Castlevania Dungeon Forums

The Castlevania Dungeon Forums => Fan Stuff => Topic started by: Corpsecrank on February 28, 2012, 03:01:18 AM

Title: Veil of Shadows
Post by: Corpsecrank on February 28, 2012, 03:01:18 AM
Veil of Shadows is going to be based on the cancelled 32x game bloodletting.

Not a whole lot is known about bloodletting. We do know what the characters would have looked like and that richter, an unknown character, and maria are all involved. Much of the resources that were supposed to be in bloodletting went into symphony of the night. Because of that I am using the sotn graphics to build the stages. The stages will be loosely based on the original castlevania but I want to stress the loosely part of that.

This is going to be a stage by stage game. Once a stage is clear there is no going back. Stages are fairly open in design which should allow some exploration on a per stage basis before finding your way to the boss and clearing out the stage. There may be alternate routes to the final stage not sure just yet.

Right now I am deciding on audio. I don't know what music is going in for sure or what sfx will be used.

The plot will try to explore what might have happened in bloodletting but since no one actually knows it will be a guess.

That is the concept I settled on for this one.

UPDATE: 5-28-2012


I am at alpha build 009 today. I finally have something to show also. Not the greatest video I have ever done but my software isn't running under 8 very well so I had to record it as an avi and then edit it in vegas. Otherwise it would have been much higher quality.

Veil of Shadows Alpha Build 009 (http://www.youtube.com/watch?v=hpP4YQagfyo#)

It's pretty rough right now. There are a few issues I want to iron out. Attacking while jumping causes the character to halt forward movement and drop right where you attacked at. The wall jump which you don't see in the video works but not as well as I want. I can fix that when I add running up walls and back-flipping off of them. The cross is just kinda tossed together not really functioning as it should but I needed to have an action applied to the throw button. Attacking is actually 3 parts. You can press attack once twice or three times to combo but in the video it is hard to catch because all the frames are alike and not well timed because of that fact. When I have time to build new frames to fill in the combo it will look much much better. You can however combo with the cross just fine which I will show in the next video. All of the environment was built on the fly so I could test and none of it is staying so you won't actually see any of that in the game it's just test filler. Quite a bit of the character frames need touched up since they weren't finished when I added them in. They were close enough to use though. The music is just placeholder noise and there are no sfx. The title screen is not finished yet either. The start and options will both be styled text that matches the title and I may do a few other things.

Long ways to go. I do have to say that the game plays really well. The controls respond quickly and feel nice. The things that work work exactly as I wanted which means this software is absolutely capable. The control doesn't feel sloppy or cheaply handled at all and I haven't even gotten started lol. At this point I am excited. I can see this is going to work out really well. It might be a while before I have anything to show though. I have a lot of work to do building frames I need and tiles. Once I get enough done and I have something to show I will update again.

Title: Re: Veil of Shadows
Post by: Aridale on February 28, 2012, 06:17:28 AM
Ive never used construct classic but construct 2 is great. Is 2 similar?
Title: Re: Veil of Shadows
Post by: X on February 28, 2012, 09:47:06 AM
Sounds like you're really getting into your new program and also enjoying it too. And if you've cranked out a start-up screen in just 3 hours instead of the 3 days with MMF2 then you could very well have a game ready in just a couple of months. Keep goin' dude!
Title: Re: Veil of Shadows
Post by: Mega Man Model T 101 on February 28, 2012, 12:48:17 PM
Now THIS looks a whole lot better than the Games Factory by a long shot! Can you provide the download for the program? This'll help me out a TON!
Title: Re: Veil of Shadows
Post by: Corpsecrank on February 28, 2012, 03:58:08 PM
Ive never used construct classic but construct 2 is great. Is 2 similar?

Yes it is because this was the predecessor to Construct 2 but the biggest difference is that Construct Classic exports to an exe with optional installer and Construct 2 is HTML5 and since I don't want a browser game or a game that needs flash to run I can't use flash or C2. I tell you if C2 supported exporting as exe I would pay 79 bucks for a copy just to play with it.

Now THIS looks a whole lot better than the Games Factory by a long shot! Can you provide the download for the program? This'll help me out a TON!

