM
I honestly have to say there is something 'off' about that sprite. Can't put my finger on it though.
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 29, 2011, 06:44:25 PM
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
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: uzo on May 29, 2011, 08:21:06 PM
I think hes referring to lack of proper shaping and shading on the clothing (torso mostly). It makes him look fat and or off shape in many frames.
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: MRSKELETON on May 29, 2011, 09:26:09 PM
it doesnt need it where im at; it can come later
Title: Re: (CONCEPT) 8-bit Castlevania
Post by: Inccubus on May 31, 2011, 05:19:51 PM
I think hes referring to lack of proper shaping and shading on the clothing (torso mostly). It makes him look fat and or off shape in many frames.

Yeah.