Castlevania Dungeon Forums

The Castlevania Dungeon Forums => Fan Stuff => Topic started by: metroidquest on April 15, 2011, 07:55:35 AM

Title: Simon's Quest Revamped version 1.1
Post by: metroidquest on April 15, 2011, 07:55:35 AM
I'm working on improving this fan remake. For all info on the re-remake go here to this new thread:

http://castlevaniadungeon.net/forums/index.php/topic,7940.0.html (http://castlevaniadungeon.net/forums/index.php/topic,7940.0.html)

Applied some bugfixes and such to CV2 revamped. Same download link as before, just a newer file.

Download the game NOW from my friends at LowBiasGaming. Thanks to them for hosting it!

http://www.lowbiasgaming.com/drupal/node/712 (http://www.lowbiasgaming.com/drupal/node/712)


Here's the new trailer:

Castlevania 2: Simon's Quest Revamped - Countdown! (http://www.youtube.com/watch?v=tsRRfGQf2m4#ws)
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Jorge D. Fuentes on April 15, 2011, 08:01:09 AM
You cannot post links until you have at least three valid posts.
But we're interested in this.

I got this off of your Youtube Channel:
Castlevania 2: Simon's Quest ReVamped (http://www.youtube.com/watch?v=X_TO6IkvP1I#)

Castlevania 2: Simon's Quest - Revamped (http://www.youtube.com/watch?v=zhDN_9rztic#)
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: metroidquest on April 15, 2011, 08:06:06 AM
hey! thanks, Jorge! I appreciate it
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: AISTODIAOLO on April 15, 2011, 08:58:11 AM
looking forward for it...it seems amazing...good job with the new system...
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Dark Nemesis on April 15, 2011, 12:26:36 PM
Amazing work my friend!!! I  really love the new style!!!
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Vampire Killer on April 15, 2011, 12:51:16 PM
Looks great, but is there any reason why his whip is so obnoxiously short? Looks like he's using a piece of string instead of a whip.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Jorge D. Fuentes on April 15, 2011, 12:53:27 PM
He probably hasn't programmed the new whips you can buy in the game and is using the default plain leather one.
Eventually I'd imagine he'd make the Thorn Whip, Chain Whip, Morning Star, and Flame Whip.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Vampire Killer on April 15, 2011, 12:55:01 PM
Ahhhhhh, I C.

As long as they're longer, all is good.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Jorge D. Fuentes on April 15, 2011, 12:56:16 PM
The Thorn and Chain aren't very long (he should make them so).
The Morning Star and the Flame Whip are pretty long though.

There's no Vampire Killer whip in Simon's Quest (was it cursed?  maybe his curse did not allow him to wield it?  I hope it gets expanded upon).
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: metroidquest on April 15, 2011, 01:04:41 PM
The whips are all programmed... the leather whip is supposed to be short and wimpy. They do get better, I just didnt want to show them off in the teaser.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Ridureyu on April 15, 2011, 01:22:29 PM
Vampire Killer as a name for the whip didn't appear until Bloodlines, IIRC.  So the Morning Star is the basic equivalent for SImon's Quest. This also explains why the nature of the whip itself changes so dramatically from Castlevania 1 to Rondo (which also came out before Bloodlines!).  I always assumed that the handle was the necessary part of the VK, and the actual whip on the end was modular.  Makes sense, especially if it's leather - leather degrades over time.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: VeteranVk on April 15, 2011, 01:42:23 PM
OK... I REALLY want to play this.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: uzo on April 15, 2011, 03:38:22 PM
It would be cool if you didn't just recolor Richter red. You know, actually try and make new sprites. Nothing there seems particularly original. The sprite size differences also would suggest some more stage changes would need to be made. Some of the layouts taken almost directly from SQ look silly with sprites twice the size of the NES. Mixing CotM sprites for whips and enemies is also a bit daunting. Also very VERY strange to see master librarians and boatmen for villagers. Etc etc etc.

No offense but, it a good START, not nearly a final product.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Profbeanburrito on April 15, 2011, 03:53:42 PM
Looks pretty awesome so far. I do agree with Uzo, maybe not use a recolored Richter, but it does look good and it's a great idea. I'd love a remade CV2. looking forward to seei more
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: metroidquest on April 15, 2011, 05:52:57 PM
Uzo, by all means dont play it if it's not up to your level. Personally, I think the Richter sprite captures the essence of the CV2 simon. Also, none of the sprites/tiles are from SQ  ;D

Oh.. and this is my first time making a video game
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Vampire Killer on April 16, 2011, 04:32:38 AM
Perhaps if you made his boots white and pants black?
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Aridale on April 16, 2011, 09:19:47 AM
I dont have stair images for him but I made this CV2 Simon bout 6 years ago
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxwkSW.gif&hash=6f572ed07a80ed887f8a6c2cc0600125)
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Profbeanburrito on April 16, 2011, 10:38:45 AM
I dont have stair images for him but I made this CV2 Simon bout 6 years ago
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxwkSW.gif&hash=6f572ed07a80ed887f8a6c2cc0600125)

That's awesome. Reminds me more of Gabriel
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: X on April 16, 2011, 12:31:47 PM
That's an excellent CV2 Simon. The only thing I'd change on him is the red sash. He had a belt with armored plates according to the box art.

