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The Castlevania Dungeon Forums => Fan Stuff => Topic started by: Las on August 05, 2012, 07:25:19 AM

Title: Super Castlevania 3 Project--Progress Report
Post by: Las on August 05, 2012, 07:25:19 AM
Hey guys! Progress report....... 8) 8) 8)  IF there is rumor of the game being on hiatus their no longer is now. And not too worry all the levels that have been build with the exeption of mad forest will find their way into the game one way or another.Well here's what we've got so far. Dont know what happened to OBreck or Mew, both very very talented, but kinda MIA if you ask me. I still talk to Shodian from time to time about things in the engine, and he seems busy on MKF project. Which btw kicks complete ass you should check that out.I highly recommend doing so. since that last official demo2 on the now Fangame fushion site, Reiko,myself,Crimson Curse, APC, Donoffrio, have contributed quite a bit to the project. And it has been coming along nicely. We are considering recruiting more help also with coding,3d object model makers,effects, etc. It may take a load off of everyone if another coder got involved,however i don't wanna step on anyones toes, so i typically ask the coders first what they think.They seem ok with it so far. Ok here we are:


****************************
Drac's Keep(wip rought draft)
Drac's keepdrac fight (http://www.youtube.com/watch?v=WhERx_NsxuM#)
-this is not final by any means.
-Drac boss is very glitchy and is still being worked on by one of our coders when he returns at the end of the month.
-Addition of mirrors(you can see you not drac) in the boss battle maybe. Addtion of paintings,bushes,furniure, statues,decors need to be added in. Some room sizes may change including rooms  and 5,6 and 7 to become larger more roomy.
-Room one statues, and color edits need some implementing

*****************************
Death's Lair-Main Hall(wip rough draft)
Main hall wip2death screwy (http://www.youtube.com/watch?v=-SNw-XcXvQ8#)
-Need to enhance rooms 3 and 4 big time, and possibly stretch the size of those and room 1 aswell. Possibly knock out a few walls and add extra features. Plans to make an armor guard actually attackable out of the blue. Plus chandeliers falling in certain areas.
-Bridge needs tweaking, one part doesn't break right away. Maybe it's just spritework that needs to be dealt with their.
-Bridge needs archways and too be fancied up a bit. Also the additions of other various features paintings,bushes, statues, all on the list of things
-The level overall itself will indefinetly get a repallette change. It will ultimely be brigther grey/white offset and teh maroon will be a bit more redder in definition. The white/grey will be more like that of the stairs in the rooms

*****************************
Swamp stage(pretty much finalized exept Phantom Bat Boss)
Swamp Final (http://www.youtube.com/watch?v=YqGTSMPEehc#)

-On possible tweaks maybe to take away the alpha_image on the mud. So it is a solid color. Makes probably more sense.
-also going through the doors unless the height is 240 seems to be an issue. Not sure why. I didn't code that part.
-May possibly add those drapping vines in 16 bit like that of the nes version. If i feel they are too much i will not


*****************************
The Rising Tower(wip rough draft)
Rising Tower Wip (http://www.youtube.com/watch?v=JOLts7ujpEA#)
-Overall level is done, and room sizes are pretty decent.May add ornaments,statues, broken pillars, that sort of thing.

*****************************
Level 1(Wip very rough draft wip)
level 1 wip1 (http://www.youtube.com/watch?v=rNj-D9k2254#)
-Not sure where to begin. Rooms 1-4 especially 3 will get a total revamp. Probably looking very differnt when done. Only the backgrounds will be kept.
-Will add a struck by lightning Tree like that of Castlevania Chronicles, either probablyh in room 1 or room8 maybe 7 doubtful though.
-Some of the backgrounds added need more artwork tweaked on them such as the houses in rooms 6 and 7.
-Plans to make room5(medusa head room) into an aqueduct room with flowing water and mirror reflections and such.
-Very uncertain on the tileage at this point. Just trying to find what looks good i guess but beleivable.
-Also once i learn 3d objects and can make some(will take time of course). I plan on taking out some backgrounds like in room 1 and inserting 3d style houses in the backgrounds, along with a moving windmill in room 6 3d. And also a mill and pully system in the aquedect room 5 i think it is.


*****************************
Old ghost ship(needs revamping)
super castlevania 3 potential ghostship level (http://www.youtube.com/watch?v=8X6bmeNMvgI#ws)
-Gonna tweak the entire thing. Most of it will not look the same.
Got plans to eithre give the background water flowing like that of drac's keep,mirror effect(probably not here though), or crashing waves. Probably the last one!

I will totally ditch Mad forest and start a new. It was looking rather plain and ugly imho. I could do much better now i know more of what it is i'm doing and looking for aswell.

We are also beginning production on the Floodgate moat bridge level.

Other plans include but not yet implemented are:
Adding non repeat bosses
2 on the list selected from a pool(not all are selected yet)
are:
 Olrox form 1 and 2 to replace the last monster trio probably level 13 boss. He should play out just like he does in sotn but a differnt room of course with a double scaled boss view. I can tweak code their.
Grakul- had considered making a vampire bat form 2 using castlevania rebirth dracula' bat form 2. But idea got tossed do to too many form 2 bosses.

Other potentials may include any boss that would fit viably into the 1476 timeline or at least not in a specific one. Examples of some that won't fit would be Brauner,Camilla,Elizabeth Bartley, Shaft etc etc. Crimson had mentioned Legion boss as a replace,or maybe succubus. We'll have to see what everyone wants. I do like legion boss maybe to replace someone. Also their are some secrets in the game we are keeping hidden from people.

SCV3 team-
Obreck lead coder,conceptual design,level designer,founder MIA
Del consultant
MEW&SHodian level designers,assisted in project with one level each also  part of MKF project
Reiko-current sprite designer,conceptual art, consultant,
Laslund-conceptual art,level designer,sprite art, assistant coder,
Crimson Curse- current lead coder
APC-current lead coder
Donofrio-current sprite artist
Dastan aka Barnabus-voice actor(When we come that)
Music: Several artists here, including Torlezan, Jorge Fuentes, and others. All in the credit list. Iv'e asked permission from all but one or two people who i've treid but can't make contact with. Primarily Kenzy cause i don't speak Japanese on one of his tracks. Another guy hasn't responded back. And if cool with Jorge we'd like to use some of his tracks which in my opinion are some of the best.
SOrry for the terribly long post. I wanna apologize for that. Well hope you enjoy the progress. Who knows maybe they'll be a day that we can all somehow mesh these projects into one big awesome Castlevania Chronicles:Drac's Curse. Well if your like me your hopeful!!

Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on August 05, 2012, 10:29:18 AM
Much better Las, now your project has a distinctiveness about it. While I think, it would be cool to merge all the projects into 1 full game, realistically too many factors probably will stop that from happening. Different vision, using different software, (remember Warmachine is making his version of CV3 with MMF2) etc. not too mention Jorge stopped on his project looong ago and I don't know if he is so fancy about completing it anytime soon. (Not that I am speaking for him or anything.) I really like where you projet is heading especially since I have been watching it since its infancy and all the changes etc. out of curiosity, what kind of 3d elements or props are you trying to include in the game?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on August 05, 2012, 10:44:02 AM
Yeah i really can't comment much on anyone's game to be honest. As i'm not technically involved with the other project. I know what you mean about vision, but with that being said it's possible to take the best pieces of anyone or everyon'es game and merge them. Ideas in the eyes of the beholder but it would take alot to make something like that happen, i do understand. With that being said our team is still moving forward and making pretty good progress. Several bosses are done or nearing completion, several have not yet been coded. The 3d objects i'm talking about include at the very least a handful of things. Primarily backgrounds. In the first level houses, Mainly the ones that are blue or brown probably. You know how those houses are in Olrox's level in SOTN. 3d background objects. Plans to make a 3d waterfall in the atlantis or moat(perhaps)have been discussed. Also a 3d windmill(somehow moving if possible). I'd like to make  a Mill in room 4 3d aswell with a pulley bucket system. Also a 3d barn in teh swamp stage right at the beggining. Their are several other ideas aswell. In the moat level for a backdrop i woudln't mind constructing some 3d mountain ranges or perhaps leave that for the mountain range level itself. Also we may.....not sure yet add 3d style lava in either the mountain side level, catacombs, or a secret area. Just a few ideas that could be implemented. I personally do not wanna overdue certain areas either. So i have to keep that in mind. So how is vampireprotector coming along. Can you select from RIchter and Hanz belmont? or others?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on August 05, 2012, 11:01:44 AM
Fantastic work i like how its look, You and your team are doing a good work
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jorge D. Fuentes on August 05, 2012, 11:25:36 AM
Much better Las, now your project has a distinctiveness about it. While I think, it would be cool to merge all the projects into 1 full game, realistically too many factors probably will stop that from happening. Different vision, using different software, (remember Warmachine is making his version of CV3 with MMF2) etc. not too mention Jorge stopped on his project looong ago and I don't know if he is so fancy about completing it anytime soon. (Not that I am speaking for him or anything.)

I'll speak on my behalf. :P
My problem is that no one who knows C++ is either able or willing to work with my previous programmer's code.  It's a classic case of taking up someone else's project and either not wanting to work with what's already available, or wanting to create the whole thing from scratch.

But I never 'stopped' working on it.  I have all my tilesets and continued to work on characters and enemies after the programmer stopped.  But without someone to pick it up AS IS, I'm kinda stuck.  As one can see from the numerous projects here, everyone wants to do their own thing, whether with another set of programming tools, or with their own artistic direction, or their own personal spin on the tale.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: DarkPrinceAlucard on August 05, 2012, 12:48:34 PM
Couldn't help but notice that you really did not show much of Alucard "combat wise".

Are you not finished with him?

And one major question I have is, will he have his SWORD in this game?

Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on August 05, 2012, 04:46:43 PM
Thanks for the comments. Ah for the most part i probably showed trevor and sypha. Reason being is sypha's hood version artwork has been tweaked further. Her attack is now two handed from behind her like the nes version. I may tweak her jump later. Also here stairs animations and her stance have been tweaked further. Alucard on the other hand is pretty complete. However we do have plans to go and make an alternate version of him CV3 nes style. So his main attack will be the 1,2 or3 way shot. I have to sit down and look at code at some point to see if i can't make that happen. We'll more than likely have 2 version. One to start the game and another unlockable. As well for all the skins. Hair version sypha will be an unlockable. Hoody would start. We are trying to stick more to an original feel with extra added features and factors. Some are secrets we really can't mention too much at this time. Alucard's starting version is up for debate, but at least two of the members feel that the version without the sword would make the start when coded in. I myself am leaning towards that aswell. Still unsure though. As for that things will pretty much stay the same for trevor,grant and sypha. Sypha thought without the apply to have a power up to her main rod weapon, is already a powerhouse with her sub item attacks. No need to enhance her further. As for Trevor he has alot elude moves and 8 way whipping,plus duck crawling. So he's not only strong and elusive but deadly with the whip. As for grant he's teh one character that is very weak defensively and pretty much has nothing other than climbing and his sub weapons to help him out. His knife and pirate sword are pretty weak and so isn't the range on them. His sub weapons are decent in strength though. The best way i've found to use grant when attacking enemies is on walls or ceilings where he has an unlimited supply of throwing knives(very pirate esk). This helps him greatly but it's debatable wether or not this is enough. His offense and defense both suffer greatly,but he does also make up for it in terms of speed. He's by far the fastest of the 4. He's also shorter and a smaller target to hit. Keep that in mind.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: DarkPrinceAlucard on August 05, 2012, 05:11:59 PM
However we do have plans to go and make an alternate version of him CV3 nes style. So his main attack will be the 1,2 or3 way shot.

Well I must admit that I'm disappointed after hearing this.

Seeing Trevor all updated with his powerful directional whip and only having Alucard reduced to his 3 fireball attack seems unfair to me.

When I saw this project I was hoping something along the lines of this would be Alucard.

https://www.youtube.com/watch?v=HLBhuoV3mQs (https://www.youtube.com/watch?v=HLBhuoV3mQs)

Having Trevor so versatile and updated with his directional whip,length of attack,evading backflip,and attack power and then having Alucard be limited from a fast and directional sword to only having his 3 fireball attack seems wrong to me.

It was one of the problems with the original which was that Alucard's only form of attack really could not compare to the other characters and now with this project it seems it will be brought back.

Each character should have traits that put them above the other as a way to balance them out and make players want to play as them, but so far Trevor seems to be the best by a large margin if you ask me.

give him sub weapons and he has the range,
give him whip powerups and he has the power
give him directional whipping and his has the precision
give him a backflip and he has the dodge

He pretty much is just all around better than the other characters if you ask me.


Hope you don't take this the wrong way, just my opinion on the project is all.

Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on August 05, 2012, 06:56:06 PM
Well it's hard to say right now. But eithr way you'll be able to get a taste of old CV3 style and a  newer sotn style. The only issue is selecting which starts and which is to be unlocked. the other issues is coding the other version in. Maybe flip flop code i dunno. I'm not very skilled at coding atm. I'm able to figure stuff out mesh/mix things but it's a learning process and not easy when levels,art, needs to be built. With that being said it'll be up to the team to decide but your vote could curve the decision making process. If anything the old school cv3 nes version would need the double jump taken out. In all honesty i like the double jump but it's way too much of a handy cap. IT makes things rather easy for alucard. His speed is already up their near grant's and he jumps as high regularly. Maybe his perks need to be toned down. But it will probably be for one version. I'd be more concerned about the offensive/defensive power of grant. He dies rather easily if your not careful with him.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on August 05, 2012, 10:08:58 PM
Yeah i really can't comment much on anyone's game to be honest. As i'm not technically involved with the other project. I know what you mean about vision, but with that being said it's possible to take the best pieces of anyone or everyon'es game and merge them. Ideas in the eyes of the beholder but it would take alot to make something like that happen, i do understand. With that being said our team is still moving forward and making pretty good progress. Several bosses are done or nearing completion, several have not yet been coded. The 3d objects i'm talking about include at the very least a handful of things. Primarily backgrounds. In the first level houses, Mainly the ones that are blue or brown probably. You know how those houses are in Olrox's level in SOTN. 3d background objects. Plans to make a 3d waterfall in the atlantis or moat(perhaps)have been discussed. Also a 3d windmill(somehow moving if possible). I'd like to make  a Mill in room 4 3d aswell with a pulley bucket system. Also a 3d barn in teh swamp stage right at the beggining. Their are several other ideas aswell. In the moat level for a backdrop i woudln't mind constructing some 3d mountain ranges or perhaps leave that for the mountain range level itself. Also we may.....not sure yet add 3d style lava in either the mountain side level, catacombs, or a secret area. Just a few ideas that could be implemented. I personally do not wanna overdue certain areas either. So i have to keep that in mind. So how is vampireprotector coming along. Can you select from RIchter and Hanz belmont? or others?
Well "Vamprotector" is on standby at the moment. That's partly why Warmachine is starting a side project. I am 9 classes  away from graduating in Video Game Art and Design and I am also working full time on PlanetSide 2 so I have like 0 time for anything else at the moment. I dabble here and there on the forum, but right now I am swamped. The project is still for sure on, right now I am just waiting on a break so I can get back to things! Thanks for asking! I'll be keeping a eye on your project as well for sure!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on August 06, 2012, 03:48:04 PM
Well that's cool hopefully you graduate soon and are back on it and eventually complete your game.  Boy i've got problems of my own. Sorry to adress bad news to anyone and everyone about SCV3 project. But it just hit a snag.I am having issues when i save the source code now. It says this:
*************
ERROR in
action number 1
of Other Event: Game Start
for object MrD:

Error defining an external function.
*************
Their are only a small number of things i could think may be wrong. Not sure on any of them.
-When i build rooms i use sheets no tiles(don't know if size has somethign to do with loading issues)
-At one point i had a virus,but was able to save my data when i restored. Everything did seem fine with the engine for a while but then the above happened. Don't know if it's an issue or not. Though if it were i doubt i'd be able to run teh game.
-Also when i load some larger sheets in, if i do it all at once i get this reslut. Sometimes if i do it one by one it's ok. Just not sure if some sprites strips have too many animations.
-Also i do have various effects from other tutorial engines i've been adding to it. Maybe they are causing issues idk.
-don't know if any of the plug-ins are screwy either.

Well i posted this at yoyo forums. Hopefully someone can view the source and tell me what the hell is going on. I just finished 1 and started 2 more rooms for the moat bridge level. But that will be on hold until this is taken care of...hopefully. i think MrD's is the healthsystem. But it contains other stuff too.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on August 28, 2012, 02:24:35 PM
Well that's cool hopefully you graduate soon and are back on it and eventually complete your game.  Boy i've got problems of my own. Sorry to adress bad news to anyone and everyone about SCV3 project. But it just hit a snag.I am having issues when i save the source code now. It says this:
*************
ERROR in
action number 1
of Other Event: Game Start
for object MrD:

Error defining an external function.
*************
Their are only a small number of things i could think may be wrong. Not sure on any of them.
-When i build rooms i use sheets no tiles(don't know if size has somethign to do with loading issues)
-At one point i had a virus,but was able to save my data when i restored. Everything did seem fine with the engine for a while but then the above happened. Don't know if it's an issue or not. Though if it were i doubt i'd be able to run teh game.
-Also when i load some larger sheets in, if i do it all at once i get this reslut. Sometimes if i do it one by one it's ok. Just not sure if some sprites strips have too many animations.
-Also i do have various effects from other tutorial engines i've been adding to it. Maybe they are causing issues idk.
-don't know if any of the plug-ins are screwy either.

Well i posted this at yoyo forums. Hopefully someone can view the source and tell me what the hell is going on. I just finished 1 and started 2 more rooms for the moat bridge level. But that will be on hold until this is taken care of...hopefully. i think MrD's is the healthsystem. But it contains other stuff too.

Any progress or word?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Lelygax on August 28, 2012, 02:42:07 PM
Im curious about that too.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on August 28, 2012, 04:18:19 PM
Oh yep! Sorry to not repost i figured out the issue. Seems that when you load really big pictures or animtions with mega amount of frames it seems to crash and give me that error. I had inserted the lava flowing from sotn to test out in an area but i can't seem to get the engine running with it in the engine. I am hoping that either i can find out a way to code stuff like that(it will take time of course) or find a possible easier solution by making them external sprites loaded by the engine. But then again i don't know if i'll run into the same problem. I am also seemingly having some other issues. From time to time but only once during gameplay i get this jilt glitch but then the game runs fine. I have a funny feeling it has to do with the music. Also because i had that error i mentioned early i switched from making rooms actual full tiles and started using tilesets again. But now they are causing slow downs in certain areas especailly if i use tiles from various tilesets in a room. It seems to be picky like it only wants tiles from one tileset. I have to go back and do several rooms over again. Plus the loading time for the game is a bit slower. I have a feeling thier is a way to tweak things better with code so i don't have to waste so much time redoing certain rooms and stuff like that. But i'm not very experienced with coding. And to be honest it seems very hard to find continous code help. I sit down from time to time to learn this or that and try and code stuff in but my skills are extremely lacking at this point. Since that error though i've down about 3 levels all wip of course. Sunken City(cv3 style),doppleganger stage(inner hall area), and now i'm working on the dungeon(frankenstiens' other level). I've posted to people on yoyo forums for code help but i have gotten a bunch of run arounds and literally no help yet. I may try team requests to see if that works otherwise i will have to learn to code the rest of the game in myself. That will take time. Btw i still haven't even had a response back at yoyo forums for that error. I am seriously starting to wonder if i get stuck will i seriously find a workaround?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Rugal on August 29, 2012, 01:38:18 PM
Just so you know, Obreck works on Mugen characters now. He went MIA on my game too a few years back. That guy is a deserter and doesn't even have the common decency to let anyone know either.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on August 29, 2012, 03:04:44 PM
Just so you know, Obreck works on Mugen characters now. He went MIA on my game too a few years back. That guy is a deserter and doesn't even have the common decency to let anyone know either.
Well, you never know dude...maybe he had a run of badluck and has no internet, or family issues...you can never tell, I am fortunate to have my bud Warmachine stick with me on my project all this time. My advice would be just carry on, if coding seems to be a issue then switch to a easier program and restart from scratch. It sucks restarting, but if you find a tool or resource that is good for you and you don't have to depend on anyone else then you'll be making strides in no time! It's always touch and go trying to assemble people from the net. Unless, you have Nick Fury backing you up, anyone that has tried to start a huge fan-game or project experiences that once, twice, or more...
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Rugal on August 31, 2012, 06:11:54 AM
Well, you never know dude...

Except, I do know. The guy is a complete hack.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Esco on August 31, 2012, 03:43:34 PM
Anybody who vanishes from a project for a year and doesn't even have the courtesy to tell his team and fans is a dumbass.

Anyone who believes that such a person after a year+ would suddenly REAPPEAR and be willing to rededicate himself to it is a BIGGER DUMBASS!

Anyone who feels that a person who actually DOES come back after a year of being MIA will actually be reliable is the BIGGEST type of dumbass.

................ any questions, folks?  :rollseyes:

The point: he's gone. Deal with it. Even if he did come back could you REALLY rely on someone like that?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Rugal on August 31, 2012, 06:37:30 PM
lol Deal with it? He disappear about 6 years ago. I assure you that I've gotten over it. I'm just letting the people who are working on this game know that he's completely unreliable and should not be accepted back if he should return.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on August 31, 2012, 07:27:53 PM
Hmmm....yeah i'm not sure how to approach this situation either but i become somewhat involved in this conversation automatically  by being on a project with him aswell. In all honestynow adays many people are non responsive. He's not the only one. To be honest though i know where you are coming from Rugal, I believe you and a handful of other guys were involved in SVK,right? I can gripe with the fact that you guys had major involment in the game and really wanted to get it done and he left. I don't blame you for being upset but like darkman said maybe he had personal reasons. That is why i didn't quit on this project. I busted my ass thus far and i'm not quiting.Reiko has done a major amount of artwork too along with several others. However that error problem i mentioned on page 1 of this keeps happening.
Quote
ERROR in
action number 1
of Other Event: Game Start
for object MrD:

Error defining an external function.

But i do know it points to Mr.D's game start which holds this code(and yes i have all the plug ing)
//////////////////////
//GMFModSimple - Initialization
LoadFMOD();
FMODinit(1);
alarm[0] = 2
//////////////////////

/////////////////////////////////////////////////////////////////////
//Create the SXMS engine and have internal error checking enabled
//Make sure you have a "dummy" object called sxms before calling this
sxms_create(working_directory+"\SXMS-3.dll",1);
//Initialize the sxwamp functions
sxwamp_init();

sxwamp_output_load("sxwamp plugins/out_ds.dll")
sxwamp_input_load("sxwamp plugins/in_vio2sf.dll")
////////////////////////////////////////////////////////////////////

Sadly i don't know what that means. I think maybe i'm loading sprites that are too many animations,too big in size(mb's), or a music error and i'm thinking as of recent it has to do with the later. But i keep chipping away despite this error. It occurs from time to time after i save. If i get the error i can't run the game at all. I wish i knew what the hell was going on. I posted at yoyo forums 3 weeks ago and i didnt' even get one response back. I was actually considering pm'ing Theouagis because he works with game maker on a similar CV3 project. I really need to fix this problem once and for all to continue. Well if anyone has any good pointers please lemme know. I do know in order to finish this game i'll have to sit down and learn code which i plan on doing more so in the future. But i am level building heavily at the moment. Yeah Rugal it would be nice if Obreck came back and at least finished coding in these two games so both parties could finish if he doesnt' have the interest anymore. I'd be asking for way too much though! That's why i am doing my best to take initiative.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on September 01, 2012, 09:46:22 AM
Well, I hope that you figure out that problem. A game crashes unknowningly is one of the sure fire ways of delaying a project and demotivating you. Maybe someone that is passionate about that "Obreck situation" will offer to look at your code and help you fix the issue...by the way Las, you didn't save interations of your game when it was stable? I was thinking you could just revert to your last build? Do you have a dropbox?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on September 01, 2012, 10:08:54 AM
Yeah i recently found out and use dropbox but i didn't use it back in the day. A while back i had a virus and restored my pc. Everything seemed to work fine after, but i am not sure if a windows vista update did something either,cause then i started getting the issue from time to time. Other people seem to have similiar issue on yoyo forums. The problem is i don't know if anyone has found a solution, and it doesn't help people haven't responded to their replies, including mine. That was 3 damn weeks ago! I did hear one of the guys at the MKF forum mention to try using .ogg files instead of .mp3's and change the music scripts to see if that helps. Well i know where my error really lies, it's in the above mentioned code, and it has to do primarily with loading the game. SO i'm not actually sure if any of the files are actually even corrupt. I'm thinking the gmk is fine, not sure about the dll's. Then again it does run most of the time so the problem could lie elsewhere. One of the older members said he's gonna shoot me the last official obreck build. I am gonna try putting the dll and swamp plugins into that to see if it works ok. If it loads fine everytime with no issue i'll know it was just an issue with a dll somewhere. I am seriously hoping for a solution at some point. I don't know code well, so i am hoping i can take examples from other engines on the .ogg code, and maybe replace it with the code that was previously in the engine. That may help things out. I guess i'll have to wait and see.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on September 01, 2012, 04:48:21 PM
Yeah i recently found out and use dropbox but i didn't use it back in the day. A while back i had a virus and restored my pc. Everything seemed to work fine after, but i am not sure if a windows vista update did something either,cause then i started getting the issue from time to time. Other people seem to have similiar issue on yoyo forums. The problem is i don't know if anyone has found a solution, and it doesn't help people haven't responded to their replies, including mine. That was 3 damn weeks ago! I did hear one of the guys at the MKF forum mention to try using .ogg files instead of .mp3's and change the music scripts to see if that helps. Well i know where my error really lies, it's in the above mentioned code, and it has to do primarily with loading the game. SO i'm not actually sure if any of the files are actually even corrupt. I'm thinking the gmk is fine, not sure about the dll's. Then again it does run most of the time so the problem could lie elsewhere. One of the older members said he's gonna shoot me the last official obreck build. I am gonna try putting the dll and swamp plugins into that to see if it works ok. If it loads fine everytime with no issue i'll know it was just an issue with a dll somewhere. I am seriously hoping for a solution at some point. I don't know code well, so i am hoping i can take examples from other engines on the .ogg code, and maybe replace it with the code that was previously in the engine. That may help things out. I guess i'll have to wait and see.
Well you did say window's vista, that's probably part of the prob...lol Let us know how that idea of the obreck build works out...be sure to back that copy up before you mess with it!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on September 01, 2012, 05:40:40 PM
Yeah, it could be the coding used for the external music too. Not sure. But hopefully eventually it'll get solved.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Esco on September 01, 2012, 07:29:15 PM
lol Deal with it? He disappear about 6 years ago. I assure you that I've gotten over it. I'm just letting the people who are working on this game know that he's completely unreliable and should not be accepted back if he should return.

My post was not directed at you; but the fools who keep waiting for his return as if he is Jesus Christ.

And if it's honestly been 6 years (I doubt it has been that long), then anyone who believes he is coming back is beyond foolish; they are just plain stupid.

I really can't stand people who hype everyone up about their project, then vanish. The least they can do is have the courtesy to be honest and announce that they are leaving.  8)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on September 02, 2012, 04:38:07 PM
I agree with ESCO on that last part. Obreck should let everyone know he's no longer continuing the game, and adverstise to his team that someone on it must take it over. I asked around to get and ok, but by his MKF staff, i never technically did talk to him(it's been well over a year). He sounded like he had alot on his plate. I understand how things are today, not that i like i should  accept it or that i actually do. But something is troubling society as a whole and it isn't good. Communication skills!!!!!!....yep that's it. It lacks good communication skills necessarify for LIFE as we know to continue in a positive manner for all. I can't tell you the number of times i tried contacting someone, whether it be on a site,forum, or simply picking up the phone to call a friend. And get NO RESPONSE!!!! SHeeeiittt!! There is nothing more annoying!!! I feel like my time is being wasted. I understand people got shit going on, but yeah i agree some common decency to let others know what is going on. THat is just plain and simple morals. It's to be expected. And yeah i mean right here on planet earth.

 I read a post a while back, ESCO was talking on about a guy doing artwork and started but then bailed and it had been six weeks. Not that it's a good or positive thing, but he has the right to blast people who just waste his time. Why say you'll do something and make little to no commitment to a project, then bail. That is pretty lame to do so. People should just save face and be a fan of a project, and have no commitment if they are not for real on the project. Just think about it like this. Lets' say someone made a game and it got viewed by a major company. Let's say another guy works on a game but stops. Now if both games are solid and top notch. But one guy finishes his product and the other guy's project sits on a shelf. WHo is the more likely hire? Do you see what i mean. So far when talking projects, alot of attention has to be drawn to people like ESCO and Serio who are continoulsly still working  on their projects,and though not complete, seem to have every intention on getting their games complete(continiously ongoing). On the one hand, Rugal has a point, you can't just deal with it. It doesnt' work that way, It's upsetting. The work,time,dedication he and his fellow gamers put into it, only to have it sit their. If you were his shoes you'd feel the same way. But with that being said, maybe sitting down to learn Game maker and continueing the project to it's completion would be the best thing for you Rugal. I am not gonna sit by like SVK and watch SCV3 sit on a shelf, not if i can help it. Several of us have worked hard and dont' wanna abandon it. Maybe with all due luck at some point we'll have enough coded in that you can finish making your SVK game. Sadly i dont think the two systems are the same, but then again they may follow a similar pattern. So maybe it's possible. If we complete our game i will glady dish our engine off to the SVK members only, unless Obreck oks it otherwise for open source reasons. This way i'm not exposing his code if he doesnt' want me too, and those guys who already worked with him on SVK can maybe complete their game. It's just a thought, though nothing will happen until our game is fully coded and ready to go for our teams sake unless they ok it. Also did you SVK members as around for gml coders to help you? Try yoyo forums.You may have to be very,very persistent to find dedicated team members. BTW ESCO, i think what you've done so far for alucard is amazing. Keep up the great work! You should considering keeping his cloak that color for one of them anyways the colors are cool!

-Also for the record i hold nothing against Obreck. I've had some pretty indepth conversations with the guy and he seems like i very nice guy, not too mention a very awesome coder. On that regards i give him props. And for the record he did have personal things going on,which out of respect for him i won't mention. But yes i agree with Rugal, he should learn to get back to people and respond in a timely fashion.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on November 30, 2012, 11:16:57 AM
we need to show these guys some of our updates. it has been a while since we last did.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Dark Nemesis on November 30, 2012, 11:25:15 AM
we need to show these guys some of our updates. it has been a while since we last did.