This is worlds better I can tell you that much for sure as I tried both.

http://sourceforge.net/projects/construct/ (http://sourceforge.net/projects/construct/)

Sounds like you're really getting into your new program and also enjoying it too. And if you've cranked out a start-up screen in just 3 hours instead of the 3 days with MMF2 then you could very well have a game ready in just a couple of months. Keep goin' dude!

Precisely what I had in mind. With something this easy to use I figured creating an example and showing it here might help others that want to create stage based games without all the code learning. Personally I won't hesitate to get my hands dirty and learn code and build that way but not everyone has to time or ambition to do that or code is just not their thing. 

By the way I have more than just the title in and I haven't even started today. I added a background to the blank area in the video and tonight I am going to start adding the character and making it move. I think building the stage is going to take most of the time. Chopping up the graphics and designing a stage will take a lot of time compared to setting it up in Construct. You spend the least amount of time making your material function in construct and the rest just deciding what and how you want things to work and then getting the art ready.
Title: Re: Veil of Shadows
Post by: Aridale on February 29, 2012, 06:18:06 AM
Im pretty sure construct2 can export to exe. I dont have it installed right now but I do own it and Im pretty sure I remember seein that option
Title: Re: Veil of Shadows
Post by: Corpsecrank on February 29, 2012, 06:33:38 AM
Im pretty sure construct2 can export to exe. I dont have it installed right now but I do own it and Im pretty sure I remember seein that option

When I asked on the board they said HTML5 only so guessing it only exports as HTML5. I wish it had the option to go to exe I would probably snag a copy if it did. But classic seems to do pretty good.

Also I updated the first post. I will just be clearing and updating the top post from this point on to keep it simple.
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 01, 2012, 06:01:46 PM
Just a mini update because of the recent stuff I did not involving this directly.

I just spend 2 days fighting with my system because I installed the win8 consumer preview. I always install the new beta as early as I can I just didn't know they were releasing this the other day. Not a huge problem I have pretty much everything running ok right now.

Construct works and so does all the other stuff I use to work on my projects so it should be business as usual again. I plan to start working on tiles again tonight actually.

I would say it is safe to install the consumer preview for anyone interested. If you do be sure to hit up http://www.eightforums.com/ (http://www.eightforums.com/) for any problems you run into. The community is huge and really helpful the entire place is basically there just to help solve issues you have with the OS. I was hanging around the seven forum back when win7 was beta.

Also I was surprised it took AMD less than 24 hours to get a working display driver out the door. I spent almost 8 hours fighting with an older one to force it into the system and make it work lol. I no more than got it working and then they were like here is a working version :(
Title: Re: Veil of Shadows
Post by: Inccubus on March 02, 2012, 02:12:54 AM
How is it? it looks like they're trying to turn windows into a PS3/XBOX style dashboard.
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 02, 2012, 04:51:05 AM
Well it is and isn't like that. It is in a way when using the metro ui but mtero so far only replaces the start menu with a full screen dashboard style deal I should make a video really. Just so you guys can check it out. The "apps" for 8 don't actually close there is no close button anyhow and when you leave the app it suspends. If you do enough and the system needs the memory the app is suspended in it closes it automatically. It's actually really awesome. Suspending allows things to start incredibly fast the next time you go to use it.

the metro ui if setup properly is really useful and good. A lot of people didn't give it a chance and disabled it. That is actually a mistake. It is much better than the old start menu you just have to be brave enough to try it out before dismissing it. Even with keyboard/mouse it works well. You can pin all the things you use the most to it in "clusters" making it easy to access everything.

So far I like it a lot. I plan to stick with it from now until release and then I will go grab a full copy. I did the same with 7.
Title: Re: Veil of Shadows
Post by: Aridale on March 02, 2012, 06:18:49 AM
interesting... that might be my weekend project. You runnin it off a standard hd or ssd? How big is the full install?
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 02, 2012, 06:27:08 AM
I'm not sure how big the install is I installed it right from the windows 7 desktop from a 5mb installer file provided by microsoft. It downloaded and installed the 8 preview. There is no going back once you do that either it does not dual boot that way or allow going back to 7. You can download an ISO installer instead if you want to try to dual boot with the 8 preview.