-X
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: TheouAegis on April 16, 2011, 01:36:08 PM
I tried playing Aridale's remake but I forgot I had a gamepad and it wouldn't let me jump. Kept falling into water.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Jorge D. Fuentes on April 16, 2011, 01:42:42 PM
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2FSimonCV2.gif&hash=8adcc21d262f085c51313ffb16f9dd58)

I made this years ago.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2Fcv4simon-alternate.gif&hash=76d6648a71a0a3aac4619daab04a712d)

Made years ago, this was just a recolor of the CV4 sprite in Red.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: uzo on April 16, 2011, 02:00:12 PM
Hell, CV4 Simon on it's own would work fine.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: X on April 16, 2011, 06:53:25 PM
Out of boredom and seeing if I could do it I made a CV2 Simon sprite sheet that was essentially the SCV4 simon recolored and i even did up an items menu with the items, body parts (taken from HoD) and even the different whips. though mostly complete I think I'm still trying to get the wooden stake right.

-X
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: metroidquest on April 17, 2011, 05:16:00 AM
I'll tell you all what. Provide me with some of your Simon sprites for this remake and if I like them enough, I'll swap out my own.
Here's what I need, a 48-pixel tall simon,
- idle stance (bouncing)
- ducking
- jumping
- walking
- whipping (standing no whip)
- whipping (ducking no whip)
- climbing stairs
- descending stairs
- whipping facing upstairs
- whipping facing downstairs
- getting injured
- dying

I think that's all I need. Email me!
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: VeteranVk on April 17, 2011, 09:38:38 AM
I'm no spriter and certainly was not on the original CVII development team, but I always thought Simon having a white pallet for his face and/or arms was to display he was pale from being ill from the curse. Perhaps making his sprite slightly paler is an idea for coloring?
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: TheouAegis on April 17, 2011, 11:17:17 AM
I thought it was because the designers were trying different color palettes and realized only after it was too late that their color scheme sucked. Seriously, red-white on grey is a bad color scheme. CV1 and CV3 used colors much better.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: AISTODIAOLO on May 13, 2011, 01:44:55 AM
any update :( ?

also...dont change ur game for the shake of others...do it as u wish...its urs -,-...
and if u like that sprite...then keep this...

I hope u ll answer...

thank yaaaaaaaaaaaa
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: metroidquest on May 13, 2011, 05:31:32 AM
Thank you for the encouragement! I like the Richter sprite. I think it is the best design of all the newer Castlevanias.
Because of that I am keeping it.

And since you asked, here is your update:

NEXT WEEK!
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: uzo on May 13, 2011, 06:44:59 AM
Yeah man, don't change the game for what the TARGET AUDIENCE wants. Cause they don't matter at all. Completely disregarding the fact that it makes absolutely no sense what so ever and looks terrible.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: AISTODIAOLO on May 13, 2011, 08:11:34 AM
Thank you for the encouragement! I like the Richter sprite. I think it is the best design of all the newer Castlevanias.
Because of that I am keeping it.

And since you asked, here is your update:

NEXT WEEK!

thanks for ur quick reply :)

cant w8 :3 
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: AISTODIAOLO on May 13, 2011, 08:13:21 AM
Yeah man, don't change the game for what the TARGET AUDIENCE wants. Cause they don't matter at all. Completely disregarding the fact that it makes absolutely no sense what so ever and looks terrible.

uzo...could u please relax...?
its a fan game..
its for fun...and its his...first of all it makes it for himself...he doesnt make any money...its for fun...well...dunno how u r thinking...
anyways...w8 till it is finished...and then if u dont like then just dont play it ...u dont have to be mean you know...
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: metroidquest on May 13, 2011, 08:17:00 AM
Yeah man, don't change the game for what the TARGET AUDIENCE wants. Cause they don't matter at all. Completely disregarding the fact that it makes absolutely no sense what so ever and looks terrible.

As I said before. Don't play it then. Pretend it doesn't exist. My target audience is not elitists.

Personally, I don't like simon belmont with pink long hair and no pants. I also didn't like the design of CV4 at all. So that Simon was out of the question.

So, many apologies to those who are disappointed.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: DoctaMario on May 13, 2011, 10:53:03 AM
My question is this: Will we be able to play this on an SNES/NES emulator or will it be something entirely different. I'm only asking cuz I'm on a Mac and people don't usually bother making fan games compatible with Macs unless they're hacks or the programmer is working on a Mac.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: metroidquest on May 13, 2011, 10:56:20 AM
My question is this: Will we be able to play this on an SNES/NES emulator or will it be something entirely different. I'm only asking cuz I'm on a Mac and people don't usually bother making fan games compatible with Macs unless they're hacks or the programmer is working on a Mac.

funny you asked.
This is a PC game, not a ROM. I actually started development on a mac. Had to finish it on Windows because my beta testers were PC users. There are some execution differences between the two. But I will plan on migrating the finished PC version back to mac format.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Chernabogue on May 13, 2011, 11:29:37 AM
Hey man, I was wondering if you'd be looking for some music for your game. Would you like a remastered and revamped Simon's Quest soundtrack?
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: metroidquest on May 13, 2011, 11:47:52 AM
Hey man, I was wondering if you'd be looking for some music for your game. Would you like a remastered and revamped Simon's Quest soundtrack?

Thanks for asking, but the game is pretty much finished. I arranged the music myself. If you have any samples of your stuff I'd be happy to listen anyway.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: uzo on May 13, 2011, 12:25:28 PM
first of all it makes it for himself

He's making a game for all the wrong reasons then.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: AISTODIAOLO on May 13, 2011, 12:57:09 PM
He's making a game for all the wrong reasons then.

i cant see why...
I have a band f.e. we play for us...
and if any1 likes our music he/she is welcome to listen to us...
i think it works like that for the game or whatever some1 makes...
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Chernabogue on May 14, 2011, 06:10:15 AM
Thanks for asking, but the game is pretty much finished. I arranged the music myself. If you have any samples of your stuff I'd be happy to listen anyway.
Check your PM's :)
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Esco on May 15, 2011, 07:26:28 PM
As I said before. Don't play it then. Pretend it doesn't exist. My target audience is not elitists.

