Castlevania Dungeon Forums

The Castlevania Dungeon Forums => Fan Stuff => Topic started by: Wanhus on August 18, 2016, 06:53:33 AM

Title: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on August 18, 2016, 06:53:33 AM
Hiya!

I will also keep updating this first post as things advance... updated D06.M03.Y2024

Demo availiable here: https://metzgermade.itch.io/simons-curse (https://metzgermade.itch.io/simons-curse)

The game tries to fix all of the problems that I could think of from the original Simon's Quest
along with additional features, bosses etc etc... And improved graphics made by me using the original style art as a base. It also makes the game more modern metroidvania like, adding things that you are used to form those games.

Whats ready?
Well the full engine is done everything works as it should, items, physics, enemy ai, movement, etc.
Whats not ready?
Prolly about 30% of locations and their graphics,  less than half of the enemies and some minor things.

Story in short:

You are Simon a vampire slayer. After the last battle with dracula you failed to vanquish him for good. Now his minions are gathering his remains in order to bring their master back to life. Festering wounds caused by dracula have cursed your blood making you weaker and when night comes you powers are further diminished. Can you find draculas remains and destroy dracula before the curse withers your life away?

More info about the game:
- Old things generally hated that were removed or changed: Oaks stake and its function, dying in water in cities, obscure npc's, you don't lose all hearts/gold by dying, hearts and gold are separate,
    no need for nintendo power anymore, no long waits during day/night cycles, text flows faster in text boxes, exp no longer locked to heart containers, etc stuff I forgot
- Full controller support
- Keyboard support and remap
- Slopes
- Options
- Jump through platforms
- Whip changing
- Armor changing
- More bosses
- More items
- Armors
- Map
- More enemies
- Changeable whips
- You can use items and attack while on stairs, you also wont fall if hit on the stairs
- Save locations in churches like in other metroidvanias
- 8-bit style graphics but with more color, early pc style
- New Visual effects
- Now with menu pausing
- Garlic is more useful now
- Music by Optomon
- Lots of things I don't remember

Things I might add if I have the time:
- NG+
- More playable characters
- Beastiary

My first attempt at making a video of my game and turning it into a gif, it's buggy and has low fps but i hope you like it.
(https://img.itch.zone/aW1hZ2UvMTQwNTQwMS8xNTAyNzcxMy5naWY=/original/bNtx9C.gif)(https://img.itch.zone/aW1hZ2UvMTQwNTQwMS8xNTAyNzYwNi5naWY=/original/GLBWDJ.gif)

But hey here is some screenshots not too many so I wont spoil everything... Also those are test screenshots so I'm cheating.

(https://img.itch.zone/aW1hZ2UvMTQwNTQwMS8xMTM5MTQyMC5wbmc=/347x500/mCGAfZ.png) (https://img.itch.zone/aW1hZ2UvMTQwNTQwMS8xMzk4MDcyOC5wbmc=/347x500/YEx8lj.png)
(https://img.itch.zone/aW1hZ2UvMTQwNTQwMS8xNDE4MzM0My5wbmc=/347x500/C8BkF9.png)
(https://img.itch.zone/aW1hZ2UvMTQwNTQwMS8xMzMwMzU0OC5wbmc=/347x500/gtyz2B.png) (https://img.itch.zone/aW1hZ2UvMTQwNTQwMS84MTg4NTY1LnBuZw==/original/%2FZJP5v.png)

Also if you have any questions suggestions or anything feel free to comment =)

Thanks for reading!
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Claimh Solais on August 18, 2016, 08:57:19 AM
What in particular would you want help with on pixel art? I could probably do things like enemies, characters, or items. But locations and (maybe) bosses are out of my league, since I've been out of the spriting game for a long time now.

Game looks neat, though. Would love to see more of it.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on August 18, 2016, 09:07:10 AM
Thanks I would love some help. Location spriting I mean tiles not whole sets.
With enemies I need the most help as most of them are unfinished, and they are mostly mimic works of the originals.
Lots of furniture sprites are also needed. But sure I might show some more screens once I can or maybe a video.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Claimh Solais on August 18, 2016, 09:14:39 AM
Oh, I know you just mean tiles. I'm just bad at locations period.

Your Simon sprite seems to be a recoloring of the original Simon's Quest sprite, so do you mean something like that? Just recoloring the original sprites with more colors?
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on August 18, 2016, 09:44:30 AM
Most of them are recolors/alters to save time. I would love if they were all totally new 8-bit style sprites but with more color but I ques I have to do with recolors/alterations to save time.
I just want to get this finished but not rushed.
I have thou drawn almost all the decor, city, nature, items, castle, what ever tiles my self.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on August 18, 2016, 08:35:27 PM
The town graphics aren't so great, but I really like the rest. I see what you need by wanting help tho. You used the old graphics for the enemies and character sprites but everything else is drawn without a line around them. The Marsh is BOSS. I hope you finish this homebrew.

Curious, did you get the idea to save in churches from me? I rememmber posting that idea in romhacking.net's forums. You don't have to credit me for the idea or anything, just curioius if that's where you got the idea.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on August 19, 2016, 01:07:30 AM
I just thought the saving my self as there is no other logic place than to save in the church and I don't want to place extra empty save rooms around the map that seem silly. Also all the games I am used to playing from times of old saving happens in the church, just about every sega/nintendo RPG. Also you healed in the church by talking to the priest so I just placed a statue to pray on to get healed and saved. This is not even the first game I have made that has saving in church. But if you do have some great ideas please share them, I want to improve this game.

Things I might add if I have the time:
- NG+
- Other characters

But yeah I would love all graphics to custom made but this game will take another 4 years or more if I want that to happen or if I'm making them my self.

Yeah the town looks pretty much the same but not all towns do...
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsimonsssss1.png&hash=c1a97aa6b54e99ac5e5691d328a81227)

Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: eryson on August 19, 2016, 07:55:13 AM
I've liked the Marsh's graphics. its very surprising.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on August 19, 2016, 08:27:37 AM
Thanks you, this is still in development so everything can improve still.
I always like feedback negative or positive as long as it makes sense =)

I will try to improve Jova's setting once I get some decent ideas.
Most of them come from gothic architecture to maintain castlevania style.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on August 19, 2016, 03:38:56 PM
Yeah, not hard to come up with the saving idea, cause in the metroidvania games you always save and replenish your energy in the same spot. So having the priest ask  if you want to save is a pretty easy thing to figure out.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: ProjectDread on August 19, 2016, 05:48:59 PM
I just thought the saving my self as there is no other logic place than to save in the church and I don't want to place extra empty save rooms around the map that seem silly. Also all the games I am used to playing from times of old saving happens in the church, just about every sega/nintendo RPG. Also you healed in the church by talking to the priest so I just placed a statue to pray on to get healed and saved. This is not even the first game I have made that has saving in church. But if you do have some great ideas please share them, I want to improve this game.
...

I completely disagree. Not only is this a video game, this is a Castlevania video game where you play as a loin-cloth totting barbarian who walks around killing spooky scary skeletons with a whip. It's not logical, and it doesn't have to be. No player has ever seriously questioned why save points exist throughout a game, they are purely there for player convenience and should be treated as such. Just my two cents though!
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BLOOD MONKEY on August 19, 2016, 10:22:45 PM
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMXszvRm.png&hash=51f73d771be3d8a755a5483fa2ac0bb8) I started making this and never got around to finishing it. If you like it, you can feel free to use it. If you want me to upgrade any enemies or characters and items just shoot me a pm.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: X on August 19, 2016, 11:03:41 PM
That's a bad@$$ spritesheet Bloo! I think it would go well with this fangame. Once finished of course  ;)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on August 20, 2016, 02:11:01 AM
ProjectDread it is logical to place them in churches, no one was talking realistic. Towns are the hub points and safe havens ( until nigh falls ) for you to buy and heal also they are placed between each other with a decent distance. Logic is not the same as realism as you are comparing it to realism. And the saving still exist for only players convenience as its logical to do so. As password mechanics takes longer to make and removing saves would make it too hard for most.
Just a minor error in your comment all good =)

Bloo thats a very nice sprite sheet but I already did one for Simon, made hair longer and red, added fur boots like he has, recolored his clothing and skin. I used this as my base point
 (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fvignette2.wikia.nocookie.net%2Fcastlevania%2Fimages%2F7%2F74%2FSimon_Belmont.gif%2Frevision%2Flatest%3Fcb%3D20120614191140%26amp%3Bpath-prefix%3Des&hash=2e8f48db01ce4e86963b541bb028eba5)
If I decide to add sliding and climbing ( sliding already in as code along with double jump, etc ) I would love to use them and would credit you for using them.
Also yes I do need help with enemies and characters so I will definitely contact you once I get to next enemy add point, which will come soon. Thanks =)

By the ways this is what the game looked like 2 years ago, but I did not like it...
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fb4jIo8m.png&hash=d72b9d3093c63deb9e7399b54e5a0873)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: mgfcortez on August 20, 2016, 02:56:02 AM
ProjectDread it is logical to place them in churches, no one was talking realistic. Towns are the hub points and safe havens ( until nigh falls ) for you to buy and heal also they are placed between each other with a decent distance. Logic is not the same as realism as you are comparing it to realism. And the saving still exist for only players convenience as its logical to do so. As password mechanics takes longer to make and removing saves would make it too hard for most.
Just a minor error in your comment all good =)

Bloo thats a very nice sprite sheet but I already did one for Simon, made hair longer and red, added fur boots like he has, recolored his clothing and skin. I used this as my base point
 (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fvignette2.wikia.nocookie.net%2Fcastlevania%2Fimages%2F7%2F74%2FSimon_Belmont.gif%2Frevision%2Flatest%3Fcb%3D20120614191140%26amp%3Bpath-prefix%3Des&hash=2e8f48db01ce4e86963b541bb028eba5)
If I decide to add sliding and climbing ( sliding already in as code along with double jump, etc ) I would love to use them and would credit you for using them.
Also yes I do need help with enemies and characters so I will definitely contact you once I get to next enemy add point, which will come soon. Thanks =)

By the ways this is what the game looked like 2 years ago, but I did not like it...
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fb4jIo8m.png&hash=d72b9d3093c63deb9e7399b54e5a0873)

I'm not going to say anything bad about it because you have done a great job and i know how much work go's into making a game but not my thing I'd play the nes one before i played this i feel like if you going to remake a game make it look better i like the way your game use to look with the sotn look I'd play that not saying it looks bad but its like castlevania 1 was on the nes this would be what vampire killer is on the msx cool but not updated enough for me to get into plus i don't like changes i like update music and looks but not to change to much game play now if it was a game with a new story might play threw it even with the outdated nes look this is just me tho i'm sure everyone else here would love it just because it looks like the nes game and great job drawing all the backgrounds and sprites very good work wish you luck on your game   
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on August 20, 2016, 03:50:08 AM
mgfcortez, Yeah I know for some graphics do more than the game its self.
I think at least watching steam hours some of my friends "play" 3DMark more than games. =D

Reason why I cant do a game that looks much more vibrant in graphics and resolution is work, school, life and I'm poor.
So I don't have the time to draw so much and I don't have the money to pay for graphics artist.

My main focus with this game is to:
1. Bring this game to those who have not played this as they don't own a console or the game to play (there are no such things as emulators)
2. Fix the many many problems it has (watch Angry Video Game Nerds video on Simon's quest )  https://www.youtube.com/watch?v=V4we8iFk-fY (https://www.youtube.com/watch?v=V4we8iFk-fY)
3. Make it feel more like the other metroidvanias (this affects a lot of things, slopes, jumptrough platforms, saves, etc)
4. Make the game feel more modern
5. Keep the same graphical style but add more color, animations, effects, new sprites, etc
6. Improve the original story by adding more of it
7. Making enemies seem more varied (like fire resistance, etc) and adding more of them
8. Adding more bosses to remove the empty feeling of the original
9. Add more items, secrets and areas

So if those things don't appeal to you then this really is not for you. But yeah it is not a completely new game with fancy graphics.
Thou I also have in the works currently frozen few other non castlevania metroidvania games, thou they might never be released or they get finished much later than this.
But still thanks for sharing your thoughts =)

But you might thou like it if I have the time to add additional playable characters and new game + as those change things a lot.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Jorge D. Fuentes on August 20, 2016, 02:41:22 PM
If people want a more straight-forward remake, there's always "Simon's Quest Revamped".
This seems more like a Re-Imagining, which is why you can be more liberal with your Metroidvania Features.

Very fond of the slightly-updated NES graphics (sort of that in-between area from the NES to the SNES, or from NES to Genesis).  We have some artists here who may, if they have the time, help you with little things here and there, such as tileset revamping or tiles/sprites retouching.

It's certainly a cool start and I like how even the villagers are saying some new things.

About the saving, you can probably do something like what Majora's Mask did, and have the 'major' save points be the churches in towns, while other areas just have 'checkpoints/spawnpoints' (like the Owl Statues in Majora's Mask, which saved some immediate details but weren't considered a 'major save point').  Just a thought.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on August 20, 2016, 03:20:34 PM
Jorge D. Fuentes, Thank you =)

I was thinking the same about the graphics direction the between nes and snes when I started making this.
I'm already using the snes castlevania sounds and considering using the snes music or remakes of such.

Even thou I liked the idea of NPC not being trust worthy for me it did not fit castlevania as well.
So I removed the useless chat with something else more worth while.

Saving currently is 3 slotted like in zelda games. You go to a church in town there is a statue you pray by pressing UP.
Then you are healed and save recorded to the chosen slot (chosen when started as in zelda games).
But yes I might add some check points and maybe even a check/save point in dracula's castle.

I intend to improve to dracula's castle a lot as it was a real disappointment in the original version.
I'm not making it a symphony of the night castle etc but I'm making it larger and better.
Even the manors are different from the originals ones as they were also a let down, as they all looked and felt about the same.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Jorge D. Fuentes on August 20, 2016, 04:10:23 PM
You're welcome to use any music from my Arrangements Archive, as long as you give me a little credit in your credits.
Here's the archive:
**clicky** (https://www.mediafire.com/folder/xjjwtmr7z4gnd/Castlevania_2_Simon's_Quest_(NES))

Here's a Youtube Playlist (copy the URL to youtube to see the playlist):
https://www.youtube.com/playlist?list=PL0388021BD0FE0FC3 (https://www.youtube.com/playlist?list=PL0388021BD0FE0FC3)


Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on August 20, 2016, 08:17:38 PM
I'd say the graphics are a mix of NES and metroid-vania. The environments have repitition of graphics, but alot of variety still. Like a metroidvania does. It's good that there aren't sidwalks everywhere. Good that there are variety. I kinda hope the structure is about the same. Don't go overboard changing everything like Konami usually does with it's remakes SCV IV was a remake 1 and so was x68000 but they have very little in common. Same with castlevania adventure and castlvania adventure rebirth. Try to keep structure very close.

Also, I hope you add music to the boss rooms and close them off when you ent3er the room so you can't skip them. Then dont have them reappear after you beat them.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on August 21, 2016, 02:01:36 AM
Jorge D. Fuentes, thanks for all the help. I might use some of your music and if I do I will credit you for it =)
Great mixes by the way, liked the choir in bloody tears.

MooMilk, yeah I'm not going overboard with the whole re-imagining. No need to worry =)
Every "manor" will have a boss room.
And yes the doors will close in boss rooms, boss defeated orb drops ( no need for oak stake, removed it permanently ) then you get the item reward.