I run it from a western digital raptor who can afford an ssd? The price and reliability of those drives is not cutting it if you ask me lol. I don't know how well an ssd works with 8 I saw there were something you had to know about using them on the 8 boards but since I don't have an ssd I didn't read up on it.
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 02, 2012, 07:38:01 AM
Here is a quick look at what 8 is all about. I wanted to show just how fast accessing things in 8 can be with the new interface and why people shouldn't be so quick to disable it and revert to old methods like classic start.

Win8 Consumer Preview - Metro UI Advantages (http://www.youtube.com/watch?v=WYIXAmUwN-A#ws)
Title: Re: Veil of Shadows
Post by: Aridale on March 03, 2012, 10:22:08 AM
I have an ssd I run 7 and my most important programs off of =D It really is an amazing difference. Everythin else is on a 2t drive and thats where win8 is gonna go. Its DLin now almost done then Im gonna install it dual boot
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 03, 2012, 10:24:28 AM
Make sure you get the ISO version of it or it won't give you a dual boot option.
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 05, 2012, 01:14:50 AM
Current status:

Just a heads up on where things are at. Apparently several emulators will not run under win8. Tile ripping is no longer an option because of that since I would need an emulator to rip with. Right now I am building tile sheets from full backgrounds I am just pulling the backgrounds apart into tiles and arranging sheets from there.

This is going to be a slow process without an emulator and tile viewer to yank tiles from the games directly. But the results are essentially the same. For now that is what I will be working on but expect some time before I make another update because of that. Once I have some tile sheets finished then I will update. I am going to release the tile sheets right off once I finish them anyhow. They might save someone else time and can also be used as an example and starting point if anyone else wanted to start breaking up backgrounds.

Anyways it's going to be a lot of tedious work for a while.
Title: Re: Veil of Shadows
Post by: X on March 05, 2012, 09:51:08 AM
You can always visit sprite website. They've already done the work for you.
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 05, 2012, 12:54:10 PM
You can always visit sprite website. They've already done the work for you.

No that's the problem actually they already took all the tiles and made a full map from them now I have to go through and break the entire thing back down as best I can. I would have much rather opened the rom and grabbed the tiles exactly as they were.

I spent the day working on doors today. I posted them in the sprite thread also. That knocks one thing off the list. I have a good chunk of the tiles I need for the first stage too so pretty soon I can start piecing together a stage in construct. Its just super time consuming this way. Gotta toss a good playlist on and jam out while I work and just get lost in it lol.
Title: Re: Veil of Shadows
Post by: X on March 05, 2012, 05:39:32 PM
Oh, so you're talking about a tile ripping program. Okay I can understand that. I guess it would make sprite and tile ripping difficult with a finicky win8 program. Maybe you could download a set of win8 drivers that would allow you to use certain emulators?
Title: Re: Veil of Shadows
Post by: Aridale on March 05, 2012, 06:53:26 PM
thats the only way Ive ever done it... either from screenshots I make myself or the stage maps from vgmaps or spriters resource
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 05, 2012, 07:20:58 PM
thats the only way Ive ever done it... either from screenshots I make myself or the stage maps from vgmaps or spriters resource

Painful though isn't it? I wanted to shortcut this some and open the rom and use the tile viewer to pull a whole sheet of tiles already broken apart. I could have just saved that then opened it in photoshop and separated all the tiles in seconds and moved on. So now what could have been only a few hours of work has turned into days and days lol. But hey that is usually how it goes with this type of thing.

Oh, so you're talking about a tile ripping program. Okay I can understand that. I guess it would make sprite and tile ripping difficult with a finicky win8 program. Maybe you could download a set of win8 drivers that would allow you to use certain emulators?

The problem is actually the emulator I will have to wait until the emulators I want to use get an update or an emulator that runs on 8 is released. If neither of those things happen I have to find a workaround like running the emulator in a virtual OS it is compatible with or dual booting an older OS on this machine etc. Pretty much going to wait a while and see if the update happens before I go getting into the other options.
Title: Re: Veil of Shadows
Post by: Kale on March 05, 2012, 08:31:24 PM
That does seem nice. When I saw it when it was first announced I thought they were getting rid of the desktop... I was like omg.... you idiots. But since they didn't I'm feeling better about it.