Personally, I don't like simon belmont with pink long hair and no pants. I also didn't like the design of CV4 at all. So that Simon was out of the question.

So, many apologies to those who are disappointed.

Lol that's sound exactly what I have said to people on several occasions myself. It's funny how some people absolutely like to insist that their opinion holds more weight than the person who is actually DOING ALL THE WORK ON PROJECT'S does. It always makes me laugh. Anyway, as another member who is also making a game, let me say that from what I have seen this remake looks truly amazing, and I cannot wait to play it. 

P.S. Oh and don't let Uzo get to you... he is basically the resident troll here, and acts that way with everyone (although he definitely has his talents too).  8)
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: uzo on May 15, 2011, 07:36:33 PM
although he definitely has his talents too

*BROFIST* It's a good show of respect that after all we've fought you say that about me. You too bro, you to. Never seen such a sick hack.

I guess I should leave him alone now. He'll do whatever he thinks is good enough regardless. No sense making too much of a fuss, though CVII does hold a special place in my heart and I'm pretty up tight about seeing it handled properly.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Flame on May 15, 2011, 09:03:17 PM
Quote
Personally, I don't like simon belmont with pink long hair and no pants. I also didn't like the design of CV4 at all. So that Simon was out of the question.
CV ll Simon has none of those.

he has long blond hair,(or black, on the sprite) and black pants. Also looks nothing like CV4 Simon.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F9155%2Fcastlevania2nes.jpg&hash=735b84535e99368a9dbdc3a7a0a3de13)

I also have to agree just recoloring Richter's sprite is a pretty cheap move. maybe if you modified the Richter sprite a bit more to resemble CV 2 Simon, it wouldnt be as bad.

I also agree with Uzo on the sizes. It looks very bad having large sprites on an environment the size of the small NES sprites
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: X on May 15, 2011, 10:30:55 PM
That recoloring of SCV4 Simon sheet I did almost works out to resemble that Simon pic above. I'm not sure if metroidquest got that sprite sheet or not...

-X
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: uzo on May 16, 2011, 06:33:22 AM
Post it here. I'm kind of interested to see it myself.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: metroidquest on May 16, 2011, 11:39:11 AM
Everyone Ready?

Castlevania 2: Simon's Quest Revamped - Countdown! (http://www.youtube.com/watch?v=tsRRfGQf2m4#ws)
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: Neflyte on May 16, 2011, 11:50:19 AM
Very nice work! I'm looking forward to giving this one a go, it's been a while since I beat Simon's Quest so I'll dig out my NES and play it until this gets released!

Just a quick question/suggestion though, how difficult would it be to add extra costumes to Simon if you were to retro-add it? I think having a couple of different costumes would be a nice bit of fanservice, I'd love to use the Chronicles Simon, and somewhere out there is a Richter sprite edit that ha been edited to resemble Simon from Chronicles as well.
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: X on May 16, 2011, 12:04:18 PM
Loved the vid there metroidquest! Did I see some of the sprites I E-mailed you in there or did you make your own? I'm curious now  :)

-X
Title: Re: 16-bit style Simon's Quest Remake in final beta testing!!
Post by: metroidquest on May 16, 2011, 12:06:18 PM
Loved the vid there metroidquest! Did I see some of the sprites I E-mailed you in there or did you make your own? I'm curious now  :)

-X

No, sorry dude. I had these sprites from the beginning.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: OdenAndEvil on May 16, 2011, 06:08:09 PM
Damn. This Trailer is awsome. Nice graphics, nice sounds. hell, i wanna play this. =P

Just asking...im gonna do a new just play movie. But in german...I woulda be great, if i can use that for my next let´s play video if u wouldnt mind?
I can tell something about you and the guys around that game and things like that. =)
greetz OdenAndEvil
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: uzo on May 16, 2011, 06:49:47 PM
After seeing X's sprite edits I have to say I fully endorse them being used. He's got everything too, relics, sub weapons, whips, the works. It's not 100% perfect but would fit right in with this game's style anyway. Would look a hell of a lot better than red Richter honestly.

Just my two cents.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Profbeanburrito on May 16, 2011, 06:59:42 PM
Will this be playable on macs? It looks great and I want to play it but I have a Mac
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: X on May 16, 2011, 11:03:24 PM
After seeing X's sprite edits I have to say I fully endorse them being used. He's got everything too, relics, sub weapons, whips, the works. It's not 100% perfect but would fit right in with this game's style anyway. Would look a hell of a lot better than red Richter honestly.

Just my two cents.

My pleasure uzo  8). I would've liked to finish up some of the minor details on that sheet but the wooden stake animations were just not working out like I had wanted and while the flame whip only has two animations, it could be juiced up with a semi-transparent graphic to help give the illusion of fire or heat like they did with the upgrade orbs in Adventure ReBirth.

-X
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: metroidquest on May 17, 2011, 05:19:24 AM
After seeing X's sprite edits I have to say I fully endorse them being used. He's got everything too, relics, sub weapons, whips, the works. It's not 100% perfect but would fit right in with this game's style anyway. Would look a hell of a lot better than red Richter honestly.

Just my two cents.

My pleasure uzo  8). I would've liked to finish up some of the minor details on that sheet but the wooden stake animations were just not working out like I had wanted and while the flame whip only has two animations, it could be juiced up with a semi-transparent graphic to help give the illusion of fire or heat like they did with the upgrade orbs in Adventure ReBirth.

