QuoteI am working on a project entitled "Angel of Destruction" (Named after a real life poisonous mushroom no less) and the gist is basicly a teamup between Mario and Richter vs. Bowser and Dracula. Anyways here's the spritesheets themselves(click to show/hide)
There are two things I wish to point at beforehand
1.I know some programming but not enough to do anything about making the enemies AI myself or doing a near perfect implementation of Richter as a alternate playable character.
2.The intended Art direction for this project is "SMAS-SMB3" like meaning that minimizing clash as much as possible will be a priority for me.
3.I am good at making tilesets from scratch and upshading 8-bit sprites but I have never been good at making organic sprites from scratch, because of that I might request certain sprite edits that are normally beyond my skill.
4.I promise that anyone who gives me a hand will be properly credited.
5.The thing is that I would like to get the technical stuff out of the way so I can focus on level designing, Yes I'm making the levels myself.
6.I have already gotten around to implementing the tilesets I'm using so far.
I will deal with GMFMOD some more later on (due to me having problems with it not wanting to cooperate with me on DEVII, Miles of MFGG has graciously dealt with one aspect of the problem so far), as of right now I have made serious progress and I wish to share it.
(https://dl.dropbox.com/u/7624816/Stuff%20that%20needs%20sharing/AOD%20Worldmap.png)
The Main hubmap from which your heroes can access the six worlds this fangame will contain. In order to get inside Dracula's Castle (which will be also be a world) you must first collect six Demon Emblems, each of these emblems symbolize aspects of Dracula
himself. A brief list of them.
The Void Emblem, The Inferno Emblem, The Shadow Emblem, The Pain Emblem, The Rage Emblem and The Malice Emblem. I have yet to decide which of the six world each of these emblems will go to but I do have a loose idea for the theme of the six world themselves.
and here's the overall world listing:
World 1: Farmland (think the first and second stage of Super Castlevania 4 and you'll get the idea)
World 2: Canyons with a bit of an old west/pre-columbian north america theme.
World 3: Forests (something akin to what you would expect from European folklore, especially German folklore).
World 4: Swampland with a sort of south american touch to it.
World 5: Another desert-y world with an antiquity/medieval spain like theme
World 6: Icey tudra of sorts, starting off in some steppe like area then transitioning to northern ice
As I have somewhat stated I would like some volunteer programmers to deal with the Castlevania Enemies and Richter while I focus strictly on designing the levels. I also have some elaborate ideas to show more of the back story but I don't think anyone is up to it.
I suppose I might as well reveal the back story
Plot: Death has foreseen the inevitable results of what would happen if Shaft (an evil priest from CV:ROB) were allowed to proceed with his plans to resurrect Dracula and so after Dracula has been defeated once again, Death goes to the Marioverse to propose an alliance with Bowser, promising him that the Mushroom Kingdom and Princess Peach will will be his if Dracula were resurrected in this world. Consequently Dracula's corpse is brought to a new Castle on a northern island far from the Mushroom Kingdom, an Island recently conquered by Bowser with the help of Death's remnants (A handful of demons, mythological creatures and the undead still working with Death) After the new Castle is built they revive Dracula with an alchemical brew, The same alchemical brew that was responsible for bringing Bowser back from the dead in NSMBDS. Richter Belmont is witnessing all of this in the crystal ball of a mystic who was concerned about these turn of events and wished to reveal them to Richter Belmont. The mystic then reveals to Richter that there's a Portal to the Mario-verse and if he is fast enough he might be able to turn the tide against Dracula. A few days later in the Marioverse Mario and Peach are just having a conversion in her castle (much like the intro to PM64) when Ricther shows up at Peach's Castle. It is clear that Richter is exhasted from the journey to get here. Richter Belmont interrupts their conversation to warn them about Dracula. as he finished his sentence Dracula himself materialized right behind Mario while Bowser smashed through a wall in his clown car. This proves to be the ideal distraction for Death to Kidnap Princess Peach. The villains soon disappear but not before sending minions to attack Mario and Richter.
I am currently looking for a programmer or two to help me deal with three bits of my game's development.