I do tend to like lists (or lists with details) more than icons but it doesn't seem bad. One question on Win8... can you bring up start with the start button? I use it constantly as it is. And I like the button for the most part.

Not much for me to say on your game since there isn't much to see.
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 05, 2012, 09:05:17 PM
That does seem nice. When I saw it when it was first announced I thought they were getting rid of the desktop... I was like omg.... you idiots. But since they didn't I'm feeling better about it.

I do tend to like lists (or lists with details) more than icons but it doesn't seem bad. One question on Win8... can you bring up start with the start button? I use it constantly as it is. And I like the button for the most part.

Not much for me to say on your game since there isn't much to see.

Yeah you totally can use the win key by it's self to access the metro start. That metro ui basically is the new start menu I mean everything else is basically win7 style. There are other notable features like app suspending. You don't need to close any of the win8 apps they suspend and if the system need the memory those apps are using it closes them out and uses it. Moving files now shows a bandwidth graph as the progress bar so you can see the speed and progress in one shot it's really nice. You can access the metro start at least 4 different ways I can think of right off. There is a start hotspot in the lower left corner you bring up by bumping the edge and there is also the right hand menu which has a name I can't remember right now. The win key will bring it up and dragging the desktop "closed" also brings it up. So whatever works for you. I prefer the desktop close method or win key if stuff is open and I can't drag the desktop down.
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 11, 2012, 03:01:39 PM
Just updated the top post. I will be posting a stage design soon also maybe tonight or tomorrow just depends It's almost done so if I stay on it today I might have it up tonight.
Title: Re: Veil of Shadows
Post by: darkmanx_429 on March 11, 2012, 09:03:34 PM
Just updated the top post. I will be posting a stage design soon also maybe tonight or tomorrow just depends It's almost done so if I stay on it today I might have it up tonight.
Yippie!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 12, 2012, 05:36:37 AM
Yippie!!!!!!!!!!!!!!!!!!!!!!!

:)

I ended up crashing early last night must be all this nice weather and clocks changing. I should have the stage design up some time today since I am working on it right now before it warms up outside and I don't want to sit at my computer.

UPDATE:

Fuck it I'm scrapping this stage concept lol. This just isn't going where I want it to. The idea strayed to far or something and things got sideways so I am going to start over from scratch on the design.

I'll attach a peek at where things were though. I don't think the open level design is going to be a good idea either. It sounds great at fist but when you really consider how it would actually play out in the game maybe I shouldn't include it. I think I may go back to a more linear style of stage.
Title: Re: Veil of Shadows
Post by: darkmanx_429 on March 12, 2012, 10:03:13 AM
:)

I ended up crashing early last night must be all this nice weather and clocks changing. I should have the stage design up some time today since I am working on it right now before it warms up outside and I don't want to sit at my computer.

UPDATE:

Fuck it I'm scrapping this stage concept lol. This just isn't going where I want it to. The idea strayed to far or something and things got sideways so I am going to start over from scratch on the design.

I'll attach a peek at where things were though. I don't think the open level design is going to be a good idea either. It sounds great at fist but when you really consider how it would actually play out in the game maybe I shouldn't include it. I think I may go back to a more linear style of stage.
Can you elaborate more on what you are trying to do with your stage design?
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 12, 2012, 10:49:26 AM
Nothing at the moment. My original idea wasn't going the way I wanted it to so right now I am doing nothing with it. I am going to go back to focusing on characters. Once I do decide to work on stage design again I will figure out how I want to go about it.

I originally wanted a somewhat open level but it isn't going to fit well enough. Because of that and the design not really working for an open level I said hell with it and will just start over on it once characters are done. I will have more time to design a stage if I am not flip flopping between stages and characters. I tend to jump around with things because I hate to look at the same thing all the time but some times it doesn't work out lol.

So yeah probably going to figure out a linear stage design that works once I finish working on these 32x characters.
Title: Re: Veil of Shadows
Post by: X on March 12, 2012, 10:55:43 AM
Quote
Once I do decide to work on stage design again I will figure out how I want to go about it.

