I just thought the saving my self as there is no other logic place than to save in the church and I don't want to place extra empty save rooms around the map that seem silly. Also all the games I am used to playing from times of old saving happens in the church, just about every sega/nintendo RPG. Also you healed in the church by talking to the priest so I just placed a statue to pray on to get healed and saved. This is not even the first game I have made that has saving in church. But if you do have some great ideas please share them, I want to improve this game.
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ProjectDread it is logical to place them in churches, no one was talking realistic. Towns are the hub points and safe havens ( until nigh falls ) for you to buy and heal also they are placed between each other with a decent distance. Logic is not the same as realism as you are comparing it to realism. And the saving still exist for only players convenience as its logical to do so. As password mechanics takes longer to make and removing saves would make it too hard for most.
Just a minor error in your comment all good =)
Bloo thats a very nice sprite sheet but I already did one for Simon, made hair longer and red, added fur boots like he has, recolored his clothing and skin. I used this as my base point
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fvignette2.wikia.nocookie.net%2Fcastlevania%2Fimages%2F7%2F74%2FSimon_Belmont.gif%2Frevision%2Flatest%3Fcb%3D20120614191140%26amp%3Bpath-prefix%3Des&hash=2e8f48db01ce4e86963b541bb028eba5)
If I decide to add sliding and climbing ( sliding already in as code along with double jump, etc ) I would love to use them and would credit you for using them.
Also yes I do need help with enemies and characters so I will definitely contact you once I get to next enemy add point, which will come soon. Thanks =)
By the ways this is what the game looked like 2 years ago, but I did not like it...
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fb4jIo8m.png&hash=d72b9d3093c63deb9e7399b54e5a0873)
Not being able to whip the candles would be pretty lords of shadowish. The perfect troll.
I don't know if you know about this but...
http://www.romhacking.net/hacks/1032/ (http://www.romhacking.net/hacks/1032/)
There was a re-translation and it is much more accurate to the JP original. It even includes a cutscene in the beginning which uses the story from the JP manual. It also includes a map. I would suggest incorperating those things in your hack, but I hope you can get a better map tho. Maybe SOTN style if possible.
Few questions I would like you all to answer =)
Your answer might affects how things work in game.
Also please give a reason for your choices not just yes or no.
1. Would you like enemies to spill blood if hit? ( if the enemy is the type that does drop blood )
2. Metroidvanias often limit heart max, would you like to see heart max locked to level in Simon's curse? ( so you don't farm 500 hearts for every boss. Remember gold and hearts are different, buy with gold. )
3. Would you like to see armor items in game? ( old one had resistance that increased by level )
4. Would you like Simon's curse to have very hard to know secrets/easter egg items or/and places? ( Well you know how these things work )
5. Game better very hard or just normal difficulty? (I'm not adding difficulty slider, harder new game+ MAYBE)
6. Thing you would like to see in this game? ( items, enemies, bosses, places, characters, etc)
Thanks for answering =)
And yes the doors will close in boss rooms, boss defeated orb drops ( no need for oak stake, removed it permanently ) then you get the item reward.
no long waits during day/night cycles,What exactly do you mean by this? is this no more day/night cycle? An item that can change day to night, or what? I've always thought traveling along and getting stuck at night, fending off an assault of monsters while you prayed for daylight to be one of the charms of the game.
Thanks for answering my questions.
I don't think I would pause the game for it but yes ill add some transition text box notification.
Currently even going in the inventory wont pause the game (it does stop time flow same as entering buildings).
Right now I'm working on: Game pad control scheme settings, background forests, whip selection
Might sound boring but like wrote before the whole engine is done only drawing mostly and new stuff i come up with or get ideas from someone else.
Thou drawing is the slowest thing for me...
EDIT: Also game up with a third idea that is prolly used in the other metroidvanias konami has made, still very laborious method.
Save the current game state, go to a different level that has the menus filling the whole screen, then when done selecting or what ever return the game state and leave the menu level.
At least this is how I imagine Konami's metroidvanias would work.
https://www.youtube.com/watch?v=NpS4XQ1_cHw (https://www.youtube.com/watch?v=NpS4XQ1_cHw)
Well, a video of it just surfaced. Dr Mario and Optomon do it again! Here's info on it:
http://www.romhacking.net/forum/index.php/topic,22150.msg322216.html#msg322216 (http://www.romhacking.net/forum/index.php/topic,22150.msg322216.html#msg322216)
There is prolly nothing wrong with pausing, I just have never coded one for a game.