1. Enemy AI for the Castlevania Enemies + plus a few bosses I had in mind (Only a small handful mind you, I may spell out the details in a PM if you ask me)
2. Implementing Richter Belmont and Maria Renard as playable Characters.
3. Ending my struggles with GMFMOD.
I'm not asking for everything on a silver platter, just some assistance on the stuff that's too heavy for me to handle. Likewise If anyone asks, I have alot of the sound effects from Castlevania 3: Dracula's Curse, Super Castlevania 4, Castlevania Chronicles, Dracula's sound bites from The Dracula X Chronicles, and alot of sound effects and sound bites from Castlevania: Symphony of the Night.
Edit: I have a dev screenshot of world 1. Also I figured out how the worldmap system in DEVII works for the most part. The only worrying aspect is that it doesn't seem to support warping to submaps, like this one for instance.
(https://dl.dropbox.com/u/7624816/Stuff%20that%20needs%20sharing/Grassland%20map.png)
(https://dl.dropbox.com/u/7624816/Stuff%20that%20needs%20sharing/Snapshots/AODsnap01.bmp) (https://dl.dropbox.com/u/7624816/Stuff%20that%20needs%20sharing/Snapshots/AODsnap02.bmp)
A small preview of the first level. please pardon me for using .bmp instead of .png, My copy of Gadwin Printscreen was not set up right earlier.
Make a mezclature of castlevania and mario with the flower and rainbow, it will be look like a game of igarashi, with colors for children and caricature of castlevania. They know the joke now, but is serius i think this i sayed.
Perhaps something like this would fit better in the Mario style.I do like, but I liked the previous sprite better. Seemed to be more streamlined. This one looks more like Richter squished to fit into Mario portions. (Which I guess was the point...lol) This is a good sprite too, I just don't think for this game.
I do like, but I liked the previous sprite better. Seemed to be more streamlined.
I am willing to use them provided that you'll willing to furnish the all the required frames since your sprite thumps mine in terms of quality. I will be pm'ing you with the original spritesheets.I'm sold. The only problem I may see is, you should make some new sprites for Richter for the ability to ride Yoshi or have like different suits like Frog Richter or something. My point is couldn't you just play the whole game as Richter without switching or vice versa? There should be some strategy involved when switching between the characters with the enemies. For example, for my game there are enemies that have shields. When you are in gun mode, the bullets bounce from the shields. You have to switch to whip mode to destroy the shields. Then when the enemies are exposed, you whip is ineffective and you have to go back into gun mode to destroy the enemy completely. Stuff like that...
@Everyone else: Here's a footage of the intro actually working.
AOD Intro Cutscene (http://www.youtube.com/watch?v=ADKUPgFzNaY#)
and some older footage of Richter Belmont in action:
Angel of Destruction Richter Belmont Demonstration (http://www.youtube.com/watch?v=x2E-d5RapiA#)
Please keep in mind that we have implemented the multiplier stone and completely iron out all of Richter's bugs since then.
Did I mention that Bigworm has been an utter godsend so far, since he's the chief programmer for this project? Let's just say it started with an offer he couldn't refuse. =D
Konami Wai Wai World sprites
@darkmanx_429: Don't worry. There will be situations where you'll want to swap between the two. Mario is the designated "Fragile Acrobat" and Richter is the designated "Slow and Clunky Tank". The levels will be designed with their respective strengths and weaknesses kept in mind.2 Player Game right?
Also at a latter date, after we get the content for the first demon done we are planning on adding a separate playable team consisting of Toad (with most of his SMB2 abilities and physics) and Maria Renard. Toad will be the "Fragile Speedster" and Maria shall be the "Amateur Acrobat" with only half the HP that Richter has.
Note to self: Really need to get to spriting more level tiles. I think I procrastinated long enough.