It might be easier if you were to sit down and sketch out your level designs on paper. Many game designers used this method. Once you like what you see on paper then implement the designs to your computer. I have not used this technique, however this is something you might want to do if you are having trouble conceiving ideas.
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 12, 2012, 03:09:08 PM
Initial I thought about how I should build the stages like rough an idea in on paper etc. I am actually faster working in photoshop than I am drafting on paper though. On the pc I have an advantage because I can use actual graphics to visually design a stage and since the graphics are what will be seen I can turn that design into a functioning asset of the project.

I have an idea how the stage should be that isn't to hard the problem is that some of the concepts I had just don't fit well overall. No big deal I go back to planning and change things up a bit. Like I said though still so much to do with characters.

I think tonight my goal is to try to finalize my long overdue richter sheet. I need that as a base for the rival and it might help to finish out richter before continuing that. I don't have an awful lot left to do with richter at the moment just polish and a couple missing frames I need.
Title: Re: Veil of Shadows
Post by: darkmanx_429 on March 12, 2012, 05:46:49 PM
It might be easier if you were to sit down and sketch out your level designs on paper. Many game designers used this method. Once you like what you see on paper then implement the designs to your computer. I have not used this technique, however this is something you might want to do if you are having trouble conceiving ideas.
This is true, however I would say ALL true game designers do this not many. It all starts with the High Concept document. It used to be called a "game design document." I think X is right. I think before you even start the photoshop phase, you should get all your ideas written down on paper. List exactly what stages that you want to be in your game, how they lead into one another, and every part of the stage flow. I am sure when you start making a High Concept for your game you'll start getting all sorts of ideas even though you haven't hit the photoshop yet. A book I suggest if you are serious in game art and design is called "The Skillful Huntsman." It's the video game design bible.
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 12, 2012, 05:56:35 PM
This is true, however I would say ALL true game designers do this not many. It all starts with the High Concept document. It used to be called a "game design document." I think X is right. I think before you even start the photoshop phase, you should get all your ideas written down on paper. List exactly what stages that you want to be in your game, how they lead into one another, and every part of the stage flow. I am sure when you start making a High Concept for your game you'll start getting all sorts of ideas even though you haven't hit the photoshop yet. A book I suggest if you are serious in game art and design is called "The Skillful Huntsman." It's the video game design bible.

That much was already done. Concept is simple and planning out a design takes almost nothing. I simply use photoshop as a way to visually design concepts. All the rest of the stuff is in a document. I can reference the doc any time I need to but for a game this simple it almost wastes time to be so thorough.

I just don't want to halfass my stages which is why I scrapped an otherwise great start on a stage. Not that the effort or material goes to any waste in this case since I can use that start later in an animation anyhow. Most of the graphics I create for games can easily be reused in animation projects later on. It works in reverse also actually as I am using graphics designed for animations to create games now.
Title: Re: Veil of Shadows
Post by: darkmanx_429 on March 13, 2012, 08:15:16 PM
That much was already done. Concept is simple and planning out a design takes almost nothing. I simply use photoshop as a way to visually design concepts. All the rest of the stuff is in a document. I can reference the doc any time I need to but for a game this simple it almost wastes time to be so thorough.