By all means, do that.  :)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on November 30, 2012, 11:53:26 AM
Ok while this is a bit premature, we do have the doors fixed as of now(with red boardering rectangles around them, thanks to help from LC). But i haven't gotten a chance to sit down and make a video yet. I can do so but i'd like to be able to remove the red boarder first or it will look a tad akward. Well please enjoy the older video for now of the new Mad forest revamp before i update it. Here you go:
Mad Forest Revamp still WiP (http://www.youtube.com/watch?v=z8lUIDASRaU#)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Inccubus on November 30, 2012, 06:17:43 PM
The town, machine tower, and Castlevania in the background is a fantastic idea. ::cookie::
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheouAegis on November 30, 2012, 08:44:17 PM
That room transition is interesting. Seems to clash a bit, but I like that whole "old room dropping off".
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Dark Nemesis on December 01, 2012, 02:42:19 AM
That's very cool!! Keep up the great work guys!!  ;)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Maedhros on December 01, 2012, 07:20:27 AM
Looks pretty fantastic. Can't wait. Good work guys.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on December 01, 2012, 01:24:15 PM
Yeah thanks! The room transition isn't how you see it in the video. It's fixed now. I just havent shot a newer video yet. I still need to take off the rectangles LC coded in. Then i will, showing a more fixed door scenario.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 30, 2013, 02:43:19 PM
Just a brief progress report on SCV3. Currently working on mountains side stage though not ready to show any screenshot or footage yet. And though Clocktower is a heavy wip, i can note that Grant's room has been tweaked a bit. As well as Nasty Grant himself. He is now been coded in by Lord Cyber, and needs a tiny tweak so he'll hit the floor(probably x,y coordiantes are off). Also i need to reput the blocks back in after i rework the clock itself. Well for those of you who wondered what he would look like in 16 bit(sprites courtesty of Donofrio and a few frames myself). ......I give you Nasty Grant...er...Not-so-easy-to-defeat-Grant(its' what his name should be).
Super Casltevania 3 -Nasty Grant boss fight demo (http://www.youtube.com/watch?v=C1XD_yZlvCU#)
You may noticed LC came up with some nifty AI for Grant!
Soon.....yes.....soon other suprises await! .....til then..my friends......have fun with the vid. Hope you enjoy! ;) ;) ;) ;) ;)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Inccubus on March 30, 2013, 02:52:25 PM
I like the new AI. He seems like a bit more of a challenge.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 30, 2013, 07:15:48 PM
yeah he is more challenging. Perhaps on lower level diffuculty his knives could hurt less. He's no easy cup of tea. It probalby will be best to make sure you have good sub items before taking him on.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Lelygax on March 31, 2013, 12:58:43 AM
Pretty cool, also this rotatory transformation is very creative. :P
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 11, 2013, 02:06:46 AM
Back with another update! Though it isnt' quite finished,it is,however near completion. I've been working solidly on the Mountain Range for a bit now, so here's a view(sry bout the bad quality vid...camstudio is acting up again):
Super Castlevania 3 - Mountain Range Level(NC) (http://www.youtube.com/watch?v=-Nxf2Lg9OHI#)
Thanks to coding on the spike flipblocks and falling blocks by LC, we now have a fully working Mountain Range. Still want to add some sunset to the clouds,some hoist pulley system in the mine shaft area(maybe for props), shimmering/reflection on lake(Reiko can do it with photoshop), and adding the water at the bottom of rooms 4 and 5. I still plan to tweak room 10 aswell. I have yet to find a video that plays that area. Most people on youtube fly and skip it with alucard. The sotn bird will eventually do what it does in that game(probably just a prop). K, so this level is tough as nails. In fact....you will more or less get obliterated in room 7(from falling blocks)or room 13(blood drips). I may keep blood drips, but maybe as a prop. The falling blocks i'll probalby make hurt less(4 blocks per 1 health piece).  Still have yet to add a mid boss or the boss. Chances are....i strongly doubt you'll see any repeats here! It reminds me i need to stretch the mid boss area a bit. Well it's not far from being completely playable at this point. Figured i'd jump the gun and show ya's what i got! Enjoy!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheouAegis on April 11, 2013, 09:44:09 PM
Er... Were there mine carts and tracks back in the 15th century?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Lelygax on April 11, 2013, 10:23:19 PM
Were there motorcycles back when CV64 happens?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 11, 2013, 11:44:49 PM
Ok interesting point you bring up Theo. But when i searched for it, and i did this previous to making the stage, or at least adding stuff to it, i found the answer very difficult to answer. And furthemore diffucult to locate a specific time. It's possible when i read all of these and if you do you'll see why:
http://en.wikipedia.org/wiki/Mining#Prehistoric_mining (http://en.wikipedia.org/wiki/Mining#Prehistoric_mining)
http://en.wikipedia.org/wiki/Railways (http://en.wikipedia.org/wiki/Railways)
http://en.wikipedia.org/wiki/History_of_rail_transport (http://en.wikipedia.org/wiki/History_of_rail_transport)
http://en.wikipedia.org/wiki/Minecart (http://en.wikipedia.org/wiki/Minecart)

Though it was more likely around 1500's or so. It's altogether possible even prior to that. The reason is due to railways. Which Minecarts did run  on. Though it was noted that the Spainish used them alot in 1556, it can be traced all the way to 1350 where the first known railway was invented in  Minster of Freiburg in Breisgau in Germany, dating from around 1350. Also it notes that around teh Dark Ages(''m guessing going into the Chivalry Age, Medival times), that they mined for gold,ore,copper, and varous other things deposits. So  To think that between 1350 and 1556 that the minecarts, railsystem were developed seems reasonalbe. Though it does mention that these were very commonly used in 17 th Century Europe.

So more or less anywhere from roughly 14th to 17th century they had some hand in on mining in Europe. I researched further and Romans and Greeks along with Egyptains used simiar things for mining in or around 6 BC(doesnt mention mine carts though). Well theirs alot of Imformation about it. It does seem to be roughtly around that era. So it is possible to see them. I wouldn't doubt it. Although clearly you'd see more mine shafts/mine carts, and better developed ones towards the later end of 17th Century in Europe,pre dating any steam enginry.   

Now that i think of it i watched a program on history channel i believe where they find holes/mine shafts in Michigan were tehy is mining shafting for copper(where the wolf and Moose population dropped cause they'd fall to their deaths). They had railways and mine carts, though the entrances where down and slanted, and i remeber them saying something about after Dark Ages. So yeah it's highly possible.

All signs in Michigan is that not only did they think Spainish Mined their before America was discovered but it may be actually that the Spainish are the first ones to Discover America prior to any of the Spainish explorer like Cortez, more likely before Vespucci,all signs point to it. Kinda of interesting what you learn. But yeah it sounds reasonably legit from what i read online and heard on tv. Can't say it's too far fetched seeing that in medieval times they searched for silver,copper,iron ore, howd they transport all that. I doubt by hand or horses. Btw sry for the long paragraph. :P
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on April 11, 2013, 11:45:54 PM
Quote
Er... Were there mine carts and tracks back in the 15th century?
Quote
Were there motorcycles back when CV64 happens?

That's part of the magic of Castlevania even if we don't like it. It seems to be a step or several steps ahead of everyone else.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 11, 2013, 11:54:25 PM
Well the truth of the matter is, even in that era it was highly possible that they did have them and even used them though if so they probably were more basic(begining stages) and didn't look quite like those mine carts, the railways probably did though...er reasonably close probably. I'd guess mine carts would be more wooden looking like you'd see with that picture on wiki with the Spainish using. So yeah all very decent possiblities for that era anyways. And i agree Castlevania games do have a way of bringins some futuristic things forward. Like the motorcycles in N64 games. I'm sure theirs other things. Like Frankensteins and a chainsaw. hmm...yeah probably not but still a kick ass enemy in that game and scary as hell looking too. Crap the werewolves still make me cringe when i watch them from that game.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on April 12, 2013, 12:12:32 AM
I have absolutely no doubts that a form of railway system was in place to help make deep mining more feasible. But I'm fairly sure that before they used metal rails they would have employed what's known as a tramway system. Tramways are like railways except that in the place of metal tracks they used wooden logs layed out one after another to form a track system. During the Klondike gold rush up here in the Yukon (1896 to 1899), a tramway system was employed in order to bypass the dangerous rapids that claimed countless lives of gold-seekers.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Esco on April 12, 2013, 11:26:41 AM
Quote
People discussing whether there were mine carts in the 15th century

.............. were there blood sucking super beings, walking skeletons, and living slime globs back in the 15th century?  :o :P

Looking good Las. I have one suggestion for you though: put some kind of MAJOR limitation on alucard's flight ability (there are a LOT of ways to do it). Otherwise with all the additions you have given him, he will be WAY overpowered. Anyway, keep at it man.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Lelygax on April 12, 2013, 02:16:40 PM
Thats why I mentioned the motorcycles, this game doesnt need to be 100% accurate to our world. I really likes this idea.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 13, 2013, 05:56:56 PM
Thanks Esco, yeah i agree i think alucard's flight should be a bit slower/akward like the nes version and suck up more hearts. It's too damn easy to fly through levels with him. Maybe he can take double damage while in bat form. I turned off his double jumping. Also i am highly considering making SOTN style alucard an unlockable with a bunch of other goodies i can't mention. But in his place put Nes style Cv3 Alucard. That means if unlocked the player will be able to choose between either alucard versions and various other skins.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Gaawa-chan on April 13, 2013, 11:55:18 PM
I agree with the person who posted on Youtube; waiting for the blocks to melt is kind of annoying.  I thought so in the original CV3, too; that room has actually been enough to keep me from taking Alucard's route because I hated waiting so long. XD

Thanks Esco, yeah i agree i think alucard's flight should be a bit slower/akward like the nes version and suck up more hearts. It's too damn easy to fly through levels with him. Maybe he can take double damage while in bat form. I turned off his double jumping. Also i am highly considering making SOTN style alucard an unlockable with a bunch of other goodies i can't mention. But in his place put Nes style Cv3 Alucard. That means if unlocked the player will be able to choose between either alucard versions and various other skins.

Awkward controls will just make people complain.  Slower flying/faster heart consumption is something I can definitely agree with, though.

Having unlockable character visuals would be AWESOME.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 18, 2013, 02:09:43 PM
Yeah, actually the code for the acid drips is gettitng tweaked. Instead of them being completely random. They are now being more on each side. So the drips come more equally distributed and in some cases more often.

 Waiting is one thing, i agree can be  a pain, but i'm more concerned about falling blocks and how much damage they'll deal. When the video was shot only Alucard could survive that. I think i got about half way at time before diying with other players. So yeah it will need to deal much less damage. But yeah still be annoying and still have a knocknerf effect(where the player gets knocked off balance). So potentially if you on one side you could get knocked into the abyss below.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 24, 2013, 12:35:37 AM
 8)Ok back with some new levelage 8):

Molten Lava Caves
Super Castlevania 3 - Molten lava Cave(WIP) (http://www.youtube.com/watch?v=eZkDtlfyPzM#)

-Just having some depth issues atm, because some sprites in the engine are too big. We are making necessary adjustments as we go.(all molten lava is supposed to be behind everything!!)

Purple Geode Caves
Super Castlevania 3 Fan Game - Purple Geode Caves (http://www.youtube.com/watch?v=SkWF0Esm-tY#)

I though to possible add sparkels or even make the geodes  glow to some strange extent. Maybe? I would also like to add darken waterfall to the backgrounds. I may add water but not sure yet. The mummies also still fall of the edge cause i didn't add their edgeturn script, plus they need to be spawned.

Drac's Keep Retweak Update
Super Castlevania 3- Fan Game - Dracula's Keep Minor Updates (http://www.youtube.com/watch?v=TaNTQZ0uDjg#)

Ok so Just some minor tweaks to Drac's keep. The lions statues on the pillars, Portraits of Olrox,Death,Lisa, and Drac. Still wanna add Brauner's Big head Statue, the CVC portriat in the main hall in the middle of room 5 between Drac and Lisa. Also wanna add Mirrors, yeah mirrors. So you can see yourself going across the pendulums. Maybe even one in Drac's Room. Plus furnishings of course.

-Few extra Ideas(jotted them down )

Death intro-You enter death boss room. The curtain Is closed then opens. A sycle appear from the darkness, it spins around in a complete circle producing a pentagram(spinning),  then death appears from dark to light. He stands their rippling in the wind, then points to talk to player with dialgoue, Then he swings his cycle after done talking and fight initiates after mocking hunters.

Frank intro-Frankenstein professor will be added to a big table setup from POR(already added) where frankenstein is hooked up to. When frankenstien turns his head to see you he quickly pulls a leveler and it produces electrical lighting shock(Dr Frankenstein leaves through that door) hooked up to Fraknesteins monsters machine. Then frankensteins monster is awaken to fight you.

Dracula intro- talks from his chair(dialogue),while drinking blood, when done he breaks cup in hand. Then points at you to initate fight.

Olrox Intro-May ask Serio to borrow his, or potentially having him suck on a corpse and throws it too ground, then talks to player briefly before attacking.

-see saw platforms have been added courtyard
-planks flagpoles have been added to ghosthip(no longer see saw platforms)
-Autoscrolling rooms inlcuding block by block room in mtn range is being added.
-blood drips no longer hurt in mountain range(way too friggin' hard anyhow)
-may use swinging blades( fordrac's keep)/clockgears/ending from cv rebirth if obtained. Ending looks like one hell of an edit though. Also know of a video program that can take a animated .gif and turn into a video potentially for this purpose.
-normal auto scrolling being added to rooms 2 of DK and tower room( i forget)
 ;D cool enjoy!
Feel free to comment!

Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Gaawa-chan on April 24, 2013, 04:03:25 AM
I love the look of the area in the second video.  And the portraits in the third video are a great idea.


Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Rugal on April 24, 2013, 04:52:01 AM
I like what I see here so far, but I have one big concern about the gameplay.

In my opinion, giving Trevor all of those tricks is going to make the game severely easy. My mine gripe is Trevor being able to whip in all 8 directions. A lot of the difficulty of CV3 came Trevor's dedicated jumps and one way whipping. I don't know what you gave to the other characters, but it seems to me that everything will be a lot easier with these new abilities. Maybe that's what you're going for and that's fine, but I fear you may be taking a bit away from what made CV3 such an awesome, fun game.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on April 24, 2013, 09:54:02 AM
I like what I see here so far, but I have one big concern about the gameplay.

In my opinion, giving Trevor all of those tricks is going to make the game severely easy. My mine gripe is Trevor being able to whip in all 8 directions. A lot of the difficulty of CV3 came Trevor's dedicated jumps and one way whipping. I don't know what you gave to the other characters, but it seems to me that everything will be a lot easier with these new abilities. Maybe that's what you're going for and that's fine, but I fear you may be taking a bit away from what made CV3 such an awesome, fun game.
I agree with Rugal. I think you are going to have to compensate the gameplay with a harder enemy types, traps, or something. For some reason other than the painting levels I am not so impressed by these levels yet. Maybe because they seem early and what you wrote in the thread seems more impressive and haven't been implemented yet. I dunno these levels seemed rushed compared to what you have shown in the past.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 24, 2013, 04:56:52 PM
Well...Rugal...and Darkman.....i actually agree with you and quite heavily. It's funny you should mention that, cause i'll give you hint one of the 4 players has a classic style gameplay(coded by Obreck) probably unlockable. I'd like to see if LC can help me with the others. Wont' mention who though. As for skins well their will be various versions of each. That's all i can say at this time! Like to keep some things secret, without giving too much away. Also Thanks Gaawa-chan!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Phoenix7786 on April 24, 2013, 06:14:22 PM


Dracula intro- talks from his chair(dialogue),while drinking blood, when done he breaks cup in hand. Then points at you to initate fight.

Does he call us a miserable pile of secrets?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Gaawa-chan on April 24, 2013, 07:11:11 PM
Does he call us a miserable pile of secrets?

You know what would be cool?  If he had a slightly different line depending upon which character you were controlling.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 24, 2013, 07:19:14 PM
Gaawa-chan i agree. Yeah somewhere Reiko,Crimsons, Prince Dastan and myself where writing scripts on Dialogue for the players and the enemies. We were going to include Drac,Death,Olrox, possibly Dr.Frankenstein, and of course players. It goes deeper though. And yeah possible outcomes for the Drac or Death scene could happen. We didnt' rule out that idea. It would be sweet. I think that is a great idea though, and  i do think we should stick with that. If i can dig up the dialogue we had. I can post on here. Granted it can be long.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Lelygax on April 24, 2013, 07:38:27 PM
Does he call us a miserable pile of secrets?

Umineko No Naku Koru Ni - Episode 1 (http://www.youtube.com/watch?v=BA2K5TTPBhE#ws)

Jump to 1:30, he does something like that.

Also
(click to show/hide)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheouAegis on April 24, 2013, 07:43:03 PM
Acid drops weren't actually random. The first drop was random -- alright, maybe the order was random too -- but they dropped in a set pattern. Same with falling blocks. But whatever, that's just nitpicking. I kinda personally think the colors need to be washed out a little more and darkened. Dracula's keep felt a little too bright to me. Other than that, the visual upgrades are looking very nice.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 24, 2013, 07:56:48 PM
Yeah this is just a minor tweak to drac's keep. I do plan on darkening up some stages, and even quite possibly redoing some all together namly the moat bridge, inner halls and tower stage. One main reason is room sizes. I may expand Drac's keep size and Main hall. But i like the overall design. Yeah i agree some darkening would help. I especially need better colors on the first room and the blue blocks. It will eventually get more elaborate and detailed though. Same with  main hall. I may rehash room 2 and 3.  Also i must complete the Courtyard room7. Keep in mind Clocktower is still a wip. Just the boss is complete though.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 02, 2013, 11:10:41 PM
Super Castlevania 3-Alucard's Caverns Canon(WIP) (http://www.youtube.com/watch?v=F8nUFm-JsXw#)

Heres' the latest tid bit i got. Though not complete, i felt things were far enough along where i could show progress.


-still need to tweak platforms,instance code for them(minor things to go back over).
-plan too add in spikes in room 3
-possibly add in more skulls and crossbones imbeded within rocks
-still need to add acid blocks in.
-attempting to make Spainish Armada feel in the room below alucard(water may be fast).Idea i got from Goonies. Too dark and it doesn't look accurate,too light and it doesnt' make sense up front. Still searching for happy medium especially with waterfall and speed.
-sorry bout crappy vid quality codec seems busted.
-may in time add in more catacomb areas to some rooms.
-borrowed Obreck's cross alter and alucard's coffin(was a very nice fit!!). But left off the top of casket cause it will probably be made to open so that the bats come out. Makes more sense imho.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Donvermicelli on May 03, 2013, 02:45:48 PM
It looks promising, things I noted: The area seems rather empty and bright, adding more variation/decoration and placing more enemies could help a long way with this.
Light has an important role here in my opinion, I think the atmosphere here would greatly improve by darkening the front most layer, in effect this would create a better contrast with the background and give more of a cave feel. Am interested in how this will develop.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 03, 2013, 05:07:19 PM
Yeah i agree. Though i did tone down most of each backgrounds and main cave by -76 contrast/brightness in the gimp. But yeah i know what you mean cave levels= dark,dank and creepy. I may go back and add some cob webs, spiders perhaps. Things signifying caves. I'll try and tone it even more, though the video's seem to come out slightly brighter than the actual game.  As for empty i may be missing one or 2 enemies, i haven't seen in a video gameplay yet. It seems most people skip area 1 and drop right down.

Yeah wondering too if theirs anyone out their that has a map of all the candles and what they are. If not i will eventually have to go through,play the game, and figure them out. I think the japanese,european, and american versions are differnt with candles though.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on May 03, 2013, 05:51:01 PM
Yeah i agree. Though i did tone down most of each backgrounds and main cave by -76 contrast/brightness in the gimp. But yeah i know what you mean cave levels= dark,dank and creepy. I may go back and add some cob webs, spiders perhaps. Things signifying caves. I'll try and tone it even more, though the video's seem to come out slightly brighter than the actual game.  As for empty i may be missing one or 2 enemies, i haven't seen in a video gameplay yet. It seems most people skip area 1 and drop right down.

Yeah wondering too if theirs anyone out their that has a map of all the candles and what they are. If not i will eventually have to go through,play the game, and figure them out. I think the japanese,european, and american versions are differnt with candles though.
vgmaps.com
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 03, 2013, 06:26:55 PM
hey thanks! Darkman. That will help tremendously. In some cases i've put basic candles,but now i can change them all correctly. Awesome job man!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on May 03, 2013, 07:14:57 PM
hey thanks! Darkman. That will help tremendously. In some cases i've put basic candles,but now i can change them all correctly. Awesome job man!
No prob Las! Always happy to help! I think it's awsome that you are making so many strides in your fan-game.Can't wait to see the final product!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 03, 2013, 10:34:02 PM
Yeah thanks man. I just started going over atlantis and adding reflective water. It's nice but causes major slowdowns for some reason. I also going to probably add the atlantis bg from drac x, while it moves with flowing water. Nifty idea. Just hope it doesn't cause slow downs too. I've looked alot at reflective water examples and many just don't seem quite right. It may be hit or miss. Just came up with a crazy idea on Alucard's cave. I'll leave that for viewing purposes.....

I have to thank you for vgmaps man. That site is really awesome and never heard of it till now. My only hopes are that the guy who ripped stages1-3 can rip the rest for all the candles. Most levels are missing in CV3. Sadly.

Btw i i really like that last level you build in your vampire protector's game. It kinda looked desert like. That is a very neat level design!  It was eye catching!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 10, 2013, 07:18:46 PM
 :) Well just a bit more progress on Castle Courtyard. Nearing completion with this one. I questioned wether to show it. But the addition of the walling and other various oddities seemed alluring. So i have another Wip update on the Castle Courtyard.Also i stretched the last room for a reason. Gotta still work on tweaking transitioning. Here it is:
Super Castlevania 3 (Castle Courtyard Wip3+ Olrox Room) (http://www.youtube.com/watch?v=4_exlSLXvAk#)

I was going to post an update to the moat bridge. However,while the orphic vipers are in place, THe room for them is too big and they need adjusting. So i will talk to LC about it before posting. I wanna show them,but i'd rather they look up to par then way out of water.

Next up after Tweaking moat bridge, will be revamping ghost ship. Already have moving sails for all parts of the ships,LC is coding in, guided by wind. A repallette has already been done, and plans to put the back of the ship more of a starboard feel(where captain steers ship). I'm llooking more for a black pearl approach. I'ts a muddy color at the moment however. The medusa room needs heavy revamping aswell. My first attempt rather stunk. 

Though it's not enought for an update either, i got crafty with al's cavern. Seems the coolest/biggest spider web ever for Cv games came from haunted castle. All i have to say is it host spiders quite nicely! lol. ok enjoy! 8) 8)


Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 26, 2013, 06:50:29 PM
Monster Trio Set 1(2 akmodon's,cyclops,pazuza levanthian beast)coded by LC
Super Castlevania 3 Fan game Project - Monster trio set1 (http://www.youtube.com/watch?v=-T-LJ0SwabQ#)

Orphic Vipers test demo coded by LC in debug engine(also ignore the trio at the begining)
! Private video (http://www.youtube.com/watch?v=FQBPwO62bNI&feature=youtu.be#)

Ok these are coded in the main engine aswell but may need some tweaks. Still they are ready to go, and with one button press i can destroy them. Trevor is only in as a placeholder in the debug engine so the bosses know to attack. Castle bridge is revamped and soon i will show a vid on that when i get to it.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on May 27, 2013, 08:46:39 AM
Monster Trio Set 1(2 akmodon's,cyclops,pazuza levanthian beast)coded by LC
Super Castlevania 3 Fan game Project - Monster trio set1 (http://www.youtube.com/watch?v=-T-LJ0SwabQ#)

Orphic Vipers test demo coded by LC in debug engine(also ignore the trio at the begining)
! Private video (http://www.youtube.com/watch?v=FQBPwO62bNI&feature=youtu.be#)

Ok these are coded in the main engine aswell but may need some tweaks. Still they are ready to go, and with one button press i can destroy them. Trevor is only in as a placeholder in the debug engine so the bosses know to attack. Castle bridge is revamped and soon i will show a vid on that when i get to it.

Can't see the Private Vid... :'(
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 27, 2013, 12:38:40 PM
Yeah it's pissing me off. I can't make the video public. It won't change it. Somehow recently Youtube seems screwy. It won't let me uplaod it again either it says can't upload duplicate. Obviously some changes are being made their. It kinda stinks cause i wanted to show you guys. Maybe i'll upload the castle bridge as it's basically done. I did have the orphic vipers in for a split second anyways. Though when all is said and doen they won't be where they are.

update: Here is  orphic vipers preview. I'll have to check to see if the monster trio is working. Also this will only be up for a little while.

https://www.dropbox.com/s/tydjtjcauf2z3oh/SCV3%20Orphic%20Vipers%20preview.mp4 (https://www.dropbox.com/s/tydjtjcauf2z3oh/SCV3%20Orphic%20Vipers%20preview.mp4)

Also anyone know how to make it show up rather than just the link. Like [youtube/] insert link[youtube]. Except i'm not using youtube. So would it be [video] or something?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on May 27, 2013, 04:17:11 PM
Yeah it's pissing me off. I can't make the video public. It won't change it. Somehow recently Youtube seems screwy. It won't let me uplaod it again either it says can't upload duplicate. Obviously some changes are being made their. It kinda stinks cause i wanted to show you guys. Maybe i'll upload the castle bridge as it's basically done. I did have the orphic vipers in for a split second anyways. Though when all is said and doen they won't be where they are.

update: Here is  orphic vipers preview. I'll have to check to see if the monster trio is working. Also this will only be up for a little while.

https://www.dropbox.com/s/tydjtjcauf2z3oh/SCV3%20Orphic%20Vipers%20preview.mp4 (https://www.dropbox.com/s/tydjtjcauf2z3oh/SCV3%20Orphic%20Vipers%20preview.mp4)

Also anyone know how to make it show up rather than just the link. Like [youtube/] insert link[youtube]. Except i'm not using youtube. So would it be [video] or something?
You probably have to delete the original and reupload it. Alternatively you can try Tinypic.com and upload a video. May take a second but then you'll be provided with a link you can use for the forum.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 27, 2013, 06:52:34 PM
ok i thought tinypic was only images. But good to know. I may sign up. At least for now hopefully dropbox will show the vid. At some point if youtube isnt' working properly(i think my account was hacked), that i may switch to that. Well ok thanks darkmanx_429!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on May 28, 2013, 10:42:10 AM
ok i thought tinypic was only images. But good to know. I may sign up. At least for now hopefully dropbox will show the vid. At some point if youtube isnt' working properly(i think my account was hacked), that i may switch to that. Well ok thanks darkmanx_429!

Cool Vid for the Orphic Vipers. My only suggestion is that I know that you are staying to the original source material with them going up and down from the water, but to me it looks a little static. Maybe you should sprite a longer neck for them and make them move in more snake like movement. Something more erractic  and less predictable. By, the way you don't have to sign up to upload stuff.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 28, 2013, 05:35:44 PM
K, yeah they are pretty similar to the nes version. About the dropbox, yeah i found you can click on the vid once it's in dropbox,right click and copy the link. Then paste wherever. Works ok i guess.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: BMC_War Machine on May 29, 2013, 04:27:52 AM
Las its looking great dude!  Keep it up! 8)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 31, 2013, 06:58:23 PM
Thanks! Yeah LC deserves the credit on orphic vipers though!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on June 05, 2013, 10:18:19 PM
hey guys felt i would put up 3 videos of re-enhanced levels. Revamps more or less. Very much not done with any of them. I felt at least the need to show a little of what myself and LC had been up too. So here's further tweaks on Castle Keep, Castlebridge, and Ghosthip. Noteably the ghosthip has seen the most action in terms of revamps. But i did some custom work in Castle keep aswell.

The castle keep i'm still looking to make rooms 1,3,4 extensively larger with possibly boobie traps in them. Also a better layout than previous and even what i have thus far perhaps. The frame in drac'ls room is supposed to be for a mirror effect. I may or may not pull out the cc picture in rm5 and make that a long mirror. it may be neat! Also ignore the old rushing water as i may pull it. Depends. But i meant to pull it from video.

The castlebridge i felt the nature of the tiles was a much better selection and i darkened some areas(re-palleting most) and added in different backdrops which i felt would be more benificial for the level overall. Ignore the orphic fight. It still has to be tweaked.

With the ghosthip i damn near cleaned house on it. I am still far from done on terms of what i think i can acheive with it. As i do wanna add a second background in areas where i feel it may be needed. Plus the emergence of crashing waves and a rippling water effect may be nice. The rain may change to suit a more ds approach, yet at that same time hopefully gust with the wind aswell. One fella mentioned the player being brushed back by the wind in outdoor areas. It would be nice, but all of this code could potentially slow the level down to a crawl. Too many sails in one area is already problematic. Well hope you enjoy the progress!


Castle keep revamp
Super Castlevania 3 Fan Game - Castle Keep Update Revamp (http://www.youtube.com/watch?v=mOeuv9HUbQY#)


Castle bridge revamp
Super Castlevania 3 Fan game - Castle Bridge Revamp (http://www.youtube.com/watch?v=ESwVfY209XY#)


Ghosthip Revamp(with wind guided sails courtesy of LC)
Super Castlevania 3 Fan game: Ghost ship Update Revamp (http://www.youtube.com/watch?v=c6w0BIJXfcM#)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on June 27, 2013, 08:53:17 PM
I regret to have to inform fan gamers,but this game is looking like it will be on hold for a while. I'm uncertain of what road lies ahead for it,but for now i don't think we have code help. I may re-post up for help at yoyo forums in the future. As it currently stands this game is far too complex for me too code. I am just at baby steps of coding. I am however sitting down with tutorials. It maybe sometime before i'm ready to comeback to coding this. Providing my skills levels increase to the point where i can complete it i'll more than likely do so. I"ve had to put HOTN(which i was planning to change the name to Castleavnia:Purge of Chaos) on hold aswell. Obviously this is going to take some time, and this is not the news i want to tell you. I"ve already seen two youtube comments saying don't quit this game, no one yet has made a CV3 full remake yet. But unfortunetly there is little i can currently do. The most i can hope to acheive at my current status is too continue to re-enhance the levels. Which even their i feel my creativity slips a bit at times. Bottome line is i really did not want to just throw the game out their but to make it look really nice before doing so. With that being said, i could put out a demo(chalk full of errors but atleast playable), but i doubt it would do the game justice.

Issues with a demo(if i do put it out)
-loading issues cause an external error, this makes the sounds(bgm and sound fx's)unplayable.
-to start the game the external error will happen but you have to hit ignore with the enter key about 50 times(just hold it down). Then the game will run but obviously no sound or fx's.
-many features that were meant as secrets will now be exposed.
-some areas weren't finished so they may be unaccessable without the use of alucard's flying abilities(example- the pendulum's in castle keep).
-Though we had stairs with moving the players automatically, i haven't yet sat down to get that part working yet. So the players can move room to room, but this will not be moved automatically yet.
-Most if not all rooms with shifting doors work, swamp stage may have had a room or two that gets stuck i forgot to fix.
-sometimes if the game is started in windowed mode it may occasionally freeze.
-i didn't finish externalizing many levels, and there is at least one reason. I had every intention of going back to resoop many of them up.

Well ok guys sorry to deliver this news. If we can get solid code help i'm all for completing it. But i myself, feel it's time to sit down and really learn code myself. If anyone wants to take a poll and vote for a demo that's fine(though it has issues) that's fine. Otherwise it'll be on hold.

 Once again my apologies, this isn't the news i wanted to deliever,but i have little choice in the matter. Thanks for understanding. -Laslund-
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Dark Nemesis on June 28, 2013, 01:00:28 AM
I'm sorry to hear that, but since you have reached your limit, it's better to stay and wait for some help and finish it later, than canceled the project once and for all. I wish you the best luck.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: BMC_War Machine on June 28, 2013, 06:54:47 AM
Dont give up Las!  Dude, i felt like i could've thrown my laptop through the window when my HDD crashed, and i was as far completed as the Courtyard the beginning of this year!  But, by starting over and keeping a positive attitude my new version just craps all over the first one a did.  All Im saying is, take your time and make sure you still have fun with it.  Coding definitely sucks when you go through the learning curve, but once you clear it it is really cool to see how you can make your game come to life!  Keep at it dude!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on June 28, 2013, 09:53:19 AM
BMC_War Machine's right. Don't lose heart when you hit a stumbling block (or two). Just take your time and learn as you go. It's not like you're on a company's tight schedule where you must deliver the finished product on time. It's your time. You have all the time in the world even if it doesn't seem like it. Just do what you can and finish your project when you can. You said that you're still learning this stuff so it's to be expected that you will hit several roadblocks on the way to your goal. Just don't give up.  ;)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: kaonstantine on June 28, 2013, 12:22:28 PM
I'm sorry to hear the news, Las. Some days my project seems very intimidating, so I know the feeling. It's your decision to release the demo, but I see no reason to expose secret features  of your game if the project will be on hold for a while.

The last week, I had the same loading issue you are having (had to press ignore like 20 times to run the game). The problem was some .dlls (for playing .ogg files) were missing. Moving those .dlls to the game folder fixed the issue for me

Don't give up, Las.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on June 28, 2013, 01:22:04 PM
I regret to have to inform fan gamers,but this game is looking like it will be on hold for a while. I'm uncertain of what road lies ahead for it,but for now i don't think we have code help. I may re-post up for help at yoyo forums in the future. As it currently stands this game is far too complex for me too code. I am just at baby steps of coding. I am however sitting down with tutorials. It maybe sometime before i'm ready to comeback to coding this. Providing my skills levels increase to the point where i can complete it i'll more than likely do so. I"ve had to put HOTN(which i was planning to change the name to Castleavnia:Purge of Chaos) on hold aswell. Obviously this is going to take some time, and this is not the news i want to tell you. I"ve already seen two youtube comments saying don't quit this game, no one yet has made a CV3 full remake yet. But unfortunetly there is little i can currently do. The most i can hope to acheive at my current status is too continue to re-enhance the levels. Which even their i feel my creativity slips a bit at times. Bottome line is i really did not want to just throw the game out their but to make it look really nice before doing so. With that being said, i could put out a demo(chalk full of errors but atleast playable), but i doubt it would do the game justice.