-X

Can you email me the sprite sheet? No mediafire or anything like that. Maybe I'll make an alternate version. I havent looked at them but all I know is that I really dislike CV4 simon. I think he's wayyy too stiff. But since uzo seems to like your sprites, just email them to me.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: uzo on May 17, 2011, 05:36:11 AM
It is true CV4 Simon is more stiff than Richter, but you use some other sprites just as stiff anyway. That and given the classic style block layouts for the levels, it kinda fits right in. The only thing I may suggest is tweaking the palette for Simon, though I might take a crack at that myself. It is after all one of my specialties.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: metroidquest on May 17, 2011, 05:52:38 AM
It is true CV4 Simon is more stiff than Richter, but you use some other sprites just as stiff anyway. That and given the classic style block layouts for the levels, it kinda fits right in. The only thing I may suggest is tweaking the palette for Simon, though I might take a crack at that myself. It is after all one of my specialties.

Uzo, I would love to see what you can whip up (pun intended). Provide me with all the sprite frames necessary for replacing richter and I just may make an alternate version.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: uzo on May 17, 2011, 07:08:44 AM
I said I was going to tweak the colors, not add/remove/change frames.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: metroidquest on May 17, 2011, 08:37:48 AM
I said I was going to tweak the colors, not add/remove/change frames.
maybe you can add pilot goggles too so he looks more like the Captain-N simon belmont. With a mirror as his weapon!  ;D
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: AISTODIAOLO on May 17, 2011, 10:24:05 AM
3 MOREEEEEEE DAYYYYYYYSSSSSSSSSSS
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: X on May 17, 2011, 11:09:01 AM
I said I was going to tweak the colors, not add/remove/change frames.

Actually metroidquest what uzo could do is tweak the colors just to fix it up then he could send it to you. That okay uzo? I'm not sure what needs tweaking.

-X
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Esco on May 17, 2011, 03:18:51 PM
I am curious to see this sprite that you, X, and MetroidQuest are talking about Uzo. Is it some touch up of Castlevania IV simon or something?
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: uzo on May 17, 2011, 03:19:14 PM
The palette you have is a bit contrasting in style. It's trying to be too much Rondo and SCV4 at the same time, notably the skin versus the gold trim. Examples attached.

I'm retooling the palette to be in the same general style as metroidquest chose to use; more like Rondo. I found that the Adventure Rebirth whips actually accompany the sprites quite well too. I'd recommend using them, fit to the sizes needed. Speaking of which, metroidquest, can you please post the sheets of all the whips you currently have in use? I can format the Adventure Rebirth ones to match the size required.

In addition, I'm removing the added frame in your whip animation, X. It's only an arm change and looks odd because of that. With the Adventure Rebirth whips it also not necessary. I have also added a frame at the end to go along with Adventure Rebirth's last whip frame (where it returns). It doesn't have to be used but I think it adds a little flow to it all. Attached is an animated example of all of this.

If you like where this is going, I'll continue to go ahead with this and post a full sheet when done.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: X on May 17, 2011, 06:03:09 PM
That does look pretty good! I never did test the sprites for whip animations so if it does come off as a little wonky then you can go ahead and apply your science  ;) I also checked out the colorations too. The gold out-line for the rondo colors are superb, however I think the candy-apple red might be a bit tacky for the armor itself. The red I chose was based on an appeal for something more iron-like in terms of rust but not looking rusted. Almost like the armor was colored in blood. The SCV4 coloration is a nice in-between of the two; a dull red color the suits a dark environment and not as overpowering to the eyes as the one I made or Rondo's coloration.

-X
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: metroidquest on May 18, 2011, 06:39:25 AM
metroidquest, can you please post the sheets of all the whips you currently have in use? I can format the Adventure Rebirth ones to match the size required.

All I need is Simon whipping (no whip). I can make my whips fit over him. Just leave it as is.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Esco on May 18, 2011, 11:24:15 AM
All I need is Simon whipping (no whip). I can make my whips fit over him. Just leave it as is.

That sprite needs some serious touching up.... the hair and his thighs don't look right, and something about the armor just seems off.

Personally, I think the Richter one looks WAY better than it.... and this is coming from a guy who didn't want to see Richter in the game, lol.

Nice job for a fan work, but the ones made by Konami just look so much better. It would have been nice if someone took the Simon Belmont from the POR dual crash and expanded on that. That sprite would have looked perfect.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: metroidquest on May 18, 2011, 11:29:28 AM
It would have been nice if someone took the Simon Belmont from the POR dual crash and expanded on that. That sprite would have looked perfect.
I'd take a serious look at that one. Anyone have a sample?
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: X on May 18, 2011, 11:33:12 AM
CV4 Simon IS a konami sprite. I only just recolored it. The Simon from PoR, though an interesting take on his oldschool cover art, was kind of hit & miss. He's in the exact pose of the cover art but his whip attack doesn't conform to the rest of his body. His stance is extremely vertical with no attack action implemented through the rest of him. Only his outstretched arm and whip show that he is attacking. It's just to stiff and unrealistic. If they had shown his other arm towards his back it would help give the illusion that he is attacking. But as it stands it's not a very professional job even for a single sprite.

-X
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: uzo on May 18, 2011, 03:47:53 PM
Yes, it's basically just a recolor of SCV4's set.

Attached is the Rondo style coloring sheet. I did remove the one custom whip frame that didn't quite work well. And since you aren't going to use the Adventure Rebirth whips, there's no reason to include the additional 'last frame' to the whipping. I'm not quite confident Richter's whips will be all that compatible with Simon though due to the different swinging positions he has.

I'm not sure about the lower idle animations either. X made them but I'm not sure they'd look right in use.

Either way, here it is.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: X on May 18, 2011, 05:51:38 PM
metroidquest requested some idle stances for Simon so I had to come up with a method for the CV4 Simon to 'idle' in stance. I know the CV4 sprite really wasn't designed for such movements, but it was the best I could come up with. They might look better while animated but to see them without movement, it does get a bit difficult. Just to satisfy many-a-curiosity there uzo, perhaps you could also upload the whips & items too. You have to admit that the thorn whip is interesting.