I just don't want to halfass my stages which is why I scrapped an otherwise great start on a stage. Not that the effort or material goes to any waste in this case since I can use that start later in an animation anyhow. Most of the graphics I create for games can easily be reused in animation projects later on. It works in reverse also actually as I am using graphics designed for animations to create games now.
I disagree. Concept and design is the hardest,biggest, and most important part of not just level but game design in general. Everything may look good on paper, it may even animate and look good but if you don't have good level design it will all fall apart. Hell, you may even find out after you are completely done that certain things about certain levels work or don't. Be it props, lighting, stage flow etc. I could go on about a billion other things that come up that you just won't see until you are done. It is said that the hardest part of making a video game is that final 5% because it takes not just your eyes but many eyes to constantly playtest and replay your game. Pretty much all the way up to the shipping phase. One good practice you seem to got down is reusing stuff. That'll help you out all sorts later on as I am sure you already know. Also, if you have some sort of stages already pre-planned on paper, photoshop, or otherwise it would help every one that supports your project to brainstorm with one another. You should post more of your ideas on your thread. I'd like to give you more feedback. Great Job on cranking out the stuff you are doing so far as it looks pretty impressive.
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 15, 2012, 09:55:58 AM
I will be updating again soon but probably with characters. I won't come back to stages again till I have enough done with characters. I want to be able to go in game with a character and move around in a stage so I can see exactly how it plays. Hence my decision to focus on characters first. Once I have that I can dedicate some serious time to stage design which is going to produce better results I think. Especially being able to play test stages as I design them. When I get the first stage playable there will be a demo for sure.
Title: Re: Veil of Shadows
Post by: Aridale on March 15, 2012, 04:13:30 PM
you dont need a finished char tho. All you really need is a rectangle the size of your chars collision. You can make your entire game with literally just different color and size squares then put in the art as its done. Hell you could even use programmer art to start with if ya want

Ive never started on a game idea or anythin with graphics in place. Ive always used primitives and the like for everything. Once its workin how I want it I make all those invisible (for 2d) and map everythin out of tiles/sprites and keep the now invisible primitives for collision. In 3d you use shapes roughly the shape of your parts in your game then replace em with the finished game art as it comes. The important part is the collision mesh stay approx the same.
Title: Re: Veil of Shadows
Post by: TheouAegis on March 16, 2012, 09:33:34 PM
I'd personally delete those little placeholder boxes, but that's me.

That method would help a lot of beginners learn to stop using a single sprite for enemies with weapons. They never seen to grasp the difference between, "The enemy will attack by pulling out a sword and swinging it," from, "The enemy will attack by widening its collision mask to accommodate the wider sprite."  The only time I ever needed to change a bounding box in-game was for the Crusher Spikes from CV3, which have a small glitch where the invisible object moves 16 pixels farther (8 pixels either direction) than the Crusher's tile itself. And that wasn't really necessary, it was just something I added in (and tweaked because GM has a serious typo in it relating to collision masks) because I wanted my engine to simulate CV3 as closely as possible.
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 28, 2012, 07:56:22 AM
First post updated with the current progress and a video. Keep an eye out for the attack getting stuck lol I had to throw the cross to unstick it.
Title: Re: Veil of Shadows
Post by: darkmanx_429 on March 28, 2012, 10:49:58 AM
First post updated with the current progress and a video. Keep an eye out for the attack getting stuck lol I had to throw the cross to unstick it.
Looking good, I like the little training aspect you should keep that in for the full game. You could even add obstacles and challenges i.e. destroy this stack of blocks within this time limit. The way the cross/boomerang attacks is sweet. What program did you decide to use anyway for the game was it Construct 2? I have some new stuff on coming soon for my game as well...keep me posted on your progress! Nice to see it coming along!
Title: Re: Veil of Shadows
Post by: Corpsecrank on March 28, 2012, 03:34:59 PM
Looking good, I like the little training aspect you should keep that in for the full game. You could even add obstacles and challenges i.e. destroy this stack of blocks within this time limit. The way the cross/boomerang attacks is sweet. What program did you decide to use anyway for the game was it Construct 2? I have some new stuff on coming soon for my game as well...keep me posted on your progress! Nice to see it coming along!

Well I am actually kinda bummed that I can't use construct 2 I need my game to be standalone and not tied to a browser or I would definitely be using construct 2. I am using construct classic since it is free has no real limitations on use and exports directly as an exe.

If they added the ability to export as standalone dx10 or dx11 in construct 2 I would actually buy a copy on the spot. But since it is limited to ONLY html5 I just can't justify buying it. Even if it would allow people to play the game offline. I would still have to distribute the game through the browser and then support is tied into a browser because of how the games are updated with it. It would allow an auto update as the game changes but that is the only perk and it just isn't enough reason to change.

I keep trying to talk them into adding standalone to construct 2. Just because html5 is easy to use and capable doesn't mean all games are going to use it from this point on. Lots of games are still going to rely on directX.

