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General Castlevania Discussion / Re: New Collectionon: Castlevania Dominus Collection
« Last post by LuxKiller65 on September 12, 2024, 07:07:31 PM »
Ingredients: Carbonated Water, Natural and Artificial Flavours, Sodium Gluconate, Malic Acid, Caffeine (Purecaf™), Potassium Beta-Hydroxybutyrate (goBHB®), Vitamin Blend (Maltodextrin, Vitamin C, Vitamin B3, Vitamin B6, Vitamin B12), L-Tyrosine, Sucralose, Potassium Citrate, Citric Acid, Acesulfame Potassium, Antioxidant Blend (Green Coffee Bean Extract, Green Tea Extract, Turmeric Extract, Tart Cherry, Blueberry, Broccoli, Kale), L-Theanine, Steviol Glycosides.

If you could expand the "Natural and Artificial Flavours", you'd have 6 more lines. And remember, natural flavours doesn't mean natural.
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Fan Stuff / Castlevania Alucard's Requiem (NEW Fan hack!!!)
« Last post by DarkPrinceAlucard on September 11, 2024, 03:24:11 PM »
Video: https://www.youtube.com/watch?v=cFig5rh_k9k
DOWNLOAD link in video description^^^










Hello, this is my newest hack that serves as a "what if" type of story about what would happen if Soma never got involved and Alucard was forced to handle things himself (thanks to caminopreaccher).

This hack features new music, new stage hazards and layouts, new palettes for stages and some enemies/bosses. This hack was made to be on the difficult side with its new layouts
so if challenging games isn't your cup of tea this hack may not be to your liking but speaking for myself as a longtime fan of metroidvanias i have always wanted to add more challenging
obstacles and enemies to them so this hack fills that need ive always felt. This hack was honestly something i made for myself but recently decided to share with fans who might enjoy it.

This hack comes with two Xdelta patches, one of Alucard in his Symphony of the Night appearance while the other is uses a CV3 inspired look with sprites curtesy of Drameloch (originally ported to dawn by our moderator I am Me). to apply simply get your US version of Dawn of Sorrow rom and use Xdelta to patch only ONE of the patches to your unmodified rom. Anymore questions ask here and be sure to read the README file within the download link.
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General Castlevania Discussion / Re: New Collectionon: Castlevania Dominus Collection
« Last post by Eric Roman on September 11, 2024, 02:17:28 PM »
Castlevania themed energy drinks, anyone?  Got an ad for this immediately after I reposted the collection ad on Facebook.

https://gfuel.com/products/vampire-killer-collectors-box
HEH, sounds like the advertising complex at work. 

This thread has been brought to you by G FUEL. 

I have no idea what's in it, but other collabs include _____________________!

Coupon Code CVDF for 666% off and a free Simon's Quest Phone Card, Like and Subscribe and Ding the Bell and thankyoudrivethrough. 
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General Castlevania Discussion / Re: New Collectionon: Castlevania Dominus Collection
« Last post by crisis on September 03, 2024, 01:01:25 PM »
@Reinhart77 nah, you’re just rusty lol. Once you get in the groove you’ll have an easier time. I remember getting my ass handed to me the first time I played Order of Ecclesia, and I expect it to happen again when I purchase this collection.

Unfortunately, it’ll have to wait, since my Switch is currently out of commission (one of my joycons broke because it was on my night table & I jumped out of bed because I thought the devil was attacking me, my dog laying next to me, a pug, didn’t alert me in time of the impending danger since dogs are perceptive to paranormal phenomena, in doing so my leg accidentally knocked the Switch to the floor & the controller broke off) so I sent it out to get it repaired.
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General Castlevania Discussion / Re: New Collectionon: Castlevania Dominus Collection
« Last post by Reinhart77 on September 01, 2024, 02:34:09 PM »
Do these games seem harder to anyone else?  Maybe I'm just older than when I first played it and just don't have the same reaction time, but it feels like I'm playing on hard mode right off the bat at least in the boss fights.  Getting killed by Portrait of Ruin Dullahan after only two hits of his big attacks?  Feels like I forgot to put on armor, but I don't think that's it.  Maybe I had to rely on potions back in the day too and just don't remember it.
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General Castlevania Discussion / Re: New Collectionon: Castlevania Dominus Collection
« Last post by C Belmont on September 01, 2024, 02:27:25 AM »
Like, rough-rough stuff?  The commercial was touting "never-before-seen" when it was just the stuff from Konami's Japanese site for Ecclesia. '.'

I didn’t think there was anything worth getting excited about. It's mostly model sheets and portrait art, a lot of it has been around for years in some form.
Only about two pages look like they are from a game design document and they didn't even bother to translate them, there is zero art from Haunted castle.
Ironically they included concept art that looks like it's for POR's intro animation but appear to have removed the opening from the collection, unless I missed it. Some of the jingles in Haunted castle didn’t play for me so maybe my PC just didn’t play the video or something.
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Castlevania themed energy drinks, anyone?  Got an ad for this immediately after I reposted the collection ad on Facebook.

https://gfuel.com/products/vampire-killer-collectors-box
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There is a bunch of new concept art for all three games that I've neve seen before.
Like, rough-rough stuff?  The commercial was touting "never-before-seen" when it was just the stuff from Konami's Japanese site for Ecclesia. '.' 
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I think he definitely has a point in regard to the spawning monsters. I've seen several different people play this and the various enemies throughout the game with no-hit box startup/spawn animation slows the game down. I see players attacking the monster and hitting nothing constantly. You have to wait for them to finish that spawn animation before you can do anything, and the player is often already within range to attack when the spawn animations start. Just off the top of my head, the zombies, sand people, and mummies all do this. It would have been more effective if they introduce the monster with the startup animation, but then have the rest of that type of enemy fully spawned.

I still don't agree, this is not about what people do, it's about what they should be doing instead. Take for example the Souls game which in my opinion have a very similar philosophy to older Castlevania games, it's all about timing your attack considering animation windup, distance, and so on. I could go play that and claim the hitboxes are broken (they are but for different reasons lol) because when fighting NPC summons for example i cant hit them during the summon animation, or during the healing one, or again when a grab animation is in the works on bosses, but that's not how its supposed to work. I don't want a game where i walk around and everything i touch explode the moment i touch it and i can just whip around like a madman. To go back to your examples specifically, the zombies start being hittable the moment they're halfway through the ground, to have them get the hit the moment their heads  stick out of the floor would effectively make them completely useless, what's the point of having an enemy around if it can't pose any sort of threat? in regards to the Sandmen, it's also very readable when is it that you can actually land an hit on them and it's specifically from the moment they become solid, you can see them gathering sand from the floor and having some transparency quality to them until they are fully made and start walking at you, again, it's about timing the attack at the right moment to avoid risk of being offguard and catching a hit, that's EXTREMELY important in a Classicvania game in my opinion. Same goes with the mummies, they aren't hitable until they are on the foreground, that can be read easily by their arms being fully pointed at you. I think people like who you watched play in the videos are not reading what's happening on screen and that's their fault, not the developers. Only thing i could agree with is the axe from Axearmors being indestructible, it made sense in the original as they were chained to the enemies and that would make you understand they would go back to them after being thrown, here's something is missing and they could have fixed it by sticking to that design idea.

On another note,another thing I noticed lacking after replaying the HCR again and again, does anyone else feel like a scoreboard is needed? I can't keep track of my scores and that's a huge missed opportuinity to even add an online leaderboard. Again, together with the full screen option for the DS titles, hope this gets patched in eventually
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