-X
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: uzo on May 18, 2011, 06:42:53 PM
Oh, right. Sorry about that. I cut them out of the image because it was WAY over 256 colors in total. It's a good idea to separate these kinds of things anyway.

I really liked the whip icons here. Very nicely done.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Jorge D. Fuentes on May 18, 2011, 08:13:32 PM
I can maybe come up with a Simon sprite, too.
I did give Simon extra animations in Serio's Fighting game (roll dodge, backdash, super jump), so I think I can come up with a cool Red Armor version.
Those whips & items are rockin' awesome, btw.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Esco on May 18, 2011, 08:30:33 PM
I'd take a serious look at that one. Anyone have a sample?

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fimages.wikia.com%2Fcastlevania%2Fimages%2Fb%2Fbf%2FGreatest_Five_Simon_Belmont.JPG&hash=6ea10940272e797dc08a56a5d0b4642a)

BTW, those whips and items look bad ass! VERY nice, Who did the whips especially?

Quote
CV4 Simon IS a konami sprite. I only just recolored it. The Simon from PoR, though an interesting take on his oldschool cover art, was kind of hit & miss. He's in the exact pose of the cover art but his whip attack doesn't conform to the rest of his body. His stance is extremely vertical with no attack action implemented through the rest of him. Only his outstretched arm and whip show that he is attacking. It's just to stiff and unrealistic. If they had shown his other arm towards his back it would help give the illusion that he is attacking. But as it stands it's not a very professional job even for a single sprite.

Ok.... so just use that frame as a walking frame.  :) As for your sprite sheet above, sorry but something about it doesn't look right. It is still very good for something done by a normal person, but it looks off color wise. I am not an artist so I can't really explain it in correct terminology. :(
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: X on May 18, 2011, 09:34:11 PM
I used Corel photopaint to do the colorations on Simon. Corel's color palette comes off as a little washed so what you see on the program will not necessarily appear as is on a photo viewing program. The whips were done with a combination of SCV4's morning star whip and the leather whip taken from CV: Chronicles. If konami saw the thorn whip I made they would probably kick themselves for not using it in PoR. Their thorn whip looked cheap  :P The insperation for my thorn whip design came from an anime pic off the net called "Karuma the Demon".

-X
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Esco on May 18, 2011, 09:35:57 PM
I used Corel photopaint to do the colorations on Simon. Corel's color palette comes off as a little washed so what you see on the program will not necessarily appear as is on a photo viewing program. The whips were done with a combination of SCV4's morning star whip and the leather whip taken from CV: Chronicles. If konami saw the thorn whip I made they would probably kick themselves for not using it in PoR. Their thorn whip looked cheap  :P The insperation for my thorn whip design came from an anime pic off the net called "Karuma the Demon".

-X

If you made a thorn whip that HOT looking I may need to recruit you to make some icons for equippbles for me.   ;D That thing is outstanding looking, and yes the POR one SUCKED!
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: AISTODIAOLO on May 19, 2011, 12:15:27 AM
a fan's opinion...if u have time...and u want to be every1 happy...
u can have all the sprite characters in ur game...and...u can like...chose with who u want to play with before starting the game...or u could unlock the characters when u finish the game or something (replay value)...its ur choise...
...and if u wanna do it more extreme...each character could have a special skill (not something too good) ...but this is too much away from the original...
I m just sayin...u can keep you and the people happy by having both sprites of whichever char u wish in ur game...

anyways....I m looking forward for your game...cant wait to play it :3
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: darkmanx_429 on May 19, 2011, 08:36:24 AM
Still say you should of use the original Simon's quest color for Richter. Cool to see a Simon's Quest remake though.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Esco on May 19, 2011, 02:38:42 PM
Since there seem to be a BUNCH of artists in this thread, can anybody help me out with this chair:

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi143.photobucket.com%2Falbums%2Fr160%2FEsco1979%2Fchair.png&hash=8558503bcee71879e3b6fa8ffae1e257)

I basically want to make it look broken and destroyed,  like it is leaning over, or just laying on the floor, or whatever. The only limitations are that:

a)It can only use the colors found in the image

and

b) it cannot be bigger than 32X32.

If anybody can do a descent job on this I would want to include the tile in the royal chapel stage of my hack.  8)

Also does anybody here have links to any sites with tiles from castlevania games?
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Jorge D. Fuentes on May 19, 2011, 04:39:33 PM
Also does anybody here have links to any sites with tiles from castlevania games?

The Spriters Resource: Castlevania Symphony of the Night (http://www.spriters-resource.com/psx_ps2/cvsotn/index.html)
Check near the bottom for stage tiles.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: darkmanx_429 on May 19, 2011, 05:58:14 PM
Also does anybody here have links to any sites with tiles from castlevania games?
[/quote]

http://www.spriters-resource.com/community/showthread.php?tid=2725&pid=97581 (http://www.spriters-resource.com/community/showthread.php?tid=2725&pid=97581)
http://www.sprites-inc.co.uk/vania/ (http://www.sprites-inc.co.uk/vania/)
http://www.bghq.com/index.php (http://www.bghq.com/index.php)
http://www.vgmaps.com (http://www.vgmaps.com)

Hopefully these help. I use these resources for sheets that I can use for my upcoming game.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Esco on May 19, 2011, 07:14:47 PM
Thanks for the links, peoples. I checked thru them all, and while I found a few maps that I can put to use to get tiles from (rondo's should especially be useful), most of the stuff I see seems to be for Sprites. But wow is there a lot of stuff! :D Sadly, what I am looking for is TILE SETS.