But yeah things are progressing nicely. I have been pretty busy so what you see right there is actually only about 10 or 12 hours of work in construct at most. I probably won't be working in construct again for a while though since I need new frames to polish the current animations so I am going to be spending lots of time in photoshop getting that stuff ready.

The next time I update I want to provide an actual demo. You can't tell how the game is actually going to play based on a video alone. With a demo you guys could actually try out the controls and see how smooth this plays. So next time around I should have polished animations for what is in and collisions masks so there will be a dummy monster to beat up for testing the combo system.
Title: Re: Veil of Shadows
Post by: darkmanx_429 on March 31, 2012, 07:23:08 PM
Well I am actually kinda bummed that I can't use construct 2 I need my game to be standalone and not tied to a browser or I would definitely be using construct 2. I am using construct classic since it is free has no real limitations on use and exports directly as an exe.

If they added the ability to export as standalone dx10 or dx11 in construct 2 I would actually buy a copy on the spot. But since it is limited to ONLY html5 I just can't justify buying it. Even if it would allow people to play the game offline. I would still have to distribute the game through the browser and then support is tied into a browser because of how the games are updated with it. It would allow an auto update as the game changes but that is the only perk and it just isn't enough reason to change.

I keep trying to talk them into adding standalone to construct 2. Just because html5 is easy to use and capable doesn't mean all games are going to use it from this point on. Lots of games are still going to rely on directX.

But yeah things are progressing nicely. I have been pretty busy so what you see right there is actually only about 10 or 12 hours of work in construct at most. I probably won't be working in construct again for a while though since I need new frames to polish the current animations so I am going to be spending lots of time in photoshop getting that stuff ready.

The next time I update I want to provide an actual demo. You can't tell how the game is actually going to play based on a video alone. With a demo you guys could actually try out the controls and see how smooth this plays. So next time around I should have polished animations for what is in and collisions masks so there will be a dummy monster to beat up for testing the combo system.
Cool man, be sure to keep us posted on your video progress...
Title: Re: Veil of Shadows
Post by: Corpsecrank on April 04, 2012, 06:09:30 PM
I have been away for a few days now but came back just to update on what has happened. Life just kicked my ass this week. I don't know what is going to happen next. I still want to continue with my game but I can't at the moment in light of what has happened.

If or when I get back to normal I will be here but right now I have to handle some changes.
Title: Re: Veil of Shadows
Post by: Las on April 04, 2012, 06:21:47 PM
I just seen that video on page 1 of your startup engine. Did you make extra frames for richter's jump? I swear i seen an extra frame or too in their? I thought your added sprites you showed in you video of your sprite sheet on richter was cool. Yeah you defeintly had some good ideas their. Especially liked the sprites of him hanging with his whip to pull him across a ledge and the one's where when he dies, instead of massive blood gushing like in sotn his sould ascends to heaven. Yeah those are definetly some kick ass concepts man for sure. BTW when the hell did they come out with windows 8? I've never heard of that. Last is know is windows 7? Then again i have'nt even been to a best buy or pc place in a while.
Title: Re: Veil of Shadows
Post by: Corpsecrank on April 04, 2012, 07:31:00 PM
Windows 8 was released like a couple weeks ago but it's still super buggy since this is a consumer preview version. The RC version will be out pretty soon which should be a lot more stable and compatible. The full release is due in october this year. Learn more here if you are interested http://www.eightforums.com/ (http://www.eightforums.com/)

It looks as if there are new frames in his jump animation because those frames do not follow the original sotn setup. I used the normal sotn frames but mixed them up a little bit and it looks pretty good I think. I still want to fill out my richter sheet a lot and polish it some. I would like to release the entire sheet at some point. I even considered gathering stuff other people have done and adding it to the sheet I have before I release it and release it as a "master" sheet.