But no worry I should know what I'm doing... hopefully =D
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2F20160123_220258.png&hash=d64e6c0d456759775484490775f173ac)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on August 21, 2016, 05:08:56 AM
I always liked the oak stake. I just wish it had use outside of opening a crystal. Like it should damage enemies. I also thought it'd be neat if it 1 hit killed dracula or something like that if you get to the end of the game with one. It'd make a neat easter egg. I hope you have a second form planned tho.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on August 21, 2016, 10:14:16 AM
MooMilk Yeah I considered something like that my self but I decided not to go with it.
Thou if people wish it too much I will add it =)

I will share some spoilers again...
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsqsc5.png&hash=9d3ebb98e7d28b949826b1d14c290f8c)

Also people were wondering about the saving so here
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsqsc6.png&hash=7678facf6eabd7719afe9d82099f02d7) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsqsc7.png&hash=7a0d23b791a37614beeae54bad2bf87e)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Jorge D. Fuentes on August 21, 2016, 10:16:16 AM
Totally looks like stuff that came out on either the MSX, the early DOS era, or the PC-88.  Colorful but dithered goodness.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BLOOD MONKEY on August 21, 2016, 03:59:33 PM
While that looks really cool, you might want to tone down on the lighting just a tad, as it looks a bit overdone.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on August 22, 2016, 12:00:55 AM
Only the lighting on the wall crystals seem really bright. But maybe they're radioactive or something. Anyway, it makes sense that there's something lighting up the cave cause really they should be dark if it were realistic. They are bright for no reason in the NES original.

Are the candles in town for show only, or can you whip them? Them being in town makes sense kinda. Gotta keep the town lit up at nights. I don't know how they did it in old times, but probably something similar.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on August 22, 2016, 01:30:59 AM
Bloo, yes you are right. Why they are so big is due to the fact that the crystal were somewhat larger before. Then I made them smaller as the old ones looked like male reproductive organs.
And no one want to go to a cave with shiny D's on the walls.

MooMilk YES of course you can whip the candles, they have a small chance of dropping a small heart also. You are talking about real history to similar times compared to the games times line?
Well Simon's quest takes place in the late 17 century 1698 if I remember it correctly the age of Baroque so yes I would imagine people with money having candles, lanterns and chandeliers.
Poor and peasants prolly had just flat splints burning on their house walls. Like this... or the table version.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.kolumbus.fi%2Fmabohu%2Fesine%2Fppare.jpg&hash=2c4ac5745fe126ed5056c7290588cad1) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.kolumbus.fi%2Fmabohu%2Fesine%2Fpparepalaa.jpg&hash=d7b184d454264eb8dc886e6f713bea2a)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on August 22, 2016, 06:09:14 AM
Not being able to whip the candles would be pretty lords of shadowish. The perfect troll.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: zangetsu468 on August 22, 2016, 06:22:53 AM
Not being able to whip the candles would be pretty lords of shadowish. The perfect troll.

He can't whip the candles because...(hashtag...) Simons Cursed
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on August 22, 2016, 09:04:10 AM
I don't know if you know about this but...

http://www.romhacking.net/hacks/1032/ (http://www.romhacking.net/hacks/1032/)

There was a re-translation and it is much more accurate to the JP original. It even includes a cutscene in the beginning which uses the story from the JP manual. It also includes a map. I would suggest incorperating those things in your hack, but I hope you can get a better map tho. Maybe SOTN style if possible.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: mgfcortez on August 22, 2016, 04:52:28 PM
I don't know if you know about this but...

http://www.romhacking.net/hacks/1032/ (http://www.romhacking.net/hacks/1032/)

There was a re-translation and it is much more accurate to the JP original. It even includes a cutscene in the beginning which uses the story from the JP manual. It also includes a map. I would suggest incorperating those things in your hack, but I hope you can get a better map tho. Maybe SOTN style if possible.

do you know if someone did a play through of it on youtube don't really want to play it again right now but love to check it out last time i played c2 sq was the revamped fan game really enjoyed it all the new sprites and backgrounds

Edit
wondering if this is it seems like a cool opening but with no music idk if it was real or not
https://www.youtube.com/watch?v=S2ZvC7Aurfc (https://www.youtube.com/watch?v=S2ZvC7Aurfc)

and btw i like the wood stake
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on August 22, 2016, 10:21:35 PM
That seems to be a playthrough of the hack, but I don't know if theres any video where someone talks to every person and gets every one of draculas riddles. Also, they seem to have day/night transition text disabled.

Another feature of the hack is that it allows you to keep every whip you buy and select them.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: coinilius on August 23, 2016, 12:05:06 AM
Wow, that new intro cut scene looks awesome - I'll have to check that hack out!
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on September 01, 2016, 10:28:35 AM
Few questions I would like you all to answer =)
Your answer might affects how things work in game.
Also please give a reason for your choices not just yes or no.

1. Would you like enemies to spill blood if hit? ( if the enemy is the type that does drop blood )
2. Metroidvanias often limit heart max, would you like to see heart max locked to level in Simon's curse? ( so you don't farm 500 hearts for every boss. Remember gold and hearts are different, buy with gold. )
3. Would you like to see armor items in game? ( old one had resistance that increased by level )
4. Would you like Simon's curse to have very hard to know secrets/easter egg items or/and places? ( Well you know how these things work )
5. Game better very hard or just normal difficulty? (I'm not adding difficulty slider, harder new game+ MAYBE)
6. Thing you would like to see in this game? ( items, enemies, bosses, places, characters, etc)
7. Would you like there to be rare hp potions that cant be bought only found in secret places max 3 carry? ( how much they would heal? I dunno that has to be balanced, currently thinking 30%-50% hp )

Thanks for answering =)

Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on September 01, 2016, 02:25:15 PM
1 - I don't wanna see unessesary blood. Whatever they do now is fine.
2 - Hearts should be level locked, gold shouldn't cap at 255, I'd actually prefer they not be limited. You can continue gaining it should you play after you beat the game. Maybe you should have a bestiary and boss demos. Bosses shouldn't drop multiple hearts.
3 - I don't really want armor but wouldn't object to there being any.
4 - Don't really care.
5 -I don't want it being very hard. Far too many people make their hacks really hard cause the normal game is so easy to them. Instead of being fun it gets less fun. Keep the difficulty like 2.
6 - Like I said before, you should let all whips be keepable and selectable at any time. No real advantage to that, but other metroidvanias let you keep old weapons.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on September 01, 2016, 03:25:49 PM
Yeah, I read your comment about the whip and I'm already doing it =)
Changing the current system to have changeable whips. There will also be extra whips from other castlevania games.

Also there will be whips that you might need to use due to their ability from time to time, even thou they are not the best.
Just to make the swapping actually useful. Also some enemies are immune/resistant to fire so flame whip/sacred flame is not always the best solution.

Also you might know this already but my game is not rom hack its totally fresh self made engine.
Thanks for replying. I will wait for others as well to see what majority thinks. but I'm heavily leaning in locking the hearts to levels my self as well.

I could add one more question as I'm kinda thinking of adding hp potions as rare (cant be bought, found in secret places) max 3 potions carry thing...
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BLOOD MONKEY on September 01, 2016, 03:34:49 PM
Few questions I would like you all to answer =)
Your answer might affects how things work in game.
Also please give a reason for your choices not just yes or no.

1. Would you like enemies to spill blood if hit? ( if the enemy is the type that does drop blood )
2. Metroidvanias often limit heart max, would you like to see heart max locked to level in Simon's curse? ( so you don't farm 500 hearts for every boss. Remember gold and hearts are different, buy with gold. )
3. Would you like to see armor items in game? ( old one had resistance that increased by level )
4. Would you like Simon's curse to have very hard to know secrets/easter egg items or/and places? ( Well you know how these things work )
5. Game better very hard or just normal difficulty? (I'm not adding difficulty slider, harder new game+ MAYBE)
6. Thing you would like to see in this game? ( items, enemies, bosses, places, characters, etc)

Thanks for answering =)

1.Maybe a little bit, but I don't think it'd work with your current artstyle.
2. Yes.
3. Defense and Attack stat should increase with level, but enemy type should become harder as well. (Don't just up the atk + def of normal enemies, like adding harder enemy types.)
4. Secrets and Easter Eggs are always welcome.
5. An increased difficulty level would be fine with me, but not an insane or cheap difficulty. Maybe something along the lines of Castlevania 3 difficulty.
6. https://www.youtube.com/watch?v=Aip2aIt0ROM (https://www.youtube.com/watch?v=Aip2aIt0ROM) Watch this. Please don't keep that stupid shit the original had. (dead slow walking speed, repetitive  and boring colour design, etc.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Sumez on September 02, 2016, 12:23:32 AM
1. Would you like enemies to spill blood if hit? ( if the enemy is the type that does drop blood )
I don't really see any reason to be unnecessarily gory. But I wouldn't mind a few larger enemies with detailed death animations for maximum kill-satisfaction, and if making them bleed violently helps the effect, go ahead. SOTN has a nice balance between this stuff. Either way, don't worry about "age rating" for a fan game.

2. Metroidvanias often limit heart max, would you like to see heart max locked to level in Simon's curse? ( so you don't farm 500 hearts for every boss. Remember gold and hearts are different, buy with gold. )
I'd rather have heart max limited by your game progression, so it's easier for you to scale the difficulty appropriately. In general, I wouldn't want to see your character's level being too dominating a factor. That's the kind of stuff that always brings the challenge off balance and causes a lot of metroidvanias to be way easier than they should be.
Whatever you do, though: Farming shouldn't be necessary or benefiecial ANYWHERE!

3. Would you like to see armor items in game? ( old one had resistance that increased by level )
Sure, but not too many, and once again it shouldn't bring the challenge too far off balance. Either make armors a reward you really have to work for, or easily award them when you progress in the game, so you know what to expect the player to have on specific points in the game.

4. Would you like Simon's curse to have very hard to know secrets/easter egg items or/and places? ( Well you know how these things work )
Of course! The more extra details to discover, the better.

5. Game better very hard or just normal difficulty? (I'm not adding difficulty slider, harder new game+ MAYBE)
You shouldn't expect the majority of people to want to replay your metroidvania, so I agree that difficulty shouldn't be a selection. Definitely watch out not making the game too easy, or it won't be memorable to most people. A CV3'ish difficulty level might throw off a lot of people, but I would enjoy it personally. Maybe something around the lines of COTM or Order of Ecclesia would be fitting.

6. Thing you would like to see in this game? ( items, enemies, bosses, places, characters, etc)
Definitely much more variation in enemies than what's in the original CV2. Just lift a bunch of stuff from popular mythology etc. like all the other CV games have always done.

7. Would you like there to be rare hp potions that cant be bought only found in secret places max 3 carry? ( how much they would heal? I dunno that has to be balanced, currently thinking 30%-50% hp )
I don't think potions should ever be a thing in Castlevania games, metroidvania or not. Even if you only allow 3, you need to balance every boss fight to assume the player having 3 at any time. And if there's a finite number, hidden in secret areas, most people wouldn't ever use them anyway, most likely saving them up for the final boss, and breaking the potential challenge in that fight.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on September 02, 2016, 02:17:37 AM
If you're going to change the difficulty you should set the level cap higher so we can make it easier if we want. I think you should add Christophers whip tho, so you can shoot fireballs. Even if chronologically christophers whip is supposed to be the same as simons.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on September 02, 2016, 02:52:38 AM
This is how the blood spill would work sorry for the poor screenshots its hard to time as it happens fast.
I made it similar to some enemy blood spills in symphony of the night. ( pixel pray )
Its not overkill blood as you can see =)
I just thought it would fit the death animations and effects.

Hit position sprays a bit of blood pixelsin opposite direction...                        Blood then paints the area where its hits for a few seconds until vanishes.....
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fbl1.png&hash=a6862fede76778266cb9eeafe27b9523)  (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fbl2.png&hash=8d58bbcfc0253e395d3d65786ed0e620)

Bloo
Also my game is running at 60 fps, it uses about same speed as Simon's Quest but he moves prolly 2-3 times faster due to fps.
Also most of the stupid shit belongs in the I will fix from old Simons Quest section.

I think I have already taken the boring color scheme out of the original dark color lots of grey to vibrant colors scheme. =)

Armor would replace the Original Simon's Quest leveled up armor that it had.

Also I watched the video it had good points, thou as this is kinda metroidvania and he disliked metroidvanias some things I cant change also as this is still Simon's Quest based and he disliked Simon's quest.
I'm mainly trying to improve and change it from being the first of metroidvania style to more modern and improved.
Good points from the video that I'm thinking is: Don't make it too much farming game, intelligent enemy placement where possible ( I wont make the game so that even early parts are insanely difficult due to enemy placement )
Most other things from the video are addressed.

Sumez
Yeah I'm not worrying about the age rating. =)
I'm not selling this and it would never bee nothing too bad but castlevania games are supposed to be a bit scary, have corpses, blood, scary nights and monsters.

it would not be too harsh limits but something so you cant "CHEESE" ( happens a lot in dark souls ) the bosses so you also need skill in them.
So you are not curled up in a corner throwing 500 axes at a bat boss that can barely hit you.

Yeah I'm not adding too many and only 1 piece, prolly basics like leather, chain, scale, plate. Nothing as fancy as "Angelic armor of flight and shiny lights + 7 strength".

I have many planned out =)

Ok ill keep the game to about normal about cv3'ish, that seems to be the general opinion. Leave the harder things to new game+.

I'm already having more enemies than the original and the originals have extra abilities ( I would not try to hit shield skeleton in the shield with anything ).

I was kinda thinking them to replace the wall hams from most non metroidvania CV games. As it hinders progress if you need to go back to town and heal.
And like I said earlier this has save system so no continues, you fail you lose!


At least for me but I have about 400 test runs at this game I can make it pretty far with out dying or loading. But I know everything and I have a few tries at this and the original =D
Currently trying to get some graphics and effects done, so I can give you all a short demo to test out.



Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on September 20, 2016, 04:51:34 AM
I redid the Berkeley mansion a bit, made it more skeletony and thematic so that mansions are less like each other.
Also the boss got swapped for more skeletony/darksoulsy thingy =)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsc100.png&hash=fd3879b6f65b39d9f84ceda58453418f) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsc101.png&hash=684c65e56d4f161690b82ec54dcfb2f8)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: eryson on September 20, 2016, 07:28:41 AM
Yes, this thing is getting very good.
anyway, your game seems to have a beautiful environment.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on September 20, 2016, 10:32:16 AM
Looking good.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BLOOD MONKEY on September 21, 2016, 02:05:33 PM
Your environments remind me of Terraria.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on September 22, 2016, 02:44:35 AM
Thanks all =)
Delayed em a bit to make whole new tiles set, remove the old then place it along with few changes to levels.
But I think it was worth it =)

Bloo yes I did not even think about it but yes it does look like Terraria green dungeon a bit.
I have about 1100+ hours in Terraria steam version. Also few hundred in non-steam versions.
Its a bit like Castlevania so you got to like it =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on September 22, 2016, 06:58:16 AM
There wasn't crumbling blocks in the original, is that the replacement for the bricks you pass through? If so, good idea. I don't got time to holy water all the floors anymore.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on September 22, 2016, 07:07:34 AM
MooMilk kinda yes and kinda no.
There are still holy water block but not in that stupid way that you need to check what is not real.
Only as in secret passage.
There are falling brick in many places, they are common in other Castlevania games so I think this game needed them.
There are many new things like I told in my first post, like slope movement, jump trough platforms, etc etc.
Making this more adventure platformer game than the original ever was.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BloodyShadowoftheDarkness on October 02, 2016, 08:48:52 AM
This is a very cool project.
I hope you manage to finish it some day.
The graphics reminds me of an old PC game like Sharp x68000.
So it feels like a nice remake.
I'm very excited about this, and I'm looking forward to it.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on October 04, 2016, 01:25:42 PM
Thank you.
I'm making this game almost daily and often whole day.
But one has this thing called life that hinders things such as this. =D
So it will get finished, and I'm planning to release a test version ( short demo ) at some point soonish...
First need to finish a few things and give it to few people to test.


Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: chainsawmidget on October 08, 2016, 05:30:22 PM
Quote from: Wanhus
And yes the doors will close in boss rooms, boss defeated orb drops ( no need for oak stake, removed it permanently ) then you get the item reward.

I liked the wooden stake.  I just think it needs more uses.  I've always felt the series needed more wooden stakes given the themes. 

Quote from: Wanhus
no long waits during day/night cycles,
What exactly do you mean by this?  is this no more day/night cycle?  An item that can change day to night, or what?  I've always thought traveling along and getting stuck at night, fending off an assault of monsters while you prayed for daylight to be one of the charms of the game. 

1. Would you like enemies to spill blood if hit? ( if the enemy is the type that does drop blood )[/b]
I wouldn't go to gory, but an occasional enemy that bleed when killed would be cool. 

2. Metroidvanias often limit heart max, would you like to see heart max locked to level in Simon's curse? ( so you don't farm 500 hearts for every boss. Remember gold and hearts are different, buy with gold. )[/b]
Don't care. 

3. Would you like to see armor items in game? ( old one had resistance that increased by level )[/b]
I wouldn't mind them as long as they were sparse.  Four to five types of armor max. 

4. Would you like Simon's curse to have very hard to know secrets/easter egg items or/and places? ( Well you know how these things work )[/b]
Of course!

5. Game better very hard or just normal difficulty? (I'm not adding difficulty slider, harder new game+ MAYBE)[/b]
NES style game so give it NES style difficulty. 

6. Thing you would like to see in this game? ( items, enemies, bosses, places, characters, etc)[/b]
More bosses, a longer ending sequence,

I'm also a sucker for cameos and references.  For example, if it were me, I'd find a way to stick in cameos or references to the mysterious woman mentioned in the manual, Selena and/or Linda Entwhistle, and Tim from the Worlds of Power book.  Even having hidden apperances by Captain N or Konami Man could work. 

7. Would you like there to be rare hp potions that cant be bought only found in secret places max 3 carry? ( how much they would heal? I dunno that has to be balanced, currently thinking 30%-50% hp )[/b]
Nah. 
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on October 09, 2016, 01:46:52 AM
Hiya and thanks for writing.
Of course there is still night time, did you look at the screenshots?
Also I out in this ugly (will try to make it look cooler at some point) looking day night cycle indicator on the upper right of the hud.
Night transition now is smooth, similar to many other games (darkness fades in and out).

Well when you defeat a boss a red orb will drop like in other Castlevania games.
I saw no means to then destroy it with a stake that costs you extra 50 gold.
People said they don't like to grind too much so this would add more grind or if it was free it would be pointless.
I also though it as a powerful weapon but a thrown oak stake that does insane damage felt silly as all would always buy those for bosses forcing more grind.
It was in the game but now its hidden in the code with a mysterious // (commented it out).
If i come up with a nice idea to add it its as simple as removing //.

Thanks for replying to my questions =)

I think ill share a screen for you...
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsc103.png&hash=09027bdabe4ffb0990ca665f6f7fc82e)





Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on October 09, 2016, 04:22:28 AM
By long day/night transition he means when the game stops so the text can spell out on screen and then the pallette change. It pauses gameplay.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: chainsawmidget on October 09, 2016, 12:33:17 PM
That's the part I wasn't getting. 

I can understand why people don't like that, but I always thought it was kind of memorable. 

If you're going to take it out though, could you work "What a horrible night to have a curse" in there somewhere though?  maybe as an NPC dialogue.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on October 11, 2016, 01:52:57 PM
it has been my plan to add a text box with the line or a similar line.
But the game wont be paused during that time.

Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Lelygax on October 11, 2016, 04:33:44 PM
You can always make it appears only for the first day to night and then night to day transitions, pausing the game only once for each of these 2 messages would make it a homage to the original while also not enraging anyone afterwards with subsequent pauses.

1. Would you like enemies to spill blood if hit? ( if the enemy is the type that does drop blood )

Yes, obviously only if they have flesh.
2. Metroidvanias often limit heart max, would you like to see heart max locked to level in Simon's curse? ( so you don't farm 500 hearts for every boss. Remember gold and hearts are different, buy with gold. )

Yes like in the old games its better to have a limit, more than 99 hearts on the start of the game isnt a good idea since you could spam sub-weapons.

3. Would you like to see armor items in game? ( old one had resistance that increased by level )

Yes, but balance enemies and bosses with these armors in mind, otherwise it would be too easy or too hard.

4. Would you like Simon's curse to have very hard to know secrets/easter egg items or/and places? ( Well you know how these things work )

Secrets are very important, if you could add a area with a secret enemy or boss it would be even better, otherwise just a NPC?

5. Game better very hard or just normal difficulty? (I'm not adding difficulty slider, harder new game+ MAYBE)

Normal difficulty, but no so easy like in SotN. Try to do something like Order of Ecclesia nearing Circle of the Moon.

6. Thing you would like to see in this game? ( items, enemies, bosses, places, characters, etc)

Simon's house and Belmont's Graveyard.

7. Would you like there to be rare hp potions that cant be bought only found in secret places max 3 carry? ( how much they would heal? I dunno that has to be balanced, currently thinking 30%-50% hp )

Yes, would be a good homage to MSX Vampire Killer's hidden shops but as some users stated, beware to not make bosses too easy because of this. These should be like a reward to less skilled players to be able to finish the game, while doesnt making it a "cake walk".
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on October 12, 2016, 02:36:06 AM
Thanks for answering my questions.
I don't think I would pause the game for it but yes ill add some transition text box notification.
Currently even going in the inventory wont pause the game (it does stop time flow same as entering buildings).

Right now I'm working on: Game pad control scheme settings, background forests, whip selection
Might sound boring but like wrote before the whole engine is done only drawing mostly and new stuff i come up with or get ideas from someone else.
Thou drawing is the slowest thing for me...

Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: zangetsu468 on October 12, 2016, 04:49:33 AM
Those faces in the background of the stained glass reminded me of Mario 2 where you'd obtain the key and then have to dodge until using it... Ever thought about injecting some Mario 2 into your Castlevania 2???


.....



Just kidding  :P
I like Simon's hair and colour scheme btw.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Lelygax on October 12, 2016, 03:21:26 PM
Thanks for answering my questions.
I don't think I would pause the game for it but yes ill add some transition text box notification.
Currently even going in the inventory wont pause the game (it does stop time flow same as entering buildings).

Right now I'm working on: Game pad control scheme settings, background forests, whip selection
Might sound boring but like wrote before the whole engine is done only drawing mostly and new stuff i come up with or get ideas from someone else.
Thou drawing is the slowest thing for me...

So its possible to get hurt while choosing items?
Also it can be boring but important, you're doing a good job.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on October 13, 2016, 03:40:56 PM
zangetsu468 yeah i don't know what i was thinking with the stained glass window.
I tried few things with the window but they did not look good due to pixel limits for that size sooooo then i just settled for that one.
Tried adding like death to it but it was too small and unclear. Then i tried to add a big skull with stuff around it sadly could not make it very large.
So that had to do i think its okay not the best but okay =D

Thanks I tried to capture Simon's more modern red haired version.
Simon's hair is also longer and a bit more animated.


Lelygax yes currently you can get hurt when choosing items thou if you use gamepad you can swap items with those buttons above triggers.
Never bothered me so far that it does not pause as lots of items work automatically like crystals you only need to approach the area and it activates the "machinery".
Like the lift in the first dungeon or the water drain in the second, there is like this power stone pedestal that gets activated if you have the crystal.
Also Dracula's nail, etc are passive and shield (rib) has its own button.
So at least for me so far there has been no need to pause game. Maybe ill add pause later, time still stops while in inventory or inside building like in the original so you can still afk in safe spot =D

Also thanks for the cheering up =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Lelygax on October 13, 2016, 04:26:27 PM
Lament of Innocence had something similar with its inventory system, so it can surely work while also adding some emotion to it. Like when you need to reach a item in your inventory but before needs to dodge a attack xD
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on October 14, 2016, 12:31:16 PM
Whats wrong with it pausing the game? All menus do that in the igavanias.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on October 15, 2016, 03:12:49 AM
There is prolly nothing wrong with pausing, I just have never coded one for a game.
Two ways I could make a pause that I can think of fast, first: Deactivating everything but then menus would not also work until unpaused.
Second: adding a deactivate function to almost everything then it would trigger when paused but would not affect the object handling menus etc.
Bad thing about the latter one would be that it would add a ton load of more extra work, first option on the other hand could be done in few minutes.
Never done a pause also did not see a reason to have one in this game but if you all want one I will add it.

EDIT: Also game up with a third idea that is prolly used in the other metroidvanias konami has made, still very laborious method.
Save the current game state, go to a different level that has the menus filling the whole screen, then when done selecting or what ever return the game state and leave the menu level.
At least this is how I imagine Konami's metroidvanias would work.


Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Lelygax on October 15, 2016, 07:56:44 AM
EDIT: Also game up with a third idea that is prolly used in the other metroidvanias konami has made, still very laborious method.
Save the current game state, go to a different level that has the menus filling the whole screen, then when done selecting or what ever return the game state and leave the menu level.
At least this is how I imagine Konami's metroidvanias would work.

Yep, I also always thought that its how it works. You would need to save even character, enemy and projectiles placement, state and animation frame. I wouldn't say the same about sound effect playback length because even SOTN doesnt do that, for example, if a enemy screams in his dying animation and you press start he will finish the sound anyway instead of interrupting it.

Surely, if someone more well-versed in this would share a better method it would be helpful to everyone. Since I can see this method easily giving headaches to a programmer or even bugging a more complex AI.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on October 15, 2016, 09:51:34 AM
Yeah easier method would be nice.
This isn't still anything hard in means of coding, but as i have told i have finished the engine.
So making massive changes to every object at this point would be very very laborious.
Just pause is easy to make deactivate all very very easy coding takes few minutes of time.
But then you cant use menu until deactivation is released.

Time flow thou is still paused. So that you can afk on a safe place like towns etc. while menu is open.
But as many items are now automatic and some items like the shield have their own key at least I have not needed constant menu switching.
I can thou ad even more use lots if needed prolly at least 2 more if needed, so if for some reason you need to use 3 items at the same time. =D
But if i add the two for keyboard using them will be tricky but this game is meant to be played with gamepad anyways like the original.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on October 16, 2016, 08:33:43 PM
So it'll have controller support. That's good to know. I imagine it will support the 360 controller. I rememember playing games before the 360 controller came out. Game maker and rpg maker didn't even have controller support. Those times sucked.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on October 31, 2016, 03:54:02 AM
I like what you're doing in your fangame, but look what this guy did with his.

http://imgur.com/a/kUrra (http://imgur.com/a/kUrra)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on October 31, 2016, 04:43:27 AM
Those pictures don't show if his coding is good or how the game functions.
Also did not quite get what even happening in those images.
But yes he/she is a lot better at pixel art than me but I'm not a pixel artist.
I'm am a good coder thou.
So its hard to compare code with just images from the game or even what the game does. =(
But if you want better graphics its simple get some one very talented to help me.
I just try my best to make a good game and i did it long time a go but now all my time goes just trying to do some pixel art.
Sadly I'm not a pixel artist so it takes a long time for me to draw stuff and i cant with the experience I have draw that well =(

But thanks for showing me this few of the parallax backgrounds gave me ideas. =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on October 31, 2016, 01:06:16 PM
https://www.youtube.com/watch?v=NpS4XQ1_cHw (https://www.youtube.com/watch?v=NpS4XQ1_cHw)

Well, a video of it just surfaced. Dr Mario and Optomon do it again! Here's info on it:

http://www.romhacking.net/forum/index.php/topic,22150.msg322216.html#msg322216 (http://www.romhacking.net/forum/index.php/topic,22150.msg322216.html#msg322216)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: theplottwist on October 31, 2016, 02:38:18 PM
https://www.youtube.com/watch?v=NpS4XQ1_cHw (https://www.youtube.com/watch?v=NpS4XQ1_cHw)

Well, a video of it just surfaced. Dr Mario and Optomon do it again! Here's info on it:

http://www.romhacking.net/forum/index.php/topic,22150.msg322216.html#msg322216 (http://www.romhacking.net/forum/index.php/topic,22150.msg322216.html#msg322216)

Jesus Christ almighty I need this right the fuck now in my life.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on October 31, 2016, 09:30:42 PM
I misunderstood, this was by Optomon and Thaddeus.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on November 01, 2016, 04:01:26 AM
Aaa its a rom hack so not that much coding.
Graphics looks nice thou but still its the same game underneath.
I'm not doing the same game with just new graphics.
At first i was not doing any new graphics at all as I don't find that graphics make a game.
Game makes the game, visual aspects are just the toppings of a cake.

But it is true that most people these days mainly care for graphics that why bad games sell very well. =(
There might be more chances to that game than graphics but so far i saw none, unless you want to count monster placement and block placement as awesome and new. 
But the graphics are far superior to my skills, very well done =)
And I would so love to own that games graphics combined with Simon's quest redacted on my nintendo as a pirate or bootleg or what ever peeps wanna call it.

But I don't wanna seem hostile or anything but it does kinda hurt when you are pouring your soul and free time you have to make as good free game as you can with the skills you got.
Then people keep posting about other games and talking in your post hos good those look compared to your game.
It does kinda make you feel depressed and that you have done all this work for nothing.
I'm sorry i just feel sad =(
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on November 01, 2016, 10:50:02 AM
Well i hope this ajiba woods parallax background looks nice. Ajiba woods is missing a lot but i just wanted to show the parallaxes.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsc201.png&hash=3afee883ee8f584611b54217359efb4f)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Lelygax on November 01, 2016, 12:04:37 PM
I like these trees.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on November 01, 2016, 02:36:58 PM
Nah, this fangame has it's place. The level layout is a faithful recreation of 2 with improvments. Personally I like special editions of games and would like to see this kind of thing done more. That other hack is going for all new levels so it's not the same thing. If he didn't change the levels then that'd be a different story.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Inccubus on November 02, 2016, 09:59:59 PM
There is prolly nothing wrong with pausing, I just have never coded one for a game.
Two ways I could make a pause that I can think of fast, first: Deactivating everything but then menus would not also work until unpaused.
Second: adding a deactivate function to almost everything then it would trigger when paused but would not affect the object handling menus etc.
Bad thing about the latter one would be that it would add a ton load of more extra work, first option on the other hand could be done in few minutes.
Never done a pause also did not see a reason to have one in this game but if you all want one I will add it.