Tiles are 16x16 and used to make the stages themselves; sprites are things like enemies. And I am mostly looking for tiles from Portrait of ruin, Order of Ecclesia, Castlevania iv, and harmony of dissonance. If I have to cut and paste each tile from maps it will take eons, so does anybody know of a site that actually has ripped tile sets for any of these games?  8)
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Jorge D. Fuentes on May 19, 2011, 07:43:51 PM
The SotN page has the tiles, only they're all arranged into maps.  You can split them into their 16x16 tilesets (and there are also some standalone tilesets in the 'misc' section for each area map).
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Esco on May 19, 2011, 10:04:21 PM
The SotN page has the tiles, only they're all arranged into maps.  You can split them into their 16x16 tilesets (and there are also some standalone tilesets in the 'misc' section for each area map).

I don't need tiles from SOTN.... I have all of them Jorge. Thanks anyway though.  8)
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Jorge D. Fuentes on May 19, 2011, 10:16:24 PM
Also does anybody here have links to any sites with tiles from castlevania games?
You weren't specific, and that site does have tilesets for other CV games, just not chopped up into convenient 16x16 blocks.  You have to break 'em yourself.
I just happened to link to the Symphony page, but that whole site is full of useful stuff... if you bother to take a look.
Look at the DS section, under C for Castlevania, and look at the bottom of the pages, and you will find "Backgrounds", which have the backgrounds and floor tiles for a handful of stages.  This is true for all the 3 DS titles (DoS, PoR, OoE).
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Ahasverus on May 19, 2011, 11:34:31 PM
Is it still coming today?  :o
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Esco on May 20, 2011, 12:12:05 AM
You weren't specific, and that site does have tilesets for other CV games, just not chopped up into convenient 16x16 blocks.  You have to break 'em yourself.
I just happened to link to the Symphony page, but that whole site is full of useful stuff... if you bother to take a look.
Look at the DS section, under C for Castlevania, and look at the bottom of the pages, and you will find "Backgrounds", which have the backgrounds and floor tiles for a handful of stages.  This is true for all the 3 DS titles (DoS, PoR, OoE).

Actually, I was somewhat specific when I responded several posts up.  :) And I did look thru the site already.... for OOE AND POR there are almost no tiles. However, for HOD, Rondo, & SC4 there are quite a few. But yeah, I was hoping for tilesets since I already have so much on my plate as it is that I work on solo. But hey, if I have no choice, fuck it... it's chopping time. I would hate for you guys to think I was ungracious for the assistance, and this stuff will still come in handy. :D

I would love to find some more tiles from OOE & POR still though. Possibly adventure rebirth too but I seem to be having trouble locating many. If I could, I would actually like to put in my own version of the skeleton cavern into the 2nd castle; the reverse outer wall would be perfect for this, since all enemies are skeletons already in it.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: uzo on May 20, 2011, 06:22:27 AM
Why don't you just mass rip them straight out of the ROM itself?
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 20, 2011, 07:20:27 AM
Here you go guys:

http://www.lowbiasgaming.com/drupal/node/712 (http://www.lowbiasgaming.com/drupal/node/712)
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Jorge D. Fuentes on May 20, 2011, 08:24:11 AM
Why don't you just mass rip them straight out of the ROM itself?

Then colorize them with the palettes from the games or from the maps in that site?  Sounds like a good plan.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: AISTODIAOLO on May 20, 2011, 08:31:23 AM
Here you go guys:

http://www.lowbiasgaming.com/drupal/node/712 (http://www.lowbiasgaming.com/drupal/node/712)

AWESOME...just...when I hit...the enemy has to be in front of the whip to get hit...if he is in the midle of it ,he wont...but still...this is NICE!
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Jorge D. Fuentes on May 20, 2011, 08:45:41 AM
The enemies also have an invincibility window, which means more strategy is involved when dealing with them (whoa, them Lycanthropes).

So far, so good.  Bought my White Crystal and Holy Water, now I'm killing some monsters in order to afford the (inevitably obsolete by the time I get to the next town) Thorn Whip.

Some suggestions, for later on:
-Make certain enemies have a weakness to certain weaponry (merman weak to the plant thorn whip, vamps if you have any weak to holy water).  Could be cool so that the whips you buy don't become instant obsolete relics (unless you get 'em as a collector, like how I do).
-Button Config and joy2key support.
-This game could really use my music arrangements.

I really gotta see about making you a Simon spriteset.  Do you have it layed out on one big graphic file?  I can probably edit it so that it's an all-new Simon Belmont without altering the way you've layed it out or the collisions...
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 20, 2011, 08:49:00 AM
The enemies also have an invincibility window, which means more strategy is involved when dealing with them (whoa, them Lycanthropes).

So far, so good.  Bought my White Crystal and Holy Water, now I'm killing some monsters in order to afford the (inevitably obsolete by the time I get to the next town) Thorn Whip.

Some suggestions, for later on:
-Make certain enemies have a weakness to certain weaponry (merman weak to the plant thorn whip, vamps if you have any weak to holy water).  Could be cool so that the whips you buy don't become instant obsolete relics (unless you get 'em as a collector, like how I do).
-Button Config and joy2key support.
-This game could really use my music arrangements.

I really gotta see about making you a Simon spriteset.  Do you have it layed out on one big graphic file?  I can probably edit it so that it's an all-new Simon Belmont without altering the way you've layed it out or the collisions...