Issues with a demo(if i do put it out)
-loading issues cause an external error, this makes the sounds(bgm and sound fx's)unplayable.
-to start the game the external error will happen but you have to hit ignore with the enter key about 50 times(just hold it down). Then the game will run but obviously no sound or fx's.
-many features that were meant as secrets will now be exposed.
-some areas weren't finished so they may be unaccessable without the use of alucard's flying abilities(example- the pendulum's in castle keep).
-Though we had stairs with moving the players automatically, i haven't yet sat down to get that part working yet. So the players can move room to room, but this will not be moved automatically yet.
-Most if not all rooms with shifting doors work, swamp stage may have had a room or two that gets stuck i forgot to fix.
-sometimes if the game is started in windowed mode it may occasionally freeze.
-i didn't finish externalizing many levels, and there is at least one reason. I had every intention of going back to resoop many of them up.

Well ok guys sorry to deliver this news. If we can get solid code help i'm all for completing it. But i myself, feel it's time to sit down and really learn code myself. If anyone wants to take a poll and vote for a demo that's fine(though it has issues) that's fine. Otherwise it'll be on hold.

 Once again my apologies, this isn't the news i wanted to deliever,but i have little choice in the matter. Thanks for understanding. -Laslund-
Sorry to here that Las. It was shaping up to be pretty sweet. I wouldn't put out a "half @$$" demo (no offense) because people will just be nitpicking on every little thing. It looks like you just have to wait man. The project is not dead just on hold. I can relate to the frustration you are feeling dude. At least you are being productive and starting to learn to code yourself. At that rate eventually you will be able to look back at yourself in past tense remembering when you couldn't code a lick...
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on June 28, 2013, 04:51:26 PM
Hey thanks for the comments guys! Yeah im not saying i'm quitting. It's just alot to deal with right now. It'll take a while to learn how to code and really well,which is what i'll need to complete this project. Obreck and others' coding is just far too advanced for me at this time. So i really need to start from scratch engines to work my way forward. It's so debatable wether to finish the levels(because many need massive re-hashing) or to learn code. I"m just torn between the two. The only thing is by learning code i can rely soley on myself for getting the game completely coded. It will take a long time eitehr way. And though it's been over 3 yrs  i feel if i don't learn now it may take even longer than anticipated. Yeah i  know the levels will take a long time to get very nice. For now i think i'll just focus on coding. When i learn enough of what i'm doing and feel very comfortable i'll probalby jump back on SCV3. With the game coded all in, all i'll have to do is focus on finishing the levels. And yeah believe me i'd rather not put out a demo yet. I think theirs way too much that would be exposed. Well ok guys i'll post back up if theirs progress in the near future. I do also have a much more revamped(larger version) of castle keep. I think it's much more fitting that what i had before.  8) 8) 8)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: BMC_War Machine on June 29, 2013, 04:22:53 AM
Split it in half dude, do 1 level's worth of coding, then work on the next stage layout.  It will keep the frustration of the coding down and keep you from getting burned out.  I've already done the stages so i dont have that to fall back on haha but i do still have a few songs that need redone/done so that's my break  8)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on July 11, 2013, 10:05:57 PM
Ok so i'm back again guys! I've recently been tweaking this and that on the levels and keeping at SCV3. I figure to at the very least get all the levels done to my liking and then focus on code work or something in that facinity. Either way i plan to make some of the levels a bit larger in general. In this case i took the main hall and Castle keep and revamped them further. I just felt they had to be more spacious. Also in the main hall i knocked down some walls,putting in backgrounds. I may do the eyeball thingy in the window for another levels perhaps. When i sit down to learn code i will probably focus heavily on a number of elements,key unlockable, and various traps. Bit by bit i plan on revamping several levels including:clocktower,warikiya,inner halls,tower, and possibly the 3 alucard caves. Next i will be externalizing these two.Well i do hope you enjoy! Here are the 2 latest updates(much differnent):

Main Hall& Armory further revamp(larger)
Super Castlevania 3_Fan game Project_Main Hall Way Revamp(larger) (http://www.youtube.com/watch?v=_ZmrfjizgP4#)


Castle Keep revamp(larger)
Super Castlevania 3 Fan Game Project_Castle Keep Revamp(Larger) (http://www.youtube.com/watch?v=52OcGezwF2A#)

Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on July 12, 2013, 12:56:57 AM
BTW Here's CV3 Alucard sheet near completion. Been sitting for while and i still have yet to fix his stairs walk. But overall i'm feeling pretty content.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg442%2F7595%2Fcv3classicalsheet.png&hash=2c0b1e596d34f22b1e1112cd41a6c591)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on July 12, 2013, 12:13:58 PM
BTW Here's CV3 Alucard sheet near completion. Been sitting for while and i still have yet to fix his stairs walk. But overall i'm feeling pretty content.
Digging that waayy more than the one that is a placeholder in their now. The levels seemed even more polished my only gripe is that it seems, especially in your Castle Keep area that there are too many of the same type of statues in the parallax in the outside area, just too many in general and the same color as the foreground areas. They make it kinda hard on the eyes...other than that looks nice! I would also add some separate swinging animation to the chandeliers.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on July 12, 2013, 04:57:06 PM
Yeah that's cool. I may decide to pull a few statues out of drack's keep. The main hall i did have some i meant to pull out but not many. If anything i felt i needed perhaps mirrors,statues and ornaments. THe areas of red border i was considering making mirriors aswell. As for swinging chandeliers that's not a bad idea and i did think of that from SCV4 but i dunno. Maybe the main hall more so. Now falling chandeliers maybe kinda neat with ghosts disguised in some armors. that's an idea i've had on the back burner. Yeah that alucard is specifically designed for cv3 style gameplay(not like the other skins that are sotn style alucard). I was considering swapping the code for classic code. But either way that will need to wait til i get a better grasp on code.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on October 01, 2013, 07:25:02 PM
Back with an update.

Inner Halls update(still wip)I'm still reworking things!
Castle Inner Halls(WIP) (http://www.youtube.com/watch?v=EvyCKg4zFyY#)

Room1 will see more tweaking along with some tiles still. Plus i'm going back to re-enhance the waterfall room. Overall it's more of what i was hoping i'd come up with the first time around.


Clocktower update
Super Castlevania 3 Project-Clocktower Stage Up (http://www.youtube.com/watch?v=ftCOkM2feHg#)

OVerall this levels is very complete. I just need to add in the breakwalls for heartage,1up, and doubleshot. Yeah this is for the up version only. I'll have to find a way to make the player come from the top down with the moving down view LC coded. At that point it outta be interesting so while you tread downward...not to fall or jump to early or death will insue!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Lelygax on October 01, 2013, 07:57:10 PM
Its ever good to hear about you and this project, nice to see you working hard on it. :)

4:23
This doesnt look right. The whip isnt even touched this medusa head.

Now about the stages, they are beautiful, I think I dont even know how to improve then even more.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on October 01, 2013, 09:17:27 PM
hey thanks Legalex! Yeah i've been at this stage for almost 3 weeks alone. I've been rather nit picky about it and i felt i had too. My last two attempts at the clocktower really weren't what i wanted or expected. But yeah i have to say imho i think this level is more of what i'd like to get out of the levels at this point. As for medusa's?....ah......well camstudio is acting up on me again. For some reason i think too many moving objects in a room cause the video footage to blur. Clearly that happened here. I mean the whip actually has to hit the medusa heads for them to explode into snakes.

As for inner halls well i'm not exactly done yet. Since the vid here, i've turned the waterfall room more into rocks like those of symphony of the night beggining...you know the room were the fishman and bats reside. I think it's more realistic looking for that. I'm thinking of adding some tributary like streams from the rocks. I at least think that's what was being portrayed in nes version.

But yeah either way glad you like it. I'm thinking level 1 needs a major revamp. :-\ Got some ideas flowing. Hopefully i'll brainstorm somehting nice soon!  ;D ;D
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Lelygax on October 01, 2013, 10:05:52 PM
Good to hear that, also I think using these rocks can be a good idea too :)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on October 02, 2013, 09:00:28 PM
Yeah it does look like the sotn rock area works well actually. I'll stick with it!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Intersection on October 05, 2013, 11:05:10 AM
Ah, this is the best piece of CV news I've seen in a long time. For too long, I'd believed SCIII to be dead... I'm so glad I found this thread.

It's incredible how many CV decors you've fit in there -- the outer walls from CoTM, the pillars from AoS, the waterfalls from HoD (if I'm not mistaken).
So by all means, keep up the effort. Your nitpicking is certainly needed here. And, above all, keep us updated!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on October 05, 2013, 12:51:55 PM
Good job Las! Did you see the new updated Ghost Ship 1-2 on my thread?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on October 05, 2013, 02:35:31 PM
Hey thanks guys! I totally appreciate it! I hammered the hell out of this level. And yeah though i feel it's near complete. I do have to add a couple things. But yeah about the nit pickyness. I certainly wanna keep that a part of my repetoire. I'm through level 1 and doing the same. Overall i feel the village, all 3 caves, and the tower need the most enhancements atm.  I feel pretty good on a number of levels. I do,however,feel the need to get the levels tip-top shape.  Afterwards, i plan to sit down and firstly learn 3d primitives and how they work. I'm planning to reshape some levels and enhance them. I'm not sure how to go about it for level 1 but i really wanna add a mill to the medusa room and somewhere add in a windmill which makes perfect sense for it. My big focus is on that room3 chapel room. If i can at some point make a 3d room like that of sotn but totally original. I'd be physced big time! I know what i wanna do with it too. But i have to be able to sit down with it. Yeah i'll add more vids and updates when i have them. Till then....enjoy! 8)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on October 05, 2013, 05:37:00 PM
Hey thanks guys! I totally appreciate it! I hammered the hell out of this level. And yeah though i feel it's near complete. I do have to add a couple things. But yeah about the nit pickyness. I certainly wanna keep that a part of my repetoire. I'm through level 1 and doing the same. Overall i feel the village, all 3 caves, and the tower need the most enhancements atm.  I feel pretty good on a number of levels. I do,however,feel the need to get the levels tip-top shape.  Afterwards, i plan to sit down and firstly learn 3d primitives and how they work. I'm planning to reshape some levels and enhance them. I'm not sure how to go about it for level 1 but i really wanna add a mill to the medusa room and somewhere add in a windmill which makes perfect sense for it. My big focus is on that room3 chapel room. If i can at some point make a 3d room like that of sotn but totally original. I'd be physced big time! I know what i wanna do with it too. But i have to be able to sit down with it. Yeah i'll add more vids and updates when i have them. Till then....enjoy! 8)
That's really awesome man! Lately, there has been a influx of people on the thread that have taken the reigns of their own projects when other people may have flaked out on them or quit prematurely, it's quite good to see! I feel like with my project, and the other ones on the thread there is a new generation of quality Cv fan-games coming out!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on October 18, 2013, 08:08:33 PM
@darkman_429 i apologize for missing your earlier posts. I did get a chance to see the ghosthip. I thought it was updated. The one with the smashing water. It looked awesome!  You know i was thinking when he switches guns maybe it can have a pump shotgun sounds at least a differnt clip sound for each gun perhaps. That'd be pretty neat! And yeah i agree theirs alot of neat projects going on in the forum!

As for progress over here. I have a new update on warikiya village. I got tired of orange blocks, which seemed somewhat out of date imho. So with that i retweaked the level and gave it two possible element forms. Rain and lightning, or moon and clouds. I'm still trying to decide on which is best. Still not sure if i'll add more. I wanted to add a stable,hay,some boxes, and a horse eating hay. I would have to sprite that up though. I hadn't gotten to that yet. Also i think when i can finally learn 3 primitives i will redo the chapel room similar to sotn chapel(not the same though) and make some town houses primitives as well. But yeah,anyways here we are:


Warikya Village WIP revamp with moon and clouds
Super Castlevania 3-Fan game ProjectWarikiya Village Revamp (WIPNo Rain Version) (http://www.youtube.com/watch?v=o0kO9eyXXhI#)

Warikya Village WIP revamp with rain,lightning effect
Super Castlevania 3-Fan Game Project Warikiya Village Revamp( WIPRain Version) (http://www.youtube.com/watch?v=P-Ub7RLWJs8#)

Enjoy!  ;)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: VladCT on October 19, 2013, 01:57:45 AM
FYI it's supposed to be Warakiya, which in turn is supposed to be Wallachia. :x
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on October 19, 2013, 07:57:29 AM
Right....warakiya....my bad. Either way what did you think?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: VladCT on October 19, 2013, 08:30:19 AM
Personally I prefer the first one. The flashes in the second one are pretty distracting.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Belmontoya on October 19, 2013, 11:30:01 AM
Everything looks awesome. But I agree that the flashes are a little bit too much, even though they look fabulous.

But even still, great job man!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on October 19, 2013, 01:26:11 PM
Even though the flashes are awesome, just but them in your background and light the background up, that'll work...
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: kaonstantine on October 19, 2013, 04:14:45 PM
Mmm i think the flashes are OK, what  you need is to adjust is their lenght. They last too much on screen. I guess they could look better if you reduce the "frames per flash", making the effect more subtle
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on October 20, 2013, 03:55:56 PM
Yeah for now it's not super important. I mean yeah i'm sure i can adjust that code. It came from caveman effect particle engine. I'd have to mess around with it. I think my overall concern with a level like this isn't as much rain effects and flashes as it is not having certain rooms have slow downs but that Room 4 and 5 for some reason have a slight slowdown. I'm not sure why. I use all tiles for this level exept for the backgrounds. Still it shouldnt have been an issue. I've had slowdowns in levels with just alot of black tiles(like atlantis...fixed now). But i'm not sure why it happens. Coudl be obreck's coding??? Either way at some point when all the levels are finished+externalized and the engine is back to running normal i will mess with effects like that. I'll really have to get my hands dirty with coding and primitives too. Atm i'm trying to clean up the engine and have it running as effeciently as possible. Loading time included.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheouAegis on October 26, 2013, 12:10:01 PM
Don't let tiles get drawn. Convert them to single backgrounds. Although that shouldn't be the cause of so much noticeable slowdown. Still, it might help things. Unless you're applying effects to the tiles themselves, in which case that might not help you much. I dunno, i'm too busy eating rice that I thought would have picked up more flavor after cooking it in a pan that had burnt barbecue sauce in it (the rice still tastes like just plain old rice).
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on October 26, 2013, 01:38:00 PM
Hey theo thanks for the suggestions. I don't draw tiles. If you mean by code or even image_xcale=   no i don't do that either. Only with the objects like obj_solidblock or obj_solidtop. They are for the player to walk on one has a ceiling cap the other not. Either way i think it's the size of the sprites or backgrounds. I think i need to cut them down. Then again someone said it's the smxs.dll that's causign the problem. Another person said GMFMODSimple.dll. All i know from what i hear is that obreck didnt need to use these. Especially smxs.dll. It's a sound system library file. I think it's for like 3d or hd sound maybe. I dunno actually. Just know that i've gotten external error alot. And it has to go through like 40 or 50 ignores before the game is runnable. I do know when i cut down sprites,or delete enough(even pullling out full level backgrounds at times) eventually i can get the game to run perfectly. But i have to be careful what i pluck out. I cant not have levels..ya know. Plus i got more i'm still doing. I can't exactly delete all objects i'm using too. Their are many,many objects. Some i need for certain...like clocktower and warakiya. I may go through and slash out some extra uneeded objects in dungeon like the 160 frame prisoner in a cell ala sotn. I mean i can cut him down. Plus i use 2 or 3 versions . I think that would help eliminate stuff. Even the hod clouds in mountain range, or 3d scrolling castle keep clouds. If i got them coded in..it would save mega space i'm sure. They are sprites/objecst atm and use many sprites in a strip. I'm thinking elminating some things woudl be good. I just can't leave the game naked. I wonder if externalizing objects as well as backgrounds would solve anything. I've just beeen stumped for a while. I keep hearing that GMFMODSimple.dll has issues. When you abort the game and exit(not from it being coded tha way ingame but use gm's esc to exit), it will cause this error to happen. I'm not sure either way. But damn....it seems no one has a viable solution to it. I guess it's just time to cut out uncessary stuff. I can eliminate unused backgrounds too. Maybe it want's to load from a folder and sees these backgrounds but has issues skipping over them. Yeah i will do that. Probably is one of many possible solutions. If you find anythign out more on this Theo please let me know. I know you are pretty solid in gm. Ok ttys!Enjoy the rice!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: kaonstantine on October 26, 2013, 02:13:48 PM
In the rooms with slow downs, check the instance count, in the bottom of the debugger.

In the taskbar manager, check if the memory/cpu usage doesn't grow up in the problematic rooms
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheouAegis on October 27, 2013, 08:20:01 AM
No, by "draw tiles" I mean don't let GM draw them at all, period. Mark (and I thinK Studio's programmers too) messed up tile functionality and it is horrifically slow during the GM's drawing phase. You can use tile_layer_hide() to disable drawing of the tiles but leave them in the room, or use tile_layer_delete(), but in a Castlevania game I'd stick with just hiding the layers.

I don't remember which version of GM you use, but here's a GM8 quickie I used to test out the difference between letting tiles be drawn and just converting the image to a background to be drawn instead. http://www.mediafire.com/download/61g4o8or7m36ccs/smb3_angry_sun.gmk (http://www.mediafire.com/download/61g4o8or7m36ccs/smb3_angry_sun.gmk) If I uploaded the correct file, when you run it, press SPACE to toggle tiles on and off. If you're using Studio, you'll need to Import the project. All the code is in object0.

Also, the prisoner probably only takes up 10 or so frames of animation and they just did a better job of coding it than you.  :P But that would be a RAM issue, not a CPU performance issue. They go hand-in-hand sometimes, but that shouldn't be affecting you too much. ... Although cutting out 15/16th of a sprite might not be bad.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on October 30, 2013, 11:47:35 PM
Thanks man! I'll look into that. Yeah i never heard of tile_layer_hide() or delete for that matter. I dunno if it's a studio or 8 term. But yeah i still haven't tapped into much coding as of yet. I'm still focusing on getting solid levels. Then i will sit down with code and see what i can tweak. And yeah cutting down some sprites does seems to help. I deleted the prisoner(all160) frames and used a 32 frame one(not all of his sprites but doable) and yeah it worked much better. That and the fact i deleted alot of objects and sprites i didn't use and backgrounds too. I think i will just be careful when building levels to not use too many tiles from tileset or on the opposite side of the spectrum,not use too big a tiles. That seemed to give the error before. Too many tiles and yeah like you guys had....i got areas with mega slowdown. I had to do almost all of sunken city over because of the dark tiles. They slowed the engine down big time. Ok i'll check out that file too. Thanks for the example!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on November 07, 2013, 11:50:59 AM
 Super Castlevania 3 project is still going strong. levels are all being externalized. all levels are complete but some will get reworked just a bit. Las and I had a slow down period at first but things are getting back to where they need to be. still not sure when we will have a release date. stil need some small things coded here and there, so if anyone is interested, i'd be glad to have you ;)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on November 07, 2013, 11:54:41 AM
Super Castlevania 3 project is still going strong. levels are all being externalized. all levels are complete but some will get reworked just a bit. Las and I had a slow down period at first but things are getting back to where they need to be. still not sure when we will have a release date. stil need some small things coded here and there, so if anyone is interested, i'd be glad to have you ;)

So out of all the levels how many do you have left to complete?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on November 07, 2013, 12:09:56 PM
well, there all complete levels. we just need to add the weapon power ups in there respective places, and add some different props and back grounds to maybe 2 or 3 more levels being that we want something better in place than what we have. now the aquaduct level, we need to get the rising water coded in. then that will be all for the levels so far to my knowledge unless Laslunder wants to add something extra
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheRetroArtist on December 04, 2013, 12:51:58 PM
Hey if you need any help in terms of coding I'd be willing to help as best as I can.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on December 08, 2013, 09:39:26 AM
@TheRetroArtist, hey man that would awesome if you could! Yeah the one area which we need the most help is coding. Yeah i've been trying to push ahead in some areas involving coding/special effects/bosses/etc but because i dont' know code well enought i can't exactly do things i'd like to. We still have many things we'd like to do. I still havne't gotten CV3 alucard in game yet. Mainly what i've been doing is levels and whatever art i can get done. Most of game is finished, for the most part...just need code help and lot's of it. Well ok man...cool....i'll hit up your pm box!Ttys!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on December 08, 2013, 03:17:13 PM
Hey guys figured i'd show you the latest 4 vids i posted. Still got some stuff to work on with the crossroads....like open doors that allow player to move through them without shifting screen. Plus i have to make it so each path voids other paths not chosen. Can't be replaying levels you shortcuted.Right?Also got a start to a WIP levels...enjoy!!!

Here are the vids:

crossroads1:

https://www.youtube.com/watch?v=CVB1cgKiK3Y (http://www.youtube.com/watch?v=CVB1cgKiK3Y#)

Crossroads2:

https://www.youtube.com/watch?v=rX5bQhJFoC8 (http://www.youtube.com/watch?v=rX5bQhJFoC8#)

Crossroads3:

https://www.youtube.com/watch?v=yzrNBLqKIvo (http://www.youtube.com/watch?v=yzrNBLqKIvo#)

Baljhet Mountains:
https://www.youtube.com/watch?v=fCfmDgB81T0 (http://www.youtube.com/watch?v=fCfmDgB81T0#)

?? what happedn with linking to the videos. I did it the same as ever..just posted it...doesnt seem to be opening up the video player...did something change?. Curious

* update ok thanks'. I don't remember ever having that happen. Hmmm...???
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: VladCT on December 08, 2013, 03:24:26 PM
You're supposed to hotlink to http:// instead of https://.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on December 08, 2013, 04:56:14 PM
I am really your new level layouts Las! By the way, I never hear any sound with your vids. Did you record them with no sound always? (I prob asked this before, but I don't remember! lol)

You haven't mentioned much by the way of secrets it seems like a pretty straight conversion of CV3. What do you have in store for extra stuff?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on December 08, 2013, 05:55:46 PM
no i cant' record sound or atleast havent figured it out yet. Alot of vista users apparently have this problem. I've messed around but no luck yet. So for now i'll record them with no sound. Maybe Reiko or someone else can make them with sound later. As for secrets...well i dont wanna get to indeth publically. Just eyecandy atm! :o
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on January 17, 2014, 09:00:38 PM
Ok so i got a couple updates on bosses though they are somewhat premature.Here i introduce Wyvern and a wip Slogra courtesy of Retro Artist. While the Wyvern is mostly complete, Retro mentione he now has him flying at a certain point in a room... I will probalby also make a more dramatic death for him. The slogra is certainly getting their and may need a move or two more. Perhaps a sliding spear attack. But overall he's coming along very nicely!  And you know where slogra is gaibon can't be lurking too far behind!! Also sorry about the black room he fights in. It is do to the altering of the parrllex x,y coding used in that level. I haven't figured out yet how it correlates with the backgrounds so many are still blank. I have to consult with LC on this matter. But yeah...here's some neat progress! Enjoy!

Wyvern Boss fight:
Super Castlevania 3 Fan game Project Wyvern Boss Fight beta (courtesy of Retro Artist) (http://www.youtube.com/watch?v=CpG_zxwrSWI#)

Slogra boss fight:
Super Castlevania 3 Fan game Project Slogra early beta(still wip incomplete) (http://www.youtube.com/watch?v=hewCdtJiVME#)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on January 19, 2014, 05:51:14 AM
That's cool man!

About your sound issue, did you ever think of just getting headphones that has a headset and recording sound that way? I use Logitech H555's and turn them up when they are plugged in and no one knows the difference...I have to be quiet while doing it though with the mic on so they don't pick up other stuff.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on January 19, 2014, 06:11:04 AM
No i hadnt thought of that. Though  a while back on my old pc which had vista ulitimate i was able to use audacity on it to record at the same time a video was playign to get sound. It was the only way. Sadly i dont knwo what version i used and in all honesty it was a giant pain in the ass to get working. I used to use audacity to record 4 track songs before i got pro tools for pc. Yeah....wow what energy and time can be saved with technology! Yeah as for sound issues...Well Jop has offered to make some recordings of videos in his spare time. Maybe he can repost them here as well. I'll talk to him about it. THough keep in mind...some of the sound issues in the game still need to be worked out. The boss fights especially lack sound. It's just coding that needs to get tweaked for it too work. I still have to put in the wyvern soundds for that boss and other various areas.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: kaonstantine on January 19, 2014, 11:12:34 AM
I never tried it, but one solution i read somewhere was to get a cable like this:

(click to show/hide)

and Connect audio OUT to mic IN with it. Then in the windows mixer, select the microphone as the record device. Then you can use software like audacity, acoustica, etc to record from microphone (or even your video capture program, provided it let you choose the audio source).

As i said, Don't know if this work.  :P
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on January 19, 2014, 05:15:02 PM
I made this 2 videos, the first its the first stage and the second its the Clock Tower stage

Super Castlevania 3 Stage 1 (http://www.youtube.com/watch?v=roAfyYBFKfc#)


Super Castlevania 3 Stage Clock Tower (http://www.youtube.com/watch?v=qoB8ReT6h7g#)

Sorry about the speed, my laptop its not good so when i record and play the game this happen
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: DarkPrinceAlucard on January 20, 2014, 02:50:13 PM
Sorry if this has been asked before, but when will we get more Alucard gameplay?

So far I have mostly been seeing Trevor and Grant.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on January 20, 2014, 07:12:45 PM
Actually I think it's Sypha who's been seldom seen the most in terms of fan works. We need to see how Sypha will function.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on January 20, 2014, 10:55:13 PM
Well when he records other levels just ask him to put in sypha and alucard in some of them instead. Also hey Jop keep in mind in the options menu you will be able to switch between skins. I think trevor and alucard currently have 3 if i'm correct and sypha and grant have 2 each. Something like that. Just play through and test it before you record.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on January 27, 2014, 11:17:35 AM
sypha actually plays really well. and well balanced. alucard sotn wil be unlockable. we have a reamke version of aucard tht doesnt use sotn alucard as base. in fact he is accurate to the nes version. looks really great. we will soon show footage of that as well. all levels within the game are complete. right now we are getting the last of the bosses coded in. also we are toying with 3d primitive lol. you all will see in due time. we are trying to wrap up in a timely fashion to give you all a true remake of cv3 with extras to go along with it. will be interesting. if you have any suggestions please feel free to let us know.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 01, 2014, 11:32:44 AM
Hey guys! Sorry it's been a while. Back with an update on some stuff for the game that i've posted over at youtube:

SCV3 Ghosthip revamp:
Super Castlevania 3 Fangame New look Ghosthip+Monster Trio's (http://www.youtube.com/watch?v=rSwR2FH7_KI#)

(here i how off a little bit with cv3 classic style alucard..he's not done yet but getting their. As for the ghoshtip were still adding tweaks to it..may fill in rooms 2 and 3 with some more bones/gold. I may use the scene from goonies somewhere with one eyed willie and the 2 platform gold weight thingy. We do plan on fixing up that background but only as an object that animtes wtih realistc moving water in teh background with a program called squirtz. We may add in some crashing wave effects aswell


SCV3 Monster Duo battle:
Super Castlevania 3 Fan game Monster Duo (http://www.youtube.com/watch?v=8K5NDE4hzgs#)

Classic Slogra and Gaibon coming atcha!

Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 01, 2014, 11:35:40 AM
Mm....more goodies?? i presume....


SCV3 Encountering Grant dialogue cutscene WIP:
https://www.youtube.com/watch?v=LLQm1_VVYL0 (http://www.youtube.com/watch?v=LLQm1_VVYL0#)

SCV3 Encountering Sypha dialogue cutscene WIP:
https://www.youtube.com/watch?v=oh4GCP6OhO4 (http://www.youtube.com/watch?v=oh4GCP6OhO4#)

SCV3 Encountering Alucard dialogue cutscene WIP:
https://www.youtube.com/watch?v=5dx3IMeyf5o (http://www.youtube.com/watch?v=5dx3IMeyf5o#)

These cutscenes are a just the tip of the iceberg. More will be added to it of course..to look and feel very similar to the original. We also do have the handshakes(exepct cv3 al) done aswell..i posted it in an older youtube vid some time back. More dialgoue throughout the game will be added as well as potential voice acting. We have several dialogues/cutscene intros for some bosses/players...difernt things will happen in the game you'll see..



Water reflection test 1:
https://www.youtube.com/watch?v=V1v0oxBuKkg (http://www.youtube.com/watch?v=V1v0oxBuKkg#)

Water reflection test 2:
https://www.youtube.com/watch?v=VQ_GkLER0CY (http://www.youtube.com/watch?v=VQ_GkLER0CY#)

Here are a couple of gm water refletion effects i've been toying with in game. Mostly because this game doesnt involve underwater levels like sotn or ds games i will probalby add in reflective water pretty much through out and dithc the old water. Anything that can enhance the realistic feel of the game. Water refelction 2 has some slow down issues..but is nice overall and also has been added to the rising water effect you see. I have splash effect too. Water reflection 1 overall is more realistic and was done by the snidr...though i still am not sure how to make backgrounds show up in the reflections otherwise..it'd be perfect. I'd like to morph that to the rising water somehow. Still both very nice effects.

Currently Retro is working on falling trees struck by lighting...lol..i'm sure it will look dandy..as we agreed to re-add the rain/storm effects back in level 1. We may add some hints of rubble,smoke..a little flames..but nothing to drastic..possibly some skeletons chared remains..and i'd like to add in that ashes effect from rondo. T'would be nice!! I'm pretty excited too cause i just found out how to add ambient sounds to the levels such as the clocktower gears sound to clocktwoer, waterfall for rooms with waterfalls..which i've now added to the source. We have some really nice effects we'll add in other levels..but for now my lips are sealed...i've said enough..or have i said enough... :o :o :o

Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 01, 2014, 12:14:31 PM
Lol yeah i think you said a little too much. Just let them see when we do anpther video with sound. I'm happy with how our dialogues are coming along.skirtz program will work for a fore front water fx in front of boat. but we will need to try the other method for background. the game over all is very beautiful in nature. of course with all the time we have spent on ut. its killin thangs fasho. boss battles feel accurate to if not more beefed up than the nes version so that bosses can't be killed easy like nes version.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 01, 2014, 02:59:33 PM
well i just think we need to do a little research on more special effects..the game itself will come along...adding the right touch means everything.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 03, 2014, 08:30:02 PM
Man its all good we got this. This project is killa.  We got this shinin like a ho on a stripper pole. plus we got some even krazier shit i ain't gone speak about. The fans will see when that beta is released first at mushroom kingdom fusion then here and at the forum. getting close Las. gotta fix alucards stair clib spritw which is in works as I speak. The secret levels based on decisions you make and what path you choose while remaining canon to the story and time period.

clean up a few bugs here and there.
touch up atlantis
tweak grant
finish up dialogue.(in works now)
Voice recording for dialogue.(sotn style)
Not much more to do but finish polishing up whatneeds be.
when done with this, a direct remake of Cv1 and Cv2 simons quest.In btween working on purge of chaos. then a few mega man remakes and then I'm retiring from this for good.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on March 03, 2014, 10:05:32 PM
Actually the one stage in CVIII isn't Atlantis even though I used to think so too  ;D  It's title is roughly 'The lost shrine of Poltergeists' or something along those lines. Nice to know that the game is almost finished. Perhaps the first CVIII fan remake ever to be released. Can't wait to give it a go!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 04, 2014, 08:23:31 AM
Actually the one stage in CVIII isn't Atlantis even though I used to think so too  ;D  It's title is roughly 'The lost shrine of Poltergeists' or something along those lines. Nice to know that the game is almost finished. Perhaps the first CVIII fan remake ever to be released. Can't wait to give it a go!


yeah lol i just call it atlantis for short. now its like everytime I talk about the level,  I seem to call it that all the time. of course in the game, the levels will have the respective name.
but yeah once we wrap it up. ill make sure you get to play it. thanks fpr your interest and support. seems like here lately We get little to no support at all. so once again thank yo so much.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on March 04, 2014, 09:33:15 AM
Quote
thanks fpr your interest and support. seems like here lately We get little to no support at all. so once again thank yo so much.

