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Offline Dracula9

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Re: Haunted Castle
« Reply #135 on: December 02, 2013, 04:32:04 PM »
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Oh, of course. It's just a matter of deciding whether I want to use an actual splash sprite, or a series of particles. Or some combination of both, I'm not sure yet. That'll come along with implementing water physics, which I'm sure you've all noticed aren't there, either.

And Claimh, I'd definitely be interested. Right now what does exist of the plot is bare-bones at its best, so I would need some help down the road.


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Offline Claimh Solais

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Re: Haunted Castle
« Reply #136 on: December 02, 2013, 05:08:41 PM »
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Awesome. I'd love to help out. It's been a while since I've done anything with the CV mythos so I wanna give it a go again.
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Offline Dracula9

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Re: Haunted Castle
« Reply #137 on: December 02, 2013, 05:35:19 PM »
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Well, the only thing I kind of want set in stone is Dracula's motivation for kidnapping Serena to be partially fueled by his past as Mathias, and wanting to inflict that same pain on his enemy.

Problem is, the poor old bastard doesn't remember any of that, so getting that pain across isn't exactly a walk in the park.

The rest...I haven't quite gotten to yet.


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Offline Claimh Solais

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Re: Haunted Castle
« Reply #138 on: December 02, 2013, 05:38:48 PM »
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Well, once you do, lemme know (PM me, I guess). With that and where you plan to place any dialogue, I'll be able to whip something up (pun not intended).
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Offline Dracula9

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Re: Haunted Castle
« Reply #139 on: December 02, 2013, 05:47:42 PM »
+1
That pun was totally intended. Don't lie. ;)


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Offline Dracula9

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Re: Haunted Castle
« Reply #140 on: April 07, 2014, 07:00:55 PM »
+1
I guess I'm one of Zobek's followers now, woo.

Anyhow, still working on it, but like I said in another thread, I'm (begrudgingly, now) coding for a group, so time to work on this one is practically nonexistant.

Got the bomb done. Mostly.


That's my new favorite effect I've done. Who knew Nova Skeleton's blast discharge would work for a bomb so well?


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Offline darkmanx_429

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Re: Haunted Castle
« Reply #141 on: April 09, 2014, 03:13:56 PM »
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I guess I'm one of Zobek's followers now, woo.

Anyhow, still working on it, but like I said in another thread, I'm (begrudgingly, now) coding for a group, so time to work on this one is practically nonexistant.

Got the bomb done. Mostly.


That's my new favorite effect I've done. Who knew Nova Skeleton's blast discharge would work for a bomb so well?

Nice to see that this project is still alive...I was worried for a sec!

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Offline X

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Re: Haunted Castle
« Reply #142 on: April 09, 2014, 05:18:39 PM »
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That bomb effect looks really good Dracula9! But does it have to take so long to explode?
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Offline Dracula9

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Re: Haunted Castle
« Reply #143 on: April 12, 2014, 02:21:43 PM »
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Because it has a fuse and is not C4, and the timing would kind of have to make you think about when to use it as opposed to simply getting an instant explosion.

It's gonna be able to blow up stage elements too, you know.

Little more proof I'm still working on it.
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EDIT: Whoops, I nearly forgot. Double-Jump and Funky Roll Thing (very strongly considering making that the in-game name just for a goof) are now disabled at the game's start and need to be acquired. Right now they can be unlocked with simple little floating orbs like in SotN, but I'm planning on making at least FRT a boss-defeated ability (and it'll be acquired from beating Medusa, since it seems fair that the snake chick gives you a somewhat-slithery roll ability, and also because it's a really basic move that naturally needs to be available early on).
« Last Edit: April 12, 2014, 04:12:15 PM by Dracula9 »


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Offline X

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Re: Haunted Castle
« Reply #144 on: April 12, 2014, 04:58:47 PM »
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Quote
Because it has a fuse and is not C4, and the timing would kind of have to make you think about when to use it as opposed to simply getting an instant explosion.

I was more 'n less pertaining it to the bomb used in the original Haunted Castle. That bomb also had a fuse but had a shorter countdown.
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Offline Dracula9

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Re: Haunted Castle
« Reply #145 on: April 12, 2014, 05:14:19 PM »
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Oh, well, I can easily just tweak the animation and speed variable for that.


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Offline darkmanx_429

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Re: Haunted Castle
« Reply #146 on: April 12, 2014, 07:12:57 PM »
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Because it has a fuse and is not C4, and the timing would kind of have to make you think about when to use it as opposed to simply getting an instant explosion.

It's gonna be able to blow up stage elements too, you know.

Little more proof I'm still working on it.
Videos you might like



EDIT: Whoops, I nearly forgot. Double-Jump and Funky Roll Thing (very strongly considering making that the in-game name just for a goof) are now disabled at the game's start and need to be acquired. Right now they can be unlocked with simple little floating orbs like in SotN, but I'm planning on making at least FRT a boss-defeated ability (and it'll be acquired from beating Medusa, since it seems fair that the snake chick gives you a somewhat-slithery roll ability, and also because it's a really basic move that naturally needs to be available early on).


The gameplay looks solid Drac 9! I am loving the old school look and feel of the game!

Let me know if you need a beta tester! lol

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Offline Dracula9

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Re: Haunted Castle
« Reply #147 on: April 12, 2014, 09:46:45 PM »
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I don't quite need any right this second, but I will soon enough. I'll be sure to give you a call when that moment comes.


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Re: Haunted Castle
« Reply #148 on: April 14, 2014, 08:26:29 AM »
+1
That's looking great, dude!
I like that the video is not skipping any frames (it's nice and smooth) and that most, if not all of the animations and layouts are well-placed and rock-solid.

I don't really see anything sticking out of the norm, so keep on doing a great job. I think I saw a bone flying off of a skeleton in an odd trajectory (I think he threw it behind him or something?), but that's just about it.  Everything else looks great.  Can't wait to play it.

Holy crap those SpearSkeletons look tough!
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Offline Dracula9

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Re: Haunted Castle
« Reply #149 on: April 15, 2014, 05:24:05 PM »
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The backwards bone-toss was and is a bug in the skeleton's code, but I think it's funny, so I'm probably going to keep it in. It doesn't happen terribly often, usually just when you get within his throw range while he changes direction. It's not like it's terribly cheap or unfair, and I do have to at least TRY and replicate some degree of Haunted Castle's infamous difficulty. A similar occurrence, that I'm NOT removing, is that the unfinished Axe Armors (hence why they're not in the video) can catch and rethrow different Armor's axe.

And yes, the Bone Halberds are serious fucking business. Those bad boys can kill you quickly if you're not careful. So can the Bloody Zombies, given how fast their swipe is.

Also, Jorge, you wouldn't happen to have SotN's sounds dumped by any chance, would you? I need a few SFX (mainly Bloody Zombie's stuff and a couple other things like the Bone Halberd's spinning noise) that aren't in the package Serio gave me a while back, and there aren't any working ISOs of SotN I can rip them from. If I had the disc/money to buy the game it wouldn't be a thing, but sadly that's not the case.

I'm also going to send out an incomplete stage demo, if anyone's interested. All I really have to do is finish up a few other enemies and get Medusa done and the stage one beta's finished.
« Last Edit: April 15, 2014, 05:29:53 PM by Dracula9 »


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