EDIT: Also game up with a third idea that is prolly used in the other metroidvanias konami has made, still very laborious method.
Save the current game state, go to a different level that has the menus filling the whole screen, then when done selecting or what ever return the game state and leave the menu level.
At least this is how I imagine Konami's metroidvanias would work.

Pausing is simple. This is in GameMaker? If so the function for deactivating all objects has an argument called "notme". If you set that to true it doesn't disable the calling object. So you can continue your pause menu routines without having to worry about absolutely everything shutting down. If it makes things simpler you can make a separate object to handle the pause stuff on it's own, too.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on November 08, 2016, 03:56:04 AM
Inccubus, I mean I did not kinda believe it was that simple =D
I was like "Well i ques i can try the deactivating, pausing was more tricky 13 years ago but lets give it a shot" and it worked, So thanks =)
I have done pausing once before using screen capture and progressing from that after pausing ends but that would not work in this game as this has more than the screen.

And yes I'm using gamemaker for me its the simplest tool of making games compared to unity that i also have or visual studio with all its additions.
I can java and java script ( and other languages to some extent) too but I'm better with C# or GML.

Also now the front trees are also done, by the way those spider shooty web thingy's also snare you along with dealing some damage
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsc954549.png&hash=637bef53aea608a569b848b91ee5ccb4)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: eryson on November 08, 2016, 07:07:27 AM
Very nice background.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Lelygax on November 10, 2016, 08:01:23 PM
Also now the front trees are also done, by the way those spider shooty web thingy's also snare you along with dealing some damage

It will make Simon walks slower or keep him in place like petrification does?
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on November 11, 2016, 01:32:49 PM
its slow effect until you move from the web area. As web bolt spawns a web when it hits you.
It will slow you down until you leave the area of the web or it de-spawns.
Also planning to add curse and poison, prolly no other status effects but those are common in castlevania games.
Also I like the difficulty when curse blocks you from attacking.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on November 12, 2016, 11:02:42 AM
Plague doctor offering healing services as the church has fallen to the undead when the dead rose form the graves. Guards cant keep the dead at bay during the night so people barricade them self's inside when sun goes down. Lights have been seen coming from the church at night. They say some of the people that fled the undead on the church holy ground might still be alive, some suspect fiends trickery. Several herbalist try to keep the miasma out from the cities but can never do this for full effect.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsc300.png&hash=9b6accd3e093a9cac1320b7f5f410564)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on November 13, 2016, 06:38:58 AM
Now you're making stuff up. I don't believe Cv has ever charged you to heal. If you wanna charge for it then just add potions. Better than making the game Godless.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: aensland on November 13, 2016, 09:00:19 AM
Now you're making stuff up. I don't believe Cv has ever charged you to heal. If you wanna charge for it then just add potions. Better than making the game Godless.
It has in-game plot reasons and he's free to do so.

Also Plague Doctors are cute, that idea made me interested in this game.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on November 13, 2016, 12:59:20 PM
MooMilk Aljiba town has no healing place in original Simon's quest, so I'm adding one. But as it should not have healing I'm making it have cost a minor sum. If you want to travel half the game without healing spot I can do so but then difficulty goes far greater than dark souls. Thou i think it was you that said don't make it too difficult i might be wrong thou. Many thou did say not too difficult. I'm just adding story reason why Aljiba has no church. Though you guys would love it =(

Also as the title says Simons Curse metroidvania based on simons quest.

But if you want to go with out healing for half the game I can remove it? But defeating 2 castles and bosses without healing will be extremely hard and traveling back and forward. So I added healing and backstory. Original simons guest has barely a story and all towns look the same so I'm making them more lively and have reasons for stuff. I recommend trying the original Simon's quest.
Here is screen of original simons quest Aljiba it has no church:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fcdn.wikimg.net%2Fstrategywiki%2Fimages%2Fe%2Fef%2FCastlevania_SQ_map_Town_of_Aljiba.png&hash=4ca7095f721812ed3cb384146d18d255)

aensland, you should see the town its nifty. I'm not gona spoil it but I have put lots of effort and bloodborne into it. Also the having no church and known vampire graveyard next to it i had to add some nice base story. Also some of the doors are marked for plague =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: chainsawmidget on November 13, 2016, 02:29:31 PM
I think it's a pretty cool idea.  it's the little thing like that that take you out of the comfort zone that really make games like this stand out. 
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on November 13, 2016, 03:31:41 PM
Thanks chainsawmidget, I'm trying to add that souls game vibe to the game (thou not in difficulty but) so that the world and npc seem more alive.
Your actions can cause some npc to die or not do certain things, nothing major but minor things. Also trying to add more lore that you need to figure out your self in to the game.
Also as it should adding more darker atmosphere.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on November 14, 2016, 09:49:25 PM
I forgot that town had no church. Well, the healer makes sense then.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: aensland on November 19, 2016, 04:58:43 PM
Also the having no church and known vampire graveyard next to it i had to add some nice base story. Also some of the doors are marked for plague =)
That's quite the amusing detail, a vampire graveyard...
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on November 20, 2016, 01:50:05 AM
Not Vampire graveyard/cemetary as in vampires buried there but its name is one of the most famous vampires in castlevania series Camilla/Carmilla.
Sooo not sure what the lore behind that is as i cant find any so I'm trying to add some, why its named after her.
Number 17.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fvignette3.wikia.nocookie.net%2Fcastlevania%2Fimages%2Ff%2Ffd%2FNesatlas-map.jpg%2Frevision%2Flatest%3Fcb%3D20090329003253&hash=b1f7e8c3ebac5259c623cac7e05adc13)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 09, 2016, 11:25:47 AM
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsc3000.png&hash=033d8068196e4b719cdeb2452a7a694d)
Thats part of the intro. Rest of it should be in the hands of Bloo thou its been a while since i heard from him =)
If you know a lot about castlevania lore you will see small details.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: eryson on December 09, 2016, 07:49:54 PM
i can see a head in the trees  ;D
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Aceearly1993 on December 11, 2016, 11:29:40 PM
Whoa... The atmosphere and graphic style hints me through the screenshots: It would be the game in my "must play" list!
I'm looking forward to hear any further information from yours!
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 12, 2016, 07:16:11 AM
Aceearly1993, thank you =)
I recommend checking first page, first post for more info on the game.
Currently working on making improved menus/inventory along with making mansion 2 (rover mansion) in "underwater clock tower" form thou not too tough as its only second castle/mansion/boss place.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 12, 2016, 09:23:49 AM
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsc310.png&hash=5c02ae1b1dbd823ad72fa4ab1929e111)
Here is what the new inventory/menu system will look like (still very early).
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: X on December 12, 2016, 09:53:52 AM
Oooo colorful  :D  But for the golden knife it should look more golden.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 12, 2016, 10:20:08 AM
X Thanks, thou it's not golden dagger no more as that would be poor choice for a weapon (also could not think of a reason why gold would work on monsters better, thou this it not a logical game).
It's enchanted dagger, still does the same thing but is faster and has nice effect.

Also made the menu look more like the once in metroidvanias maybe ill even allow you guys to chance the color of the back from options, like in final fantasy games =D
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: X on December 12, 2016, 06:52:27 PM
Quote
X Thanks, thou it's not golden dagger no more as that would be poor choice for a weapon (also could not think of a reason why gold would work on monsters better, thou this it not a logical game).

Gold like Silver is a mystical metal. Though it is not treated as such in lore. In spirituality Silver represents the Father God while Gold represents the Mother God. Gold can become a much stronger metal if it is combined with another element to give it strength.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 13, 2016, 01:59:13 AM
X had no idea, thanks for the info. Maybe I wont look at gold as such lame material from now on. =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 22, 2016, 11:58:16 AM
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsc764.png&hash=bf43f0d4009dc5d2cb73df5f34b415d1)
So this will be (about) the final look of the inventory screen. Hope you peeps like it, also happy holidays =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: X on December 22, 2016, 05:29:48 PM
And a happy holidays to you too Wanhus  :D

PS Kida figured that you'd use the thorn whip sprite from PoR. It fits remarkably well.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 27, 2016, 05:44:32 AM
Holidays are over so here is the new HUD for the game. It's similar to the one in circle of the moon.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsc865.png&hash=64d13bc8509ea806e1460a7fd6d98eb3)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 27, 2016, 07:57:09 AM
My first attempt at recording my game and turning it into a gif. It's a bit buggy and fps is low but i hope it shares some light how this game works. Also sorry no death animations for 90% of the enemies yet.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fscv3.gif&hash=393e467c82d6c66db696641cec328bce)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: eryson on December 28, 2016, 07:27:57 AM
This game have serious chances to be a "MUST PLAY".
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 28, 2016, 09:44:01 AM
Thanks! Here have another demonstration of mechanics =D Sorry fps is now even more lower.... forgot to increase it in the recorder.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fscv4.gif&hash=e084bdf86919a6e67979fa74e885dda1)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: ProjectDread on December 28, 2016, 12:17:25 PM
Do those small pits of water kill you?
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 28, 2016, 12:32:02 PM
ProjectDread don't worry they don't kill you. You can splash in them as much as you want.
You can check all changes in my first post =)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsvc5.1.gif&hash=7c9615e76c9e2bf9bc394a5ee2db50e3)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: mgfcortez on December 29, 2016, 06:12:22 AM
well i have to say this game looks good idk why last time i seen it i didn't like it some reason i was thinking it looked as old as nes but this has a lot of color in it even if its not up to sotn looks its still looks very good plus like all the stuff your adding in i'll have to play this as for stuff like getting poisoned and stuff and having to get cured sound cool maybe have a rare effect like Vampire like the old 64 games maybe even after you get Vampire effect and do a list of things you can turn and have a new game mode where you kill people in the city's trying to take over and please Dracula just be something cool a what if story but it be hard to unlock just give players something to keep playing even after they beat the main game maybe not who knows lol but give a story line for it always love unlocking new people but always hate no games want to give them a story line just some change of txt and its a new game much cooler anyway good luck on your game its looking good
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BLOOD MONKEY on December 29, 2016, 07:42:21 AM
The jumping seems a little to fast imo. Looks like it'd be hard to control in a lot of situations.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 29, 2016, 08:04:42 AM
Bloo the FPS rating in the water splash is recorded in 16 fps my game runs at 60 fps so i think it just seems too fast as it has less frames in the picture.
It has the about same speed as other metroidvanias so no worries there check my South Bridge GIF it's recorded in 33 fps.
Not going to record 60 fps as it takes too much memory and space.

mgfcortez it's ok. This games graphics are still about 60%+ not fully done. Also I have done minor improvements based on critique so its good to get negative comments as well.
But I'm never going to makes this look as same as symphony of the night as I lack the skill, time and also I like this retro thing. And like I stated in my first post about the game,
I might add new game plus I already have lots of nice plans for it like unlockable characters (not hard to ques what characters) and everything is more harder.
By harder I don't mean more hp or damage to enemies no no... I mean harder jumpy bits + enemy placement + different enemies + enemies have more abilities.

Here's some extra images again. Try to ques what whip that is =D
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsvc6.gif&hash=c829e58f52e6895c9d9de9bff8ab694f)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: mgfcortez on December 29, 2016, 06:50:36 PM
it doesn't have to be on sotn lvl nether your game looks really nice i like it can't wait till you get done with it i wouldn't mind playing it for sure
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: ProjectDread on December 30, 2016, 12:57:08 PM
It's good to hear you're trying to correct some of the bad design decisions that plagued the original Simon's Quest. I'm looking forward to giving this game a shot when there's a demo available.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BLOOD MONKEY on December 30, 2016, 04:22:07 PM
I honestly can't wait to try this out. It definitely reminds me of the DOS sidescrolling games in aesthetic.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on February 24, 2017, 11:04:24 AM
I'm sorry I have been away and I will still be for about two months.
Reason is this is my final year of school and my final half of my exams and lectures.
So after April all my studies and lectures are over and only my book thingy need to be written so I graduate from university.
So I will be focusing my school until April, after that I'm back on this project unless I fail a class (like swedish) and have to go trough the course again. =D
But anyways see you all after April.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on February 25, 2017, 06:47:46 AM
I also lost touch of this topic. It kinda got lost in the various CV fangames I don't really care about. What you added looks great. It reminds me a bit of NES but a bit better with the extra colors and more graphic variety.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on February 25, 2017, 06:54:54 AM
MooMilk
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsqsc7.png&hash=7a0d23b791a37614beeae54bad2bf87e)

I know video game logic overlooks things but. Evern wonder how they got such a big statue up those stairs? I'm having a hard time believing that floor could support the weight of that statue.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BLOOD MONKEY on February 25, 2017, 07:50:16 AM
I know video game logic overlooks things but. Evern wonder how they got such a big statue up those stairs? I'm having a hard time believing that floor could support the weight of that statue.

I think you quoted the wrong image there, buddy.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on February 25, 2017, 09:31:07 AM
Sorry about that, I edited the post. After you post it takes you to the forum index again so I didn't get to review my post or anything.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on February 26, 2017, 03:15:39 AM
You should check the statue was either carved on the spot my a famous stonemason artisan or it was lifted in while the church was being constructed.
There is also ample winch space on the sides so it also could have been lifted there later.
Also the flood ain't that long also its made out of carved stone with steel reinforcements also the stairs actually act as a support from the other side.
Thou I don't know why i need to explain such things if you have ever played video games before its all silly even the most realistic ones, and this does not aim to be a simulator.
You should watch a few documentaries on how famous church were built during renaissance there are actually many of them, I have seen a few thou not directly on church construction.

I could write an insane lore for each stone and stick in the game but this game would be finished maybe in 3457 earliest.
But like i said before i will add more lore but I'm not going to lore every stick and stone =D
But maybe ill lore the statues we shall see...

Or if it seems silly i can and pylons, thou I think the church now looks different after all that's an "old" (many versions back) image.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on February 26, 2017, 03:21:40 AM
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsc800.png&hash=a842a9bf78e4a8ee4d02818cb60a95f3)
Yeah it looks a bit better now.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Corpsecrank on February 27, 2017, 08:16:53 PM
Not sure if anything in the sheet I have is useful to the project or not but you are free to use anything if you think it fits. I recolored a bunch of enemies a while back when I was working on animations. They have better color detail than the originals but are still pretty retro looking.

Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: X on February 28, 2017, 09:47:04 AM
Corpscrank@

Awesome spritesheet! Did something similar with the NES sprites too.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on February 28, 2017, 10:53:24 AM
Corpsecrank cheers. They look great thou sadly I have already done most in the list.
I mainly now lack walls and items etc.
If you are interested in helping once I get my uni work done I can give you stuff to do.
As main reason the game is not done is due to me not having done all graphics.
Also some bosses and few enemies are missing, but all base coding etc is done.
I did do few alterations as requested whip chancing, menu pausing etc.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Crescent on March 13, 2017, 09:50:35 AM

Looks awesome. Are you redesigning all the levels?
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on March 17, 2017, 05:25:58 PM
Thanks Crescent, yes to some extent. I still want to keep it original but i like the game to feel more platformy than the original version.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Corpsecrank on March 18, 2017, 12:08:25 AM
You should put up a list of missing art you still need. I may not be able to do a lot at one time or anything but if there are pieces of it I can tackle quickly enough I will. Also throw some examples up of the style you are looking for if you can. If you need a particular boss try to give an example of one you already have so I can keep it similar in style.