I wont be making countless versions of this to make everyone happy, my friend. As far as the music goes, I am really trying to stay 16-bit.
Also, as far as weaknesses, you will never be able to kill a flame man with a flame whip or sacred flame ;-)
Title: Re: Simon's Quest Revamped available for download today!!
Post by: OdenAndEvil on May 20, 2011, 09:43:48 AM
@metroidquest

Still like the game dude. But just 2 infos, if it changes into night, its way to dark. was going blind. and if u hit an enemy when its dark, they "hide" cuz they went also dark.
i have to raise the soundvolumen on my soundbox and on windows doe here anything :(

but besides that, i really like it. =)
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Jorge D. Fuentes on May 20, 2011, 10:16:18 AM
I wont be making countless versions of this to make everyone happy, my friend. As far as the music goes, I am really trying to stay 16-bit.
Also, as far as weaknesses, you will never be able to kill a flame man with a flame whip or sacred flame ;-)
It sounds like people have bothered you about it.  Whatever, just trying to help.
They're just suggestions, you don't have to do them.
And, have you heard my music?  It's not over-the-top like Overclocked Remix.
The Silence of Daylight - Daytime Village - Castlevania II: Simon's Quest (NES) (http://www.youtube.com/watch?v=8MwEsfQjqag#)
Anyway, good luck with your game, there.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 20, 2011, 10:35:35 AM
@jorge
That is a very pleasant arrangement. I enjoyed listening to it. I surely hope you will play through my game. I am not planning any revisions to it, so what you have is what it will be.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Esco on May 20, 2011, 10:38:11 AM
Why don't you just mass rip them straight out of the ROM itself?

Ok......... how? And how do I find the palettes much up with them in game too?

And does anybody know how to set your buttons in this game? This thing looks GREAT, but I can't below you didn't include a controller config, metroidquest.  8)

Edit: WTF!? There are no continues!? Ouch!  :o Still this is an amazing game and lots of fun.
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: metroidquest on May 20, 2011, 10:50:05 AM
Ok......... how? And how do I find the palettes much up with them in game too?

And does anybody know how to set your buttons in this game? This thing looks GREAT, but I can't below you didn't include a controller config, metroidquest.  8)

Well you have 2 options:
The game itself actually has support for a joystick/gamepad, I just didn't implement a custom config. Sorry guys!
If your gamepad came with software, there is probably a keyboard mapping function.

This type of thing I may come back to in some revision, but those are the options as it stands now.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: OdenAndEvil on May 20, 2011, 02:09:53 PM
The Silence of Daylight - Daytime Village - Castlevania II: Simon's Quest (NES)

this sounds way to soft, to slow...:/ castlevania is an action game...
but great work besides that
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Dengo vlad tepes on May 20, 2011, 02:14:54 PM
Great job mate i loved ur new ideas

but i found a little bugs like invisable objects and diying after getting 3 hits i hope that you can fix them ^^
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 20, 2011, 04:38:57 PM
Great job mate i loved ur new ideas

but i found a little bugs like invisable objects and diying after getting 3 hits i hope that you can fix them ^^

If your dying after 3 hits it means you are in an area that you are too low-leveled for. I've beefed up alot of enemies compared to the original

Not sure what u mean by invisible objects. Can you elaborate?
Title: Re: Simon's Quest Revamped available for download today!!
Post by: uzo on May 20, 2011, 08:40:14 PM
You should have kept fixing things, and making improvements for another few months at least before releasing this...
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Aridale on May 20, 2011, 08:44:09 PM
You need to add a check to stop polling the controller if its not turned on (360 controller) cause it drops the framerate by like 60% I was like wtf is goin on here? I turned on my 360 controller and 2 things happened

1 - the music stopped
2 - the frame rate went up to normal speed
Title: Re: Simon's Quest Revamped available for download today!!
Post by: AISTODIAOLO on May 21, 2011, 12:24:55 AM
um....sometimes...when I walk on some blocks...I just fall from them....like u know...there is a floor...I m walking...and I fall...for no reason...and I die because there is water below...is this normal...?
Title: Re: Simon's Quest Revamped available for download today!!
Post by: OdenAndEvil on May 21, 2011, 03:12:38 AM
um....sometimes...when I walk on some blocks...I just fall from them....like u know...there is a floor...I m walking...and I fall...for no reason...and I die because there is water below...is this normal...?

this is for sure normal. does this happen in the Mansions? if so, its normal...The same like in the original version
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 21, 2011, 05:52:47 AM
You need to add a check to stop polling the controller if its not turned on (360 controller) cause it drops the framerate by like 60% I was like wtf is goin on here? I turned on my 360 controller and 2 things happened

1 - the music stopped
2 - the frame rate went up to normal speed

Sure, I can do that.

@uzo: whatever.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 21, 2011, 06:03:21 AM
I'm totally cool with fixing any joystick support. In fact, if anyone has created a config with GUI in Game Maker, I'd be happy to implement it. I struggled quite a bit to get ANY joystick working.

As far as other stuff goes, I wanted this project to have a finish time. I didnt want it to become MKFusion or any other fan game that never gets finished because someone always has something to add. So as far as the style and features of the game, it is what it is. Anyone is free to make their own that is 'better' than mine.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Aridale on May 21, 2011, 07:50:56 AM
I can make pretty much anything in gamemaker. Did you use a dll for joystick support or native functions? The native functions blow and are really lacking. Also...

I didnt buy a white crystal (never do til after I leave the first mansion) so I of course checked to see if you could use the invisible platform without it and you can just like in the original. The problem is your code moves you outside the platform if you get hit by it. I tried to jump on it and go stuck in the edge of the blocks above it. I could change directions and I could whip and stuff but I couldnt move. Only thing I could do is quit and start over.

And I know you say its 'feature complete' as far as your concerned but now that its out you can add some lil stuff just for completeness and I think continues should be the first
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 21, 2011, 07:59:19 AM
I can make pretty much anything in gamemaker. Did you use a dll for joystick support or native functions? The native functions blow and are really lacking. Also...