Nah, this is all single player with a option to choose from two teams, I am thinking of adding whip grapples at a later date if I can convince someone to sprite the required sprites for it. Likewise we have decided after a prolonged discussion on the IRC that we are not going to be using UZO's Richter spritesThe only other thing I noticed is that after your game intro, you should have the lightning reveal your game title just like it does in Castlevania 3. A 2 player option would be boss dude, if you could code it in. I figure just have 1 player with the ability to choose Richter or Mario and obviously the 2nd player will be the non chosen character. If 1 character dies then the remaining player just goes into regular game-mode being able to switch between the characters at well. You could probably just adjust your maps slightly with different paths for to player mode. Also, is there going to be kinda like a reverse map mode when you beat the game similar to the upside down castle mode in SOTN with new challenges and such? That would add to the replay value..
God I've yearned for 2 player CV for years and with only Serio and HoDis to satiate me it's not easyPortrait of Ruin also has this feature, and Harmony of Despair and Judgment, of course.
Portrait of Ruin also has this feature, and Harmony of Despair and Judgment, of course.
Other than HoDes none of those are truly viable experiences I'm afraid :(I understand you can play locally if you have a friend who owns another NDS.
I understand you can play locally if you have a friend who owns another NDS.
But I'm not sure, since I never tried.
I imagine something as Harmony of Despair with local play.
It can be fun (sometimes it is not).
@darkmanx_429: Ask and ye shall receive:Uzo makes some good points. I must say I am pretty hyped to play this!
AOD Level 1 (http://www.youtube.com/watch?v=unm8BvdOYx8#)
Likewise, the delay to change characters really incentivises someone NOT to bother with mario unless necessary since rapid switching is slow and tedious. (I also felt switching in CV3 was too ungodly slow.)I just remembered, what about PoR's switching style, where switching was instant when you don't have your partner out?
Furthermore I think Richter should NOT be allowed to land on enemies to kill them, as that is Mario's only method of default attack, not to mention his own signature move, and Mario has no whip to compensate. Likewise the whip is Richter's signature move, so it stands to reason Mario does not have it.
@Maedhros: Didn't you read my reply to Uzo's post?I think they are still valid. Richter shouldn't be able to jump on enemies or get coins.
Stop being stupid Esco.
I'm giving my opinion about his game based on the video I've saw, if you can't take complaints/criticism about your fangame, that's your problem, mr. mydecisionsareperfectlalalaicanthearyou .
BLAH BLAH BLAH
I think they are still valid. Richter shouldn't be able to jump on enemies or get coins.
Also Mario can have all that power-ups, but lets not forget that Richter have his sub-weapons as well.Not to mention that while Mario loses his power-ups on hit, Richter doesn't lose his subweapons.
Actually, I don't think Richter shouldn't get coins.That's what I meant initially.
One thing that I noticed is that Mario seems to have a harder time with the Castlevania enemies particularly the skeleton enemies while Richter seems to be able to take care of everything with his whip.Really? I thought it was safer to jump on them as Mario, if you can safely bounce off the skeletons' bones, seeing as Richter's whipping is so ungodly slow (noticeably slower than that of the NESvania Belmonts) and Mario's jumping is nimble enough to dodge quite a few things too.
@DarkmanX_429: I regard that method as somewhat unprofessional in comparision to my prefered method of making a level tile by tile in the level editor.
Tile by tile, is an old, slow, ARCHAIC way of making levels that was used due to space, and gfx limitations. No one uses it anymore; there are much more time efficient methods, that only sacrifice a minor amount more resource use for much greater overall productivity.
1.ASDF? Who in their right mind would use ASDF for platforming? It's inherently awkward as it is (You have to keep in mind that I'm using an american QUERTY keyboard). I use the Arrow keys to move my characters and I use Z and X for jump and run/fireballing/whipping respectively and C for Spin Jumping as Mario (might be mistaken since I'm not actively playing it right now). N and M are technically supposed to correspond to the Select and Start button on an SNES controller. You can also use A and D to scroll the camera ala SMW.Wait, are we talking about WASD or something else? If it's WASD, it's actually not that awkward. I use WASD for the D-Pad and OPL; for the buttons in VBA, including the CV games, and it works well for me, if not better than the standard arrow key setup. Of course, I have a rather less than optimal arrow key layout on my laptop, which was something like this:
1.ASDF? Who in their right mind would use ASDF for platforming? It's inherently awkward as it is (You have to keep in mind that I'm using an american QUERTY keyboard). I use the Arrow keys to move my characters and I use Z and X for jump and run/fireballing/whipping respectively and C for Spin Jumping as Mario (might be mistaken since I'm not actively playing it right now). N and M are technically supposed to correspond to the Select and Start button on an SNES controller. You can also use A and D to scroll the camera ala SMW.