I am really disappointed that things have gone how they have. I am really really itching to continue on my game but things are so crazy right now I just don't know what will happen. My head is kinda spinning these days :(
Title: Re: Veil of Shadows
Post by: darkmanx_429 on April 07, 2012, 12:44:55 PM
Windows 8 was released like a couple weeks ago but it's still super buggy since this is a consumer preview version. The RC version will be out pretty soon which should be a lot more stable and compatible. The full release is due in october this year. Learn more here if you are interested http://www.eightforums.com/ (http://www.eightforums.com/)

It looks as if there are new frames in his jump animation because those frames do not follow the original sotn setup. I used the normal sotn frames but mixed them up a little bit and it looks pretty good I think. I still want to fill out my richter sheet a lot and polish it some. I would like to release the entire sheet at some point. I even considered gathering stuff other people have done and adding it to the sheet I have before I release it and release it as a "master" sheet.

I am really disappointed that things have gone how they have. I am really really itching to continue on my game but things are so crazy right now I just don't know what will happen. My head is kinda spinning these days :(
Well man don't fret. I would suggest whatever medium you decide to continue working your game on (even if its not perfect) just stick with it and work with what you can and get something finished. By working around the limitations of each program and coming up with new niches and ideas things will come together. Just don't quit man. I am assuming (because your creative juices are flowing) you are thinking about the whole game at once (I know that I do), to just scale your work flow down to completing your Richter and just the first stage (with enemies and such) to beta. That way at least you will have something fully done that you can judge off of even if it doesn't have every element you want to work in your game. That should help you get motivated some...I know that i'll still be here to support your project! Cheers!
Title: Re: Veil of Shadows
Post by: Corpsecrank on April 07, 2012, 04:28:00 PM
Well man don't fret. I would suggest whatever medium you decide to continue working your game on (even if its not perfect) just stick with it and work with what you can and get something finished. By working around the limitations of each program and coming up with new niches and ideas things will come together. Just don't quit man. I am assuming (because your creative juices are flowing) you are thinking about the whole game at once (I know that I do), to just scale your work flow down to completing your Richter and just the first stage (with enemies and such) to beta. That way at least you will have something fully done that you can judge off of even if it doesn't have every element you want to work in your game. That should help you get motivated some...I know that i'll still be here to support your project! Cheers!

No I think you misunderstand. The game is or was going perfectly fine. My life is what is going horribly wrong. I haven't been able to work on anything because of that.
Title: Re: Veil of Shadows
Post by: darkmanx_429 on April 07, 2012, 08:55:03 PM
No I think you misunderstand. The game is or was going perfectly fine. My life is what is going horribly wrong. I haven't been able to work on anything because of that.
oOH! Damn dude sorry to hear that, I was going through a tough spot some time ago (well, still kind of) don't let it get you down man. Nothing lasts forever, eventually you will have your day! If you got to vent man, I've seen people do it in the forum off topic. It sometimes helps dude, at least you'll get support from friendly people here at the dungeon. Good luck man!
Title: Re: Veil of Shadows
Post by: Corpsecrank on April 07, 2012, 10:57:44 PM
Yeah I know I been through a lot in the past I just can't focus at the moment so I am dialing back what I am doing till things get straight again.

Even though things are pretty bad off at the moment I still have some things going on. I got together with another guy I know that programs and we are currently planning a production game that is all original. He won't have time till fall and that should give me enough time to clear up what is currently happening. If all goes well we will have an audio guy joining us soon and should be able to start work on something in fall. It's still early in the works though but we did settle in on the idea of a platformer since that is what I had been working on. Obviously it will not be a castlevania game though. If I do continue with a fan game that would have to be on the side and on my own most likely.

We haven't decided what we will be using to make the game be it data driven and mostly from scratch or using something like construct 2. I still want to avoid the browser and would rather go mostly from scratch. There are a few engines we could use that are free so who knows. We have a lot of time to plan yet. I have to buy some hardware still as well. If I am designing all original artwork I need a tablet and those aren't cheap. I will need to come up with around 5k to get this off the ground. I know we are quite capable because we worked together before on an online game and we could do anything with it. Making a platformer is childsplay in comparison.

After we get one title wrapped up we have other formulas we want to try out as well like side scroll space shooter similar to gradius or r-type and maybe something like final fight or streets of rage. I even been kicking around the idea of a game real similar to classic zelda like a link to the past. None of those games should be all that hard to create and the classic formulas are obviously missed by many. Pair that with cd quality audio and HD graphics and you have a winner.