No problem. Just do what you can bro  :)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on March 04, 2014, 10:26:15 AM
Well i made 2 videos more but since im busy i cant do more  :'( , when i find time i will make more if you want and sorry about the speed

Super Castlevania 3 Stage Ghost Ship (http://www.youtube.com/watch?v=yi-FhrkFATk#)

Super Castlevania 3 Stage Tower (http://www.youtube.com/watch?v=Z-5BvVy3ba4#)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 04, 2014, 11:23:34 AM
Well i made 2 videos more but since im busy i cant do more  :'( , when i find time i will make more if you want and sorry about the speed

Super Castlevania 3 Stage Ghost Ship (http://www.youtube.com/watch?v=yi-FhrkFATk#)

Super Castlevania 3 Stage Tower (http://www.youtube.com/watch?v=Z-5BvVy3ba4#)

its no problem bro. also we have since updated ghostship and towet. actually all the levels have been updated. I'm sure Las will send you an update for beta testing. Thanks for your help and support of this project as well. its well appreciated.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on March 04, 2014, 07:28:11 PM
That Sypha sprite is sick!  :o  Her movements are fresh yet it's still her! Good job!  ;)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 04, 2014, 07:31:09 PM
Man i shoulda waited a couple days to show the revamped ghosthips..cause i added in animated water backgrounds for several levels... including the keep,courtyard,sunken city,mnt range, and of course ghosthip(it looks pretty dope!!). Though i must admit i feel like ghosthip should have more crashing waves,splashes taht sort of thing going on..what i just added is good for now..but i will more or less change it in time. Sunken city will soon have a face lift as did teh ghosthip...just cant' stay away from the pickiness. Also i have been toyign with some new grant animations..i altered his walking sprites..i like the idea behind it much better now..and i'll have something differnt for his stairs up and down aswell. Before in all honesty his animations were too smooth...which normally is good for any other cv character..not grant..he needs to have creepiness.like he's creepin' up on ya. almsot like a burglar or something..that's how he's looking now. Next up after i finish the animated water backgrounds..which i could show in a vid along with retweaked grant, i plan to fix the reflections i was working on earlier... One effect i've been at for  a long time is something viperirk has. I've been looking to get ahold of him for a while on it..but i dunno if he's been online for  a while. Well i will post any more newer updates pertaining to level enhancements as they come! 8) 8) 8)

Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 04, 2014, 07:35:22 PM
Thanks about sypha! Yeah i still feel like she could be closer to the original in jumping animations..which i will toy with more than likely at soem point.. Obviously you've seen their are various versions..so each may have their own animations..depending when i sit down with them. Be sure to check out teh cv3 classic al on the new revamp ghosthip level...his stairs are undergoing fixes..but overall he's complete.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: SabinFigaro on March 04, 2014, 08:31:38 PM
This looks amazing guys. I think the main reason you guys did not get the support deserved is that you are (want it or not) in competition with the other castlevania 3 remake. And your thread wasn't as active as the other one until recently, (so it didn't rank-show as high in the fan section, therefore not catching the eye). This being said, your work looks fantastic. Both remakes are looking great, and we are blessed to be able to experience two different versions of Dracula's curse. Keep up the great work guys, and thank you for giving this classic masterpiece  another re-telling.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 04, 2014, 08:58:08 PM
Yeah..just been super busy with stuff..rehasing this and that..adding in effects...stuff can be time consuming..so yeah i can post but really when we have something ready for show..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 04, 2014, 09:38:42 PM
This looks amazing guys. I think the main reason you guys did not get the support deserved is that you are (want it or not) in competition with the other castlevania 3 remake. And your thread wasn't as active as the other one until recently, (so it didn't rank-show as high in the fan section, therefore not catching the eye). This being said, your work looks fantastic. Both remakes are looking great, and we are blessed to be able to experience two different versions of Dracula's curse. Keep up the great work guys, and thank you for giving this classic masterpiece  another re-telling.
Thanks Sabinfigaro for your support and keeping it real. I respect that 100% my dude. yeah our activity was a shy for a while but we were working more in the dark. we good though. we have lots of stuff going on in the project. i almost wanna tell what it is so special in the game but I can't b/c i don't want to spoil any surprises for you all. Scv3 is coming along fine. a lot of changes done in the levels to make em even better. custom made boss edits.  And las with his clever ideas that he incorporates in the game. there is so much stuff in this game thatI personally have yet to see anyone do in a cv fangame. Las is is st an awesome guy with a great vision.

Now back yo the whole competition thing, I personally don't feel in competition with anyone, no disrespect to them. The way i see it we doing our thing and they doing there thing. i personally can't wait to play there game truth be told. I'm a big fan especially of Jorge's game. he alone inspired Las and I to do this game. no matter what we do, It can never compare to. Jorge's cvc. that's  the start of it all. Plus we got bmcs game and that guy is doing  pretty good at his game. major salute to bmc. when you get down to it, between the 3 remakes  they all have there very own distinctive look and feel to them. I love it lol. but yeah thanks to all you guys that support us. we are striving to give you a true remake of cv3.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: SabinFigaro on March 05, 2014, 12:15:36 AM
Hey Reiko26, you are absolutely right.I expressed myself poorly, without any kind of knowledge to back up what I was writing. I'm sure there is no bad blood between you guys and the other cv3 team. And IF there is some sort of competition, I'm positive it's a healthy one. The castlevania dungeon is a pretty cool community and I know that everybody is doing their best to create works of art, not to claim superiority over another's project. Again, keep it up guys, and sorry if I offended anyone, that was really not my intention.  Btw, the Sypha sprite is freakin sweet.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on March 05, 2014, 04:48:40 AM
Hey Reiko26, you are absolutely right.I expressed myself poorly, without any kind of knowledge to back up what I was writing. I'm sure there is no bad blood between you guys and the other cv3 team. And IF there is some sort of competition, I'm positive it's a healthy one. The castlevania dungeon is a pretty cool community and I know that everybody is doing their best to create works of art, not to claim superiority over another's project. Again, keep it up guys, and sorry if I offended anyone, that was really not my intention.  Btw, the Sypha sprite is freakin sweet.
Actually, (not to talk for BMC Warmachine) but we can tell you that there are absolutely no competition.  We are all just passionate CV Fans with also a love for music, good storytelling, and just video games in general!

Just for a side note, we (myself included) are big fans of Las and Reiko. I personally keep an eye on this thread as a fan of their game even though I also have my own project going on and periodically helping Warmachine with his CV3 title.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 05, 2014, 10:02:02 AM
Hey Reiko26, you are absolutely right.I expressed myself poorly, without any kind of knowledge to back up what I was writing. I'm sure there is no bad blood between you guys and the other cv3 team. And IF there is some sort of competition, I'm positive it's a healthy one. The castlevania dungeon is a pretty cool community and I know that everybody is doing their best to create works of art, not to claim superiority over another's project. Again, keep it up guys, and sorry if I offended anyone, that was really not my intention.  Btw, the Sypha sprite is freakin sweet.

@Sabinfigaro Your fine man. I was not offended in no form or fashion at all. its all good.  I understod what you were saying ;)  we are still working hard to pump this game out for you fans. @ Darkman thanks for stopping by and being supportive. that means a lot. we should be having a couple new vids posted up real soon. thus time with sound lol
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Gunlord on March 05, 2014, 01:57:31 PM
We all friends here :D *hugs erryone*
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: SabinFigaro on March 05, 2014, 09:56:26 PM
Aye aye! ;D  It's all good then. To dracula's curse success, 24 years later!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 05, 2014, 11:44:28 PM
 ;D yes, its all good in the neiborhood lol. we doing things up for this game. one thing thst i will say about Scv3 is that we changed only minor things. one being the repetition of the boss trio battles. instead of fighting the same monsters. again, we added othet. bosses in ther place. a great selection that we know you fand will enjoy. we just felt thst it was just too bloody boring fighting the same things over again. while still retaining the same. gameplay. and not steering away from the canon feel. whst we didn't want was another remixed vania
game. plus some bosses have a custom first time seen intro which will add to and make it that more interesting for you all. Las and I will keep you guys informed with updates and info. My man jop when he has time and gets the update, will post new vids. stay tuned and thanks again for your support it means a lot and it also keepd us motivated to give you guys the game you so deserve to play and have waited for, for aeons.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: olrox2 on March 06, 2014, 08:46:09 AM
Since i just found out this fan game existed, is it a kind of improved version of Super Castlevania by fans?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 06, 2014, 12:06:42 PM
Since i just found out this fan game existed, is it a kind of improved version of Super Castlevania by fans?

@olrox2 yes it is revamped and improved 10 fold since then. same project, different look with better mechanics. new edits and custom sprites. you'll see. just stay tuned pal.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 06, 2014, 04:15:42 PM
Yeah were working hard at the project. Thiers still alot of kinks to work out in the levels..and alot of adding/rehasing stuff. When a level is working 100 percent and looks awesome that's when you know you got it. Still areas to be making improvements on... alot of neat concepts will be added..we didnt originaly think possible when we first started..So yeah..stay tuned..i'll keep people posted when there is more updated news to bring..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 07, 2014, 09:22:10 AM
Hopefully this weekend i can Have one of the guys upload a few videos. of course with sound this time lol. there has been a lot of work going into this game. The level details imho are astonishing and well pollished. still workimg on the damage ratio though. but that's sn easy fix to figure out the distribution.  Las and i were in discussion last night about previous ideas we had, and now they are incorporated in the game. There is some stuff in this game never before seen and then you get to see things in certain levels that remind you of pther cv titles as far as the feel and what you msy see or "Who" you may see lurking in the back ground of levels. so I think its fair to say that we have easter eggs in this game. you just have to look for them.  Good stuff lol. I'm so excited that i almost want to tell qhat and who they are but ill not spoil anything for you all. you'll see.

thanx fir the love and support.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Belmontoya on March 07, 2014, 09:49:18 AM
Don't spoil your surprises! The thing I want to see of this SCV3 more than anything is one or two good videos of the game play that actually represent what the game will play like. I wouldn't bother posting these slow downed videos of the game. They are frustrating to watch.

I love what you guys are doing here. Keep up the good work! I'm looking forward to playing your SCV3 remake.

Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 08, 2014, 04:03:40 PM
Most definitely, ill make sure the next vid does represent what the game play is about. Also we will strive hard to get you all a quality that isn't slowed. it isn't jops fault though. If anyone is interested in making videos for us, please contact Las and let him know your interested in doing vids for us. also if anyone wants tp help out in the spritw department, Just message me or Las. we don't really need much sprited up being that we have about all of the enemies and bosses coded or are in the process of being coded. doppleganger is the pne we saved to do last sinve its complicated more than the other bosses.

stay tuned guys. if you have any questions feel free to ask.  Ill do my best tp answer your questions in a timely fashion.

thanx Reiko26
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on March 08, 2014, 06:29:47 PM
Spriting the Doppelganger shouldn't be to big an issue since it uses the main characters' forms, just with different coloration. But I guess getting it to function in-game would be the challenge.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 08, 2014, 06:50:24 PM
Yeah, with the exception of the stairs movement.s. the players could range in many differnt moves..depending on what we add..from backflips..to slides..to sub weapons..plus they'll swithc to whoever your using..this is one giant task..no doubt..But yeah.. i cant' see more than the basic skins being doppleganged...it could just get ridiculous if you start adding in clones of differnt skins..i mean..their has to be limit..ya know..the 4 main skins..that would suffice..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Eärendil on March 10, 2014, 04:18:27 PM
Really looking forward to this being finished. I know it's a fan project but I'm excited to play it. To me, this is the best looking fan project going right now.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 10, 2014, 08:53:23 PM
Quote from: Eärendil link=topic=5221.msg ;D158440#msg158440 date=1394493507
Really looking forward to this being finished. I know it's a fan project but I'm excited to play it. To me, this is the best looking fan project going right now.

thanks Eärendil , i really appreciate your mad props about our game. we are striving hard to give you fan the best possible rendition of cv3 remake. a lot of blood sweat and tears have gone into this game. there is definately a lot of motivation and passion poured into this project. stay tuned for new vids and updates on our progress.

thanx for your support Eärendil.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 10, 2014, 10:30:10 PM
Yeah thanks for your support aswell Eärendil! We appreciate it! Countless hrs have gone into this game..seems every day or damn near that some progress is being made. Yeah we are doing out best to show more updates when we have them..so be sure to check on here from time to time.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Rudolph LagnaGaisaer on March 18, 2014, 01:16:42 PM
Good to see that you are still making progress Las. i Hope you continue with your great work ^^
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 18, 2014, 03:55:39 PM
Hey isso..long time no see...yeah thanks man! We are working hard at the game currently. I've just added in some animated backgrounds as objects lately. Which now i am ablet to rework some rooms in sunken city and mountain range and various other locations..Yeah mnt range backdrop was tricky...i had to take the mountains and water and animated them..but in such a way that the scrolling clouds above scolled in teh reflection.. It took a few hrs to do but in the end turned out very good! Yeah making lots of adjustements and changes..I will be hitting up Jop soon for an update..he can shoot vids til his heart is content! Thanks for the support guys! ;)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: RegalSin on March 18, 2014, 07:38:23 PM
These sprites are beautiful, it brings tears to my eyes. What is even better is how Simon looks like his former X6800/MSX self and Alcuard looks like his real self. I could even hear those tunes rolling inside my brain even without the music. My only problem is seeing all the "extra powers". If your giving ++ powers to Simon, and his friends then you should make sure the rest of the game also has that "extra shine" to it.

I mean wow.

Who and how, you did the programming work?

What you used for the Music? MOD? MP3? MIDI?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: SabinFigaro on March 19, 2014, 12:01:39 AM
It's Trevor but yeah he looks amazing. And I wouldn't be too worried about the game being too easy. I'm sure these guys have a couple of surprises in store for us.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 19, 2014, 03:18:26 PM
@SabinFigaro..your right..we dont plan on it being easy...challenging but doable...not as insanely crazy as the nes version...or games so tought as double dragon 3 nes..that was plain ridiculous..and yeah it's trevor belmont..simon hasn't been born yet.

@ RegalSin..hey man thanks for the compliments. Yeah we are still far from done..contrary to popular belief..but the main stay of it is getting their..still some bosses need to be coded..we are adding in some new enemies that fit in just the right places to make you wanna pull your hair out! The music system is set up pretty much set up for mp3's and midi's... With the music folder along with the external player folder..we will open up and  opportunity for people to potentially have any number of mp3.. in the game or midi...depending on what file extension is used..also the player sprites can be swapped. With that being siad..if  you dont like a song..you can simply open up the music.ini file..change the name of it..(making sure your file has the identical name)...and viola!! You will have the song you want...with the sprite folders it will work similarly..if let's say you make your trevor edit color..you simply copy the folder...edit colors to your liking and then change it to what the folder was named..it's pretty simple actually..We are going to set the game up with set sprites and players..so it may come down for some of them you want to use, that you have to actually unlock them before you can play them.. Either way..there is a variety of skins as is...we wont give away much more than that..  We do plan on putting some very unusual spins in the game..things you may not normally expect..and be very aware of the fact the rest of the game like players will shine...many bosses are not going to be as expected...even when you happen to see one..don't assume they'll all be plain,simple and normally what you'd expect...our lead coder Retro has some suprises up his sleaves!! So be sure to keep in tune to what is going on here...all i can say is that i will have an update source for Jop soon for him to make more vids in his leasure..this is by no means a final source..just an update..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on March 19, 2014, 05:35:45 PM
Quote
The music system is set up pretty much set up for mp3's and midi's... With the music folder along with the external player folder..we will open up and  opportunity for people to potentially have any number of mp3.. in the game or midi...depending on what file extension is used..also the player sprites can be swapped. With that being siad..if  you dont like a song..you can simply open up the music.ini file..change the name of it..(making sure your file has the identical name)...and viola!! You will have the song you want...with the sprite folders it will work similarly..if let's say you make your trevor edit color..you simply copy the folder...edit colors to your liking and then change it to what the folder was named..it's pretty simple actually..We are going to set the game up with set sprites and players..so it may come down for some of them you want to use, that you have to actually unlock them before you can play them.. Either way..there is a variety of skins as is...we wont give away much more than that..

Oh wow! You guys are going the extra mile on this one, aren't you. I hope you guys get it done as I'm already salivating.  :o
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 19, 2014, 07:02:13 PM
Yeah...sorry for that...lol...salvitating at the mouth..yeah we are going the extra mile on this certainly..We wont's stop with this game until we feel we've acheived greatness..perhpas..something that konami themselves..might do. If  i have to rework bugs here or their or fix glitches..then i will..whatever it takes..you know..Dont wanna dissapoint anyone...So in time..eventually...it'll be done..i just dont wanna set any due dates..and have things rushed prematurely...it's best,though it may take a while..it is perfected...

Also keep in mind anyone viewing the vids on my youtube channel...Know that some of the levels you see...or ideas..or concepts...may have changed and may not look that way presently. You'd be suprised at the fact i am still getting comments on the old atlantis..and old mad forest..which are no longer in use. Obreck levels and the old teams levels are still up and running i might add. So yeah you will be able to play those aswell..

Boy i am like you guys sometiems..i can't wait to finally sit down and play this game knowing it is 100% complete..but in time..eventually you'll have a final. Still their are things incomplete and being worked on...so keep in tune here..you wont' want to miss some of the up and coming progress. I just send Jop an update..so if he wants he can shoot some vids with sounds. Well ok, Cool...peace!! ;D ;D 8) 8)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: eryson on March 20, 2014, 09:08:09 AM
I believe that the more time you devote to this game, more surprising and awesome it will be. For this reason, i dont really care about an release date ;). its really cool see this game growing gradually, the addiction of new things not seen in the original game.. and it really encourages to visit this forum everyday to see the Updates, Las! ;D

Hey man, keep great in this game, it will achieve the Greatness, and will be Awesome. ;D
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 20, 2014, 05:45:05 PM
Hey thanks Eryson. We are working hard everyday to keep the awesomeness rolling! Yeah Jop has received and update and will be hosting vids at his channel..its probalby best i let him do the recording for now..seeing he has sound..and i better recorder than i do..Plus his vids are at full speed at this point.. I told him when he's not busy to post them up here.. I think they are mainly of the earlier stages so far.. Yeah keep in mind when watching  many of the levels he records..that we added little things here and their..some stuff has changed..been updated..so defeintly keep in tune..here..!!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 20, 2014, 10:17:00 PM
Man i can be proud and say that I am totally satisfied with how this games progress is coming along. we ran into a couple of issues here and there but we get through it. guys injoy the new vids once jop posts them. you'll love it. also we are open to feedback and critics. we are working hard to give you guys a great remake of cv3. a lot of time and creativity was put into it. I'm so excited i wish i could put up a demo now. but we have to work with more things first and then we will have something for you
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on March 21, 2014, 02:42:21 AM
well here is:

https://www.youtube.com/watch?v=Jzkwvqn9tqQ (https://www.youtube.com/watch?v=Jzkwvqn9tqQ)

https://www.youtube.com/watch?v=TcnP257S4Wo (https://www.youtube.com/watch?v=TcnP257S4Wo)

https://www.youtube.com/watch?v=rTZT0F_cQGM (https://www.youtube.com/watch?v=rTZT0F_cQGM)

https://www.youtube.com/watch?v=KhWl876KoR0 (https://www.youtube.com/watch?v=KhWl876KoR0)

https://www.youtube.com/watch?v=bvumPeC7kvk (https://www.youtube.com/watch?v=bvumPeC7kvk)

https://www.youtube.com/watch?v=ms6ZY2Q2uvg (https://www.youtube.com/watch?v=ms6ZY2Q2uvg)

https://www.youtube.com/watch?v=qRMo7B3AOAo (https://www.youtube.com/watch?v=qRMo7B3AOAo)

sorry if i dont show the boss battle but i think its better to not show but i dont know if this is ok but well now i can record in full speed.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on March 21, 2014, 04:36:17 AM
well here is:

https://www.youtube.com/watch?v=Jzkwvqn9tqQ (https://www.youtube.com/watch?v=Jzkwvqn9tqQ)

https://www.youtube.com/watch?v=TcnP257S4Wo (https://www.youtube.com/watch?v=TcnP257S4Wo)

https://www.youtube.com/watch?v=rTZT0F_cQGM (https://www.youtube.com/watch?v=rTZT0F_cQGM)

https://www.youtube.com/watch?v=KhWl876KoR0 (https://www.youtube.com/watch?v=KhWl876KoR0)

https://www.youtube.com/watch?v=bvumPeC7kvk (https://www.youtube.com/watch?v=bvumPeC7kvk)

https://www.youtube.com/watch?v=ms6ZY2Q2uvg (https://www.youtube.com/watch?v=ms6ZY2Q2uvg)

https://www.youtube.com/watch?v=qRMo7B3AOAo (https://www.youtube.com/watch?v=qRMo7B3AOAo)

sorry if i dont show the boss battle but i think its better to not show but i dont know if this is ok but well now i can record in full speed.

Finally sound and good quality video! lol At least now, we can view the game how it's meant to be seen. Look fun!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Rugal on March 21, 2014, 07:30:30 AM
I like everything except for that terrible dubstep version of the swamp stage.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 21, 2014, 04:05:23 PM
Great! Glad you guys are enjoying the vids..nice work their Jop! And yeah if you can show some boss fights...the ones that are fully working anyways.... I mean even if you die or beat them it's ok...some bosses are tougher than others..we will adjust diffuclties of bosses/enemies later..

And yeah..we are trying to find some of the catchy stuff for a remake soundtrack..may even include some new tracks..for repeat areas..such as the 3 caves.. And yeah..sorry rugal...about the swamp...quite a few requested it..and i though it was differnt so i put it in.. we will more than likely keep that. As for the other levels..idk what the rest of the team thinks..but i'm overall content with what is presented...i do however have gripes with the sound volume on some of them..realizing some tracks are just too loud and drown out the sound effects or ambience..i'd liek to get them all at doable levels for gameplay.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 21, 2014, 11:15:39 PM
Yeah Las I agree that some levels bgm should be lowered. other than that its all good. I'm impressed with the hard work going on with the levels and bosses. time is consuming but well worth it. guys, trust me when i say, you will not be disappointed when we are finished. all the goodies which include all kinds of secrets canon to the cv3 storyline. we tried our best to keep things close to the original so that you can get that retro feeling with the familiar surrounding but revamped. hope you guys enjooy our new vids. feel free to. give us feedback as your information helps us to fix things.

thanx
Reiko26
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 27, 2014, 04:12:29 PM
 ;D ;D hey guys got 2new vids for you to enjoy. tell me what you think.
https://www.youtube.com/watch?v=0OMPU-pFuWQ&feature=youtu.be (https://www.youtube.com/watch?v=0OMPU-pFuWQ&feature=youtu.be)

Ghost ship
https://www.youtube.com/watch?v=RDpArQhyM0c (https://www.youtube.com/watch?v=RDpArQhyM0c)
please enjoy
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on March 27, 2014, 04:39:11 PM
;D ;D hey guys got 2new vids for you to enjoy. tell me what you think.
https://www.youtube.com/watch?v=0OMPU-pFuWQ&feature=youtu.be (https://www.youtube.com/watch?v=0OMPU-pFuWQ&feature=youtu.be)

Ghost ship
https://www.youtube.com/watch?v=RDpArQhyM0c (https://www.youtube.com/watch?v=RDpArQhyM0c)
please enjoy
Hey if I may ask, where did you get the drapery that's blowing in the wind in 3:56 of the first vid?

Not that I am going to use that exact one, but I was looking for some drapery like that for what I am working on.

You mind sharing in a PM? I am going to sprite over those sprites to get what I am looking for...

ON TOPIC, your boss battles look boss! I guess I'm going to have to put up a new vid so everyone can see what I've been up too all this time! lol

Nice touch with the ghosts and Curse of Darkness Easter egg!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Rudolph LagnaGaisaer on March 27, 2014, 04:43:07 PM
very cool man.
1 - i loved the oarsman easteregg. very cool.
2 - try to fix the sun to follow the view vertically too. close to the end the sun glitch on the wall asset.
3 - try to cap Alucard speed a bit. he is too "quick"
4 - the nostalgic death camera is also very cool
5 - try to add a check to the boss to change his direction to you when he attack's.
6 - the boss Ai and response time is very cool and the general stage layout is very cool too.the water effect is from bloodlines if i remenber well isn't ?
7 - the ghost ship is very cool also but you have capped it too much try to add more hazard's like the original one ^^

continue with this great work guy's.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 27, 2014, 05:51:27 PM
@darkmanx_429 ok..yeah i'll have to send that in a pm...

@Isso  yeah i knew the sun would be commented on..problem is it's a tricky situtation. THe sun is part of the parrellex backgrounds..while the water/mountains..are not. They are an ojbect backgrronds..which complicates it a bit.. I may have to do some parrelllex playign around with that so it goes up/down more fluently or slowly..

ALucard has always been fast..but i did has the notion to slow down him in particular..mostly his attack..you can barely see the regular sword(before he powers up). Gratn is lighting fast too..possibly toning down their attacks image speed could be in ordinance. I think if anyone's attacks should be slow..it's syphas.. her sub item's pack a walloping anyways.
-Not sure what you mean by death camera..
-and i'm aware of Olrox only seeming to fight him in one direction. LC coded him..i'll have to ask him about that. It may have soething to do where i placed him..but at any rate it'd hve to eventually get changed.caus he'll start in his chair anyways..

-Water..bloodline...uh no...let's just say..we are doing about half the backgrounds as totally custom.. Water isnt' cv animated.
-Ghosthip..i am missing about maybe one element(the room 1 which is that see saw platform) i thought maybe i can put a plank up towards teh front of the ship insteead..We'll see if i can fit it in... As for capped..not sure what you mean...and though it may have only the norm..when it comes to hazards.. the holes in the decks..aren't easily visible..you can die pretty easy if your not careful.. Besides..the dead pirates are placed..strategically..to give the players a medusahead hair pulling of a hard time. And though we havent toggled too much with defensive and offenisve settings of teh bosses or enemies.. When we make medusa's ray beams so they can stone..don't expect the fight to be nearly as easy..there is a reason...she yells venom..when she shoots at you.. she may go down as one of the toughest mid bosses ever in a fangame..when i am done with her.. What say you know about hazards?? lol
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 27, 2014, 06:39:50 PM
Yeah we are still working on thungs atm. alucards speex will be toned down just a little. orlox will be fixed when we do the intro for the battle. the water fx we have is custom made.. stay tuned though guys, we have such sites to show you :o its crazy with the stuff Las and I have come up with to enhance the game. all I will say is once you play it, your definately gonna want to play again.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 27, 2014, 08:14:12 PM
....easter eggs? Their are no easter eggs in our game.. At least none that i am aware of...lmao... Curious as to what you are refering to as easter eggs?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 27, 2014, 08:32:28 PM
....easter eggs? Their are no easter eggs in our game.. At least none that i am aware of...lmao... Curious as to what you are refering to as easter eggs?

lmao Las you are so blond lol. easter eggs means hidden stuff like isaac and the oarsman dude we have tons of easter eggs lol
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 27, 2014, 09:50:40 PM
A ha...ok..lol..gotcha now.. I was thinking in literal terms..but yeah..i see whatcha mean now.. ;D
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on March 28, 2014, 02:43:19 AM
I like the fact that alucard speed help me record the stages more faster, the problem its that when i use him i dont show the others characters, but help me a lot
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 28, 2014, 02:57:58 PM
yeah a true final version of al would have to be dimmed down a bit.. He's just beastin' at everything. Gotta make it maybe more doable for the others too..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on March 28, 2014, 09:18:02 PM
Quote
easter eggs means hidden stuff like isaac and the oarsman dude we have tons of easter eggs lol

I'd personally leave Issac out of CV III even if he is an Easter egg. He just doesn't belong in that game  :P
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 29, 2014, 02:02:17 AM
I'd personally leave Issac out of CV III even if he is an Easter egg. He just doesn't belong in that game  :P

why not ? Isaac was actually present durimg draculas curse. he blamed hector for draculas demise at the hand of trevor belmont. Bc hector defected. wouldn't you like to see us shed some light on what took place isaac before cod? X , trust me, you guys are going to love it when we are done. its mad crazy dude lol.
Retro, Las, LC, and I have so much going on in this game that once you play it and beat it, you are going to want to blast through it again. tons of easter eggs, new trapsr, some new enemies and hiedden bosses and quote " HIDDEN BOSSES" stay tuned in.
If you guys have any ideas or critiques. please feel free to drop a line. til then, we will keep you guys well informed .  And once again I'd like to thank the ones that are supporting this project bc without you guys, this game would have not have happened.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Rudolph LagnaGaisaer on March 29, 2014, 05:59:48 AM
Quote
I'd personally leave Issac out of CV III even if he is an Easter egg. He just doesn't belong in that game  :P

i don't see any bad as an extra character.hum , and by isac i can say that there will be  a hector . who will be the third character ?

more one suggestion. seeing some of the other videos it´s better increase the speed of trevor cause sypha is quick as alucard. if i remenber well there are some trevor running sprites animation somewhere. you guys certainly could use then on your game. but again is just my humble suggestion. do the better to the game.

and continue with the great work.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 29, 2014, 10:17:27 AM
i don't see any bad as an extra character.hum , and by isac i can say that there will be  a hector . who will be the third character ?

more one suggestion. seeing some of the other videos it´s better increase the speed of trevor cause sypha is quick as alucard. if i remenber well there are some trevor running sprites animation somewhere. you guys certainly could use then on your game. but again is just my humble suggestion. do the better to the game.

and continue with the great work.

@IssoBelmont yes, there is more to come. idk if you remember our beta test from a couple of years back We hadvids with hector as a playable character. however for the cv3 storyline ,ypu may see hector or you may see isaac in certain points of the game. just depends on what path you take and who you have with you lol. as for trevors speed, yeah he is kind of slower thsn the others. we are going to balance yhem out. we have not gotten the chance to do so yet being thst we have other stuff we are working on. we will definately. get on it though. thanks for your suggestions, It always helps us when we recieve feed back
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 29, 2014, 12:43:11 PM
Ok i wish we'd dim down the Cod discussion..seeing that this is  SCV3.. We arent going to be revealing any secrets at this time.. We(SCV3 TEAM) arent letting any more cats out of the bags so to speak!

All i can say left is we are working hard to bring you what we feel is the best material for Cv3 fan gamers. So please feel free to talk about most anything..just make sure not to ask about things that do not yet have an answer.. thanks!


Also @ isso at your comment on their speeds.. Wel sypha is fine..she is actualll rather slow..we may even make her a tad slower.. grant is the only one who should have uber fast speed..Plus fast at bascially everything. He's also the weakest..in terms of offense defense. Alucard's speed as agreed sotn version, that is, will probablay be slowed down a bit at some point..and his attacks too.. as for trevor..i thnk he's perfectly fine.. He's the one player i doubt will see any such changes.. Alucard needs to be made more so where he maybe fast..but his attacks arent the strongest..and his defense is similar to trevor..

Sypha obiovulsy will be slow(maybe her attack also) but her attacks with sub items..as known..by fans..will be very strong.. the most powerfull in the game..her defense is slightly stronger than that of grant..but not as much as al's. Trevors' defense is the best in the game..
So something along the lines of that..you know..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 29, 2014, 03:53:20 PM
While alucard remains fast and strong, as Las said he will be slowed down but probably not by much. As you will start out with the original alucard or classic alucard. there are other means of unlocking sotn version with the different skins. trevor is pretty much good atm. we are basing most of their strength and weakness on the nes version but there are additions to each character based on the new things we have added and will be adding. Guys you are all in for a great surprise  ;D
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 03, 2014, 07:38:41 PM
 ;)Hey Guys! Back with some interesting vids here.. I thought about it for a while now..and realized some of the latter levels of Cv3 didnt make full sense to me.. While the coutryard looked like an inner halls...the inner halls looks like a coutryard..somehow.. I dunno why..But in some retrospect..i feel the need to somehow swap them a bit. So i sorta did that.. For now i left the core of the Coutryard( i wont change that do to originality purposes). However i did add in a couple of intro rooms..i've beeen working on for a bit. I feel they are complete enough to show..though keep in mind there is a drawbridge that goes down over the water and the sotn door..well it needs to be code.. I screwed that part up. there is a green block( i just need to pull a blank ojbects that's sprite got deleted).