Two ways I could make a pause that I can think of fast, first: Deactivating everything but then menus would not also work until unpaused.
Second: adding a deactivate function to almost everything then it would trigger when paused but would not affect the object handling menus etc.
Bad thing about the latter one would be that it would add a ton load of more extra work, first option on the other hand could be done in few minutes.
Never done a pause also did not see a reason to have one in this game but if you all want one I will add it.
EDIT: Also game up with a third idea that is prolly used in the other metroidvanias konami has made, still very laborious method.
Save the current game state, go to a different level that has the menus filling the whole screen, then when done selecting or what ever return the game state and leave the menu level.
At least this is how I imagine Konami's metroidvanias would work.
Also now the front trees are also done, by the way those spider shooty web thingy's also snare you along with dealing some damage
Now you're making stuff up. I don't believe Cv has ever charged you to heal. If you wanna charge for it then just add potions. Better than making the game Godless.It has in-game plot reasons and he's free to do so.
Also the having no church and known vampire graveyard next to it i had to add some nice base story. Also some of the doors are marked for plague =)That's quite the amusing detail, a vampire graveyard...
X Thanks, thou it's not golden dagger no more as that would be poor choice for a weapon (also could not think of a reason why gold would work on monsters better, thou this it not a logical game).
MooMilk
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fsqsc7.png&hash=7a0d23b791a37614beeae54bad2bf87e)
I know video game logic overlooks things but. Evern wonder how they got such a big statue up those stairs? I'm having a hard time believing that floor could support the weight of that statue.
Corpsecrank I think you would be a lot of help. Currently only thing hindering the progress is making the graphics.
Like i have said several times the engine is done, only few enemy and boss AI patterns remain to be coded.
Even the changes requested are done like pausing, whip changing and other stuff I don't remember =D
But yeah once I got all the university work done, I will once again start doing this more actively.
Then send you the stuff that needs to be done and how it should look about.
But as i said few times before I'm occupied by university work from January-April as this is my final year and final lectures and stuff.
So far all good. Might even get to do this more actively sooner, like maybe mid April.
Not sure if that's a compliment or negative.
But for me its better than just screen shift like in simons quest.
If it was negative please tell me why as our sentence is hard to comprehend.
But for me it could use more water splash, whole row of it.
Also for the age i would say earlier than that. Prolly late 80's.
Remember that C&C came in 95. Just played it yesterday =)
Still have the original C&C, sadly thou i sold my Dune 2 long time ago.
The effect of the water receding looks pretty good (if not a little too quick)? What bothers me is what exactly triggers this water response? It looks like it happens after Simon attacks 3 times, but why?
All right it's time for another...
SCREENSHOT SUNDAY!Sorry about the same kind of gif again but i wanted to show you guys I listen to what you say.(click to show/hide)
Now there is a background to it, no spoiler whipping in this gif, water effects is a lot better also slower.
What else i have been doing:
-Added 3 new enemies (not sure thou if I'm gone use one of them)
-Lots of decor objects were made
-Effects fixing
-Simon finally has a death animation
-Area tiling
-etc basic stuff...
Bloo sure I will add water there.
I thought it looked a bit silly without it also =)
Also Ill swap the grey tiles to same as the other ground tiles.
I don't even know why i made them different???
Temporary insanity I ques.
Actually just fixed them while writing this.
Now all earth color and water is created on the small area.
But I wont make and post third same gif you just have to trust me =D
Also if the old style: "while sprite collides with platform I wont fall down" game logic bothers some please inform me. I can swap it to nearer fall point but for castlevania purposes I would recommend keeping it (as shown above)
Also for today I'll be hunting some pokemon legandaries, already got Lugia but lots of Arcticunos got away =(
Oh, and here is something for you to look at, i think it turned out nice.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fmedia.indiedb.com%2Fimages%2Fmembers%2F1%2F738%2F737856%2Fprofile%2Fcarmilla.png&hash=f2fc1d41a9eb75454815e733db6360d7)
Also armor swapping is almost done.
Reduced the amount of code needed by about 10% too but that not very interesting.
(Optomon allowed me to use his music on this).
I remember there being a garlic sub-weapon in SOTN (or, at least I think it's garlic?). Alucard would throw a bunch of cloves, and then they'd stick around on the floor for a little while.
Hello! I might be a little too dumb
1 year, 5 months, and 9 days.... Is that a record? ;P just teasinJust wait until someone necromances Cv3 remake thread again, those are always good. I think that one holds the record so far.