If I had no projects of my own currently going on I would probably be able to help a whole lot more but I am sure I can still contribute something useful to this.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on March 18, 2017, 04:41:00 AM
Corpsecrank I think you would be a lot of help. Currently only thing hindering the progress is making the graphics.
Like i have said several times the engine is done, only few enemy and boss AI patterns remain to be coded.
Even the changes requested are done like pausing, whip changing and other stuff I don't remember =D

But yeah once I got all the university work done, I will once again start doing this more actively.
Then send you the stuff that needs to be done and how it should look about.
But as i said few times before I'm occupied by university work from January-April as this is my final year and final lectures and stuff.
So far all good. Might even get to do this more actively sooner, like maybe mid April.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Corpsecrank on March 19, 2017, 10:57:05 AM
Corpsecrank I think you would be a lot of help. Currently only thing hindering the progress is making the graphics.
Like i have said several times the engine is done, only few enemy and boss AI patterns remain to be coded.
Even the changes requested are done like pausing, whip changing and other stuff I don't remember =D

But yeah once I got all the university work done, I will once again start doing this more actively.
Then send you the stuff that needs to be done and how it should look about.
But as i said few times before I'm occupied by university work from January-April as this is my final year and final lectures and stuff.
So far all good. Might even get to do this more actively sooner, like maybe mid April.

Yeah just let me know when you get time to work on this. I may have more free time by then too which would mean maybe I could handle a little more of the graphics. It is surprising how much time graphics alone takes compared to everything else. Really you can code all the stuff pretty fast but graphics are just really really time consuming. I think this is where most of the time gets spent in these projects.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on April 25, 2017, 03:08:51 AM
Two more exams remaining both this week.
Then if all goes well I'm done with sitting in school and I can get back to this =)
EDIT: One done, one more to go...
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on May 14, 2017, 03:23:24 PM
Hiya all this is the first...
SCREENSHOT SUNDAY!

I will try to do this every sunday from now on. I will show a screenshot or two of what is going on with SC and tell a little bit what I i have been working on.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fscv8.gif&hash=e9c8e64d7ea9a46e8d8f9e70c99d587c)
All right so i got some effects done for the water lowering at yubalake.
I have also been fixing graphical bugs and effects along with drawing new object sprites.
I also finally got menu screen background done so it is not all black now.

So that's all for today =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BLOOD MONKEY on May 14, 2017, 04:08:20 PM
This looks like what would've happened if it was released for DOS in like 93
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on May 15, 2017, 06:12:10 AM
Not sure if that's a compliment or negative.
But for me its better than just screen shift like in simons quest.
If it was negative please tell me why as our sentence is hard to comprehend.
But for me it could use more water splash, whole row of it.

Also for the age i would say earlier than that. Prolly late 80's.
Remember that C&C came in 95. Just played it yesterday =)
Still have the original C&C, sadly thou i sold my Dune 2 long time ago.



Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: eryson on May 15, 2017, 04:24:32 PM
Very Impressive
I Hopes that the tips to discover how to Down the lake will be not so cryptidic :P
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BLOOD MONKEY on May 15, 2017, 05:18:14 PM
Not sure if that's a compliment or negative.
But for me its better than just screen shift like in simons quest.
If it was negative please tell me why as our sentence is hard to comprehend.
But for me it could use more water splash, whole row of it.

Also for the age i would say earlier than that. Prolly late 80's.
Remember that C&C came in 95. Just played it yesterday =)
Still have the original C&C, sadly thou i sold my Dune 2 long time ago.

It's a positive comment. I love that look.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on May 15, 2017, 05:29:23 PM
Thanks Bloo. =)
But I will ill add more water splash just tested the look in that gif, it needs more white smoke aka splash.
I will make it so it covers the top line.

Eryson, I recommend talking to the citizens in towns. =)
They make up most of the story in the game also our actions affect some their lives and sometimes returning to a town some things might have changed.
Similar to dark souls events.
Also this time no lies just tips or story.

Also added 2 more creatures today that were not in the original Simon's quest.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: ProjectDread on May 16, 2017, 01:07:37 PM
The effect of the water receding looks pretty good (if not a little too quick)? What bothers me is what exactly triggers this water response? It looks like it happens after Simon attacks 3 times,  but why?

I get that you're more or less just following the original game, but stuff like this seems like bad game design. There should be obvious queues, the player should not have to get arbitrary instructions from a random NPC in order to progress throughout the game.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on May 16, 2017, 01:29:41 PM
ProjectDread Check the device behind simon =)
Its a semi magical device powered by power crystals.
The whipping is a spoiler, check the whip...
Not a normal Simon's quest whip is it =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Briraka on May 16, 2017, 01:32:32 PM
The effect of the water receding looks pretty good (if not a little too quick)? What bothers me is what exactly triggers this water response? It looks like it happens after Simon attacks 3 times,  but why?

If you look closely to the pillar next to Simon, the blue crystal fills the slot when the water recedes. I'm assuming the player has to activate the pillar by pressing up or something, though.

edit: ninja'd
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on May 16, 2017, 02:56:45 PM
Yes pressing up if in possession of blue power crystal =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on May 16, 2017, 07:35:28 PM
Maybe you could add a cliff underneath the trees so that the trees don't look like they are floating. You could still make it fade to black so everything beneath it isn't affected.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on May 17, 2017, 02:03:22 AM
MooMilk, yes I agree that it needs tiling or background so it isn't black.

Also i have thought if making something like this (from final fantasy, not mine) for the lake areas of the.
More so the water reflection.
(https://vignette2.wikia.nocookie.net/finalfantasy/images/6/6b/FFIV_Battle_Background_WM_SNES.png/revision/latest/zoom-crop/width/240/height/240?cb=20100220182718)

Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on May 21, 2017, 08:04:17 AM
All right it's time for another...
SCREENSHOT SUNDAY!

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fscv9.gif&hash=98a2affe45e4c1a3d86d528593e4931a)
Sorry about the same kind of gif again but i wanted to show you guys I listen to what you say.
Now there is a background to it, no spoiler whipping in this gif, water effects is a lot better also slower.

What else i have been doing:
-Added 3 new enemies (not sure thou if I'm gone use one of them)
-Lots of decor objects were made
-Effects fixing
-Simon finally has a death animation
-Area tiling
-etc basic stuff...
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BLOOD MONKEY on May 21, 2017, 09:03:07 AM
All right it's time for another...
SCREENSHOT SUNDAY!

(click to show/hide)
Sorry about the same kind of gif again but i wanted to show you guys I listen to what you say.
Now there is a background to it, no spoiler whipping in this gif, water effects is a lot better also slower.

What else i have been doing:
-Added 3 new enemies (not sure thou if I'm gone use one of them)
-Lots of decor objects were made
-Effects fixing
-Simon finally has a death animation
-Area tiling
-etc basic stuff...

Those grey tiles that showed up when the water disappeared are a little hard to actually tell that they're tiles. You might want to consider increasing contrast between the background and that tile.

I really like the way the new water effect looks. In that little empty area to the left that's 4x4 blocks wide, you could maybe add water that stayed in there.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnX0b5YW.png&hash=4c1d0df0a754a464e1e37cd9b6c68853) Like that. It'd make sense based on how water works and such.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: eryson on May 21, 2017, 09:24:26 AM
the water falling is subtle now. good work.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on May 21, 2017, 09:36:14 AM
Bloo sure I will add water there.
I thought it looked a bit silly without it also =)

Also Ill swap the grey tiles to same as the other ground tiles.
I don't even know why i made them different???
Temporary insanity I ques.

Actually just fixed them while writing this.
Now all earth color and water is created on the small area.

But I wont make and post third same gif you just have to trust me =D
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BLOOD MONKEY on May 21, 2017, 12:00:28 PM
Bloo sure I will add water there.
I thought it looked a bit silly without it also =)

Also Ill swap the grey tiles to same as the other ground tiles.
I don't even know why i made them different???
Temporary insanity I ques.

Actually just fixed them while writing this.
Now all earth color and water is created on the small area.

But I wont make and post third same gif you just have to trust me =D

Alright sweet. Keep up the good work, this is definitely shaping up to be very refined.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on May 28, 2017, 10:20:15 AM
What time is it.....?
SCREENSHOT SUNDAY!

Yay time for another update on what i have been up to.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fscv10.gif&hash=5131a23fc613f5eb1c10d184e9d83f7b)

Its still missing backgrounds and back decor so don't worry it wont look like that when its ready

What been done this week:
-Made 2 new enemies (one of them can be seen in the gif above remember its recorded in 33 fps and you pc will run it about 60 fps)
-Created 4 areas
-Made area enter text to appear
(you know when you enter new area text splash, thou i did not want to put this in every area as many areas have different names so getting this every time you move to a new location AK screen would be horrid)
-Improved intro effects
-Did some tiling like I always do
-Fixed some effects like night darkness was too dark, some death effects bug's etc...
-Balanced various enemies and drops
-Some other nice stuff I forgot about
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Briraka on May 28, 2017, 12:52:19 PM
Awesome work as always, but shouldn't the axe be spinning clockwise when it's thrown?
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: theplottwist on May 28, 2017, 12:59:03 PM
Wanhus I have a question: Do you plan to make the villagers still keep lying? And do you have plans to change the final battle somehow? (also sorry if you already answered this).
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on May 28, 2017, 01:22:01 PM
Briraka hmmm.... yes you might be right =D
Also my animations might be mixed not the first time dir="left" has animation named left but is actually right =D
Hope you liked the Une, I'm not very good at making animations that's my best work ever =D


theplottwist Villagers lying nooo nooo... But some of them might die and I have made few weird ones.
One of them is called Watcher, I wont spoil more. Villagers mainly talk about lore things or have helpful tips.
Final battle and castle both yes. Still not sure if ill add classic 2-3 dracula fights ("This is not my true form!" "wooosh" "It's over ninethousaaaaaand") or one much harder fight.
Castle yes fully revamped as nothing could possibly be MORE fun than walking in an empty castle.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on May 29, 2017, 10:49:18 PM
Maybe instead of having the area name appear onscreen you could just have it appear on a map subscreen?
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on May 30, 2017, 02:37:58 AM
MooMilk Well I don't think the text bother no one there, right? (would look silly empty, at least for me as i have seen text there for years even in first versions)
Even when the game still looked like this....
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fscreenshot119.png&hash=daf1cb136115bef48ee3f04791e6955b)
Even in the current builds alpha it had it =D
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2F3.png&hash=687ef6da38698cf3fb4130fa73553a44)

Sorry just wanted to show how much the game has improved over the years.


Also there is no map yet, I have thought about adding a map but it would be general simons quest map.
Not the traditional metroidvania map, as this games map design is not very complex, mostly straight line and same size.
The map I have thought about adding is about this:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fvignette3.wikia.nocookie.net%2Fcastlevania%2Fimages%2Ff%2Ffd%2FNesatlas-map.jpg%2Frevision%2Flatest%3Fcb%3D20090329003253&hash=b1f7e8c3ebac5259c623cac7e05adc13)
But i have to redraw the whole map so I haven't added it yet.

But thanks for the suggestion, I like feedback the more the better as long as its constructive. =)

 
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on May 30, 2017, 07:29:17 AM
Well, I thought having the room name appear every other screen could get annoying tho. I dunno. I guess I'd have to see it in practice.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on May 30, 2017, 04:21:40 PM
MooMilk Like i said before it only appears in some areas like in towns and dungeons.
It works similar too all other castlevanias like i said. Room text is always in the top corner, splash text that's in all metroidvanias and few others will appear ion dungeons and cities.
similar to this but not as fancy:
(https://portforward.com/games/walkthroughs/Castlevania-Symphony-of-the-Night/Castlevania-Symphony-of-the-Night-small-136.jpg)

Wrote this with one typo in the screenshot sunday section
-Made area enter text to appear
(you know when you enter new area text splash, thou i did not want to put this in every area as many areas have different names so getting this every time you move to a new location splash screen would be horrid)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on June 04, 2017, 12:08:51 PM
Once again...
SCREENSHOT SUNDAY!

This week sadly I got little work done as I had some family related events, parties, etc
But at least i got this cool new hp slide down thingy done.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsc15.gif&hash=8134a8e487cd5e809c39764b58444ee6)

So what got done this week:
-Made the new hp slider thingy
-Made intro text scroller
-Reworked some paralaxes
-Fixed minor graphics buggs
-Made one new enemy
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on July 10, 2017, 06:56:58 AM
Alright its been a while since last...
SCREENSHOT SUNDAY! a day late thou.. I forgot sorry...

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsc55.png&hash=9d85f5e75af2a927ea39fae2eba086a2)

Reason why its been so long is that i had my summer holiday from work about a month, so nothing to worry just chilled for a month.
So what have I done now that I'm working on this again.

Whats been done:
-Added 2 new enemies, sadly wont show you neither as I don't want to spoil all stuff
-Fixed sniping enemy bug, meaning that enemies could shoot you while off screen
-Made the parallaxes for Joma marsh, FEEDBACK REQUESTED on how they look
-Had few play testing session with close friends that had never played much castlevania games, seemed promising
-Fixed while using items on stairs they would sometimes fly to wrong direction
-Some name changing
-For several enemies made new animations frames for various actions so they seem more lively, like added left and right leg step movement frames
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Lelygax on July 10, 2017, 06:44:43 PM
I like what you did with this area, the lack of life and deadly feel, yet some mushrooms and local flowers grown.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on July 11, 2017, 02:02:15 AM
Thanks. There is even more to it that involves the Carmilla manor but I wont spoil why.
Just extra story elements that I added =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: MooMilk on July 15, 2017, 06:59:38 AM
The marsh looks pretty good.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on July 16, 2017, 12:22:21 PM
Thanks MooMilk I just had some doubts about it.
Currently working on a new paralax set for Wicker Woods, not originally in SQ.
Lots of tiles to draw again and new paralaxes to make areas not look the same.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on July 23, 2017, 06:14:40 AM
So once again a bit late...
SCREENSHOT SUNDAY! Hurray!!!

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsc111111.png&hash=473e2ecc65354e9c025d0f734ebedd2c)
I took a bit poor screenshot not to spoil every area of the game.

So what's happened:
-Added more enemy weakness and resist effects
-Made world more interactive, fire effects burn some obstacles, water extinguishes fire etc etc...
-Made parallaxes for few areas one of those shown above
-Did heaps of new tile sets
-Fixed minor item related buggs
-Reworked whole sound engine (music engine is still poop, but there is only 2 test tracks in the game right now, so who cares =D )
-Added loads of new sounds to the game
-Made new environmental effects for enemies, like water splash when hitting water or coming out of water
-New decorative objects and light sources
-New traps and obstacles
-Graphics for many things
-Lots of other stuff I forgot

Also feedback and suggestions is always appreciated =)
Also if the old style: "while sprite collides with platform I wont fall down" game logic bothers some please inform me. I can swap it to nearer fall point but for castlevania purposes I would recommend keeping it (as shown above)
I might add the map and armor swapping soon (armors replace the old resistance level growth, hp still grows as you level)
Also for today I'll be hunting some pokemon legandaries, already got Lugia but lots of Arcticunos got away =(
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Lelygax on July 24, 2017, 04:56:07 PM
Also if the old style: "while sprite collides with platform I wont fall down" game logic bothers some please inform me. I can swap it to nearer fall point but for castlevania purposes I would recommend keeping it (as shown above)

What do you mean? Like if a floating moving platform touchs you from the side you stop falling? If yes, I think its better to change that so it shoves you out while you continue falling. But if you are on top of it, you don't fall and moves with it.