Also hats of to ESCo for letting me use his prolgoue name code for our level names.Overall though i think it gives far more of what a real courtyard in those times would look like..

...here
**********************************************
Super Castlevania 3_Castle Courtyard entrace addition+courtyard itself
**********************************************
SCV3 Courtyard Addition(what it coulda looked like!) (http://www.youtube.com/watch?v=rNf5jT3yrzs#)


************************
SCV3 3d CHapel primtives added
************************
SCV3 3d Primitive Chapel room test(Snidr) (http://www.youtube.com/watch?v=IW4gknHIn40#)

Here is also another neat feature i've been wanting to add for a while now.. a 3d style Chapel room courtesy of The SNidr. While the mainstay of it is taken care of..we need add in more textures(ceiling,floor,back side). I would like to also add in the golden staircases in sotn chapel room area.. Aswell as some pews,and alter, and perhaps..the grandcross on the far back wall. I though about putting some sort of confession room in their..withe some of that stuff just before the chapel room..but we'll have to see  if it'll fit in nicely without clusterin the view. Yeah sorry for some reason to the vid has some slow down and blur issues. Somethign must of gotten screwy when uploading. Sorry bout that..



*************
SCV3 Mirror Test
*************
SCV3 2D mirror on Wall effect... (http://www.youtube.com/watch?v=gFbP9vJBDN8#)

Here i have a mirror test i've been working on.. IT is very tricky to implement and not fully working yet.. It is do to the depths at which each object is now set at. Some of the backgrounds are no longer actualy backgrounds and are now objects instead  moved by parrellex. Obvioulsy alot will need to go into the mirror reflection than is seen here. For one the player animations arent all yet accounted for..so Retro and I will be working on that.. And also well...you more than likely arent going to see any version of Al's good charms in the mirror...as i've been told Dhampir's like vampires..dont have mirror reflections.. So his code..will not present reflections..unless otherwise told he would.


Well guys i hope you enjoy the eye candy for now..We are busy continously making progress on the source engine!! 8) 8) 8)





Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Dark Nemesis on April 04, 2014, 01:37:44 AM
The more and more i see about this project, the more i get anxious to try it out. Keep up the good work.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on April 04, 2014, 07:07:39 AM
The more and more i see about this project, the more i get anxious to try it out. Keep up the good work.




thanks Dark Nemesis, we are working hard at this. I must say, I'm very happy about the results we are getting. been a long haul. we getting there though. ;-)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on April 04, 2014, 10:52:27 AM
I liked the 3D attept for the stage 1 chapel. The only recommendation I would put fourth is that keep it all black so only the stained glass windows are the only thing showing. It would still be 3D but it would also remain true to the original CV3.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on April 04, 2014, 11:17:55 AM
I liked the 3D attept for the stage 1 chapel. The only recommendation I would put fourth is that keep it all black so only the stained glass windows are the only thing showing. It would still be 3D but it would also remain true to the original CV3.


its so wild that you suggested that X, I was thinking that last night. i most certainly would have to agree with you. great suggestion. ill run that by Las and retro.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 04, 2014, 04:14:24 PM
That's cool Dark Nemisis..as i'm sure we wont dissapoint. Glad you are liking it! Also to reiko and X..yeah i had thought of that..and when i originally messed around with the primtives..i tried literally the scene from 3d chapel sotn..cause it has a very greyish/black style to it.. It was alright..i mean..it left alot to be be needed. Most areas seemed randomly black.. It is because the room is so hugh.. I'd like to say going all black for the walls would work..but i can't say it didnt leave a void.. I modeled it so far after Reims Cathedral in Notre Dame..which i believe is in France.. I think it has one of the best interiors of all the cathedrals i've seen. And i have a primtive model of it aswell.. I may dabble with the black interiror agian..but i'm not sure as though i'll go with it.. If i can darken it maybe..or something. You would se what i mean..by alot of blank areas that are just black.. I'll just have to fiddle around with it i suppose.. If i keep it as is.i have litterally the top, and back to the reims cathedral. It is the floor that worries me.. cause of pews..how wil i deal with them and the alter. I wll probal put a grand cross on the back wall.. Whatver i do.i wil make sure it looks like cathedral..instead of 5 of the same sides of windows..like you see. it was only meant to show for demonstrations thus far..If anythig i was going to say..i liked the windows on the left and right side.. they work exaclty how i thought they would..the rest remains to be scene till the code is altered correctly..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on April 04, 2014, 07:21:25 PM
Yeah I can dig the side windows. now we need to fix the floor to resemble sotn with the pews and isle way. the crucifix would work fine in the bg as well. Its great progress so far. I remember conversing with jorge about having 3d primitives. he thought it was cool that we were doing real 3d. we got this lol.  ;D
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 04, 2014, 08:42:11 PM
 ;) Yeah..we are working on that..though we got some nice ideas... I will ad some sounds to the bell at the top too..I just wish i could make the code so it only sounds when you are close..but that is not easy to code.. Either way it should be neat when done.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on April 04, 2014, 10:05:51 PM
Yeah you don't have to go all black for the chapel, but definitely make it dark so that the windows bring fourth that amazing contrast. That's essentially what CV3 did back in the day and it worked well for what they had to work with.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 05, 2014, 10:37:12 AM
It is very possible that is exactl what i'll do..it will at to any type of Gothic feel.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on April 07, 2014, 10:27:17 AM
Yeah I like the idea of darkening the walls so the stain glass can show its better qualities. the main hall level is in the process of getting some things done to it. nothing to drastic but ot definately will look better even though its damn near flawless. thanks to my man Las. all the bosses but 2 are coded. soon to be all but one. we are getting there .
Oh yeah we will start the process of balancing the damage recieved by the bosses and enemies. And. customdeath animations with the some new intrps for them. some have already been incorporated.
adding in new fx as well, just to spice things up a bit. stay tuned for more updates guys.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 12, 2014, 09:06:09 PM
I felt it worthwhile to show some of the possible scenario's we may be using as the game progresses. Basically the handshakes and the endings. Though some scenario's may not actually play out like this in game..we have alot to choose from. Including the updated CV3 Classic al handshake and ending scene. We thought it important to talk about the ending we would use. And though it was discussed to possibly do a  completely custom ending...we'd really have to find the right scenario that is fitting for it. Though their are various potential endings..can't say as though we didnt all mention Dos as one... It certianly stands out none the less..If used..and it maybe..it may see and edit..perhaps..more water..not sure yet.. But i figured i'd leave you with the possibilties of what might be...

cv3 al-trevor Handshake:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8q4jMTB.gif&hash=0dd9d325e4995b7d5b6bd63a69019998)

Classic Al -Trevor Handshake:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fa1oqisZ.gif&hash=99d961f8b71ff404db9ac69503c42f28)

Grant-Trevor Handshake:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxavgFZR.gif&hash=54c0e6bee342944d65b327fed254a10d)

Cv3 Sypha-Trevor Handshake
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fv7xF7cw.gif&hash=2cd4551d2cc87ba059b345e265aaadb5)

Sotn Sypha-Trevor Handshake:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FM8DDMcz.gif&hash=4177a935e398bf56c2c738a8f0cbf761)

SOTN Alucard Trevor Handshake:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMnTmSMZ.gif&hash=c85ab51042757cf1ace19c33e200014c)

DoS ending:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FFBXrhqC.gif&hash=51b88f22bc85f141b3f0a3376ac216b7)

Trevor+Sypha Ending:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjEo9s7O.gif&hash=043a641228c9ac0a653378e4fc106df7)

Trevor+Grant Ending:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQxTcSBK.gif&hash=a3ea567a936e18b79a57a4c9c54e5856)

Trevor+Alucard Ending:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FUjWoDaW.gif&hash=158396bf0a3c5b9a2c665f2d2eaae2ef)

Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Zetheraxza on April 12, 2014, 09:31:52 PM
Trevor + Sypha. Virgim Hovering Hand ;D
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on April 14, 2014, 12:06:13 AM
Nice animations! However I feel that Trevor's handshakes still need some work to smooth them out a bit. His shoulder guards are moving way too much as if they are a part of the arm rather then part of his leather chest-plate armor. His shoulder guards should be more stationary with little movement. It would be a good idea to use some ques from the NES CV III to help you with the handshakes too if you haven't already done so  :)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Gunlord on April 14, 2014, 12:46:19 AM
Very nice sprites, but yeah, Trevor really does have a case of hoverhand with Sypha there. XD
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on April 14, 2014, 08:29:15 AM
Thanx guys for the feedback. yeah these are work in progress. I agree that trevors shoulferpad should move lightly and not as much so move like his arm. it will be fixed momentarily . If you guys have anymore suggestions please let us know. thanx a million. ;D
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 14, 2014, 08:37:30 PM
Oh yeah..i see what you guys mean..yeah i'l get to those eventually..they  wont be hard fixes. .. 8) 8)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 14, 2014, 08:44:14 PM
Yeah..i was suprised i actuallly got to post them so they wouldnt just be links(actual gifs).. Friggin' imageshack now wants to make people pay for a premium accuount just to upload pics.. :-[
photobucket is also canned..wth happened with that place.  I cant log in nor access the site at all???? :P
 how lame??? Well i had to make a new account at impur seems to be ok.. Le'ts hope they dont go off the deep end like the other 2. :rollseyes: :rollseyes: :rollseyes:
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheRetroArtist on April 24, 2014, 12:30:56 PM
Hey guys, sorry we haven't posted much lately. We've been having some technical issues with the game, but now we're back on track. Las is working on some new backgrounds and sprites, and I'm fixing some bosses and working on new ones. We've been chatting for a bit and let's just say I'm pretty excited for what we have in store. So yeah you can expect some good thing real soon. ;)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on April 24, 2014, 03:59:36 PM
Yeah..defeintly! We are still hard at work here to tweak this and that.. Soon i'll be making adjustments to things like grant/sypha not reaching top of stairs..and varies platforms that are too far to jump across.. It's coming along..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 06, 2014, 07:07:10 PM
Hey Guys..though we've been making adjustments here and their with the game. I figured i'd show some tweaks made to the Tower stage.

https://www.youtube.com/watch?v=IFF-kx0X6WA&feature=youtu.be (http://www.youtube.com/watch?v=IFF-kx0X6WA#)

I've added in some y parrellexing for good measure aswell. I"ll have to hit up Jop soon with a newer update. I've also done some revamping to the Inner halls..you could say it fits the more indoors theme this time around. But i'm by no means ready to post that yet. Well figured i'd post this up to remind you guys we are very much alive and kickin'! K enjoy!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on May 06, 2014, 11:29:06 PM
Nice vid! However I noticed that Trevor kept getting knocked off the stairs when hit. This could pose a real frustration later on in areas like the Doppelganger stage. It would be one cheap kill after another against the player (as if CV III NES wasn't kill-cheap enough  :P). I realize that this is still a beta game so bare with me please  ;D  I would also like to recommend a little extra sauce to the collapsing vertical shaft that you've got set up. Now when I mean sauce I'm referring to having the screen give the illusion that the tower is sinking ever time to screen moves up. Just like it does in CV III when the screen moves and you see and hear that *BAM!* next screen *BAM!* and so on. I think it would work out really well.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on May 07, 2014, 04:10:40 AM
I agree with X. Also, I think you could space the flying dragons out a little more plus some different patterns of movement, it's kinda noticeable.

Also those scrolling clouds in the background in the outside are look cool, you should make them throughout the whole background. The moon and the mountains scroll at a slower different speed so it looks a little off. I would just feel the whole area with the fast clouds.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheRetroArtist on May 07, 2014, 04:06:32 PM
Yeah I plan on changing the pattern of the movement for the flying dragons. Just need to get around to doing so. :P
As for background thing, well I'll let Las deal with that since I only do the coding lol.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 07, 2014, 04:54:25 PM
Well..at darkman x..yeah i could do that..with the clouds..would be tricky though..i'd have to talk to retro..i need to make the clouds loop but be an object..they cant' be a background..it wont work..cause of the tiles and objects..will overlap them..and backgrounds dont take priority in gm.. as much..i though actually to add them in preferablly the last room and probalb liek aroudn 5 or6 and up..cause i dont think the clouds would be that low in lower rooms..hard to tell..but it is a neat feature so yeah i may try that. Morover some rooms are empty..and i wanted to add spike traps..or crushers..but the kind in Dos..that dont have spikes..in room 6 i think..the one with the 2 flail guards. But i'm not certain..the level is a complete pain in the ass to beat..it isnt easy as is...i wanna make it doable..And yeah..X is right the skeleton guardds will pose a hugh problem on the stairs..especially now that i double up with obreck's old ones..and the medusa head style ones.. it will cause you to become trapped at times..and make it uber hard..illl have to throw in a piece of meat somewher down the line..
Man it would be neat to put a cake in the walll..instead of a pot roast or piiece of meat Trevor is like wah....No way..thanks drac'....a birthday cake...how did you know??lol

Well..anyhow..i've been making some adjustements with sprites too..atm..i'm highly consider spriting up a new fire effect for hooded sypha..along with a new sub item move..i hope i can acheive what i'm looking for..here. I wanna add some sprinkles or fairy dust stuf..i dunno magic i guess..whatver the hell it is called..over her face..from her left hand..so when she blows the magic effect in her hand..it will be like a fire blower at a circus..and the effect will be reached..you guys follow me.. Well here is what i'm trying to acheive..minus the flame effect or other effects..:

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FvZMdKH2.gif&hash=25b1ca9ba25442cc0dd9fad04bc47689)

I also very much wanna differntiate between hoody sypha and hair sypha differnce...I'd prefer they have differnt movesets..but this will be tricky with the fact they use the same code..

You see the move will defiently work good with the flame,lightning,and ice sheet..it may look a bit odd with the snow flakes..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 07, 2014, 06:52:47 PM
I figured i'd take a break from the levels for a bit.. though i'lll be getting back to them shortly..I fixed the hobbling look that grant had during his walk. I'm not what i make of it..i still think it's better than it had been previoiusly. I was actually looking to copy the mechanics of chronicles castlevnia simon. Which i think i actualy got down pretty decently. Still i may revamp further..
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fglt9TEr.gif&hash=870fe7f6717494d3d22c3087ff919d1c)

Any analysis would be greatly appreciated here.I dunno if it's his feet or knees..but i feel like i'm not far off from where i need to be..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: VladCT on May 07, 2014, 07:12:32 PM
The steps are too short distance-wise. As it is, the walk looks like something out of a slapstick cartoon.
EDIT: Actually, after looking at it a bit more, the legs look a bit disproportionate. The thighs look too long. Also, the shading seems to be going all over the place.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 07, 2014, 07:20:52 PM
Ok..but i'm thinking too in terms of a creepy pirate type walk..like the nes one..i'm trying to capture that..i can fix the shading areas..but what i'm looking to do pertains to sorta like an ambush style walk..maybe like a ninja almost..not a normal regular walk..throw out the belmont style walking all together..not looking to do that here..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 07, 2014, 07:58:48 PM
@Vlad CT . I did have his legs a bit further behind him while walking..maybe i can redo that again.. Though i noticed you said his walk was not spaced out enough..i think the way i am trying to do this..means his walk actually can't be too far out either..maybe i can stretch it out a bit..see what happens. So far the the mechanics remind me of Chronciles simon like i said..which i think grant would like imho. But i do think too the thighs maybe a bit too long.. i keep thinking to hunch him forward some more..but i dont want him to look cripple either.. I mean what i had the last time in a video..was him hobbling all over the place..which clearly didnt look right.. The original walk i had eons ago..was just too regular for grant.. it didnt give the creepy pirate feel. I think i'm getting their..but yeah..needs much more work..i agree..

Oh btw..i dug these up..they are for the project aswell. A couple of custom zombies..the intro is more or less an edit..
but overall i have a few things here and their i haven't every posted..figured what the hell tiem for some spriteage..i only ever post vids any more..

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FqXXoVLE.gif&hash=9e700459e4962e1661a64d45b7a7e9a2) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCgRrHFw.gif&hash=03688b698f9a265feab8c51279f4d846)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 07, 2014, 09:07:25 PM
Hey las i like the direction your heading in with grant. i like syphas new animation as well. id have her do the item crash animation where she throws her hands up for the ice spell.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 07, 2014, 09:17:20 PM
Not sure how we are going to do that..because it's all coded in the same..both for sypha hair and sypha hoody. I'll probalby just change the codes frame amount..so it will fit with both. I plan on the two sypha's having vast differrnces..Not that they dont already. As for sypha's item crash..funny you should bring that up. I am thinking of using Charlotte's sigils(pentagrams) for her various moves..probably on item crash though. Orange for her flame item crash..,green for her ice shards, blue for ice crystals..and off blue white for her lightning orb attack.. I talked to Retro on that..if i can add it in i will..i'll have to see how it looks..

Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Belmontoya on May 08, 2014, 05:26:42 AM
Maybe I'm a little confused or I need to read back more on this thread, but why would taking her hood off makes sypha vastly different? That just seems silly. She would still move the same and be the same person. It's just a hood.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Inccubus on May 08, 2014, 12:03:41 PM
I think he means from a game play point of view the 2 versions of her are being programmed to be different by choice, not that there is a logical reason why they should be different.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheRetroArtist on May 08, 2014, 01:00:54 PM
Maybe I'm a little confused or I need to read back more on this thread, but why would taking her hood off makes sypha vastly different? That just seems silly. She would still move the same and be the same person. It's just a hood.
Sypha will still have the same moves, with or without hood. They're just going to be different skins if that makes sense. But other than the sprite changes, there won't be that much of a difference.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 08, 2014, 01:37:26 PM
Sypha will still have the same moves, with or without hood. They're just going to be different skins if that makes sense. But other than the sprite changes, there won't be that much of a difference.

i. agree with retro. imho it doeant make sense to make both versions move different. after all its just hooded and no hood sypha. imho its a waste of time. time we could spend on something to move the game forward and close to getting a beta out. bit its whatever. i just feel from my perspective that its a waste and not necessary.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Belmontoya on May 08, 2014, 03:01:12 PM
imho its a waste of time. time we could spend on something to move the game forward and close to getting a beta out. bit its whatever. i just feel from my perspective that its a waste and not necessary.

Being a guy who is also working on a game, I would have to agree. I would consider something like a hooded and no hooded version of Sypha to be a big waste of my time.

I guess maybe it's different when you are using mostly ripped graphics. But man...
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 08, 2014, 04:09:29 PM
No the sypha's won't need to be coded differntly..it will remain the same.. The skins..well i can keep them the same..but then again..why? Let me elaborate. For one thing..[variety]..i find it a dull roar not to have it. I will try a few things and if they dont' work i'll just leave them be. If ideas pop into mind and something looks more suitable on one version than another i'll chance it.. After all it's "EPIC" we're seeking here. Not  looking to just slap something together for the sake of completing soemthing.... It's why you see me making tweaks from time to time. I'd prefer things "stand out", as if to say i could leave things more bare boned,..but wont' budge. Sometimes it's what you dont' see that can impress. I realize to make things great you must go above and beyond at times..even to the point of relentless pursuit. Sorry it's passion guys..gonna try whatever looks and feels right.. I still got the old skin sets..so no worries..worse comes to worse i'll just pop them back into place..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Belmontoya on May 08, 2014, 05:53:18 PM
Sounds cool Las!

Only you will know what is truly productive for your game!

Title: Re: Super Castlevania 3 Project--Progress Report
Post by: BLOOD MONKEY on May 08, 2014, 06:57:27 PM
If you guys need any help with the hoodless Sypha sprites, just let me know. Id love to help this project in any way possible. Also, do you guys have a planned date for when the next demo comes out?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheRetroArtist on May 08, 2014, 07:36:04 PM
If you guys need any help with the hoodless Sypha sprites, just let me know. Id love to help this project in any way possible. Also, do you guys have a planned date for when the next demo comes out?
We don't have any specific date yet. I mean there are still some thing that need to be fixed (dracula form 2, cv3 alucard, a few bosses, ect). But yeah if you want to help out with sprites and stuff I'm totally cool with that.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 08, 2014, 08:43:47 PM
Hey ZeroSaberGreen! Thanks for the offer! I will pm you and from their we can discuss more. Sound cool?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Inccubus on May 09, 2014, 01:35:31 PM
Little details and thoughtful tweaks are what makes games memorable. Especially remakes, revisions, and redesigns. ;)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 09, 2014, 08:18:05 PM
Little details and thoughtful tweaks are what makes games memorable. Especially remakes, revisions, and redesigns. ;)

yes, I agree inccubus. @ las, I like the tower fixes you made but we should drop that skeleton with the sword. and the armored skeleton with the flail should 1 be either removed or reworked to look different and his number of hits should be like 3 hits and dead. flying skeletons need spaced out. and the ones that fly straight across screen should be taken out. they didnt have that movement in the original. its kool and all but that causes them to be over saturated for that level.


@ ZeroSaberGreen, we'd love to have you on board helping with spriting. we still have a little to do. thanks bud, we could use some good help in the spriting department.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheRetroArtist on May 10, 2014, 05:09:39 AM
@ las, I like the tower fixes you made but we should drop that skeleton with the sword. and the armored skeleton with the flail should 1 be either removed or reworked to look different and his number of hits should be like 3 hits and dead. flying skeletons need spaced out. and the ones that fly straight across screen should be taken out. they didnt have that movement in the original. its kool and all but that causes them to be over saturated for that level.

I don't know. I actually want to keep the extra enemies (and I'm not saying that because I made them lol). I mean I understand keeping it cannon, though I think it would be good to give it a bit more of a challenge. The skeleton flail could have less health than he does now and if you want to redesign him, I would be ok with that depending on how it looks.

Also for the flying skeletons I plan on changing it's movement. Las has been talking to me about that so I should get around to doing that soon lol.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 10, 2014, 08:47:14 AM
Well..here's my take on it. Where as i think it is a great idea to keep Cv3 as canon as possible..their are areas of the old game..in which i feel had been redundant,more or less repeating, wtih the same enemies/bosses,traps. Plausibly i think it makes a bit more sense to make a remake/revamp because adding in more elements, so long as they fit, maybe a good thing..to much and it becomes a bad thing. I am all for keeping in the regular enemies mainly..but adding in a few new ones here and their for more of a challenge(the pirates in ghosthip are a great example of that. Another good exaple retro and i have talked about is cave trolls in cave areas.. Stuff that makes sense. Possibly a wak wak tree in a forested area.

Where as i dont think the game should stray far from the original on terms of design..i do think thinks can be added to help with the eye candy as well as difficulty of the game. 

As for what retro said..we are trying to keep the lore of vania strongly in place..so yes..though the flying skeleton's pattern is just a plain medusa one..eventually we'll fix that.  8) 8)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 10, 2014, 08:53:15 PM
Yeah ok kool. you guys do as you wish. I mean i hate to break it to you guysbut it has been a fun and long journey working on this game as ive witness coders and spriters come and go. even from the beginning as I was spriting along with Las when mike obreck started the game. till his hiatus and turning the control of the game over to Myself and Las.  We both been through ups and downs throught this game. Ive seen it get this far. Ive done alot for the project and it was fun. But now ive come to the road that I must depart from the project. my job and cycle has ended. I got real life things that I must attend to and I have no more time to spend on this game. as I said, my saga has ended. you have already of what was required for us both. So now Las, I turn the project over to you to do what you wish.
The game is already afar in progress. All the ideas I could muster out have come to its head as well. Maybe by the time i get things situated in real life, then maybe i can holla at cha. but till then I must say my farewells. nothing personal. it is what it is. Im confident that you guys can finish without me. youve been doing it so far that way any how. it was fun. but like all good things, they must come to an end. Goodbye Las. @ retro, have his back and see him through. Las is a great guy and a really good friend of mine. see ya guys. :'(
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 10, 2014, 09:08:57 PM
Hey Reiko! Ok man..i understand..real life thinks take priority. Hope things are working out for you man. Well if you ever do have time and decide to come back to the project..you are more than welcome..we can always use your ideas and support. I noticed you had been a bit busy lately and wondered where you had been. If it's farewell for now..i'm sure we'll meet up again in the future for another project..or perhaps later on this one if you decide to come back. Feel free to stop in from time to time or skype me. Dont be a stranger..eh. Well retro and i have been working on more stuff..and i've decided to attempt helping him with a theme song for his megaman project..I'm hoping it goes well..i feel like i can write custom vania stuff..but the megaman maybe a bit of a challenge. Well ok reiko till we meet again ..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 10, 2014, 09:32:09 PM
Thanks for your understanding Las. and Ill definately keep in touch as we are friends in real life as well not just online buddys like most. one thing I ask though during my absents is please keep the game close to canon as we intended in the begining. too much extras and newness can destroy the canon feel. thats what i tried expressing before my farewell message. i m. ean no disrespect to anyone. i just know what our vision was in the begining and id like to keep it that way along with our secrets of cod stuff. but no over saturation of enemies of other games or it will make for a sloppy game ya know? If you need some epic ideas just pm me as Ill be lurking in the shadows. We will be watching.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 11, 2014, 08:53:38 AM
Yeah Reiko that's cool. Feel free to hit us up anytime. You know where to reach me,Retro or LC. But yeah.. as for rli taking their toll..i understand completely man. As for the game..well yeah retro and i have discussed it..we are defitnly going to keep the game as canon as possible. We may do a little here and their.. I mean..we kinda see it as a remake/revamp..so where not looking to go very custom. Their maybe the occasional this or that..with levels but yeah..we'd like to keep them as recognizable as possible.. Something that is not too custom..I keep reminding myself this is a remake more than a revamp..and should be more canon. Obviously the original had alot of redundant enemies and repeat bosses..so adding some new enemies/bosses wont' hurt imho. So long as they make sense..and the levles should represent the levels being portryed..agreed their.. And yeah..if we need some keen ideas..for stuff we'll hit you up..should you think of anything that would enhance ....feel free to drop us a line. Dont be a stranger..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheRetroArtist on May 11, 2014, 09:18:48 AM
@reiko Hey thanks for all you did. I greatly appreciate it. And yeah we'll be sure to have it the game you intended for it to be. We'll be sure not to disappoint. Anyways so long reiko.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 11, 2014, 12:12:42 PM
Normally i wouldnt do this..so soon after a vid release. But i decided to get crafty and just felt the changes weren enough for the Tower.
SCV3 Tower of Terror(Boobie Traps Slight update) (http://www.youtube.com/watch?v=WVMNP7GkMEE#)
So i added in some boobie traps. Granted several of them have to be moved around..so that the areas are doable. Yes.challenging..but we'll have to beta test to see what will be passable and what wont be. Obviously room 6 wont be that ridiculous when done.
I have to add some time delay code to the swinging blades.. when figured out this will be good to use aswell on swinging pendelums..in the keep. Can't wait!
I may add something here or take something out in other rooms..all depends.  I also have added a guillotene trap..but not sure where i'd put that..if i can fit it in perhaps the dungeon..but not here.  I have more updated stuff but am not ready to show it..as it is..this was very prematurely planned.

Title: Re: Super Castlevania 3 Project--Progress Report
Post by: julianbelmontxx1 on May 11, 2014, 02:51:58 PM
in my opinion the tower looks great as it is, but the pendulums would fit better on the dungeon and the keep.
the grant sprites are new or it´s just me? he looks great.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 11, 2014, 06:26:05 PM
Well yeah i did consider some stuff for the keep too actually speaking of that. But i put some traps in cause the level felt a bit bare..just enemies..and littel ornamnets. I coudln see much more ornaments really. And the pendulums colors blended well i thought. Well i do think theirs to many traps..but it makes for a tougher level. As for grant..yeah it's a tweaked walking..i keep working on it.. It still need to be darkened..and i'm not sure if tha's the style walk i'm looking for..but i do like it. I'm trying to be particular on him for a reason..It's like he should have a mechanic simon belmont chronciles walk hunched over...and creeping liek..that is what i'm trying to achieve..you know..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 11, 2014, 10:24:19 PM
Good idea with the traps man. pretty clevee. however the level is way too over saturated with traps. the double guillotine in the one room with the twirling blades is rediculous. . if i may suggest just have them in like 2 or 3 rooms. but not all the way through. thats too much. its cool to add some new things but keep it close to canon. new thinga can enhance but can also kill the canonism of the game and decrease the fun factor. im just saying. be very mindful and creative but not overly creative. hop my criticism helps.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 11, 2014, 10:35:12 PM
Right? :D I clearly agree with you guys their..I did post on youtube that that room would get reworked..actually it is funny as hell just tyring to get the player to get from left part of the room to the right..without dieng just in that one rooms...lmao. Actually i can make it pretty far without getting hit..I'm gonna say to midway room 5. Clearly i have the cutters rotating the wrong way..I made a couple reverse ones their(Cant possibly pass without grant or al).. I am thinking in room 6 to keep the doulbe pendulum  because they will change course with time delay code. So that will be tricky enough up top. With the spikes floors.. I"ll take out all the top cutters..I'll leave the bottom one with 1 cutter..you'll see why later..it will get to be decision making time..Go balls to the walls or get the hell out of their. Yeah the second to last room is doable..i just happend to shift the cutter slighty to the right like a dip shit..before i recorded..i'll just move it back again..so the players can work their way around the stairs.. If you time it right(how i had it before i changed it) you can make it up the stairs..and avoid the fireballs..to get in the middle area to safety. Oh i'll be beta testing the nuckin' futs out of this bad boy! lol.I wanna make damn sure people can pass it but at the same time make it a challenge.  ;D ;D  8)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 17, 2014, 06:50:51 PM
Hey Las and retro, what poppin behind the curtains? @ Las did you get a holf of my dude? The one that did our new intro? When you get that, it will be fire. Things so far from what ive saw is looking great. just keep the traps to a minimum. @ retro, great job on the programming. your doing a fabtastic job. and the fencer enemies are going to be a blast. keep it up guys Im amazed. dont give up. I shall be back sooner than you all may think. gotta get some things straightened out. well with the progress you guys are making, you may be done before my return lol. well holla back and keep the topic updated and let the fans in on whats poppin. you guys are rocking it fa sho.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheRetroArtist on May 18, 2014, 05:02:29 AM
Hey reiko. Things are coming along pretty good. Right now Las and I are trying to get another shot at 3d primitives. I just need to mess around with some code we got from esco and try to get something to show up. Also I'm currently working on the snake dragon boss. So far it's coming along pretty well. I just need to add some effect while the dragon's going up the ceiling like the water coming up. Las and I were talking about some effects we could use and let's just say it will be epic when we're done. ;)
But yeah I plan on working on some new enemies like the CV3 zombies Las made and stuff like that. Anyways hopefully sooner or later we'll have something good to show.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 18, 2014, 03:29:14 PM
Well..i was sorta hoping we wouldnt mention too many secrets..but yeah..i'm still tweaking levels. I techincally dont have enough completed on specific levels to really show enough..I could do screenshots..but you still woudnt get teh full effect. Perhaps i will anyways.... probably be back later to show..and explain..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 19, 2014, 06:58:06 PM
Ok show me something good las ;D. Im sure ill get the jist of it as you explain it. its all good though. you always make things good happen with the project. thats why youve al always been the righthand man in this project.@  retro is a beasz when it comes to coding. im glad to have him.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 19, 2014, 09:05:23 PM
Yeah.retro and i have been brainstorming some ideas and stuff. Getting some neat ideas going on. Eh Reiko..you want some news..well i got at least something..not much though.As for now..i dont have alot to show..Well this is vid is from the snidr's tutorial..it keeps giving me an error though..so i really can't run it long befor it has issues. Something that says cant' do division by 0. It's not even an error i've heard of until now. So yeah..i have no idea. I tried to talk to him on this..but he's only using studio now..so unless LC or Retro can help me figure out what is wrong with it..i'm on my own. This is was the intended version of the tower( or at least i potenitial idea)..i think thier would still be away to have eveyrthing as is in the levels..it seems to is wrap aroudn the screen. it isnt true 3d but fake. Still pretty awesome if you ask me!