I too, like VladCT initially thought you meant WASD. if so, then he covered that. It makes a ton of sense, and who uses WASD? PC gamers. Tons of them. You know, PC, like the thing you're releasing it on. I use WASD all the time. If I do not have access to a controller, and the game does NOT support WASD, then I simply will not play it. It's too awkward for me to control any other way.
If not WASD, but still ASDF: Because F is the left home-row marker. You know, computer people like the home row, and since you are releasing on computer...
Also M and N are too far away from ZXC to be effective at pressing. That is just going to be extremely awkward, especially for platforming.
But all of this is pretty much a moot point. There is ZERO excuse to not have a controls config where you can set your own keys. I'm presuming there isn't, I haven't played the demo myself, if someone complained about the default controls. But if there is, then carry on.
@Darkmanx: Actually I'm going to wait till we get the content we planned for world 1 done to release the next demo. Likewise I dunno if bigworm is up to the task of coding in a control configuration option. I'll ask him about it but I can't really promise anything on that front.Sweet dude, it would seem that you are getting some good feedback for feature updates from everyone. Can't wait to see the next edition!
Likewise I dunno if bigworm is up to the task of coding in a control configuration option. I'll ask him about it but I can't really promise anything on that front.
@OmegaSigma: We are using Game Maker 8 Pro Edition and for the engine, we're using Dragezeey's Seventh Mario Engine as our base engine. So ofcourse some familiarity with GM8 is desirable.I hope you find the help you need dude. This is too good of a project to get hung up
Is there a possibility, however, that you can release a beta version for us dungeonites? :)
ERROR in
action number 1
of Create Event
for object obj_disclaimer:
Error defining an external function.
I cannot help but to find myself somewhat disappointed in the lack of responses or volunteers.To say the truth this happens almost everytime that someone needs help for something like programation. IDK if people lack time or interest or they simply doesnt know how to help.
Alright guys, this is not funny. Not funny at all. I am getting more and more frustrated as the days tick by and people refuse to step up. I have been very patient but my patience is beginning to run out.Well FireSeraphim I warned you that this may happen. As a fan of your works I suggest you tone it down a bit. If you post in frustration, I don't think too many people will step up if any to help you. Remember, it is YOUR fan-game! I think a more productive approach is to start learning GM stuff yourself by taking a break from your main work. Maybe you could just make a demo-room (like I did for my game with MMF2) and just start the learning process without any help. Even, if it is novice work I am sure once you start to nail stuff down yourself you will get the "itch" and that will motivate you to learn more on your own without having to depend on anyone else. If I knew GM I would be more than happy to help you! Unfortunately, I am working with MMF2 as well as updating my 3D work and learning all sorts of hard goodness with that type of deal so I have my plate totally full. I do truly hope you at least start looking to learn to program the stuff yourself if no one ends up stepping up to the plate! Just some advice! ;)
Alright guys, this is not funny. Not funny at all. I am getting more and more frustrated as the days tick by and people refuse to step up. I have been very patient but my patience is beginning to run out.
Sad to hear that, good luck with your studies :(Good idea. I was looking forward to this game.
We should really have a sticky thread for "help wanted" in this section, with the first post being updated frequently (weekly maybe?) with all projects that needs help, with a link for the original thread or the name of the user that needs help. This way everyone could know who needs help more easily and the risk of the project being pushed for the 2nd page becomes 0.
As of this particular time I am going to put AOD on a deep freeze until I have a better grasp of programming knowledge. Moderators, could you please lock and trashbin this thread?Good to hear that you are choosing to figure stuff out. I totally agree with the suggestion about you posting updates frequently. Basically, the more you are in your zone the more you will get motivated and start getting things figured out. I know it seems this all sucks at the moment, but as long as you don't give up and keep being persistent you will start to make major strides in the area.