Also for today I'll be hunting some pokemon legandaries, already got Lugia but lots of Arcticunos got away =(

Which Pokemon game are you playing?
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on July 25, 2017, 01:19:22 PM
Lelygax I meant all platform edges, so that you can move over the edge an only fall when sprite is not touching the platform/ground/block/etc edge.
I play pretty much all pokemon games but with this I meant pokemon go. Already got lugia and 2 arcticunos from level 5 raids.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Belmont Stakes on July 25, 2017, 07:58:52 PM
If you want some minimalistic NES remix music for your game check out this.




I did these labors of love a number of years ago. Seriously though its just a bunch of VirtuaNSF cuts meshed together. I hope they make the bar for your game.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Lelygax on July 26, 2017, 12:29:21 AM
Oh I get what you mean now, instead of a collision box smaller than the sprite, have one at the sane size for floor detection. I think its better this way since its retro inspired. While the sprite is touching, not fall.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on September 24, 2017, 01:58:48 AM
Sorry that I have been away of late. I'm currently working two jobs.
One is a trainee job so I can graduate from uni so I don't have too much free time currently =/
Ill try to work on this again next week, I'll try to make time =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: PyramidHead on September 29, 2017, 09:54:32 AM
Wanhus, the game looks beautiful - you have style :) Would like to play it someday.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BLOOD MONKEY on December 08, 2017, 06:12:41 PM
Any news on the project?
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 10, 2017, 01:41:41 PM
Its been very slow due to me doing 2 jobs and trying to graduate at the same time.
Ill try to post an update once holidays kick in. But nope this is not dead.
Just like last time when I had final lectures and exams and could not work on this for 4 months.
Still have 2 months trainee to do then I'm either hired or not hired there. In both cases I have one job less to do which means I have time for this again. =)

Also PyramidHead, thanks. I'm trying to first get an limited area alpha test version for some to test it out. That will happen next year. Also I'm hoping i get this game done in 2018 but no promises.
That's just what I'm aiming for. Just got lots of drawing to do, and few monster AI's and new bosses to make. Also still not sure how much bigger the Dracula's castle will be.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 27, 2017, 06:34:38 AM
So what have i been up to...
During the holidays I have been drawing a lot of sprites and sheets also started work on carmilla mansion.
Also limited the amount of exp you can farm form low level mobs like in the original simons quest.
When you reach certain level you cant get exp from certain low level enemies no more so you cant go back and forwards exploiting the exp from weak mobs.
Also improved some lower quality old assets I had.

Whats next...
Going to add armor swapping as well (some of you might remember I made the armor system to replace the old level gain resistance from simons quest).
Will add lantern sprite too when player is using the lantern (lantern use is not mandatory(at least not yet) its just if some think nights are too dark).
Start working on a new boss.
Some new npc's.
Draculas castle planning (I will accept ideas or even draculas castle layouts), thou not going to make it like in symphony of the night, only a bit larger than most mansions.

Happy holidays and good new year to all =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 28, 2017, 05:43:46 AM
Oh, and here is something for you to look at, i think it turned out nice.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fcarmilla.png&hash=f2fc1d41a9eb75454815e733db6360d7)

Also armor swapping is almost done.
Reduced the amount of code needed by about 10% too but that not very interesting.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BLOOD MONKEY on December 28, 2017, 07:26:32 AM
Oh, and here is something for you to look at, i think it turned out nice.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fcarmilla.png&hash=f2fc1d41a9eb75454815e733db6360d7)

Also armor swapping is almost done.
Reduced the amount of code needed by about 10% too but that not very interesting.

Eek! I can't wait to play this. I'm so glad the area names are there. Will some type of mini-map be featured?
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 29, 2017, 02:18:02 AM
Bloo, no minimap but I have been playing around with a basic map idea.
Thou none metroidvania map thou, as I find no reason for this game to have metroidvania map.

Armor swapping is now done too.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on February 19, 2018, 05:22:15 AM
I'm back at work again, hurray!
Next I will try to get a short demo for some one to test on this forums.
It still need a bit of work but now I also have music coming my way (Optomon allowed me to use his music on this).
Fixing very minor bugs and adding quality of life things (like do you wish to quit yes or no selection instead of instant quit on select).

Currently been doing lots of effects like how bosses appear in room, attack effects, etc and more and more graphics.
Thou don't know if ill post any more screenshots for a while as I don't want to reveal all to you until the game is released.
I might show effects or something like that but no more new areas as screens or bosses etc.
Only thing I can say is first boss appearance sequence (you know the way bosses enter or start the fight etc) is very cool at least I think so, thou would be cooler if I could animate him in doing this thing that I wont say (SUPER SPOILER isn't it?).
Second boss or fifth ain't bad either but i like the first boss appearance sequence.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BLOOD MONKEY on February 19, 2018, 08:23:02 AM
(Optomon allowed me to use his music on this).

h y p e
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on March 06, 2018, 05:32:01 AM
So what been done lately.
-Well been adding more nice effects more so night time effects.
-Also lots new background and remakes of some areas have been done.
-Quit etc now ask yes or no on press.
-Been reworking few enemy sprites.
-Fixed a few bugs and started implementing some music in to the game.
-Started making the graphics for next area.

Also if anyone is interested I would not mind if some one draw me few npc etc character portraits based on what the character look in game.
Also if interested animating certain bosses few attack and certain poses would be nice.
I can do these my self but they will add extra time and might not turn out well thou who knows.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on March 17, 2018, 10:54:56 AM
Question:

As garlic is semi useless item in game would you like it to be swapped for something a bit more useful?
Like blessed oils and item similar to holy water but splashes it wider and has more damage.
And if blessed oils is added should it be bought item OR heart use item?
Or something else?
Or ideas to make garlic better?
Just pooping garlic where you stand is kinda useless, more so when you have to buy the items.

I am asking this as when i removed the stake some did not like it.
Even thou the stake was artificial game lenghtener in you needing to farm heats to buy the stake to throw it at a red orb that is not needed to be done in any other castlevania.
In other caslevania games you just touch the orb .
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: theplottwist on March 17, 2018, 12:41:32 PM
Instead of swapping Garlic away for something else, I'd prefer if Garlic was made more useful yes.

For instance, having Garlic equipped could negate the "night" effect on enemies. Like, night makes them stronger, Garlic makes you just as much stronger during the night, negating the boost they get. It'd be a way to translate Garlic's "warding off evil" qualities.

Or, maybe throwing Garlic makes enemies avoid getting close to you; Dunno. These are just examples of what I mean. Ultimatelly, I'd much prefer improvements on Garlic than swapping it for something else.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Briraka on March 17, 2018, 12:51:52 PM
I remember there being a garlic sub-weapon in SOTN (or, at least I think it's garlic?). Alucard would throw a bunch of cloves, and then they'd stick around on the floor for a little while.

I think garlic would be a neat feature. It could be effective against vampire enemies and bosses, as well as being neat nod to actual vampire weaknesses in pop culture, along with the cross and holy water.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on March 17, 2018, 04:50:40 PM
theplottwist I actually experimented with the garlic on turning away enemies but its work poorly vs some enemies due flying, jumping dropping etc.
So i decided that was not the best way to use it. Dunno about negating the night effects as nights should be harder due to curse inflicted upon simon.
But great ideas =)

Briraka Well actually the Blessed oil would be garlic extract mixed with other holy oils.
Seems like the garlic functionality as you described it from sotn is similar to what thee blessed oils would do but yeah I could make it garlic cloves instead of oil splashing around.
Also yes the game already has weaknesses and resistances.
Like Silver works great versus werewolf enemies dealing double damage (silver dagger, silver axe), holy water also deals extra damage to unholy enemies.
This works both ways too thou, fire whip or sacred fire have no effect on those fire elementals or charred skeletons.
Garlic could work vs vampires and maybe demons, not vs skeletons as they cant even smell.
Thanks for the ideas =)

Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on October 23, 2018, 10:31:13 AM
Sorry for being away for a while I got diagnosed with severe stress, prolly due to working 2 jobs, graduating from university, not sleeping for more than 2 hours a night due to construction site next to my apartment for 4 months, doing all sort of hobbies and not exercising enough due to lack of time.

So I'm now back at this just finished adding a proper music engine to the game, also edited and added optomon's music in to the game and did some new graphics and minor fixes.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: X on October 23, 2018, 10:45:42 AM
Quote
I remember there being a garlic sub-weapon in SOTN (or, at least I think it's garlic?). Alucard would throw a bunch of cloves, and then they'd stick around on the floor for a little while.

I though this as well till I read up on it. Turns out Alucard is scattering holy ashes on the ground and not cloves of Garlic.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on October 23, 2018, 11:22:55 AM
That's next on my list. Need to revamp the original garlic its not useful.
Still prolly gona do it the way it was suggested, unless other suggestions that I deem superior arise.

EDIT: Finally got the button schemes done for the controller. Had this list to be done, before I can consider releasing a demo.
Now it its coming to completion. Things still needed to be done before possible demo:
-Finish a certain boss
-Add few more death animations (requires most work due to drawing)
-Add few more sounds and edit few Optomon songs*** DONE
-Small inventory rework (mainly item positions)
-Maybe do something about werewolf's (they turn near ledge even while in air, minor fix)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on October 29, 2018, 05:38:46 AM
I need a bit of help...

Could some one do a 3-4 frame animation of cyclops bashing the ground ones?
(Or if you want completely new animation using walking base for one handed swipe attack, or both both would be best)
here is the base:
(https://media.indiedb.com/images/members/1/738/737856/profile/cyclops.png)

Also if possible I would much appreciate for cyclops eye beam charge animation 3-4 frames (stands still, no actual laser beam needed)
Here is his normal walk:
(https://media.indiedb.com/images/members/1/738/737856/profile/cyclops_walk_right_spr_strip4.png)

I really need help on this, I can draw but I'm a very poor animator. Thanks for the help.

Getting close to demo release. IF all goes extremely well maybe on wednesday but dont count on it. I think next week.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 27, 2018, 11:41:10 AM
Hiya!

I have been doing a lot of stuff for the game a lot has changed and its good.
Thou sadly I'm not going to release a demo any time soon, thou all except the few missing boss frames are done + plenty of other things.
Like I posted earlier...
-Finish a certain boss (still missing the frames)
-Add few more death animations (requires most work due to drawing)***DONE
-Add few more sounds and edit few Optomon songs*** DONE
-Small inventory rework (mainly item positions)***DONE
-Maybe do something about werewolf's (they turn near ledge even while in air, minor fix)***DONE


Even reworked the garlic so now its actually useful.
Also put the wooden stake back thou don't know where/what/when/why to use it.
Lots of stuff has been done, sadly wont spoil much.

(https://media.indiedb.com/images/members/1/738/737856/profile/axeknightminiboss_strip4.png)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: X on December 27, 2018, 05:53:25 PM
Hey  :D

The wooden stake's only purpose in SQ was to shatter the crystal ball that held Dracula's remains. It did nothing else outside of that. The Garlic I know did damage enemies but only if they encountered it on the ground, so I'm curious as to how you made it more useful.

If you're still looking for boss frames you could check out the spriter's resource. They have the NES CV games all ripped with complete boss animations, last time I checked.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 28, 2018, 05:31:11 AM
Hey X!

Yeah I'm not sure what to do with the stakes as of yet.
But it will be a single use item in this also.

Garlic is actually a proper weapon now and its not just garlic its blessed oils, blessed garlic oil extract.
When hitting target is splashes all around making a greater randomized area of effect.
Also looking in to it repelling enemies, it did it before but it does not work well against all types so i scrapped it.

Yeah I have all the ripped sprites I can handle.
Problem is making new ones =)
Like I posted in previous post.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: X on December 28, 2018, 09:30:50 AM
I forgot to mention that the Garlic's primary usage in-game was to summon a stranger in a graveyard. The first hooded figure gives you a silver knife. The other gives you a bag (for whatever reason the bag serves I dunno).
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 29, 2018, 03:41:03 PM
Yeah, the silver dagger giver has been in the game for long now =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on June 03, 2019, 07:34:20 AM
So a question...

1.Do you you want when hit on stairs, simon to drop of form the stairs?
I currently have it not to fall from stairs as i found it very irritating.

2. I'm considering music swaps aka area swap zones similar sotn, etc metroidvanias.
Where music volume goes down and you get area transition.
Reason being that it feels weird when new area and music just pops out all of a sudden.
Would you find this area swap zone a nice thing or bad thing?

Also, no this project has not died or even slowed down. Just don't want to spoils stuff so I have nothing to show.
Currently been drawing a LOT i mean a lot of backgrounds and tiles.
Also remade some old graphics some chances you can find in the first post as i swapped SOME of the old images.


comparison images:
(https://media.indiedb.com/images/members/1/738/737856/profile/scr1.png)
(https://media.indiedb.com/images/members/1/738/737856/profile/sc69.png)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: X on June 03, 2019, 09:36:16 AM
For question 1, I believe it's best to not have falling off stairs when taking a hit. It was never a thing in the original SQ and it sounds like you don't like it either. Best to go with that  :)

For question 2, Having the music fade out then in for transitioning new areas sounds interesting. You could also take it a step further and bring in some new music to help differentiate said areas.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Foffy on June 03, 2019, 02:38:04 PM
I would say, if possible, keep it true to the actual games. So, if damaged on stairs, you eat the hit on the staircase and freeze for a second or so after hit. If all else fails, look at Simon's Quest for the gameplay model to follow. Just don't follow the glitchy stuff where if platforms are equal to instakill water levels that if you duck and get hit it's counted as drowning on land. :P

For the second bit, again, the games have transition areas where the music stops. Now it's probably hard to have a connecting hallway with no music out in Wallachia, so maybe do cave rooms. Do keep the concept, though.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on June 04, 2019, 01:57:03 AM
FOFFY In original simons quest if you got hit on stairs you fell down, most often to watery death.
In my game you can even use items on stairs. And no worries while on stairs you are immune to blocks =D

Also transition areas don't need to be caves or hallways they can be anything.
Like leaving a town you enter a suburban forest area or a town watch outpost, etc etc. Thou some areas in simons quest are natural transition areas like manor screens.
Thing I'm most worried that will the transition areas feel useless, thou I never found then useless in metroidvanias but that's why I'm asking.

X I got new music by Optomon. He allowed me to use his music for this project. Thats one of my personal favorites


But thanks to you both for replies hopefully more will answer my questions.
I'm also going to upload a video of me playing the game soooonissshhhhh, so in about 1-30 days (prolly the later than add 20 extra days) =D
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: X on June 04, 2019, 08:33:19 AM
I know that tune. Got the soundtrack he made before the project was cancelled  :'(
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on June 04, 2019, 10:03:19 AM
Yeah shame it was very pretty simons quest, with great music.
Wanted to play it on my nes =D
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Aridale on June 04, 2019, 07:44:25 PM
yeah Optomon is the man. You guys see Holy Relics?
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Foffy on June 17, 2019, 05:15:30 AM
Pardon me if this has been asked already, but how are you approaching the town and mansion design? I've been replaying Simon's Quest over the weekend in gearing up for Bloodstained (I usually go through many older 'vanias when a new one is about to release) and I am really soured on how everything is so samey. I'm playing a ROM hack that even adds an overworld map and everything has such a similar layout to it I still wouldn't be able to name locations based on screenshots because there's always a mirror template of that same space elsewhere, usually. The towns and mansions are especially bad because none of them are interesting aside from the two """bosses""" that you can fight.