3d Fake Tower test Snidr tutorial TrevorBelmont (http://www.youtube.com/watch?v=eHKo_AECyRI#)

Also the only primtive i have gotten to do anything..is the temple i found in a gmk tutorial.  I took out it's little oracle relic in the middle and removes the distortion and much of the extra glaring lighting. You can see here i first got it into the debug room..when i messed with more draw code i am able to get it into the room facing front..but i stil can't turn it..or rotate it(for some reason when i do..the screen goes black..it just sits their..idle..yeah..it's progress..but honestly..it just doesnt look right at all..i have ot get it so it is much furhter down and use z depth..i know what i wanna do..i just have to figure out how to do it.. But yeah..these primtives may take some time..

at the  debug room
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMt4dMqn.png&hash=6b7ff4a600c49784435b6cdbb9ffbbc9)

after the debug room in sunken city
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHW17AN8.png&hash=c611e5f5a56dc5bdbc2c090a271eb52e)

dont get too excited..i havent gotten it to do much..trust me..only was able to manipulate the script in the loader some what..still got a ways to go just to get it how i want it..for some reason teh model seems tilted too and im not sure..why..i'll have to just keep at it..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 19, 2014, 09:21:06 PM
Oh ok i see what you have going on. pretty clever Las. you are going in the right direction with the fake 3d scrolling and the 3d. Temple. I know thst youll get it working ir tilted. right. too bad we cant ask for help being that either no one knows how to do that or they are lazy as hell to help out. I mean real talk we practically did the game and got this far by figuring things out. you, myself, retro, lord cyber, and crimson. wwe will get the results we have planned for. keep up the great work pal.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 20, 2014, 04:51:26 AM
Um...well i wont lie..sometimes it's hard to get help on this stuff. It seems like everyone has some tutorial on primtives..yet everytime i follow their directions..their are issues(maybe it's cause of obrecks source). I'm not sure..and i'm thinking it's just a matter of playing around with it.. even that guy at our old forum(mr bennett)..you found on yhoutube...his clocktower gmk.well...it never showed up in the source..and i dont mean our source..i'm tlaking about his tutorial. I'm not sure what to say...sadly..i would need an example that worked(or some visual)..see what was added and from their make adjustments. I realize there is certain things that need to be present for it to work..but i'm just not coding in enough of it..and having some issues firguing out why. Some of the vid tutorials involve using vertices to draw the model..i am not looking to do that..but to load the model instead..where it is preset.The worst issues is getting the black screen..that negates everything i'm attempting to do...like view the primtive. But yeah..i'm sure sooner or later i'll figure out what i'm doing.. and correct it.. It's progress but very baby step progess...
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on May 20, 2014, 09:48:45 AM
Don't give up guys. I'd love to see this all done  ;)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheRetroArtist on May 20, 2014, 07:07:17 PM
Dang. Looks like you already making progress Las. Yeah I still need to work on 3d primitives. I've been really busy for the past few days but now I have some more free time so hopefully I'll get down to working on that.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 20, 2014, 08:05:51 PM
Yeah Las I get what your saying. we will get thriugh this. youll have the 3d primitives that we desire. think about when we first started. now look at the project now. we went beast mode on it. this game is already epic. let me correct myself lol EPIC. just keep at it.
@ X, thanx for your support. youll see that the wait will be well worth it. you along with the rest will be happy. even though we added extras to spice up the game, this is close zo a canon cv3 remake as its going to get. And Las's creative mind along with mine pushes up to take more time to perfect .

@ Retro, keep up the great work. without you we wouldnt have been able to get as far as we have gotten now. So I am forever thankful to have you aboard the team. Now guys, Lets get it .  Epic
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on May 20, 2014, 09:05:38 PM
Its good to see news, Las that last video you put is awesome, keep that spirit up.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Terin on May 21, 2014, 09:47:32 AM
Hey Las,

I'm working on a Castlevania-esque engine as well (but I'm not nearly as far along as most everyone else is), but I've dabbled significantly in 3D stuff.  If you need help trying to figure out some primitives, I'd be happy to help.  Not sure if you're using a third-party engine or are building it from scratch, but I'd be glad to help guide/steer you in the right direction -- just PM me.

Aside from that, it looks really awesome.  Even without 3D, you have something extremely special in your hands.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 21, 2014, 03:05:36 PM
Ok Thanks Terin! Yeah 3d primtives seeme to be giving me some problems as of late..not sure if it's obrecks engine or what. I use the mosaic light tutorial..and can load any models that is obj into it. I think tehir are ones for .d3d aswell i've found. When i put them in our engine..the screen is either black or blue..usualy no sign of the primitive..if so it usually ends up very small. I know gm8 has a bug that flips the texture..so you must put it upside down..but that's not really the issue here. I'm pretty sure..the draw code and all that is pretty accurate..im pretty certain with already made models i wouldnt need to code in vertices and stuff like that..though i could be wrong..hard to say from vid tutorials what my issue is. But yeah..i will hit you up..we have some amazing models by kaxblastard we'd love to put in the engine..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 22, 2014, 12:23:41 PM
Terin,thanx. for offering your 3d primitive skills to us. we could really use your help. Las has been trying to figure it out for some time now. he is getting better with it but with somone as knowlegable about 3d primitives such as yourself, ee could definately get alot done.

@Las, thanks for keeping hard at it with taking lead of the project durimg my absence. ill be back shortly.
@ retro my man, once again Im very thankful that you joined us. cant wait to see the bone dragon and the extra you did to him for that level. you got mad skillz dude. keep up the great work.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheRetroArtist on May 22, 2014, 02:43:22 PM
@reiko haha thanks man. So far the bone dragon is coming along well. Just need to figure out how to get water to come down without causing any lag. :P But yeah it should work out sooner or later.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 22, 2014, 05:30:57 PM
Ok..while i have some other updates..not quite ready for video recording..i do have the inner halls which is nearly complete. Which is to say...yes we still need to do the doppleganers for it..we also need to fix the reflective water in room 10 which is giving an error..but would look great if solved. I would love to add some distortion to the waterfalls in the waterfall rooms..just not sure if we'd need plugins to do that..it is far easier in gm studio for stuff like that. As for the overall level..well i feel it is far more Inner halls, looking more like an interior of a castle as opposed to a castle courtyard. It is the exact same reason why in the coutryard i added the front two areas..because it felt to much like an inner halls. Does anyone get the feeling like maybe they mislabeled these two levels, or is it just me?
 Well anyways..here ye goes!
Super Castlevania 3 Fan game- Inner halls some changes (http://www.youtube.com/watch?v=42YX0YtQGOw#)

I want to apologize for the level name behind the room 8 i believe..it is supposed to be trees..my bad..i will have to fix that..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 22, 2014, 07:43:13 PM
Wow Bro that is super tight. im diggin the level even much so now. ;) you did your thing on that. you always seem to out do yourself each time you retweak a level. just fix them traps in the tower and keep them to a minimum ;D lol other thsn that, you put the "E" in epic.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 23, 2014, 03:41:58 AM
Hey Thanks! Yeah..i do have to fix those traps don't I. That room 6 of the tower was too beastly. But yeah..i'll tone it down a bit. Retro says he's gonna attempt the fake 3d tower code to see what happens. Possibly we could apply it..we'll see what happens. I also noticed the primiteves..well im not sure i'm not coding them in correctly..but it appears we have a blue screen issues that needs to get resolved. Not sure why it takes over the entire screen. I wish to rid of the blue screen when i put a primitve in a room. Ah..if only it were gone..then i can see what i coded or not.. It maybe oberck conflicted coding that is causing it..but i'm not sure.. Hopefully it's just somethng i did wrong.  But yeah..anyways..i got a bit deeper in a couple more levels i'd like to show off..i'm nearly ready to show them off.  Since ii've been brainstorming too..i've goten some interesting ideas for the geodes..i hope i can pull off what i wanna do on them..if so..it will be "Epic" :o
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: BLOOD MONKEY on May 23, 2014, 03:53:13 PM
I think Trevor's walk animation is a little too slow.(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FVTqXbbO.gif&hash=8029aa365899fd091125321402ccad60) should be the speed of the walk animation.

The level looks great! A little more contrast would help, though.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 24, 2014, 06:07:05 AM
I can look into speeds of the players.. I do wann get thing more accurate on some of them..though trevor was in mind the least of my problems. I was thinking of instead of a backflip..like a richters dash possibly..we'll see..i dont want him overpowered.. But for instance acluard's attack speed for sotn version and sypha's attacks are way too fast and need to be tone down in terms of speed. Actually so does teh speed of his shot orb for cv3 alucard..these are things we'll have to play around with in time

************************
Update time-Molten Lava Stage
*************************
Well i got another update.. not only has the inner halls been revamped minus the reflectivewater rooms..but i have made some tweaks the molten lava pass as well as the keep. The keep revamps are more minor..and to be honest..i can see revamping it again for a final time.


Other than the drac x effect way back lava field..i'd say this level is as complete as it will get..I could possibley extend it further though i did already. I set some custom versions of traps. I may add in some fire gremlins or things that have to do with the elements.. Also the bone bridge..i may make that crumble..not sure yet.. Retro was really digging it..and i'd say overall im pretty satisfied with the results..though i'd love to try for that drac x effect still. The lava at the bottom is insta-kill as alucard takes one for the team at the end of the video to show this. I coudlnt include the bubbles..maybe i'll make a spawning bubble generator. And though i dont like it..the level can give the engine external errors sometimes..not always though. I think it's cause i need to have teh lava coded..instead..but we'lll see. I heard that studio can handle alot more in terms of sprites..so at some point..it maybe wise we transfer to that instead.
 
Anyhow,Heres' the latest on the molten lava passage:
Super Castlevania 3 Fan game Molten Lava Passage revamp (http://www.youtube.com/watch?v=bdXf9ZMofFo#)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 24, 2014, 07:44:12 AM
Looks good Las the level couldnt possibly look any better. love the bone bridge and the idea of it crumbling. You out did yourself this time. epic. 
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 24, 2014, 08:01:19 AM
Yeah..this is one of those levels i never saw coming..i wasnt planning on touching it really..but all these ideas popped out of nowere..the whole cereberus fire scene..the molten lava field..for xtra props even added the lava at the bottom. Much more eye appealing now..

Next stop the geodes...

but i will leave you guys first with a slight update to the keep. Keep in mind it's not yet complete..i have some tweaks to do to it furhtermore:
First some things of what i need to do to it:
-added but must adjust pinwheels so players cna jump across better
-fix the room 4 door(it is a gapping whole their)
-fix the keep room window so that the parrelexed bed, bedroom, and furnishigns show up in it(my coordinates are way off)
-fix drac so he's propped down not up on his thrown
-possibly add new waterfalls to clockgears room
-add in something to room 1..i wont yet mention if i can pull it off properly..
-also room 3 and 4 have open wide areas for a reason..if you think about it long enough you'll know what retro and i are planning..
-changed room 5's look
-added a hallway for room 6 instead of start of keep area
-combined keep area(old room 6) and attached it to boss room
-added in flying bats by the moon> if you look closely you'l lsee them
-added in lit up gargoyle heads
-added in some drapes
-if possible will add in crumble stairs for the keep stairwell

Pretty much that is it so far..i may make slight adjustments but mostly fixes! enjoy!


SCV3_Castle Keep Update-(still wip revamp) (http://www.youtube.com/watch?v=HCTSiIP7bRQ#)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 24, 2014, 10:07:48 AM
Great Job Las. you did an amazing job in dracs keep. i thought it looked great at first but now its Epic. one thing though is that id like to suggest that you remove the 2 curtain in the room with the pendelums. they look out of place and have already been used in other rooms. plus i feel that it hides the beauty of the room. just a suggestion.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on May 24, 2014, 11:25:57 AM
Looks good! Although I think the grand piano is a little out of place in 1476, lol. My only real concern is with regards to Alucard's height and the doors. The doors are rather small and should be one 16X16 block taller as you would see them in say SotN, DoS and PoR. And because of Alucard's height his head will collide with the door frame rather then him seamlessly walking through the door. It might take a little work to do this but in the end it'll all be worth the effort  ;)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 24, 2014, 01:36:46 PM
Looks good! Although I think the grand piano is a little out of place in 1476, lol. My only real concern is with regards to Alucard's height and the doors. The doors are rather small and should be one 16X16 block taller as you would see them in say SotN, DoS and PoR. And because of Alucard's height his head will collide with the door frame rather then him seamlessly walking through the door. It might take a little work to do this but in the end it'll all be worth the effort  ;)

@ X you are right, the doors should be the 16x like in sotn. it would look better. and lmbo good catch on the piano. but hey, it looks good there lol. but technically it wouldnt have been there. Las is really good at putting things together and making it look great. ol draula may want to play piano before trevor kills him lol. his dieing wish
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 24, 2014, 02:28:46 PM
Yeah oddly when he was sprited cv3 alucard i believe was about 3 pixels highter than sotn one..something like that..it maybe why he appears weird through the doors. I dont know about changing the doors..maybe if i find this to the case everywhere..so long as they all fit through a 48x16 size it should be ok.. keep in midn the door and the transitions through the door have to be lined up just right..or the player wil come through the door a block above or a blcok below where they are supposed to..im not sure with obrecks system there is much that can be done.. thusly the rooms sizes have to be either the same size when transititiong or the door area must meet the x axis transition through door area of the next room. If you see how it's done then you'd know what i mean..the one level in which everything goes haywire for this is actually teh sunke city..and i have no clue why..perhaps something with the room width is bothering it..in rooms 1 and 3..here and in every other level it seems fine though. Occasionlly you will get this jilt..but im not actually sure why..perhaps where the door is positioned in teh previous room your comign from. that'd be my only guess. I may dabble with upscaling the size of the doors..but i did that already..many of these are smaller doors to begin with..so upscaling may come at a pixelation cost..you know..it should at least nice..I'll have to re-evaluate some of that..

As of now..i wouldnt get to over-excited.i get the external error or unexepcted error which wont even run the game..when i attempt the geodes.. I think i may have too many objects in the rooms which causes this.( i have to play around with that) For all intended purposes..i think at some piont i may need to find someone with enough patience to port this over to studio..i hear it can handle so much more in terms of sprite sizes.. I sure as hell hope so..plus effects will be much easier to code..with built in shader effects as opposed to using..plugins. Time will tell i guess..for now i'll cut stuff i dont need from the engine to see if taht helps..I'm sure i'll come up with some viable solutions..

primitves currently seem to be a bust..i know what i want where i want..and that i may have to re-uv map some models especially teh ones by kaxblastard which are in multipel textures..but are so finely detailed and very nice. The problem isnt that i can't code them in..i am pretty sure i have done that..the problem is obreck's engien is throwing up some blue or black sreen..depending on if i have a drawn background or not.. This causes nothing in teh room to be visible execpt at times the primtives..but tehy seem distorted..

Normally if am to try this using loader scripts for say mosaic..they come out fine in other engines..not a problem..something in terms of obreck's code is conflicting. It maybe the obj_camera code..i'm not sure.. But i think if the 3d code were some how adapted to that it maybe do able..Sadly i have no solid coding abilities..just odds and end things..I cannot re-write camera code or add to it knowing nothing of what im doing.. I think Terin and i came to this conclusion.. Still they would be amzing if the problem got solved...i just know it!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 24, 2014, 02:51:08 PM
Gotcha. no big deal about the doors. hopefully you anf terin can figure out the 3d issue. and if obrecks camera coding is conflicting with it then I guess we can try to figure that out. hopefully its not too much trouble. ;) so far though we got the game looking good. im excited with how things are turning out. keep up the great work Laslund.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 25, 2014, 06:48:11 AM
Well the 3d primitves will probably have to get figured out afterwards. I do have some of them that would look amazing if we can ever figure out the blue/black screen issue. That is for a later time though. As for now,though, i have the external error which i can work with..which allows for now audio or snd fx..i am finding if i cut things down or out of the engine all togehter that arent needed this seems to help and eventually the game will run normal. Also i am finding that within the confounds of each room..i can't have too many tiles or objects or the game will have an unexpected error and not run at all. HOwever i believe through code..like parrellex bacgrkounds..and room creation code their maybe a solution where i can have extra objects or tiles in a room.without ever placing the object of them in it. IF this is the case...and im' right..then it will allow me to do even more of what is needed..at literally no extra size in the engine.. This would be great. I'm prettty sure there is a way to do it(like instance coding within an object...just rooom creation code)..like say i wanna use a set of waterfalls from one waterfall. But place one object in teh room..yet have room creation code say instance_create(200,y) another say instance_creaty(400,y) i mean..if this is the case..i can accomplish more..with less.  IF things are more effecient they will simply run better and smoother. Which is what i'm curretnly trying to do before really hashing out the geode caves..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 25, 2014, 12:42:03 PM
Dude, again that molten lava cave is beast. also what happened to the fire on cerberus? Either way its kool. i just think that a little of the back ground in boss room should show the lava and fire. dont take the whole bg out just cut it by the creases of the wall and have the center show the lava anf fire. and if you add the little gremlings, id make red gremlings. exclusive to that level.  ;D
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 25, 2014, 05:10:13 PM
Yeah..i will add the gremlins to that level. It's soemthing that crossed my mind a couple times now. I may fiddel with cerbererus's room background to show a little fire in the back gr0ound..but i'd like to keep the core room the same.. It does seem way to cliche to have the fire in the background during the fight..like drac x and sotn..i mean the level basically states or represents a hellish inferno anyways.. I do think the gremlins is a great ideas..if i can think of any other fire elemnt enemies tha'td be a good addition to that level maybe we can add them. As it is we've some some ideas for the geode caves..attempting some nice waterfalls and even icebergs.. Yeah..we'll suprise you with some enemies their..wont say what though..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on May 25, 2014, 05:21:30 PM
Alucard in bat form looks kinda small to me...I know it's regular bat size but shouldn't a bat form look a bit bigger than normal?

That lava needs a filter or an effect added to it as it looks pretty basic.

I like the idea of all the traps it adds a gameplay element to the game that wasn't there before.

You should add animation to all those portrait paintings. Glowing eyes, etc. at the minimum.

I would keep those scrolling clouds but the water line seems ways too high. Especially at the castle keep, half the castle would be underwater at that height!

A lot of the 3d primitives seemed forced. I know that you mentioned that you guys been working on them, but it seems like you are waaay further with your levels and now you are going back and trying to incorporate them after the fact into the levels. I wouldn't worry too much about them, I mean they don't add too much to the aesthetics of your levels, to be honest a lot look out of place. If you are going to incorporate them, then I would make the whole level around them such as that revolving room or just certain sections of a level. I.E. boss battle backgrounds. They also seem to be hampering your progress and honestly, the game doesn't seem to need them.

That's all I got right now, I must say I am enjoying the level revamp layouts and the incorporation of traps. I would focus more on having some unique trap obstacles for the player to navigate through that a unique and cool idea.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 25, 2014, 06:48:30 PM
Thanx for your observation and feedback darkmanx. yeah I agree about the water animation in the keep that it should be moved down more as it seems a little too high. as for alucards bat for, well we decided that sotn bat was to big. the bat we have could be a little bigger but not by much really. we want his size close to the other bats in game. and I like the idea of the animations in the paintiwith glowing eyes. i actually came up with that idea before in the past but we never got around to it yet.

@ Las, I have another idea about the spike traps. maye we can have them pop up out of the brond in different sequences. addind more ot a timed challenge to it. and yeah we can keep the boss room close to how it is now due to the level already advertising a hellish nightmare. even though we dont have 3d primitives all the way and corrected, just keep at it. we'll eventually get the results we are gunning for. it will just take time. twould been easier on us if we probably had added primitives during the build of the levels. but hey, Its ok, it was a late idea lol. but better now then never.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 25, 2014, 10:00:07 PM
Well after relooking at it again..the water level may be slightly high but only in the last room. Though the intended look was for it to be far away..the program we use doesnt really allow for it to carry much depth. Reiko would problay know more about it than i would..it has to do with the ripples it produces.. Also the reason it may seem a bit high and not super low..is that the clouds we use have a limit..tehy aren't generated by code..so unless i hand sprite or edit them..to fit a higher sizes( believe me it aint gonna happen) i am basically stuck with that unless we get someone who can code in cloud features like that(which i can then lower the water level).. I have been talking around and may have someone who can help with that.. sadly alot of old tutorials carry little in teh way of what cv games have for effect. The drac x effect being one of the rare few. So everything that is effects for the project is basically being made for it, and not borrowed from an old tutorials for the most part. From teh 3d chapel, to the mirrors, to reflective water code..all of that is someting that is not found elsewhere. Yes they stil lneed to be perfected..but that is something we'll have to deal with in time..and that is something anyone making a cv game in game maker would have to deal with up until studio,where the use of shaders makes things easier. A straight up conversion at some point may help,but only when we are ready.

As for the lava like the clouds..they aren't generated..so it sucks up more juice in teh engine. If they are coded in at some point..then things may run more smooth/effecient. The only things the lava doesnt have is the bubbles..but it be added through code..spawned bubbles..Not a big deal their.

Now onto the primitves..while you may not see the need to have them..and they may not appeaal to you..believe me when i say..they would hold great use in specific areas of our games..and if inserted properly you would know exaclty what im' talking about.. Especialy seeing how our 3d modelest kaxblastard made them speficifally to fit our game. If we can jsut get past the blue/black screen issue..then i'm certain things would shape up. I"m not sure if tiles can be used when 3d prims are in a room.. perhaps only objects.. This is not a problem as i can just use sprites/objects instead.. The primitives however are a learning process and only through the use of loaders will it be easier to do. The other way..drawing vertices might require the uvmapping of the models to have pin point accuracy, at least that's what i hear. And seeign how i didnt make them..it's best to use a loader..

Yes this project has taken a while..and at times..we've struggled through hell to make things happen..but we must push forward..make a game that people are going  to fully wanna play,or at least that is the intended idea. With that being said..their maybe areas that need to be sacrifced..however to have little in terms of special effects done properly, no 3d primtives..and just hash things togehter for the sake of completeing it, seems to be of poor a process.. I'd stick with trying to make this game all it can be..before fully moving on to another project,and fully plan to do so... i think that is where too many people make their mistakes.. they take on 2-3 or more project..never fully completeing even one.. Why make it hard.. i say if we have a vision on the game..let's go for it!!

Oh and as for that alucard bat..yes it could be abit bigger..but not much bigger..as reiko stated for a 320x240 screen size sotn alucard bat is just way too big in size..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 26, 2014, 04:50:14 PM
Hey Las, yeah man I need to fix those water ripples. ill get on that sometime. its an easy fix.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 26, 2014, 09:30:52 PM
Yeah as soon as im done with Geodes..i'll give you some of the regular backgroudns for it.. I'll have to fiddle with it.so it looks like it's in tehr right area for water..But in all honesty...even if we do that..we'll need a cloud generator code..or it will not look correct. Though they dont pertian to what you'd do for water..the clouds would have to be roughly or slightly above or even at the moutains..several times i played with the y coordinates..and the clouds looked like they are coming out of the water..that's no good. But yeah..i will talk to you later about that..for now i'll keep pumping out the goede caves. It's comng along none the less.  ;D
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on May 27, 2014, 12:52:29 AM
Question. Are you using a 3D program to animate the doors? And if so, is it taxing on your engine?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheRetroArtist on May 27, 2014, 04:23:42 AM
Question. Are you using a 3D program to animate the doors? And if so, is it taxing on your engine?

All the door animations are used with sprites. Though I think it would be kind of cool to have them in 3d, but that isn't really high priority at the moment lol. And if anything is eating up space in the engine I would say it's the sotn lava. I just need to find a way to have it coded instead.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on May 27, 2014, 10:14:27 AM
So the doors are sprites like I thought. If they were otherwise then I could see them eating up just that much more of the engin's power. You know... If you're having a problem with trying to recreate the lava from SotN then why not do an alternative? There's a nice pool of lava in the game Donky Kong Country 2. I think it would work really well. Especially since lava is not transparent which is what we can see in SotN. It would also cut down on the engine more leaving room for other things.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheRetroArtist on May 27, 2014, 01:13:41 PM
You know... If you're having a problem with trying to recreate the lava from SotN then why not do an alternative? There's a nice pool of lava in the game Donky Kong Country 2. I think it would work really well. Especially since lava is not transparent which is what we can see in SotN. It would also cut down on the engine more leaving room for other things.

You know I actually wouldn't mind doing that. Though I would have to talk to Las about it first. I don't if he would agree to that or not but I'll let him know.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 27, 2014, 10:11:22 PM
Yeah if we could actually figure out how to code the lava vs sprite animations, dude, that would save us alot of room in the engine. plus the door even though its not thst many frames animation, would actually look better and much smoother if we figured out how to do it the 3d primitive way. we'll get it soon though. we got this project jumping. we got this lol real talk. @ Las, you are doing a great job with creativity.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 28, 2014, 04:13:50 PM
Ok so here it goes as of late..I have read about the lava..from dk...i happened to think it's a bit plain..doesnt really move aroiund at all..other than the bubbles which seem to be more suited for swamps. It gave me an idea..to possible add in popping big bubbles..but retro mention to add in sotn ones aswell..i coudl do the same with mud in swamps.. If anything dos has nicer lava ..impossible to duplicate without the use of code.. And yeah sotn lava..is very awesome..but it would be better to be coded..than sprties.. In all hoenst..i had to take out the waves..sadly..but it still operates nicely..i cut down the frames from 154..to 18..and it still seems reasonable.. sadly there is some slow down by cerberus room..and i have no idea why..
Further more i keep having to toggel with external errors..as i've tried now to put a bone bridge in geodes(which is coming along) and snidrs w3d code.. Further more i realize some tiles have inadvertently gone out of place...in the warakiya village..so i'll have to refix that aswell. The castle door for coutyard is now code and working perfectly..Retro said he'll be getting ot the drawbridge..and the skeleton ninjas's death is now fixed aswell..

Honestly..im pretty impressed so far with what i've been able to pull of on the geodes...i have to be carefull cause it can produce errors if too many objects are in the rooms.. So long as i can get it working..with no unexpected error(which unlike external errors will not allow you to run the game at all), i will be ok.. The rooms are much wider and larger..there is a reason for this..one i can't mention atm.and wont show in the vids when i do show them off.. Just have to tell you to use your imagination.. Soon hopefully they'll be more to show off..

Also..between Retro and i we have been discussing some possibilties..of non-repeat level songs.. More over...for some specific areas..we have picked out 3 new tunes...for 3 differnt stages that have repeat music. Not sure if i wanna spoil that..also Reiko if you wanna pm us to find out and see if your cool with it..than we'll keep them. But so far Retro and i agree completely on teh 3 selected..and they seem very fitting too..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: BLOOD MONKEY on May 29, 2014, 08:54:29 AM
I could animate some custom bigger doors for you guys if you need them.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 29, 2014, 05:27:22 PM
If by the ones in the keep going into drac's room(like right past the piano)..then sure..i was planning on having that animted anyways..i may adapt the colors to fit the room tone though..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on May 29, 2014, 07:43:50 PM
Yes most definately we could use an animated door.  and Las yes, im ok with you and retro changing those three tracks for those levels. i know that it you 2 agreed on it, then they must be a good selection of themes. good job guys. Team work, thats whst Im talking about :D.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 29, 2014, 10:33:06 PM
ok sounds good! They fit well..did he tell you..if not i'll can tell you later..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on June 01, 2014, 07:52:08 PM
Well this is just me messing around with some primitive ideas. Retro i conjured up adding in some floating cinder ashes and stuff. I dont wanna oversaturate the level like drac x..but show it is a town in ruin more or less. I may eventually add other things like a dead corpse with birds pecking it.. That should be too hard to code. As for now..i have this..but keep in mind it's using w3d snidr fake 3d..and clearly i have work to do on it to get in nice. I really wanna figure out his zdepth..i think it can totally help with making it look like it's back a bit..and so the lip of the house/railings are on the surface and not overlapping it and hanging over it.. I have to be carefull too with flames..cause if i add to much stuff the fake primitives turn all white..which looks like a big mess up. So i have to be rather careful. Anyways..figure i'd show this..while we work towards finishing the geodes and retweaking the village a tad. Then it's off to alucard's cave for a revamp..  Enjoy for now:

https://www.youtube.com/watch?v=i7rrxJYuP8M&feature=youtu.be (http://www.youtube.com/watch?v=i7rrxJYuP8M#)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: BLOOD MONKEY on June 02, 2014, 09:43:37 AM
The houses need to be moved to the background. Some foreground primitives would be good covering the player at times. I also don't like the lightning. Couldn't you make it not turn the Character and the enemies white when it flashes?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on June 02, 2014, 09:59:46 AM
Kool 3d fx but they look out of place anda little low. they need to be set back. bc the way they set, it looks like youd run throgh the side of the building. but somehow ends up in the front of the building. other than that fix, great job laslund lazaro. Kudos
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on June 02, 2014, 11:22:33 AM
Yeah 3d prims are tricky..and to be honest..until i put it in a room ..i didnt know just how tricky. But yeah..i hear you guys..they shoudl be moved back..Retro advised we do so and i think he's got a good point. Also the lighting..well if done corrclty it would problaby show everything turning whit-ish.....the problems is the rooms are tiled..piece by piece.. I dont ususally do this but it saves space in the engine. Mad forest and Swamps coudl be tiled piece by piece.. Sometiems though this causes slow down.. not sure why. But i have to be carefull..with this lighting effect it does cause slow down in room 4 and 5 sadly..not much but you can sorta notice. At any rate..i do think that soon i may instead use objects..which should show the lighting crashes.. Overall i do think level 1 needs revamping..but i have to strategize on it..it may take a bit of time to get it right.> Not sure on the players or the enemsis if they will turn white when lighting flashes..i may all have to do with depths.. I think changing their depths now maybe problematic in other stages..as you dont want teh player to be behind everything in soem stages..all sorta depends really.. IF there is a better lighting/effect out their..i'd try it..i did think this was the most realistic of all the ones i had found..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on June 02, 2014, 12:19:14 PM
Hey guys..not much at all has changed here with the clocktower. Just wanting to show off the y parrellexing backgrounds for i believe it is, room 1 and 8.

SCV3 Clocktower Y parrellex backgrounds added (http://www.youtube.com/watch?v=dVMWBWicUvo#)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on June 03, 2014, 10:11:34 AM
Hey! You got the large gears for the clock tower in place! Sweet  8)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Inccubus on June 03, 2014, 03:58:23 PM
Nice work. The SCV4 gears look funky and made me lol a little.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on June 03, 2014, 04:24:46 PM
Perhaps i hade other gears in at one point..but yeah..the SCV4 ones were damn neart identical to that of cv3 exept 16 bit..so i choose to go with those which makes sense. Glad to have finally gotten in all the areas of the levels that needed y parrellexing..this is a reflef. I have code that allows players to go up stairs automatically...i figured to dabble with that at some point..LC gets credit for that code. I will have to adapt to downstairs aswell. The one room in the entire game it will pose a problem in is that one room in the tower stage with the swinging blade..so i may make it so that your head only goes up to the floor platform for that..  ;)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on June 03, 2014, 05:54:16 PM
Quote
I have code that allows players to go up stairs automatically...i figured to dabble with that at some point..LC gets credit for that code.

I've only noted 2 areas in CV III where this is actually used. One is in the forest stage and one is in the stage of Dracula's castle which has Death as the boss.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on June 04, 2014, 03:48:20 PM
ok i will have to look into that..i thought it was every stairs room..perhaps not..i will look at footage and remember these 2 areas in particular..thanks!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on June 20, 2014, 05:19:32 PM
Hey guys! I realize it's been a while and i figured i'd mention we are in the process of converting our source to a newer engine in studio. Soon Retro and i would like to showcase the geode's caves, we wont's spoil to much..and we've added some extra enemies. He's gotten 1 of 3 completed..near to completing the 2nd. The level is quite a bit differnt than the older version and longer as well. This however is not all teh SCV3 team has been working on..actually Jop lately has had a hugh hand in on some big suprises, we can't tell you about..but you'll be amazed when you see them! We are getting help from a fella named Justin on the conversion as well.. it may take a bit of time..but should give us much more room in the engien to do what we are planning to do..So a big thanks their to Justin on that! As for now..Retro and i will be focusing on producing stuff for a readied video on the revamped Geodes.  Ok..with that being said..please stay tuned..and we hope to have somethig for you in a reasonable amount of time. Thanks again guys!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: eryson on July 20, 2014, 12:32:11 PM
Hello Guys!!
i've wandering in youtube, and find a bunch of really impressive CVIII remixes, who can fit really well in this game!!

Las, please, take a look, this guy made great stuff!!

An "overture" remix:

Castlevania III: Dracula's Curse - "Overture" (http://www.youtube.com/watch?v=5URQUq8zSL4#)

a boss battle:

Castlevania III - Boss Battle (Remix) (http://www.youtube.com/watch?v=Sh4toKBhpQA#)

and a clockwork remix:

Castlevania 3 - Clockwork (Remix) (http://www.youtube.com/watch?v=46bPUSYE1is#)

Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheRetroArtist on July 21, 2014, 08:41:29 AM
@eryson

Hey I'm liking the remakes you showed me. I especially like the overture remake. I'll talk to Las about it and see what he thinks.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on July 21, 2014, 09:59:33 AM
I'm actually diggin' those remixes! They aren't guitar-heavy as most others I've heard. These sound really good and it makes me think that if the three NES titles had been remade for the SNES they would sound something like those remixes.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: VladCT on July 21, 2014, 10:37:40 AM
You can grab his MP3s here. (http://zoraspace.net/midi/mp3/)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: TheRetroArtist on July 21, 2014, 07:09:39 PM
You can grab his MP3s here. (http://zoraspace.net/midi/mp3/)

Wow thanks for sharing that link Vlad. I found a lot of cool remakes he did. I especially like his remake of CV2 Bloody Tears and Anxiety. I hoping to find a good remake of the ghost ship theme and I think that works great. Thanks again.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on July 21, 2014, 08:37:42 PM
K, i will look into. I'm glad VladCt showed the mp3..i'll check on that too.. I'd listen on youtube..but my account is screwy. I get no sound when listening to youtube..so i'd have to dl the video everytime i watch something. I think at least two people on seperate occasions have now hacked my account and to be honest it gets really annoying. I thought about contacting youtube..but i figured they get that all the time..i mean..what will they do anyways? I've logged in at least twice to find my account accessed under another name..no clue why??At any rate..yeah i'll check those out...some of our songs are sorta set in stone..i mean..i've already contacted some people and our team has finalized some..but if theirs any ones that stand out for levels..especially ones we havnet selected we'll be sure to let you know if we decide..i'll be talking to Retro about it soon..thanks for the offers!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on July 22, 2014, 09:52:13 AM
Quote
I thought about contacting youtube..but i figured they get that all the time..i mean..what will they do anyways?

You Tube has chosen to get a lot more security-oriented recently so they should deal with the issue once notified.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on September 10, 2014, 08:01:53 PM
 ;D
Hey guys it's been a while i know,sorry bout that, but we've been working hard on the engine. Jop and I have been doing alot of sprite art..much of what we can't discuss..but believe me it's pretty awesome! Recently Retro has moved out west for a couple years. So he won't be back for a while.However he did leave us with some really nice treats Jop will end up showing you. I am still in the process of recruiting gml code help over at Fushuion gaming and yoyo forums where their are alot of gml coders. I myself need to learn gml for the next project i would like to work on. So either way after the levels are enhanced i will be sitting down and doing nothing but learning coding. At that rate..if SCV3 hasnt been completed by anyone else in terms of code i will complete it. I have been able to do a littel with code and i have had a better understanding of how it works now. The more terms i look at the more i understand what's going on so that is good. I defntly wont' put any release dates for anything as of yet. But i will let you all know if i decide to put out a demo or complete the game and put up for dl. Things were quite extensive, barring the fact i can get help converting to studio from 8, it will provide extra things i can do(puppet animations,easier use of shaders as opposed to long code).  So far i've been able to do more than i thought i would in gm8 alone.

At the moment the latest levels that have seen revamps Jop will end up showing you when he's ready. He and i discussed that already. Also i been fortunate to get permission to use the drac form2 by plottwist. I ended up animating it aswell. Though we did have a somewhat revamped version from the original..i felt it too close to rideryu's version which we did not get permission to use. So instead we wil use this one. Though it was work done by kaxblastard i still plan to use any number of things which he has made for the project. I would love to get some of his prrimitves in our game..if only the damn loader would work correclty. It may come to me altering the main systems code to hold 3d in it. At any rate here is that version of plottwists dracula form 2 animated:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FyOF8X6D.gif&hash=d34e47924f0db9df9dbb97424af6bad3)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: eryson on September 11, 2014, 05:48:10 PM
Glad to see You're active, Las! BTW, this sprite is really impressive!!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on September 12, 2014, 12:40:45 AM
Awesome sprite! Just remember that the mouths only open when they try to vomit on Trevor  :P
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on September 12, 2014, 08:02:47 AM
This is what I recorder I was busy this days

Super Castlevania 3 Cave (http://www.youtube.com/watch?v=k5PaVSKedAY#)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on September 13, 2014, 07:02:17 AM
This is what I recorder I was busy this days

Super Castlevania 3 Cave (http://www.youtube.com/watch?v=k5PaVSKedAY#)

Loving the new look of the Super Castlevania 4 inspired stage, but I am so sick of seeing all those SOTN sprites being reused especially the enemies.

The quality of animation for that game is so high when used in conjunction with other spritework that is not up to par it looks very out of place. You should try to tone that down.

Your game had this particular look to it at the beginning to it that was really cool looking with all the custom spritework I am afraid with all those revisions and adjustments you are making to things that is getting lost in translation.

The level design however is looking good. I don't know about the pacing you have for this stage though especially that crumbling bridge part, kinda fast for a CV game don't you think?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: the_truth on September 13, 2014, 10:21:25 AM
I love that this game looks fast paced Las! A problem CV has had for the longest is that it still moved at a slow, steady pace like it did in the nes days. And it just doesn't work anymore. The touhouvanias move at about the same fast pace as your game, and its part of the reason why so many more people enjoyed them, and they got so much attention! It just makes things much more exciting!

Your gfx do look like a mish mash of stuff; but so does every other remake on here, including the other CV3 one, so I wouldn't stress it. Looks like it is going to be a fun game!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on September 13, 2014, 10:45:28 AM
hm...yeah the drac form 2 maybe a bit tricky to pull off that way. I'll see what can be done.

As for the Geodes level believe it or not it was more loosely based upon, Aos caves and Sotn caves. Primarily the
areas with waterfalls and geodes. The bridges i feltl helped expand the level a bit an add more of what could be found inside of a deep dark caverns. As it is currently i am trying to do away with doors in teh caves..seeing how i've never heard of a cave with doors. I actually planned to add open and closing skulls heads to some areas of the doorways..onese you have hit some swithc to make it open or perhaps backslide to get through. You'll see a little more of what i'm talking about when Jop shoots the next vid.

The fact that Geodes very remniscent of the old level but at the same time having added new stuff to it, means that i'm not only trying to remake the levels but revamp as well.  Keep in mind with this levels i am really not done doing what i intended to do with it. there is actually something else planned for it. I really can't say what..or i'll give too much info away. So i wont.


And yeah i totally agree with the fast paced thingy. I mean..the old nes games seemed very slow in nature. And the newer games got the more realistic and faster paced they got too. Sotn is a solid example. Rondo isnt bad either. Even when compared to SCv4, the original Cv3 was pretty slow. I'd have to agree their.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on September 13, 2014, 11:29:17 AM
I pretty much agree with the above about the vid. It is fast-paced which doesn't fit for a CV III remake. If it's going to be fast-paced then a redesign of the whole game in order to match the speed of the characters would have to be done. My only real issue is Trevor sporting a tailcoat when he wore no such thing in CV III. But that's just me  :)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on September 13, 2014, 12:28:16 PM
My only real issue is Trevor sporting a tailcoat when he wore no such thing in CV III. But that's just me  :)

About that its only if you want to use it, you can use the Oiginal Trevor, the version in the video is for the fans of LoS but We are still in discussion if use or not use, I think its okey.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: eryson on September 13, 2014, 01:53:56 PM
About that its only if you want to use it, you can use the Oiginal Trevor, the version in the video is for the fans of LoS but We are still in discussion if use or not use, I think its okey.

This Sprite is really good, you should make it as an unlockable, as well the Sypha and alucard skins, which you can select in the "options" menu or before start an new game.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on September 13, 2014, 10:43:26 PM
Alternate unlockable costumes sounds like a good idea for replay value. I'd say go for it! Shame they didn't have any for Judgement  :P
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on September 14, 2014, 11:56:59 AM
It may appear a bit fast, and once the mainstay of the code/game is completed, we'll be going back to make tweaks to the speeds of characters. Namely alucard and possiby grant. Though grant will remain the fastest, and alucard second fastest. THe problem is that they are bit too fast in general at this rate. I dont think the game, as it stands a remake, should be slow in nature. That is the 8 bit look, the 16 bit games with the exeption of SCV4 were and still are much faster. If anything this remake is very much mirrored around that. We do plan to revamp areas..maybe some extra enemies..but we do wanna keep the game looking very much like the original. As much as it possibly can. Keep in mind that the original had areas..that may not have made too much sense now than it would have back then(in 8 bit). Obviously it's easy to see that the inner halls and courtyard levels names could have easily been swapped. And that repeat bosses leave you guessing why did i just kill a boss and have to refight it?

Also notice we renamed the 2nd forest area(Mad Woodlands as opposed to Mad forest...so as to distinguish the two areas)So surely their will be some changes..if you are looking for a direct remake...well we can't promise that.. A rehancement and as close a cannon version as possible yes.

As for the skins and unlockables..yes,that is exaclty what jop, myself and whoever is willing to join us are looking to do. And yeah i really think Jop did a great job on that skin. We'll defintly have unlockable skins. Though he has shown MoF trevor,,and we've shown others in vids...we are not really willing to reveal too much more. The game will still have it's secrets. So do plan on that. We'll post more completed stuff that we have when available.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: eryson on September 14, 2014, 04:35:55 PM
I essentially dont care if the final product will be different of the original. the new connection areas is just great, as well the new bosses.To me, this game dont need to be totally faithful with the original, because its an remake, right?

I know the guys are working very hard in this game, and i'm liking the way wath this game is taking. Just keep great.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on September 16, 2014, 07:23:16 PM
Thanks Eryson! Yeah it's been challenging at times,especially when while reworking areas. Never knowing the limitations of the engine is tough. We've got alot of great code help along the way,but we're still looking to do more with it. I still plan to retweak some stuff, and i'm talking now with one coder on how to use less sprites where they could be coded in stuff. It's tricky cause i'm using an older engine, and because i have no idea how to convert it yet, it remains to be seen what it's limits are. However if i can find help converting(when the levels are complete) it should become a whole lot easier for eye candy effects. I already have some really nice shaders for studio(water reflection..shifts while moving,waterfall distortion, and hopefully other things). I am looking into the cloud generator atm. Also snidr, has rehelped more on the chapel which now contains 2 walls,floor,ceiling, and backwall. I showed Jop and he was impressed. So yeah things are coming along. I will of course show progress when there is more to show, that wont give away too much. And yeah i think a pretty faithful remake, with a twist of something here or their won't be too bad. I'm certianly enjoying the progress! Cool feel free to chat about the game anytime!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on September 22, 2014, 10:52:06 PM
Yeah..actually we could use some beta testers. Reiko was going to help out but became to busy with other things. So yeah ...i problaby will need to finish up a couple levels..before hand though..i'm revamping. After that i'd be more than happy to have you test the game..and help find all the nuances..I've got some work ahead of me for sure on that deparment. I'll have to hit you up when these 2 next levels are squared away. Also..by chance if you know of any gml(game maker language) coders please have them drop on by. We could surely use any help. Jus throwing it out thier.Thanks!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on September 25, 2014, 08:47:33 AM
Another video, enjoy:

Super Castlevania 3 Alucard´s cave (http://www.youtube.com/watch?v=akoLptr4KGk#)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: eryson on September 25, 2014, 09:59:49 AM
Well, this Stage isnt bad at all, i liked it, but i think that old Version of Alucard caves is really better, because is more faithful with the original...

https://www.youtube.com/watch?v=qRMo7B3AOAo (https://www.youtube.com/watch?v=qRMo7B3AOAo)

Why you dont put it as an alternate route (if possible?)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on September 25, 2014, 12:33:38 PM
Another video, enjoy:

Super Castlevania 3 Alucard´s cave (http://www.youtube.com/watch?v=akoLptr4KGk#)

What is that annoying sound constantly?

Well, this Stage isnt bad at all, i liked it, but i think that old Version of Alucard caves is really better, because is more faithful with the original...

https://www.youtube.com/watch?v=qRMo7B3AOAo (https://www.youtube.com/watch?v=qRMo7B3AOAo)

Why you dont put it as an alternate route (if possible?)

That's actually a good idea. Since you already made earlier versions of most of your stages maybe you could do something like alternate stages on the 2nd replay once you beat the game...?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: eryson on September 25, 2014, 03:20:01 PM
What is that annoying sound constantly?

Its that burning guy  ;) the sound of the flames is unfavorably loud in this video :-X
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on September 25, 2014, 03:32:58 PM
@darkman
The annnoying sound? i dunno..sadly i cant' hear the video at all..cause firefox browser for me somehow got screwed up. i can't hear any sound from any youtube videos sadly. I tried to uninstall and re-install..but no luck. Maybe i'd have to upgrade or perhaps it got screwy somehow. If anything i coudl do a restore that'd work. But yeah for now im' a bit busy with the game. Hard to say what sound you are talking about. It's possible it could be the flame man's fire sound or possibly mummyan's bandage. I just have to mess with the code for the sounds. For some reasons if they are out of the screen they still play the sounds..Retro i think fixed this with one of the enemies. Not sure which though.

@eryson
As for alucard's old cave..sadly i dont think i'll keep it. I'd like to..with teh alternate thing...but it has too do with room contraints in the game.If everything is said and done and theirs still room..i coudl see adding in more caves(alternate route like the old tiles..but it woudl be like a secret passage maybe..not the same exact level.).Also the old level was just way too confined.. The original nes version is nice..but it's crammed..and i can't imagine these caverns to be too crammed.  The only thing i may do..is fiddle with the colors of the level..and possibly keep the main cave tiles the same color as the old version(or possibly darken them). I like the old version..but i think this is far better. It has more complete feel to it for me. The only thing i think the old version had was it's similarities to the original..and looked more like a cave..but..sadly..alot of it looked cut and pasted..where as this cave tiles..are sorta strategically placed..same with the size of the rooms. Now it's way easier to move around. I jsut added some extra baddies for toughness. I still play it and it feels like aluacards cave..but jsut a much larger version. This is one of few levels i think needed a resize..not only from the old version we had..but from the original. It was smaller than the geodes bascially..so i was like..no it cant be. Now if only i got that damn reflective water working. I knkow what to do..just dont know if i have room in the engine...Unless i figure out a way to make reflective code work for parrlelexing backgrounds.. Sadly it only reflects stationary backgrounds or tiles. I'm trying to contact the creator of the effect to see if there is somethign i can do..so i dont have to keep adding objects/sprites to the engine. It's pretty packed so far..  It's one reason i wanna add in coded effects. IT'll save space in teh engine.

@darkman again..if i am albe to convert our game..it's possible more room is possible..allowing for more lelves and stuff like that..all sorta depends. I woudlnt mind attempting alernate verisons of level..only some though..I know what you guys are headed..i like the idea..but it would take a massive amount of mb in the engine..Like a Modern version adn a classic version> Defintly digging the idea..not sure how much i could redo though....

@eryson again...i think it's possible it's him..if not than mummy man.. It has to do with gremlin code..i took it's fire code and ported it to flame man code. So yeah if it is him..i'll have to at some poitn make adjustment to him.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on October 04, 2014, 07:01:11 AM
Hey guys here with a small update. Instead of having to use sprites, now the Snidr has made a perfect cloud effect like that of sotn castlkeep. This will cut down on size in the engine. Ignor the fact the clouds are in the mountains( as i will shift the animation so it fits to be above the mountains, and also eventually i will make the animated water so the image is slowed. The intent here was merely to show off the effect.

SCV3 real coded cloud effect
Supe Castlevania 3 Fan game_actual real cloud effect coded by Snidr!! (http://www.youtube.com/watch?v=K1KnEgfP_Xc#)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: eryson on October 04, 2014, 09:40:34 AM
Its a beautiful efect, even in WIP state! Now you can use the extra space in the engine to add more stuff!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: X on October 04, 2014, 10:11:58 AM
That effect rocks! My only suggestion would be to slow it down somewhat. It's moving way too fast for the viewer to take in the fullness of the effect. The effect in SotN didn't move all that fast so you could probably use that speed as well.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on October 05, 2014, 09:49:14 PM
Looks good Las. Keep it up. How much do you have to go my man? Oh plus I need the update.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on October 09, 2014, 07:16:17 PM
hey rieko thanks, yeah i gotta be honest..it's still got a long way to go.. if anything i really need to sit down and code. If anything i definetly have got to do that. I have been through asking 40+ coders and still  no luck. So with that being that case..i have no idea if i should still try my luck on yoyo and other places. I  think it's best i just learn it myself. Glad to have gotten some nice effects in their..but yeah theirs alot still to rework. IF you decide to come back defintly let me know. IF you find any code help at all that too. It'd be defintly aprpeacited..
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on October 14, 2014, 12:36:20 AM
Well, this Stage isnt bad at all, i liked it, but i think that old Version of Alucard caves is really better, because is more faithful with the original...

https://www.youtube.com/watch?v=qRMo7B3AOAo (https://www.youtube.com/watch?v=qRMo7B3AOAo)

Why you dont put it as an alternate route (if possible?)


I agree 100% that the old was waaaaaay better than this version of the level. I'm not feeling that at all. It lost its sense of identity. You had it right the first time.


Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on October 14, 2014, 12:45:24 AM
@ dude I've been back. There just isn't nothing more for me to do but to give insight anddirect so that the project moves fforward in a positive direction. I feel that for the most part the levels are fine. Fine tuning a level that's already fine will destroy it. We also can't go overboard and it in everything that comes to mind. That's what holds the project up. There has to come a time when enough is enough and be content with it. I'm just being real. so with that being said, I want to move this project forward and do what's right with the project. Give the fans the remake they've asked for. I don't want to deliver a butchered up version. Fans know what they like. I personally love the original and Jorge had a excellent version. Sadly it didn't make it. :'( my design and vision is and was to make the perfect remake but it appears that the vision had been scattered far out. Let's pull it back into the light. It . Once again I'm just being the realist that I am.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Lelygax on October 14, 2014, 07:18:08 AM
The first one is more faithful, but this new one seems to be a reimagination of it if it was bigger. Since it holds "Super" in the title, like Super Castlevania IV did, I can understand why you prefer to follow this way.

The problem is that its very SOTN-ish in stage design, with almost none dangerous jumps and pits, this way it loses its charm. Also because you almost only walk, without platforming, it feels empty IDK why  :-\

Sorry if it sounds harsh but Im being honest, this redesign isnt totally bad, you really upgraded the stage visually, but it came with these problems.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: darkmanx_429 on October 14, 2014, 03:12:37 PM
The first one is more faithful, but this new one seems to be a reimagination of it if it was bigger. Since it holds "Super" in the title, like Super Castlevania IV did, I can understand why you prefer to follow this way.

The problem is that its very SOTN-ish in stage design, with almost none dangerous jumps and pits, this way it loses its charm. Also because you almost only walk, without platforming, it feels empty IDK why  :-\

Sorry if it sounds harsh but Im being honest, this redesign isnt totally bad, you really upgraded the stage visually, but it came with these problems.

I mentioned that too about the SOTN-ish design. The game seems to lose the identity and individuality it had before. I do like that additions of the cave crystals and stuff like that, but like I mentioned before the bar for those SOTN sprites are so high everything around it has to match and when it doesn't it shows.  Just because those sprites look good don't make them look right.

I didn't even think of the lack of chasms and such. That's a great point!

Maybe you guys should start posting your maps for stages before they are in engine for critique on the thread? I mean it shouldn't really hurt things. I did that for Vamprotector and made changes that people suggested and it helped fix things alot in regards to stage design.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on October 14, 2014, 07:31:28 PM
Ok i've read comments here pertaining to the 2 caves(geode and alucard caves):

Ok to start off with. i will go over my basis for the decsions on both Geode's caves and Alucards' caves seperately.


Geodes
*********

Well to begin..the older level just never fully did it for me.. In terms of size, plainess of backgrounds..and lack of things going on. This newer version..shockingly i though would be more appealing. I added in flickering geodes, a crystal cavern areas, and some bridge to help with some originalilty. The level was also way to small like alucard's cave which i'll hit upon shortly. The addition of spreading otu the level(which originally was planned to be even bigger) made it so that some new enemies could be added(similary this was the case in al's cave too). Liek teh bosses in cv3 the enemeis are just too mcuh the same..not enough variety...so retro  and i had some nice idea with adding cave trolls and rock armo, also frozen shade. Obviously they are chosen for their appearence in cave levels in cv games. The bridges i though were neat..cause alot of tmes in real caversn you will see these crossing over gorge's or cliffs. Like in salt mines or geode caves. Furthermore Retro and i had some extra ideas planned but due to his departure out west, we werent able to make that happen. So i shot what i could have the level thus far..  In terms of size hieght the orignal wasbnt bad..but this version has alot more waterfalls and in generalli just think looks much nicer. I played the two version and dveifntly liked this much better. In essecne the overall color and scheme of the level is the same or near it. I did want to go back and pull out the bridge in front of the crystal cliff, cause i had some neat stuff planned..but yeah..theirs not much else here to say with this one.. Either way i coudlnt show off everythgn i wanted to..


ALucard's cave
******************
Ok here, to start off with..and after i made it i said the same thing..so i will be changing the sheme to be not only darker but also possibley more grey and closer to the appearnce of the old one.  However....the size of the old ones was just ....alot smalelr than anticipated..and was seemingly after altering the geodes, not only have the size of that..but also about the sizeof molten caves. The old al caves was very crammed..  easier to get through and to me a skip,hop and jump to alucard boss. Also like geodes..when i found i could put in animated waterfalls and such..i decide to do that..but made it more cavern like in depth..which personaly i think you'd see more of that.. Too many backgrounds in the old dditn capture the depth well. If you noticed in this level their are many more backdrops. Also the old goonies styel ship the depth was horribly wrong on that..so i got rid of it..and put in this shipwrecked area.. ALucard' top room is the only room that is dffint in terms of appearence.. but not entirely uncanon. I just cut out the walls and made it look like an upper cave/cliff. perosnllay i think it looked far better than the first one i did. STill has the waterfalls too!  As for the other rooms..well i defintly went thoruhg and made damn sure that the rooms themselves were iddentical to the ones in cv3..with the execption of one thing...theyre alot bigger. And because it was so crammed before..now you can see more..and experiecne more. Also where you say their are less pifalls, their are exaclty the same as the original they are just not as visible due to the height and widght of the rooms. I did notice also the fact that if i let the areas have only the exact amoutn of enemies the original did..barring the upgrade in size..that the areas would be too long between enemies. WHich i kknow what your saying and furthermore may add in more. But to be honest..i had to say when i made alucards caves this time..it's is just far more fun, and spacious to play...also the challenge is probalby harder than the original i made..you can get p'owned by cave trolls,frozen shade, and rock armor if not careful. So yeah i wil change the schem defintly..but i just dont see going back to the old ones..i think you'd see the differnce..their just not as good imho..and way too short.  I also puposely did not include doors..as many times you will not see them(though not impossible), if anythng wwanted to add in some open and close skulls heads for the player to walk through..maybe they open automaticlaly or by a swtich..soemthign differnt.  I may consider reworking the levle a bit smaller to be like nes version or could alt back..but in all honesty..i feel it's rather dull in nature and personally not as good, canon yeah..but playabilty.not nearly as fun..


Summing it all up
******************
While i see the need to keep these levels canon as reiko said.. i dont see the need for all the rooms to be small and crammed. Notie many newer games wont do this. I am doing my best to keep the game a faithful port, as you know these are not custom areas at all..BOth levels are the same as teh canon cv3 version(just bigger). I can see posibly color shcemes and keeping he game close in nature a priority. But sometimes keeping it the same means, dulling down the game..and where it is sometimes over dueing it..adn sometimes not doing enough..i think these two levels were closer to putting together real caverns that fit to the size of the game and its' niceness in backgrounds/level layout. The old levels just never fully flew with me..if for some way i can get them back in and find room for the game..then i would probaby do so(cant' promise this though).. Size constraints might make a differnce. Personally retro and i both liked the revamps, and in this case other than the color schemes of al's cave..i would say yeah i thnk they are pretty solid revamps tahta keep to being canon. Keep in mind they are not nessarily set in stone..Honestly..i did some heavy thinking before sitting down doing these levels..and honestly felt that these would be pretty favored revamped levels. Appearently that isnt necessarily the case.

As for falling of too far from the original..i'm not sure even if these 2 caveas are that far differnt.that it is destroying it's canonness. I play the levles and they still seem to me to fuly represent the 2 levels in the nes imo. Just alittle bigger and rewroked for realism.

Next on the plate
*******************
I am in the process of reworking Warkiaya village Overall playing the old version was better than the first attempt,but i felt.. still left much in the way of what i wanted to accomplish or actual ruins. So i am revamping a final time. Keep in mind heavily with level 1..some areas..i have not a clue what the hell they are supposed to represent..so i am merely keepin the mainstay of the level similar to the original..yet recreating some areas..so that it makes more sense to the viewer. I am not really altering any of he rooms..but i think you will see what i mean when i show Barring the 2 caves videos..i'm not so certain how i should revamp now..i just dont care fro the old warakiya as much as the newer concept im coming up with..same as teh caves.. I think it's possible playing the levels and wacthing in a vid are much different..   I am looking to enhacne the level and make it more of a ruins..I am not looking to overplaster it..wtih too many burning flames..and broken building..but to merely have it some distinction between a normal town and a town in seige. The original doenst exaclty looks like much of a town or ruins for the nes..but it's an nice levle none the less. I have already added in alot of interesting new stuff..i'm not sure i wanna spoil that with you just yet..but it is definetly differtn. The room sizes are bigger in general..not all..but it will still represent warakiay village.. With that..the only other level i could possibly see revampig would be the dungeon..adn i do think that it's pretty canon..but the SCV4 sprites are just so out of date looking.. I may keep it i may not..but i'd still base it the same way it was and not do much in terms of size..just various changeing of some tiles and dungeons more or less rms 1,2 or 3 of dungeon. I  liked the latter 2 rooms fine.

I am open to ideas on this..but honestly..it took a lot of work to get those two caves..with so much eye candy going on..im really not sure i agree with everyone and want to pull them apart again. The color scheme for al's cave is an easy fix and wont take much time..


Keep in mind..my goals are too keep the levels canon..but to enhance in areas i feel the need to enhance asweell. .This is not me stating the old caves arent more faithful to the nes..but we also arent talking about 8 bit players sizse and larger block either and realism.. Sometimes i am just trying to make more sense of what a level will look like in terms of reality too. Notice i took out the orange blocks in warakiay.. What is more real, the orange blocks or Ooe cobblestone tiles? That's really what i'm getting to with the cave levels. I apologize if it didnt fully hit base..but i certianly like them alot more personally. I think retro did too..but i did what i felt need to be done.



Also..i agree to a good amount with you on vampireprotector about taking suggestions and doing what other want for your game. Sometimes this can be a good thing as others may suggest something that maybe more enhancing or bring something to light a developr has missed. However in some cases..too many ideas by too many people may somewhat dissolutjion you from creating a level the way you envision it. I just saw alot of need to improve both caves for various reasons, though i agree with at least the schem of al's cave. Based on original reception of the levels earlier back on this thread page 4 adn 5 i believe. I really got no response that i could see on geodes, and i did get prett good response on als' caves..but it's exaclty fro some of the same reasons i enhanced which someone mentioned A) cavern needs more lighitng in it some areas n background would be lighter than others,B) some areas are empty(maybe i could even fill in more enemies though they are tough) and C) well i personally would not have reveamped especially a's caves if i did not thing it was too crammed. I really didnt like being able to almost see the bottomf ot eh screen from the top layer platofroms comning frome the uppper doors. The size for me..never really worked.. The shceme i can see changine. Apologizes for the long paragraphs words...lol 
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Lelygax on October 14, 2014, 10:23:52 PM
Sorry if you misunderstood me, I totally like the visual revamp, my only grip is that it seems to have less enemies and pits, when I say SOTN-ish I dont really mean the tile and sprite quality, I mean it seems more like a exploration game than a platforming one. I cant say if I like it or not yet, but it feels "different" xD

Even so its your game, thats only my opinion, thanks for taking your time and reading it :P

I know that maybe Rondo of Blood and Castlevania Chronicles could have these skulls that you want. A idea that I can give is do a system like in Aria of Sorrow, where is a part where you need to "not look" at the face to it open, so you need to backdash to enter it.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on October 21, 2014, 06:09:14 PM
@ Legylax, if you are refering to the size of them well yeah they are a bit bigger in general at least the caves. Personally the other geodes and alucard's caves were just too small and the levels were over in two seconds..not much challenge.especially with th elack of enemies..unless i spawn mummies(which reminds me i have to do that). But yeah i agre al's cave shouuld looke darker and creepier, and the levels could be a bit smaller..i just dont think reverting back is a good idea..i mean the levels werent much to them. As if motlen lava stage is long. I dunno..i may not have goten teh best review on these two revamps but i have to be honest..i enjoy playing them alot and i think i had some really visuals with backgrounds in these levels. I feel the one thing i could do other than darkending al's caves(maybe color tone too) is taking out a couple bridges in geodes. I will probably fiddle with them further. And yeah i lik e the open close skull heads for doors instead of regular doors. If anything the ones in aria or chronicles looked neat.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: FanOfDracula on October 26, 2014, 10:54:05 AM
Hey!! Excellent work!! This game its awesome,  :D congratulations!!
,
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on October 29, 2014, 05:50:50 PM
Ok thanks...glad that you like it!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Shnast-Vania on October 31, 2014, 10:07:29 PM
Hey I can't wait to play this. I have been watching this forum for like 2 years now. Is there a place I can download the game? Or is it still being tweaked? I wanted to beta test it but my registration didn't go through right away.

Keep up the good work you are making so many Vania fans happy!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on November 05, 2014, 11:30:50 PM
Hey Shnast. Well to be honest...we dont have a current demo. I have given Reiko, Eryson and i believe jop a dl for beta testing. I may consider at some point..to allow more beta testing. I still have to fix quite a few issues. Some solvable..some i'll need to lookk into. Sorry about any confusion! It's been a long while since the last demo..but alot has changed!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: FanOfDracula on November 11, 2014, 10:54:18 PM
Hi Las!  :D Hey, I can send you a pm? it is rather a suggestion of sprites, since before you had commented about some skins, I have an idea, but maybe you've already thought of. thanks. ;D
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on November 14, 2014, 04:38:17 PM
Sure, defintly..im open for suggestions..i'll await your pm.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: FanOfDracula on November 21, 2014, 01:39:38 PM
Hey Las, it will send the message, but did not appear in messages sent, maybe to you appears, sorry for the delay
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on December 09, 2014, 09:05:03 PM
Hey guys :D..it's been a while since i've had a chance to jump back to SCV3..but i think i may shift focus to this project now that quite a bit is accomplished on SCV..

Currently Jop and i are reworking some ideas as he's been very busy on the project as of late. Now that i've freed up a bit of time for it..i have been working on reworking some sprites...namely..Some of grants and sypha's animations.. I plan to add the sigil to sypha's spell moves( mentioned that some time back though)..now that i figured out how to add the code for it(thatks to simon's clock code). I'm trying some new animaions for grant currently. SO i'm busy at my friends getting suggestions and things of that nature.. He will have a similar look but be somewhat differnt..not exaclty sotn..more piraty i suppose. Now that i can stop animations with code(yeah i've finally learned that) I can also make death's boss scene have an closed curtain become open..for eye appeal. was considering it for SCV..but i prefer the balcony scene tehir.Just trying to spice it up!

..I still have to figure out how to get primtives to work(other than the chapel which is done courtesty of snidr)..sadly i have posted my problems at yoyo(gm forums) on a couple of occasions with no response(yes still trying mosaic loader)..so i'm not sure how to fix the issues yet.. I suppose it will take more research and fiddling.. I had some houses(not the block ones) but they are not very accurate yet..and though i discussed with Reiko some time back and had plans to  make ghosthip level into a 3d ship with kaxblastard's amazing model..but that will have to wait til i learn more(hopefully at some point if it's not too hugh). Overall i dont want to push too many primitives..but i had some neat ideas..At this rate though..i feel the best priorities for me area to finish out the levels and retweak soem sprites..then see where im at. After that..i may be forced to sit down with a scratch engine to learn code.....I am just hoping at that time..ill have more access to the internet..as my time on it has been rather limited.