Also, how do you plan on tackling dying and the endings? Will it follow Simon's Quest to a tee or would you take liberties with the strange life/continue system and maybe make the ending one where Dracula doesn't peek a hand out? :P
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on June 18, 2019, 07:06:53 AM
Foffy.

No worries I'm good at making games =)
I make them in the way I would like to play them.
And yes those questions have been asked earlier but I don't mind replying =)

Every town looks and feels different. Also some npc's have "soulsian" aspects, aka you will meet them again or some of them might die if you do some things differently.
Some towns even have their own event occurring and each have some plot aka story line encounters revealing life in that town.

Mansions all work differently like some clockworks platforming thingys, some are more tactical enemy defeating defeating. Each dungeon/mansion also has a boss.

Dying works the same as metroidvanias, you die game over, load saved game. Best mechanic so far ever invented for games.
Never ever liked respawn you lose nothing that way, that's the easy beginner mode video games thingy.
Same thing ruined diablo 2 compared to diablo 1 well also other factors, like non instant potions making you run arround enemies until full delaying progress for no good reason and the loss of horror atmosphere.

And yes no cliche ending with hand raising or even a grave. Most likely classic castlevania ending and few alt endings. Havent done those yet, currently remaking intro.

But thanks for asking, feel free to ask more you an also check out first post for changes compared to original, thou not all there.
You can also go hunting for screenshots of the game in the comments on some pages. Most of them old thou.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Belmontoya on June 19, 2019, 05:38:03 PM
Tho for though
Thou for if you want to sound like a Bible talk guy

Best wishes on your game!
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on June 20, 2019, 01:13:28 AM
Belmontoya

Unless we are back in the uni and I'm on an English exam I don't really care =)
Wrong forum for that I think. If you wish to have a discussion on writing try to find such topic or forum.
Even if you had Boo tell me to change my ways I would not. =D

But you should see me casual type in chat. You would prolly die from the amount of typos, etc I don't care to fix =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Belmontoya on June 20, 2019, 03:10:56 AM
Thou shall recognize thy humor.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on November 12, 2019, 11:25:08 PM
Just to pop in to say this game is still being made.
Finally got the intro done took a lot of drawing but its good now.
Improved overall looks of the game a lot also been drawing stuff for new towns.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Foffy on November 12, 2019, 11:29:53 PM
I was actually thinking about this earlier in the week. Do hope it (and you) are all well! <3
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on November 15, 2019, 04:03:03 AM
Foffy, yeah I'm semi fine. Depression, stress, being poor and unemployment bringing me down but I think I can manage. Thanks =)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/951e2063-811e-4af1-847c-4e33395744c3/ddkf70x-2ef38da0-abf5-4863-860a-c945e552e1f9.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzk1MWUyMDYzLTgxMWUtNGFmMS04NDdjLTRlMzMzOTU3NDRjM1wvZGRrZjcweC0yZWYzOGRhMC1hYmY1LTQ4NjMtODYwYS1jOTQ1ZTU1MmUxZjkucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.urlDHWZ0XbNdnGFXyhA64abDsf7BWrnRpAROX-bfFHo)

For cheering me up ill show you one of the intro pictures, missing animation in this and other sprites thou.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: eryson on November 24, 2019, 02:29:51 PM
This is a very nice scenario.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on November 25, 2019, 12:37:15 PM
Cheers. Animated simon will stand on the cliff in the intro, his hair and clothes waving due to wind.
Uploaded another intro image, but wont upload no more so that everything is not spoiled.

And yes I'm still going to make a video about the game but as you know me everything is always late what comes to this game.
Maybe for Xmas (most probably not for Xmas).

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/951e2063-811e-4af1-847c-4e33395744c3/ddl0b58-263f8462-7141-4d67-b506-926a5ef64c0d.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzk1MWUyMDYzLTgxMWUtNGFmMS04NDdjLTRlMzMzOTU3NDRjM1wvZGRsMGI1OC0yNjNmODQ2Mi03MTQxLTRkNjctYjUwNi05MjZhNWVmNjRjMGQucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.2BU1ac2AVDSrNTntt4IsU76jSZdwe-KfaJFRYnte0eU)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Foffy on December 16, 2019, 03:57:07 AM
Looks to be very inspired by Netflix Dracula there. :p
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on January 07, 2020, 01:59:26 AM
Yes =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Aceearly1993 on June 16, 2021, 06:05:30 PM
Hello! I might be a little too dumb to dig up old threads, but is this project still alive or in active state?
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: BLOOD MONKEY on June 16, 2021, 08:34:58 PM
Quote
Hello! I might be a little too dumb

1 year, 5 months, and 9 days.... Is that a record? ;P just teasin

Also note, user Wanhus was last active November 06, 2020, 12:25:47 PM.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Holy Diver on June 16, 2021, 11:02:51 PM
1 year, 5 months, and 9 days.... Is that a record? ;P just teasin
Just wait until someone necromances Cv3 remake thread again, those are always good. I think that one holds the record so far.

Edit: Nah, it was in Moonlight Sonata and it was 10 years.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on March 18, 2022, 01:08:19 AM
Yeah still alive.
Sorry had some stuff in my life...

The demo of this is now availiable with buggs and unfinished stuff and all.
Still being made thou but slowly.
Level Design and graphics takes time.

https://wanha.itch.io/simons-curse

Please give feedback!
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Aceearly1993 on March 18, 2022, 03:06:36 AM
Hello Wanhus!! It's glad to know you're still alive!
OK long phrase cut short and let me share some actual thoughts and opinions.
-The damage of enemies in the very first woods I think it could be decreased by one of two.
-The post-hit invincibility I think it could be exntended by 3-5 frames more.
-The load data function is bugged and unfinished? I can't load my save file saved at the very first church, thus lost all my progress for a good chunck of minutes. For this reason the game effectively prevents me from making further adventure progress and checking further locations.

Anyway keep healthy and stay safe! Best luck to you guys!!!
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on March 18, 2022, 07:20:15 AM
Tested saving on 5 machines with no problem.
I did transfer the game to new engine without testing so its possible.
(The engine change atleast affected in changing screen size mid game that sometimes crashes it)

Did you save correctly?
Saving happens by using the statues like in other castlevania games.
Talking to priest does not save the game.

When it comes to damage and inv. frames I need to think about it.

Also several areas are unfinished and have weird stuff in them.
Im also reworking several areas. Like Dungeon (manor) 2, I hate it its a mess.

Might also add tutorial or a quick quide menu.


Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Aceearly1993 on March 18, 2022, 04:17:13 PM
Indeed I was saving at the save point rather than talking to the priest. At load menu there's even information about saved location. Yet the saved game cannot be loaded, when it loads the game crashes.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on March 19, 2022, 02:58:22 AM
Thanks for this info.
I will fix it.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on February 20, 2023, 11:06:01 AM
(https://img.itch.zone/aW1nLzgzMTYyMjUucG5n/original/dyyKqS.png)

New Major update!
Download from itch.io: https://metzgermade.itch.io/simons-curse

Updated v0.52 D20.M2.Y2023

- New: three zones added

- New: two enemies added

- New: lost castle and its boss revamped/remade and finished

- New: Simon has knock back when hit by enemy

- New hidden secrets added

- New enemy death animations

- New music added

- New: alternative end affecting moments added

- New NPC's

- New decoration objects added

- Aljba improvements

- Added better and new effects to two unmentioned whips

- UI and shop control improvements

- Loading save fade to black effect

- Window centering after screen size change and on launch

- Various graphical improvements

- Yes No owerwrite question when starting new game on save

- Adjusted some enemy stats

- Fixed ingame screen size change crash

- Fixed leafs falling in sync

- Fixed simons corpse moving sometimes when dead

- Fixed music stopped playing in inventory after repeat loop

- Fixed Carmilla mansion correct door

- Fixed Red Une death animation

- Fixed several background sky textures not moving

- Fixed issue with boss musics not playing

Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on August 22, 2023, 08:20:22 AM
Updated v0.54 D22.M8.Y2023

Download: https://metzgermade.itch.io/simons-curse (https://metzgermade.itch.io/simons-curse)

- new secret area

- new miniboss

- new item

- new tilesets

- new story event

- new decor objects

- new menu options: turn on/off indicator

- key indicator on stairs, doors, etc usables

- improved gamepad control info: more info on buttons

- improved veros church: larger with new tiles

- improved intro: added moon fade

- added whip motion effect

- reduced throwing axe size

- redid holy water and other item graphics

- fixed pyre light position: + y coordinate to lower the light

- fixed flying in to space when jumping on and of from stairs

- fire transparrency added to some decor
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on September 02, 2023, 03:05:48 AM
MAJOR UPDATE!

And as always saves SHOULD be backwards compatible!

Download at itch.io!: https://metzgermade.itch.io/simons-curse (https://metzgermade.itch.io/simons-curse)

Major Update v0.60 D02.M09.Y2023

- added new story event

- added new tiles

- added new areas: veros to dabi, under river 1, under river 2, under river 3, dead river tunnel outside, debora woods 1, debora woods 2. debora woods 3, fetra debora, fetra

- added new decor objects

- added two new songs

- added new npcs

- added new shop

- added new item

- added new enemies

- added sound direction and distance (affect where sound comes from speakers and how loud)

- added item amounts to hud when equipped

- added sound to une dying

- added animated simons curse title to menu

- added menu bat

- added credits to menu screen

- added clouds to menu screen

- added slight color change to hearts value when at max hearts

- added axe blocked effect

- added garlic end effect

- added cat: you can pet it

- added new npc to veros

- added fire weakness to some enemies

- added ghost dying animation

- minor improvements to usable item graphics

- minor improvements to veros

- minor improvements to jova

- minor improvements to veros church again

- minor improvements to moving platform

- area changes: dennis woods 1 is larger now

- adjust: holywater changes: holywater drops down, holywater size increases, holywater sprite changes, holywater burnout effect

- nerf: reduced base heart max by 15: now 15

- nerf: level up heart max gain 10 -> 3

- buff: miniboss hp: certain miniboss hp 16 -> 18

- more zombies to aljiba

FIXES

- fixed buying leather armor but not getting it

- fixed typo in getting an axe

- fixed indicator for signs

- fixed whips text in menu

- fixed story event

- fixed dennis woods music transition

- fixed heartbeat playing even when its off

- fixed missing indicator option from ingame menu

- fixed start menu buttons vanishing sometimes

- fixed bug in ghost spawner: if player does not exist game crashed

- fixed bug with ghost: if player does not exist game crashed

- fixed non syncing background in start menu

- fixed water sometimes getting drawn twice making it less transparent

- fixed using old garlic item with secondary use button

- fixed zombie dying direction

- fixed weird scrolling camera issue
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Foffy on September 03, 2023, 01:34:28 AM
Wonderful to see this still worked on! Will give the recent version here a try.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on September 03, 2023, 01:44:17 AM
Yeah its been a long process Foffy. Feel free to leave any feedback on what you feel needs changing and what to improve. I have decided to be more active with it as I now have a lot more free time. Also it helps to cheer things up that some one made a video of it. Instead of getting 4 views a week maybe it now gets about 7-10 views a day thanks to that video.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Foffy on September 03, 2023, 03:37:36 AM
Really liking the vibe and presentation. Some of the early feedback I can give might feel like nitpicks, but it's a bit hard getting used to Up on the d-pad being used for so much. It being used to talk and enter doors, sure. But it's also the confirm button in shops and is the way you go down stairs? Is it an engine limitation where these features aren't like the NES counterpart or specifically a design choice?

Immediately I can tell this is an expansion to what the original game was, and that alone is praise. I've only dabbled up to the first mansion so I can't say how much this begins to deviate so my complaints are more of the really small stuff like the controls I mentioned and a few spelling errors. Clearly you made something that's solid so don't take my words here as hostile and harmful, but I imagine the cleanup happens further in finalizing the project. I'd rather say something now so they're possibly something to consider to make the game feel more polished and more "Castlevania" in the control differences especially.

I can already tell this will be a hard game, and I don't say that with criticism. I've died like four times already getting to the mansion. The fact blocks break and you can fall to your death is a change my old NES-driven brain isn't used to so I keep dying to what I'm not used to there. :P
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on September 03, 2023, 05:40:17 AM
Thanks for the good feedback. Sure I'll chance some of the use control button commands out. Like maybe shops working with attack and jump button and shield is quick cancel. But yeah sorry the up button as use/activate/open/enter comes from my nintendo 8 bit and sega genesis/megadrive past. I used to own a lot (traded a lot of games back then, also made money collecting and returning bottles) of side scrolling adventure/rpg games so pressing up was often talk/activate lever/enter building.

OH and no there are no engine limitations I made it myself I can change all. Thou some things I wont change as at this point it would require immense amounts of work as some of the early engine coding is poor. The first version of this game came back in 2008 =D. But dont worry that was when I made like 1 update a year. This year alone atleast 5. I'm trying to get this done 2024 or sooner. But true now that I'm out of work I'm also working on 2 other games (lots of free time) for commercial purpose as one tends to needs money. So I'm making a lot of games right now. But making one game helps the other, I think of new ideas or better ways of doing things I try to move it to other projects.

Also its good to know its difficult I was fearing it was way too easy. For me its a bit easy but I have played it hundreds of times (I usually can get from jova to aljiba without a single hit. Unless spiders shoot in a row). I was considering making it more diffcult that was the idea for the next patch (make enemies have more abilities and better AI, also to add more variety). If you want a tip, no matter what buy the holy water from jova. It does very good dps and can reveal secrets and destroy certain blocks. There are nice secret items and gold to be found that helps along the way.

For the typos yeah im a poor writer. I make a lot of typos everywhere but once its nearly done I'll have some people look at the texts to make them have less typos and improve the overall tone and poor writing.

Yeah I will do more cleanup later and more polish like and portraits to npc, add a lot of missing sounds, add ambient sounds, add music swap zones like castlevania game since SOTN, more story elements, add warning to enemies befoer they shoot or use special abilities etc etc.

The falling blocks yeah they are fun. I think all the mario games on nes, maybe contra/robotector and at least castlevania 3 has a lot of them. So much so you have to cheat with alucard to get past some of those parts =D. There are also dropping down block that drop from above. Thou same as the falling block they do give out a warning like shaking.

Also the second mansion is very cool atleast to me and the boss is nice. Tip dont let IT break too many of the statues or none, that can have an effect to the games story (if I can still keep saves backwards compatible, I do try to keep it so).

Thank you very much for the feedback Foffy. I do enjoy feedback. It helps me improve =)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Kamirine on September 11, 2023, 12:19:24 PM
Neat!  I’m going to go on and give this game a try!
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on September 11, 2023, 01:04:26 PM
Thanks Kamirine. I hope you like it or atleast think its promising in its current state. If you have any suggestions feel free to inform me. Already started revamping controls (about the use button (up button) for everything) and thinking of adding more gamepad mappings.
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on September 14, 2023, 03:01:41 AM
UPDATE!

And as always saves SHOULD be backwards compatible!