As for levels..i do believe i left off at Warakiya..so i will be looking to rework that more in the coming month..When i complete..i'll post for critiques..
Either way..their are stillsome things needed to be fixed thanks the Eryson report! ..and i have to work out alot of bugs..some of which i now feel i can alter..but still theirs alot im not sure on.

I may have some stuff to critique at some point...i'll post more when it's available. I'm rather feelign a bit burnt out lately..so yeah i will still have my hands full with things too do.

Anyone who would like to add potential contributions,ideas,sprites...i'd prefer you pm myself,Jop or Reiko..thanks!

btw Dracula..you still never told me what traduci means..it sounds liek a dish of pasta...lol!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: FanOfDracula on December 11, 2014, 08:55:17 PM
hey Las man I meant to translate not Traduci jajaja sorry xD
by the way, i just starting on this vacations, I had much work  and school you know
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on December 12, 2014, 03:38:30 PM
Oh hey..that's cool..i hope you enjoyed your vacation. Feel free to hit me up anytime!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on December 25, 2014, 09:29:45 AM
 ;)Hey guys..Merry Christmas and Happy Nears when it comes! Happy holidays...just figure i'd leave you with some footage Jop shot not long ago! And yeah their should be sound!

SCV3- CastlevaniaAlucard (http://www.youtube.com/watch?v=SjUT4oOC8R8#ws)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: mgfcortez on December 25, 2014, 06:43:36 PM
;)Hey guys..Merry Christmas and Happy Nears when it comes! Happy holidays...just figure i'd leave you with some footage Jop shot not long ago! And yeah their should be sound!

SCV3- CastlevaniaAlucard (http://www.youtube.com/watch?v=SjUT4oOC8R8#ws)

i have to say I'm loving them Trevor and Alucard sprites who ever made them hats off I'd love to play this can't wait till you get done great job
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: VladCT on December 25, 2014, 07:29:31 PM
The palette makes him look a bit too much like Gabe though.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: FanOfDracula on December 25, 2014, 09:14:53 PM
oh man! pachislot alucard in moving ;D this great, great job, Job, xD and thanks for the video Las :'( xD lol ... by the way Job, how about a little glitter in her hair, you can use the middle tone hair color Alucard SOTN, only a recommendation...
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jorge D. Fuentes on December 26, 2014, 11:15:29 AM
I'm happy to hear the Saturn version of "Dracula's Castle" in that video.

You really should standardize or at least stabilize your palettes, though.  You have hodgepodge elements from many CV games and sometimes they clash (like the Haunted Castle background with the tileset from other games, for example).  I think if you played around a little bit with the graphics 'levels' you can probably stabilize elements so that they at least resemble one another.

Characters still look like they're not standing properly, when on stairs, moving platforms, and other objects. 
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on December 26, 2014, 12:43:46 PM
Well i'm not sure with tilesets..i do try to represent the levels..but in some cases enhance them..which leads me to believe..that many times..it will take various elements from differnt games..or even at times custome artwork to fill the void. I hear you on trying to make things not clash..For me it will all depend too on custom artwork..because at some point..i will probalby add in thigns hear and their. Sometimes from 1 or 2 games..you will not be able to get all of what your looking to do..in some cases..it will require custom work.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on January 03, 2015, 10:58:26 AM
oh man! pachislot alucard in moving ;D this great, great job, Job, xD and thanks for the video Las :'( xD lol ... by the way Job, how about a little glitter in her hair, you can use the middle tone hair color Alucard SOTN, only a recommendation...

I dont see a problem but if someone think its looks bad the hair I can change to looks more like SotN, still need fix for example when he is in the stair and use the shield looks awful.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: FanOfDracula on January 05, 2015, 05:16:25 PM
anyway, this very good  ;D, continuos well
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on January 09, 2015, 06:14:12 PM
Hey Thanks Dracula for the support. Yeah me and Jop have been working at stuff. I've been talking too with Kax too so iim' making some progress. This game is taken a long time..but i am going to have to shift to coding fully in gml soon. I think making tweaks to some sprites is next priority then that. I wanna get to the point where all i have to do is learn code and bang that out with everything else complete. The biggest thing i'm concerned is cna i get help porting to studio. This would be a hugh factor..in terms of making things easier. The game shold be able to handle more that way and effects use of shader much easier. Gm8 still has got some very nice areas to it..but i do think studio would be far easier to work in.   

This next bit sorta kills me.. i heard MKF project died and someone is still going to port that? It's a pretty popular fan game..with 20 people i can't imagine why it wasnt completed???..but overall..i think if no one picks it up..why port it? we could use the help porting... I 'll have to talk to this individual and see if our game could be ported.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on May 09, 2015, 06:21:08 AM
Here are some Screen shots that i take to show to you:

(click to show/hide)

 click this link to see more:

http://drameloch.deviantart.com/gallery/53995196/Super-Castlevania-3 (http://drameloch.deviantart.com/gallery/53995196/Super-Castlevania-3)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on May 11, 2015, 03:54:21 PM
Very nice..Jop..nice screenshots! ;D
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on June 02, 2015, 03:55:19 AM
Looks good! mmmmmmmmmm

 Thanks, still we have to do a lot of works and i hurt badly my right hand so make sprites its not a good option now, im learning how to use the left XD.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on November 06, 2015, 07:34:33 PM
 :D Hey forum goers, we havent posted anything for a while because progress had been slow. As of recent Lanforse has also joined our team as lead code. He's done a tremendous job thus far.we do have some footage we're ready to post up. When we have more we'll post them up as we feel accordingly too.  Enjoy!

-Here is a video of Lanforse coding in Drac form2 by Plottwist. Notice that the heads can only be attacked once at atime(not all at once) which was Lanforse idea!

Dracula2 by Lanforse and Plottwist:


-Here are some various cv maps we've been able to put together. Maps by zappasoft and Kaxblastard.

Various Cv maps:


Here is a neat handshake system devolped by Lanforse. Enjoy!


-Here is a variation of Warakiya. I decided to make it a bit darker,medieval looking. I still need to rework something such as stair placement, and some other concepts i plan to add. Their maybe a variaion or two left.

Warakiya Test A:


-Mad Forest with some new retiling to be a bit more modern. Also notice that we've changed the hud around a bit to be

more of a classic feel as well as icons for each skin.

Mad Forest reworked:


-Here is an example of a fix on alucard i've managed with code. He now not only has 1 way shot but also 2 and 3 way

aswell.

Fixed alucard cv3 classic 1,2 and 3 way shot upgrade:

Enjoy ;D!!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: ProjectDread on November 06, 2015, 10:33:51 PM
Hey Las, this might be a problem with the forum but I'm not able to view the embedded videos you posted.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: FanOfDracula on November 07, 2015, 12:07:11 AM
hey hello Las, how long it is good to hear from you, all sounds great 8) but I too error mark videos. how have you been? :D and sorry again :P
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on November 07, 2015, 10:47:38 AM
Yeah i'm not sure. I tried http https and even [youtube] thing in the top right corner. Nothing seemed to work in terms of embedding. I'm not sure if the forum coding changed..the last time i posted vids..they worked fine without me having to do anything..I"ll have to look into that or ask Jorge. Fan of Dracula..were you Dracula before? Yeah i'm doing good.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: ProjectDread on November 07, 2015, 11:52:06 AM
So I watched the videos through your YouTube channel. I'll post some feedback / thoughts I have:

*I'd suggest looking into using different recording software for your videos. A lot of parts on your videos look like they're running sub 30 FPS. It makes things appear as if they're in slow motion. For example, on Warakiya Village you have a section with primitives and parallax backgrounds at work, it seems to have severe and noticeable drops in performance. Does the game just run like that, or is it the quality of the recording?

*You have some interesting concepts for stages, but I think a lot of them have too much going on in the background. I'm going to use Warakiya Village again here, but I notice you have a mixture of primitives and 2D parallax backgrounds scrolling in the background. It's certainly a fun idea, but in my opinion there is so much going on at any given point in time I always feel incredibly distracted. There's rain, all-too frequent bursts of lightening both in the sky and on the stage itself (which causes the screen to flash), people running around, a wolf, 3D houses, 3D plains, fire... there's so much going on! I think showing a little restraint with the use of all of these special effects would greatly improve the look and atmosphere of the stages, as it seems like a lot of it is there just for the sake of being there. Just my two cents.

*Almost every fangame ever is going to have this issue to some extent, but there are a lot of clashing graphics in all of your stages. A lot of tiles that don't quite fit are often placed together, and sometimes I noticed the background work seemed sort of cut and pasted together. Not really a big problem since this is early in development, but some polish on the stage designs and tile placement would certainly improve the look.

*The long vertical room inside the church is a neat idea and reminds me of SoTN a bit, but perhaps the graphics could be tweaked to be more inline with the aesthetics of the SoTN tilesets used?

*It's really bizarre seeing an IGAVania-styled Alucard being in the same room as this tall, slow-walking barbarian of a Belmont. It's made even more apparent as Alucard and Sypha both have a light jog as they move around but in contrast you have Trevor who literally trudges along but manages to maintain the same speed. In my opinion, these two art styles are very distinctive and do not work well together at all.

*You may not have gotten around to putting in sounds yet, but I believe it'd make a big difference in the presentation of your videos.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: theplottwist on November 07, 2015, 12:41:17 PM
*Almost every fangame ever is going to have this issue to some extent, but there are a lot of clashing graphics in all of your stages. A lot of tiles that don't quite fit are often placed together, and sometimes I noticed the background work seemed sort of cut and pasted together. Not really a big problem since this is early in development, but some polish on the stage designs and tile placement would certainly improve the look.

I believe I have mentioned this before somewhere, but I'll do it again:

As ProjectDread said, the graphics do clash a lot. However, the solution I offer is to have the game obey a consistent palette.

You may choose to not follow this advice if you wish, but having a cohesive palette helps a LOT in masking the graphical clashes that appear in these fangames.

I have done several palette tests involving different graphics and I can say that once everything obeys the same palette, a big chunk of your graphic-clashing issues will be gone (provided that the tiles are detailed enough, that is. Palette tricks can't fix clashing between 8-bit tiles and 16-bit tiles, for instance).
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on November 07, 2015, 10:16:59 PM
My apologies for not being able link the vids earlier. For some reason my pc or this site won't allow me to re-save the correct link format. It could be my pc having issues..but i can't save. You'll have to just look onto the youtube channel until i can fix it. Sorry.

-To start out i'd like to add that i'm shopping around for a new pc. Its out of date and i need to upgrade. It's  possible that is why there is slowdown in the vids, it could be the program Camstudio i believe. IF their are some  blur areas it is either the program or fast moving rain effecst that cause this problem. The trees do cause some slowdown and i planned on replacing them.

-Their maybe somethings in general i could pull out. But having things in the level adds depth and realism to it. Something i think people forget. Perhaps too much..but again some of these elements fit to a level in seige which is what i wanted to represent. The lighting effect i've already mentioned has it's issues along with the rain. I have had no luck in finding another rain/lighting effect yet that feels more accurate and doenst flash as much. That is based randomly. IF i can find one..i'll defintly put that in.

-The long vertical room was coded by snidr,and the backgrounds i talked over with jop that i put in. I think he liked those too. I could change those to be even more Cv3 ish..but i have to find a combo. Remember this is a fan game it doesnt have to be exaclty like the original or identical to it. So long as it's representing it i think it's fair game. Also just copying sotn room is just not going to do it. It's an entirely differnt game.

- as for the players..i think they are fine. Perhaps some speed of attacks could change and such. As i talked with eryson i'm tying out some new things with grant..nothing is set in stone. I still have the older version. I am however looking to tweak things however. As for the others players..i think they all very much fit the model for a cv3 remake. Personally up to now i havent really had much complain on choice of models or reworks.

- as for the sounds..i can't do much i'm still runninng off a vista computer.Hence the need to upgrade.Something i must soon do.



As for graphical clashes, i understand what your saying. I do realize i should keep things more light and dark..maybe contrast a bit better or a consistent pallette. As for pallette's up until recently i wasnt made known they are used that way. I assumed pallette's were mainly for actual sprite models. Gaming atm is a bit complex..because i've had no previous experience with this or taken any classes. I shoudl probalby pursue a class or two to get a better feel for things. I'd prefer to keep things more contrasted.

My own personaloveriew:
Overall perhaps there is a bit much going..i'm not sure i felt it was all overkill..i could dim things down a bit by plucking some stuff out. I'm certainly not dumping evrything.At times it almost seems like people like levels where their isnt too much going on lately and i'm not sure why. Personally i like to see things going on in a level,wether background or direct involvement. perhaps i could do a better job of that in terms of depth..but eh.  It's personally why i sorta ditched the older level. It was just too plain and not enough involvement. Actually i was going to say i thought i did pretty decent with this level perhaps needing to be more polished. For the first time i could say i felt more involved with it. I  epsecially liked what i did with the medusa room, making it more into a town with a mill pulley system and water mill turn wheel. Certainly the houses on fire seem to fit nicely during a seige,and enemies attacking villagers that sort of thing. As for the other vids. i really think Lanforse did a nice job on the drac2 aswell as handshake system coding.IV'e also got some nice feedback on the cvmaps on youtube aswell.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: eryson on November 08, 2015, 04:17:18 AM
Well, i think the people are just concentrating the Feedbacks in the areas what Really need Feedback, seeing that all of these are very construtive. The other ones (like the mad forest, the handshake and the 2nd Drac) are naturally fine.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: FanOfDracula on November 10, 2015, 10:36:32 PM
yes i´m  :D what is your chanel in youtube Las? xD  :)



... I already found it xD
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on November 29, 2015, 09:56:58 PM
sry for the late replay,my apologies,  and np. Yeah i have alot of gaming and my music on their.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: ProjectDread on November 30, 2015, 03:05:14 AM
I will say that I really like the way you use some of the DS Castlevania backgrounds, but modify them and use them for different kinds of stages.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on November 30, 2015, 09:21:03 PM
Thanks! Yeah we've used alot of rehashed tiles, some edits, and even some custom ones along the way.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: FanOfDracula on February 19, 2016, 10:36:31 PM
hey hello =D what's wrong here?  :P
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on February 21, 2016, 10:53:07 PM
Oh Hey Fan of Dracula! ;D Sry for the late response. Not sure what you mean?..if you refer to progress..i apologize i just posted up 3 new vids of Lanforse's programming on the dialogue players meeting, but only on my youtube channel. I can post em here if you like. I'll have to post up more when we more progress.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: FanOfDracula on February 22, 2016, 12:56:59 AM
hey Las, i watch the videos, and they are very good... and short =( But I love watching the videos scv3 remake its cool :D ajajaja lol xD...

indeed why not use the palette of trevor of the five magnificent of POR, It would be good, well good nights xD
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on February 22, 2016, 01:25:37 PM
 :D Actually we already have that skin in the game done by Obreck or his friend i believe.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: FeRcHuLeS on March 11, 2016, 07:04:56 PM
In these last times I wanted a remake of this epic game!!, I'm not aware how much work you've done as today and what is not finished yet. Could you tell please so I can catch up with you.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 13, 2016, 05:25:53 PM
 ;D Hey there FeRchuLes

We'll we left off at the dialogue system and are awaiting Lanforse return,as he's busy with school and his own project aswell.

 More or less,other than some tile,sprite,background revamps,fixing 3d and level1..the game is mainly complete. We may go back and rehash some things..but mainly it's going to come down to a massive codefront..something that currently is above my paygrade. From what 2 others have told me..if completed..they could throw the "Epic" label on it..so i woudlnt be suprised if people were pleased with the outcome if completed..I am still very happy so far with what has been done on the project from all fronts(coding,art,bgm,all contributions). I'm Hoping down the road to have more good news from the project..so i tend to wanna stay on the optomistic side of the coin. Thanks for your concern!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: FeRcHuLeS on March 15, 2016, 07:08:50 PM
Hey @Las I'm glad to hear the game is almost finished I played the demo so long ago and I am very happy the project is still on, so you are implementing a dialogue system I like it, are the sprites from the main 4 characters from SOTN??. I'm waiting for you to release this remake, one my favourite castlevania games ever.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on March 16, 2016, 05:07:01 AM
Hey FeRcHules, thanks for you support! Yeah i can keep you updated. The sprites vary..many custom ones,sotn skins,etc. Dialogue system was planned what seems ions ago..that is nothing new...but it all depends on what is completed and when. I'm hoping at some point we can release the game in it's entirety..i do think alot of people would be intriqued.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on March 16, 2016, 10:31:44 AM
Its sad that i was so busy this days so i cant help much, when i have time and ideas i try to talk with Las but really i cant do much, the good news its that i think i finish all or almost all the sprites that Las ask me to do, some day i need to know how its going the project, its been a while, nice to know that this keep going Las XD.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 08, 2017, 08:04:35 PM
Hey guys, sorry for the long hiatus. Ive had alot of real life situations come up which has hindered Las and I from completing scv3 in the process losing help along the way. Imho the game is close to being finished. I maybe someone would be interested helping us to wrap this up as I am aware that many people desire a remake as cv3 was one of the best classic castlevania from the nes system. It was Jorge's version that had caught my eye and inspired me to do a remake, then running acrosses mike ibreck and gwtting invited to his team got me that much closer to making a scv3 remake with las and a few others. Im not absolutely sure when we will complete it but know that the project is far from dead and again, sorry for the long wait.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: eryson on March 09, 2017, 07:21:17 AM
It was unexpected! so the project still lives?  :o
Glad that you're returned, Reiko26!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: FanOfDracula on March 09, 2017, 01:00:51 PM
i wait for this project.... this is the best remake of all times jajaja lol  ;D ;)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 09, 2017, 06:21:02 PM
It was unexpected! so the project still lives?  :o
Glad that you're returned, Reiko26!

Yes, project still lives on. And thankyou so much. Glad to be back.

@FanOfDracula
Thanks bro, im greatful to hear that.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: SecretWeapon on March 09, 2017, 10:02:38 PM
Hope this gets finished. Would be an amazing incentive to actually finish DC
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: SilverFox on June 23, 2017, 04:55:29 PM
Out of curiosity, is there more recent demo of the game?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on July 08, 2017, 10:51:44 PM
No recent demo yet. Id like to get las to cut some stuff out that hinders the engine. Like per se, we planned to add curse of darkness scenarios. I figure if we just do the basic Cv3DC just to get it out. Then if we want we could add the cod elements. That would help out not only the fans but would take loads off of us with the project. If i can get him to agree with that. It will be golden. Look forward to hearing back from me soon
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on July 09, 2017, 04:41:49 AM
No recent demo yet. Id like to get las to cut some stuff out that hinders the engine. Like per se, we planned to add curse of darkness scenarios. I figure if we just do the basic Cv3DC just to get it out. Then if we want we could add the cod elements. That would help out not only the fans but would take loads off of us with the project. If i can get him to agree with that. It will be golden. Look forward to hearing back from me soon

thats great news! I think thats a great idea, I really liked the idea for add CoD scenarios and more things (some good works i made) but if this going to be a problem i prefer to make a normal proyect and perhaps in the future add more or another game why not XD.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Lelygax on July 10, 2017, 06:49:55 PM
I agree. You can always add bonus content later via update. If this game uses a save feature, trying to make it compatible with the updated version would be a good idea.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: eryson on July 11, 2017, 04:25:27 PM
I think that Las wanted to add so much things for the game that it began to looks very polluted and very hard to be all done, what contributed to this huge delay in the game progress. :-\
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on July 17, 2017, 08:42:14 PM
Yeah that really put a huget damper on the project. Im trying to see if anyone has a version that was shown in youtube, before las did alot of changing to it. One of thenguus dod our videos for us and i need him to contact me asap. Im in hopes that he still has the same old copy of the project that he can send me. I may try and finish it myself. Without the curse of darkness and 3d elements. And make it classic 2d like cv chronicles was. Im willing to pay someone if they can help me with coding.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on August 01, 2017, 07:18:04 AM
Hello forum goers. Id like to start by saying sorry ive not been on the forum for a while. I havent had anything recent in terms of the project to show. I like many of you would like to see the project complete, but it will mainly, to this point, depend a dedicated programmer to complete it. Jop and I, had finished a mass quantity of sprites,enemies,bosses,scenes for various aspects of the game. I would total it's size not far off from that of sotn. Just ask Jop. The problem, and what has been hindering the game, is likely not its size at all. I'd gone back and cut down massive amounts of sprite size,even frames where i could,organzing things as best i could,but in many aspects still had issues. I'd say this is a coding issue, but im not sure. Could be obrecks code or someone else's conflicting. But i really think GM8 like many fan game engines are not overly well made. Which means they can do x,y and z but not everything your looking for it to do. This engine is from around 2008 i believe. But the point i'm trying to make is i think alot of fan gamers probably give up or move their stuff to more modern engines, is because many platforms dont seem well developed. I am no expert in programming so i can't say which are the best. I've heard that unity and unreal because of their 3d capabilites could probably host 2d games better. By all techinal terms the full amount of what JOp,I, and others accomplished for this game at it's height should have no problem all fitting into a full length game whatsoever. I talked a while ago with ESCO and he moved his game from this engine to another simply for the same reasons we have encountered.

The game could be cut down in terms of size,but i think it would really crush alot of ideas Jop and i came up with. Seeing also how we took a Guy Ritchie type approach(if you do this than that happens). But overall, this game no matter what, comes down to wether a dedicated progammer comes along to complete this,irregardless of what is taken out or left in. Again i do believe this game could fit in it's entirety if programmed properly or put in a more compatible engine. But i am by no means and expert in the field of programming. My areas are music and art,probably in that order.  What Jop and i had towards the end for sprites was quite alot, game play value would be pretty epic.

 I do thank Reiko, as well, for trying to get the project more involved as of late which i have not done. I'd also like to state that it is possible i maybe wrong and that a well-tuned expert coder could come through rehash or start the game from scratch and everything could fit into the game perfectly. HOnestly i think it would have been better that way because we could have 2 modes. One Regular DC and a 2nd option being DC EXpanded. That was Jop,Reiko, and my goal for quite some time,even Obreck was diggin it... Reiko's idea originally. I do wish like many this game was completed,mainly so many of the fans that have waited so long can finally get the chance to play and have fun with it.
Further more i would like to thank personally all those who have helped with sprites,consulting,and programming. I do have a big credits list btw. Certainly Jop,Reiko,Obreck,Lord Cyber,Sup Vic,Retro artist,Jorge Fuentes,Mario Santos, The Fushion team, amongs the biggest contributers. I would like to at some point put out the credits list,and it can be found in the game aswell as in its folder.

I defintly wish Reiko the best of luck finding programming help. In terms of involvement for me, it will be at this point limited. If Reiko or Jop, the two remaining members want to consult with me thats fine. I can try to help with the how things work in the engine,explain to coders how bosses,enemies,etc operate. Overall though, i felt ive done what i can do. Dont mean to sound like a quitter but this game primarily comes down to programming;skills which i lack. Hope you all understand, and again apologies in delayed communications.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Lelygax on August 01, 2017, 02:08:46 PM
While going for a engine like Unity or Unreal 4 would really give you more freedom, I think it would give you even more headaches if you don't know how to code yet (sure, if the programmer know how, I don't see no problem with this, it would be basically recoding everything again and moving assets).

If someone wants to help or give a suggestion, who we should PM first? Reiko?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: ProjectDread on August 01, 2017, 08:59:08 PM
Just out of curiosity can I see some of the sprites you've made for the project and hear some of your music? I'd like to see what kind of progress you've made, even if it's not engine or programming related!
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: theplottwist on August 01, 2017, 11:53:37 PM
:(

Don't let the dream die, guys.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on August 02, 2017, 05:29:00 AM
Just out of curiosity can I see some of the sprites you've made for the project and hear some of your music? I'd like to see what kind of progress you've made, even if it's not engine or programming related!

I need to talk to Las (didnt have much time) to see what he wants to show, I dont want to show something that he dosnt want but something you can see are this screensshots from this gallery I show a long time ago:

http://drameloch.deviantart.com/gallery/53995196/Super-Castlevania-3 (http://drameloch.deviantart.com/gallery/53995196/Super-Castlevania-3)

The screenshot 16 been one of the most interesting idea Las have and I work to help him.

Im glad to work in this project and even if they dont use my work i dont care since I learn a lot from there and Las teach me a lot of things, Im stil not good but im trying to find my own style and when they need my help I will help in anything I can.
 Im in the team for now but since they dont need sprites I cant be of any help now.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on August 04, 2017, 09:45:27 AM
Honestly at this point in time, if its ok with Reiko and Jop, i could give out the engine for open source purposes. The game itself primarily is reliant on programming to be completed..but alot i warn you. I have a very good feeling all of what we have,plus more could fit into this game and run perfectly.But i am not sure if the sprite organization,level,design sprites,or possibly conflicting code has something to do with it.

I did have cut out a couple of levels and redo them to save sprite size sadly,but at least they are their. I keep getting people at youtube asking about this games completion aswell. To be honest, i cant really complete this game. I dont program well and to me it's a headache. I'd rather focus on what i know im solid at which is art or music. To take on a 3rd aspect is a bit much on my plate. I like the push by Reiko as of late, but other than rehasing any sprites or trying new level ideas...not sure what else i can do personally. I've considered it on hiatus,but should the right programmer dedicate themselves to finishing it...i'd say it's game on.  I can explain what goes on in the engine just not program it. It's been a while too so i'd have to refresh my memory.

I am no where near as dedicated to this project as i once was. Mainly because of asking about 40 coders or so and striking out nearly on all of them. So if anyone is interested and wants to take a stab at it, be my guest. I believe i gave Jop and Reiko the latest links to the game source,music files, and extra engines if needed. It possible i do have alot written down on my other pc about how the game's code works. If needed i can pull myself back into it again..but i dont really want to deal with programmers getting cold feet or not bothering to showing up once they commit. I can't invest time unless it is spent wisely, to complete the game. Im not trying to put a negative spin on it,but spending all that time to advance the game,even being willing to pay programmers to code, and to come up short isnt re-assuring in the slightest. I would have to say judging by fan gamers..it would have to be someone who's heart is really in it for it to happen. Maybe a longshot,but i still believe there is someone out their up for the task. Let's hope so,right!

BTW most if not all the sprites should be current in the engines, bosses,enemies,xtras. I do believe you can save them out in .png file with the same quality. I know some of what i did could use pallette tweaks,but again in terms of sprites i dont think their was much. In terms of levels,well it mainlly comes down to what could fit into the levels and want cant. I wont lie i was sorta annoyed with a couple of rehashed level i never got to do nearly half of what i had previously done...but all because of constraint to the engine.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: ProjectDread on August 05, 2017, 10:28:52 AM
Game Maker Studio has it's quirks and limitations (as all engines do), but I honestly don't think it's the source of the problems you are having. Clickteam Fusion, which I'm using for my own project, has some really bewildering limitations in it but none of them have been a progress stopper, and I've always been able to find numerous ways to work around it. I firmly believe Game Maker Studio is the same because I've seen large, professional Metroidvania games published on Steam that play and perform very well.

I do not have your source code but I'm thinking that if you're having problems it is probably because the way it has been coded. You mention having issues with using lots of large images and sprites so it sounds like you might have difficulty with resource management, which isn't necessarily a flaw with Game Maker itself. Honestly it's something I have to deal with quite often on my own game but if you keep optimization in mind as you continue development I'm sure you'll be able to overcome these issues.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Las on August 07, 2017, 09:33:54 AM
Yeah i may have to agree on that. It could very well be code related. I swear i cut down sprite sizes,level sprites sizes, even animations to sprite strips and at times the game seems fine. Many areas run smoothly At other points slow and clunky. It could also be the effects im using but im very unsure. You would defintly know more because you program. The most i was able to do is little odds and ends, and some 3d but i never did get that down perfectly. I can defintly say taking on someone elses engine while not really being able to program isnt a wise decision. However i merely tried with Reiko,Jop and others to progress the project. Either way this game would take a dedicated coder to go in an analyze what is wrong, possibly fix it, and then go through and program the rest. It's debatable wether Game maker studio or another engine would do more for the game at this point. I would say porting would be a miskake and very time consuming. Starting it from scratch that maybe a viable solution but again tedious. Again i think this all comes down to someones programming skills. I still very much get the feeling with all ive dealt with on the engine that it is actually more code related and not sprite sizes. I do feel this game even in its entirety could be completed right in this engine. Wether things get pulled or not is up to the team. I would personally like to see the special effects stay in the game. Someone worked hard to make some of them which i feel are unique and well made. BTW we still have the engine in game maker 8pro not studio. We never ported it.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: reiko26 on March 24, 2019, 12:17:55 AM
Hello guys, sorry for the long hiatus. I dont mind if our source is released to public. As i do feel that they deserve to enjoy what we have all acomplished with this project. Sorry that we couldnt finish it. But maybe aomeone else would like to take over the project or atleast play what we did do. It was definately fun doing it despite the set back. So Las and Jop, you have my permission to release the source to the public.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: FanOfDracula on May 23, 2019, 09:01:34 PM
then there will be a publication to be able to play the project? or is it still being developed, or will someone else develop it?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: mgfcortez on June 12, 2019, 01:22:01 AM
so would one of you all edit the post and put the game up for download? really like to play it, hate that you couldn't finish but look forward to trying it out looks great thanks
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Abeas on June 20, 2019, 10:47:32 PM
Yes, even if it's not finished, I would appreciate if you can release a playable version of everything you did so far. If you can't finish it it's too bad but thanks for all you work. SCV III is still one of the most promising Castlevania fan game. I'm following it's progression for years now, since Obreck's time.
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on June 28, 2019, 11:52:13 AM
Sorry that I didnt answer this but tests and some projects get in my way, im not going to be in full detail and go to the point, I really want to relase what Las and the team make, I need a little time to 1st test and see if thats the last demo i have and upload the game, I give my opinion on my deviant about if release or not, this is what i say:

(click to show/hide)

 Now that I have the time im going to start with the test and the uploading so with hope in the next month you can play what we made.

 Any question you want to make it will be best to send me a pm on deviant https://www.deviantart.com/drameloch (https://www.deviantart.com/drameloch)  or in my youtube (choose any video or one newer) since i expend more time there
https://www.youtube.com/channel/UCZsebP-1ga_Ql4WPobkZy-Q?view_as=subscriber (https://www.youtube.com/channel/UCZsebP-1ga_Ql4WPobkZy-Q?view_as=subscriber)
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Abeas on February 27, 2020, 12:22:29 AM
So, any news about the upload of what you have done on the game so far ?
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: BLOOD MONKEY on February 27, 2020, 03:46:39 PM
So, any news about the upload of what you have done on the game so far ?

how many necroposts can this 8 year old topic accumulate
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on February 28, 2020, 12:24:41 PM
Well i forgett to mention this here, dont expect all follow my channel and not i dont want you to suscribe or something like that but there i show the unfinish project game:

https://www.youtube.com/watch?v=GEgbmCR9BE8 (https://www.youtube.com/watch?v=GEgbmCR9BE8)

mmm you can download 2 version there, there is no big change and i try to explain all i can in the description so read that and i think is the best if a moder just close this thread if he can.

 Its been a good project i help and im happy with all i learn, its sad how it ended but things like this are not going to stop me to keep trying to do a fancastlevaniagame :3
Title: Re: Super Castlevania 3 Project--Progress Report
Post by: Jop on March 25, 2020, 03:55:03 AM
mmm so this is weird but hey im glad someone fix a lot of problems about this project, still have bugs but its more enjoyable:

https://www.youtube.com/watch?v=zzsfgK20XSU (https://www.youtube.com/watch?v=zzsfgK20XSU)

i didnt know if edit the last post i make because i want this to be noticed in case someone is interested, i upload a video on my channel playing a little and show how it works the game:

https://www.youtube.com/watch?v=50vPJewcwiQ (https://www.youtube.com/watch?v=50vPJewcwiQ)

If there is some news im gona post again but dont count on that much.
 :3

Title: Re: Super Castlevania 3 Project--Progress Report
Post by: eryson on March 28, 2020, 08:32:35 AM
how many necroposts can this 8 year old topic accumulate

until as there's someone else wanting to work in the game.
Are you OK with that?