Download at itch.io!: https://metzgermade.itch.io/simons-curse

Update v0.61 D14.M09.Y2023

- added new enemy to wooded areas that only appears during the night

- added new enemy blood leech

- added new story event

- added new item

- added new npc

- added new music: fetra theme

- added red color shift to enemies when hit indicating weakness

- added more weaknesses to enemies

- added flower bushes and bushes tile, decor tiles, painting tiles

- added color change to shop text if you cant afford the item

- added xbox controller B (ps controller circle) to close shop

- added gold amount text float after picking up gold bags

- improved how signs work

- minor improvements to what npc's say

- minor improvements to aljiba church

- minor improvements to jova

- minor improvements to fetra

- minor improvements to fetra house

- changes to outside lighting color

- changed shop buttons for buying, xbox controller X and A buy (ps square and X)

- buff: garlic duration increased

- fixed few typos in npc sayings

- fixed zombie die direction again (oops)

- fixed fire elementals dropping blood

- fixed miss placed exit in dead river tunnels

- fixed missing merman 2 dying animation

- fixed missing indicator from mansion doorways
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on September 29, 2023, 06:11:12 AM
UPDATE!

And as always saves SHOULD be backwards compatible!

Download at itch.io!: https://metzgermade.itch.io/simons-curse

Update v0.63 D29.M09.Y2023

-added new town: aldra

-added 2 new items

-added new npcs

-added new enemies

-added ferryman

-added equip sound

-added more menu sounds

-added item sound to some pickups

-added cant buy sound

-added splash sound to simon exiting and entering water

-added new secret: under river tunnels potion

-added mist to dead river at night

-added new tiles: aldra tiles, shop sign tiles

-added fireball hit effect

-added zombie rise animation

-added zombie level 1 death animation

-added item descriptions to shops, so you finaly know what you are buying

-changes to all towns

-changed jova thorn whip seller house

-changed intro text

-changed veros priest

-changed some item descriptions

-adjust: zombie spawn distance

-nerf: hearth max base 15 -> 12

-improvements to item and equipment code base

-fixed some typos in intro

-fixed fetra shop giving wrong item after purchase

-fixed bug with leeches asking for nonexisting sprite causing crash

-fixed an issue where you could open multiple shops

-fixed issue with shop controls

-fixed issue with skeleton bones having missing weight that caused a crash

-fixed une level 2 spawners spawning wrong une sometimes

-fixed menu always checking what is equipped

-fixed being able to use shield while jumping

-fixed items sometimes flying in wrong directions while on stairs

-fixed being able to pick up potions even thou potions were at max
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on October 03, 2023, 11:14:57 AM
Hiya!

Had to do a quick bug fix due to saving the game causing a crash.

And as always saves SHOULD be backwards compatible!

Download at itch.io!: https://metzgermade.itch.io/simons-curse

Update v0.64 D03.M10.Y2023 Critical bug fix

-added npc portraits to chat screens

-added new npc

-added simon landing from high dust particles

-added item heart cost amount to item description as icon in inventory

-added item damage amount to item description as icon in inventory

-added sound to frog dying

-added various menu selection sounds, removed old one

-adjusted item heart costs

-improvements on item use code base

-minor improvements to item graphics

-set default screensize to 1024x960

-set default volume and sound lower

-fixed being able to obtain blue crystal without owning white crystal

-fixed aldra sign

-fixed glow orbs spawning form wrong position for shrine

-fixed heart value blinking over the limit

-fixed simon stairs sprite being above other sprites

-fixed issue with crashing when saving due to missing variable
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on October 21, 2023, 03:54:20 AM
Hiya!

And as always saves SHOULD be backwards compatible!

Download at itch.io!: https://metzgermade.itch.io/simons-curse

The Polishing Update 0.65 D21.M10.Y2023

-added inventory and settings open and close sound

-added orb pick up sound

-added gate slam closed sound

-added water level lower sound

-added spider level 1 die sound

-added bat wakes sound

-added bone throw skeletons throw sound

-added bone thrown destroy sound

-added effect for bone thrown destroy

-added effect for powering crystal devices

-added effect for gate slamming closed

-added effect shield forming from bones

-added effect for coin and heart pickup

-added effect for UI for coin and heart increase

-added whip damage amount to whip description as icon in inventory

-added armor amount to armor description as icon in inventory

-added new item: heart max container

-added 2 new hidden stats

-added new decor light

-added new npc

-added new tile: fence tile

-added show damage shows when enemy is immune

-added show damage color change when weakness to certain damage

-added load or main menu select to death screen

-mausoleum improvements: added exit to part 2, added crack in the floor, fixed tiles shadow and placement, added new tiles, fixed dropping tile sprites, green braziers added to front of the mausoleum

-changed certain boss reward

-increased gold amount from certain gold bag

-improved death screen art

-pad menu button also accepts selections in main menu

-minor changes to aldra locations

-minor changes to yuba lake

-minor changes to aljiba locations

-fixed unable to return back from dennis woods 2

-fixed aljiba caverns wrong music

-fixed respawning gold in mausoleum

-fixed some priests having wrong portraits

-fixed certain boss effect still lingering after boss is dead

-fixed missing other options indicator explanation

-fixed a bug that resulted in a certain weapon smith not spawning

-fixed mausoleum skeletons eye glows (sword, shield and throw)

-fixed indicator showing on shrine and devices when you cant use them no more

-fixed talking lock when speaking to several npcs at the same spot

-fixed boss hp bar being drawn over death screen

-fixed simon cant fall of the screen edges

-fixed having shield equipped while knock backed

-fixed level 3 skeleton thrower throwing wrong looking bones
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on November 10, 2023, 03:39:36 AM
Hiya!

And as always saves SHOULD be backwards compatible!

Download at itch.io!: https://metzgermade.itch.io/simons-curse

The Major Update v0.70 D10.M11.Y2023

-added new town: Andole

-added areas

-added new items

-added new story event

-added 2 new enemies

-added new npcs

-added new music tracks

-added more weaknesses to enemies

-added new status poisoned

-added more damage types

-added hud stats to inventory

-added status to inventory to show effects

-added weapon and item damage types icons

-added pressing 4 times F2 in main menu resets resolution and keyboard mappings

-minor improvements to wicker woods

-minor changes to jova holy water seller house

-minor changes to Carmilla cemetary

-minor improvements to jova church

-minor improvements to orb graphics

-minor improvements to boss hp bar graphics

-minor improvements to all candle graphics

-changed exp in inventory to show exp needed instead of current exp

-changed some enemies in debora woods

-increased fireball hit animation speed

-improved coding on several systems: various enemy related, simon attacking, item (there might be new bugs now, hopefully not)

-improved looping on some music tracks

-fixed ai sometimes getting stuck while airborne to walls (still not perfect, working on an overhaul to enemy code)

-fixed not being able to talk to some npcs during the night

-fixed owl reaction to garlic

-fixed holding controller attack button did not speedup talking text scroll

-fixed item text clipping over box in inventory

-fixed keyboard control item equip sound spam

-fixed npc sometimes stopped walking after you talked to them

-fixed day night transition visible in menus

-fixed item use automatic fire, switched to semi automatic (could accidentially cause multi items use)
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on November 30, 2023, 06:07:35 AM
Hiya!

And as always saves SHOULD be backwards compatible!
From version 0.73 (this version) onwards you dont have to move savefiles from old version folder to new version folder. Sorry for that.

Download at itch.io!: https://metzgermade.itch.io/simons-curse


Update v0.73 D30.M11.Y2023

-added new areas

-added 2 new enemies

-added new effects

-added new status

-added new secret

-added new tiles

-added new backgrounds

-added new music

-added new sounds

-added fullscreen option (only in main menu.)

-improvements to sadam woods

-improved day transition animation

-improvements to window graphics

-improved metzger made logo and added animation

-improvements to jova

-minor improvements to many locations

-minor improvements to several tile sets

-decreased flying skull spawn time

-fixed some block positions for improved jumping

-fixed npc's walking inside slopes

-fixed npc having wrong portrait in andole

-fixed some non moving paralaxes: sadam woods, andole, outskirts

-fixed collision mask with various spikes and traps (made them slighly smaller)

-fixed frogs no longer trying to crouch (yeah that was kinda funny)

-fixed level 3 bone throw skeleton wrong reverse sprite

-fixed missing tiles from debora woods

-fixed dead river passage tiles
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 05, 2023, 05:59:11 AM
Hiya mates! How are you doing?

And as always saves SHOULD be backwards compatible!
From version 0.73 onwards you dont have to move savefiles from old version folder to new version folder. Sorry for that.

Download at itch.io!: https://metzgermade.itch.io/simons-curse

Update v0.74 D05.M12.Y2023

-added balloon pod level 1 spore die animation

-added tutorial

-minor improvements to certain location

-minor changes to several sprites

-minor changes to another certain place

-fixed missing zombie die animations from day time swap

-fixed owls not in view during day time not despawning

-fixed missing indicator for certain thing

-fixed spike/trap hit boxes (again)

-fixed incorrect shadows in veros church
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on December 22, 2023, 10:12:14 AM
Hiya all and happy holidays!

And as always saves SHOULD be backwards compatible!
From version 0.73 onwards you dont have to move savefiles from old version folder to new version folder.

Download at itch.io!: https://metzgermade.itch.io/simons-curse

Update v0.76 D22.M12.Y2023

-added two new item (one of them is not visible in the inventory or usable but dont worry you SHOULD still have it)

-added new area

-added new miniboss

-added 2 new songs

-added new tiles

-added different hit effects for crit and normal

-added attack blocked sound for enemies

-added sounds for normal and crit hit

-added new decor objects

-changed certain other miniboss sprite

-improved hud graphics

-improved menu button graphics

-improved some item graphics

-changed minibosses do not get stronger during the night

-minor changes to aljiba

-adjusted several enemy damages, hp and exp drops (often doubling exp and lowering early enemy damage. Did not lower werewolf damage or hp, but increased exp gain)

-nerf: increased owl spawn distance a lot

-fixed exp displayed incorrectly in inventory

-fixed certain exp abuse gimmick
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on February 10, 2024, 07:31:32 AM
Hiya all!

And as always saves SHOULD be backwards compatible!
From version 0.73 onwards you dont have to move savefiles from old version folder to new version folder.

Download at itch.io!: https://metzgermade.itch.io/simons-curse

Update v0.78 D10.M02.Y2024

##features

-added continue system (ruby icon in the hud) to the game, dying reset the location you are in but you lose a bit of gold and exp and you lose the continue, praying at the church replenishes the continue

-added map (very basic) that shows location of the player (accessed with triggers on controller while in menu, backspace on keyboard (cannot be changed, yet))

##settings

-added scanlines option to turn scanlines on and off

##sounds/music

-added coin bounce sound

-added coin bag pickup sound

##graphics and effects

-added more animation frames to coin

-added coin bounce

-added effect ferry boat weight

-added ferry boat light

-added oar end piece to ferryman

-added effect for dropping blocks breaking when hitting ground

-added effect for some corpses/items colliding with liquids

-added effects for holywater water collision

-added effect for spider web bolt colliding with ground

-added hearts float on water

-added new tiles (joma marsh trees)

-added simon idle animation

-added button indicator for setting 5

-added few different button/key graphics for indicator

-added new church doors

-added lights out effect to candlesticks

-added new npc sprite

-added animation to shrine

-added wings to shrine

-improved shrine orb graphics and animation

-improved bonfires

-improved intro animation

-improved mausoleum platform graphics

-improved some decor object graphics

-improved menu border graphics and background

-improved many npc graphics

-improved device graphics

-improved death screen graphics

-improved several background images

-improved most tile graphics

-improved several enemy sprites

-improved several enemy animations

-improved waterfall graphics

-improved tree leaf graphics

-improved aljiba lampposts

-changed some text colors

-altered simon sprites

-altered simons curse logo colors

-altered vaniamania logo

-altered metzger made logo anim

-adjusted sunray visibility time

-changed simon midair attack sprite

##location

-added area between carmilla cemetery and aljiba

-changes to joma marsh

-changes to dabis path

##codebase

-added system to check if the player is using keyboard or controller (could be used to to show correct use/action/etc keys/buttons with the indicator)

-reworked most of the enemy AI coding (it does not show that much on the outside, but all the fixes with the enemies are because of it)

##Controls

-can also equip item1 with the item1 use key/button

-pressing inventory or options button/key while either is active while now close the current menu instead of changing it

-both start and select work in death menu

-added gamepad setting 5 (up button does nothing, use/talking/entering is via top button, item use buttons are bumbers)

-gamepad triggers swap menus from inventory to options

-ingame options selection position resets when closed

##nefs/buffs/changes

-nerf: holy water is not very effective in water

-buff: when starting new game player has 3 more ingame hours before night time

-change: werewolfs now only roam at night

##fixes

-fixed issue where player would take damage above noxius ponds without hitting them (turns out this was a conversion issue in hitboxes, should not cause anymore issues)

-fixed issue where player would take damage above spikes without hitting them (turns out this was a conversion issue in hitboxes)

-fixed player getting stuck on roof slopes

-fixed werewolf fixes: not using slopes, getting stuck on slopes when jumping, getting stuck on walls

-fixed slime not using slopes

-fixed some enemies shooting from outside of view

-fixed weird behavior with bone throwing skeletons (getting stuck, trolling platforms, staying airborne, getting stuck on ground, throwing bones without animation)

-fixed frog enemies sometimes getting stuck on walls while jumping

-fixed some flying enemies under some objects they should not be

-fixed player jumping out of water splash y pos too high

-fixed mausoleum exit door being closed when boss defeated

-fixed inventory clock not having minutes and hours in double digits (when less than 10)

-fixed certain drop that you were not supposed to die from

-fixed issue with new game in empty save slot trying to load a save

-fixed a lot of typos
Title: Re: Simon's Curse, metroidvania game based on Simon's Quest
Post by: Wanhus on March 06, 2024, 11:15:04 AM
Hi!

As always saves SHOULD be backwards compatible!
From version 0.73 onwards you dont have to move savefiles from old version folder to new version folder.

Download at itch.io!:
https://metzgermade.itch.io/simons-curse

Update v0.80 D06.M03.Y2024

##story related

-added hints where to go next that ties in with the story

##location

-added several new areas

##enemies, npc and objects

-added 5 new enemies

-added new lights

-added new decor object

##graphics and effects

-improved map graphics (it's a lot better now)

-improved jova town trees

-improved sky/cloud graphics

-improved intro graphics and some animations

-minor changes to  several locations

-added new effect reflecting mirrors

-added new backgrounds

-added several new tiles

-added new background to aljiba

-added item box graphics in invetory

-added unknown location map marker

-added coin bag dropping in water effect

-added mist effect to an area

##nefs/buffs/changes

-added item to enemy drop list

##codebase

-changed lighting code a bit to allow more adjustable lights

-added better loot tables and improved its coding

-luck now works and affects things such as loot tables (and there is one item that gives a bit of luck)

-added continue delay, so that respawn is not instant but still quick

##fixes

-fixed few light positions

-fixed some breakaway blocks having wrong color

-fixed missing portrait from intro

-fixed intro chat text swapping too fast

-fixed few non moving backgrounds

-fixed merman jumping out of water splash effect too high

-fixed jumping merman not facing player

-fixed not getting exp from killing a jumping merman

-fixed very rare case where map would not work

-fixed certain drop being deadly when it should not be (again)

-fixed few missing tiles

-fixed menu logo being over scanlines