I didnt buy a white crystal (never do til after I leave the first mansion) so I of course checked to see if you could use the invisible platform without it and you can just like in the original. The problem is your code moves you outside the platform if you get hit by it. I tried to jump on it and go stuck in the edge of the blocks above it. I could change directions and I could whip and stuff but I couldnt move. Only thing I could do is quit and start over.

And I know you say its 'feature complete' as far as your concerned but now that its out you can add some lil stuff just for completeness and I think continues should be the first

Hey thanks for discovering that. I had a lot of issues with the moving platforms as well and got it to a point where getting stuck was rare. You must have hit it in just the right spot to get stuck. I can keep playing around with that. The big issue with collisions is that when on thing gets solved some other problem arises. Ha.

I am using the native joystick support (yes I know it stinks). Think you can make a config screen? Thanks!
Title: Re: Simon's Quest Revamped available for download today!!
Post by: darkmanx_429 on May 21, 2011, 11:53:52 AM
The level design is actually very good for the game. I just wish that some of the stages of the game stayed a little more accurate to the original NES material. Overall it's very well put together! I always have a minor gripe with everyone always using Richter's Sprite for a CV2 remake and not changing it to match Simon's original color's from the NES game. Personally preference though. The inventory screens seem to be put together quite well though. Good job on the coding for everything!
Title: Re: Simon's Quest Revamped available for download today!!
Post by: X on May 21, 2011, 12:22:01 PM
Hey metroidquest, I also played your game and I've hit a particular glitch. It happens during movement. I'll be walking back and fourth from screen to screen earning hearts and exp, when for no reason, the character moves on his own and I lose virtually all control of him. He just keeps on walking till I press 'UP'  then it stops. But then it happens again shortly afterwards and so-on. I definitely want to play this game with a controller as crossing my arms just to use the keyboard is doing a number on my wrists T_T; Or at least a button config so I can have the D-pad and control buttons in their proper and respective places. And yeah, having no continues is brutal.

-X
Title: Re: Simon's Quest Revamped available for download today!!
Post by: MRSKELETON on May 22, 2011, 01:43:34 AM
So I figured I'd download and try this out

It's definitely Simon's Quest, and that's not really intended as a 'compliment'
I played it for a little bit, and there's quite a bit of stuff that even in the beginning is fairly grating

I can see how making Richter's whip animation 'faster' and more responsive is your attempt at making the game play faster, but
it's really only a good idea in prospect, Richter plays faster but the game still has the exact same layout and flow problems that Simon's Quest does. Now it just feels like you can plow through the game even easier, with the monster difficulty being toned up not really being any measure of actual difficulty scale, besides making the game pretty unbalanced.

Also, ditch the music and go for something that sounds either more 'powerful' or more ambient. The music doesn't really match the tone at all.

Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 22, 2011, 06:10:51 AM
So I figured I'd download and try this out

It's definitely Simon's Quest, and that's not really intended as a 'compliment'
I played it for a little bit, and there's quite a bit of stuff that even in the beginning is fairly grating

I can see how making Richter's whip animation 'faster' and more responsive is your attempt at making the game play faster, but
it's really only a good idea in prospect, Richter plays faster but the game still has the exact same layout and flow problems that Simon's Quest does. Now it just feels like you can plow through the game even easier, with the monster difficulty being toned up not really being any measure of actual difficulty scale, besides making the game pretty unbalanced.

Also, ditch the music and go for something that sounds either more 'powerful' or more ambient. The music doesn't really match the tone at all.

Boy! Well I guess that sums it all up. My little project was a failure. I guess I'll go rethink my life and become a monk.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 22, 2011, 06:17:47 AM
ooh hey! thanks for the award! maybe I won't be a monk after all!
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Successor The Cruel on May 22, 2011, 08:25:42 AM
I tried it out and didn't really care for it, either, for kind of the same reason as MRSKELETON, but kind of not. Mainly because it's Simon's Quest... except really awkward. It doesn't look, sound, or play nearly as well as the original and playing as Richter Belmont is very strange... this is much too strong a word, but the best thing I can think of is blasphemous. I just can't play as Richter and pretend he's Simon. That's asking my brain to stretch reality a little too much.

It doesn't aspire to be anything more than what is already available in the (better looking, playing, and sounding) original or show me much that is exclusive to it, so there isn't too much incentive for me to play it when I can go to the original. It's kinda' like, beyond weird curiosity, why play the bizarre PC-Engine Golden Axe when you can play the Genesis or arcade versions?

That said, I don't think that necessarily means there is anything inherently wrong with doing this. I guess your vision on what you want to do just does not link up with what I want to see, and I'm not saying it has to, but since we're on a discussion forum, I'm just offering my input.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 22, 2011, 09:57:16 AM
Sorry folks, I just never got attached to ANY of the characters. It wasnt about the characters so much as it was about the NES game itself that could maybe benefit from a 'mario allstars' type facelift. It was made for people who may have never played anything after CV4.
In my eyes, a Belmont is a guy with a whip and they are pretty interchangeable. If you never played any of the Richter games and compared the Richter sprite to the NES sprite (not the tacky box art... come on.. look at the Megaman box art some time) you'll notice they are pretty darn similar.
Again, my apologies to this community for being 'blasphemous'. I just wanted to see if I could remake one of my childhood favorites. That's all.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Dengo vlad tepes on May 22, 2011, 10:42:02 AM
If your dying after 3 hits it means you are in an area that you are too low-leveled for. I've beefed up alot of enemies compared to the original

Not sure what u mean by invisible objects. Can you elaborate?


sorry for late dude and yeah you made the game much harder and much cooler  8)

forget about the invisible elevetor cuz it doesn't make a big deal but if ur curios then check ur pm
Title: Re: Simon's Quest Revamped available for download today!!
Post by: MRSKELETON on May 22, 2011, 02:48:22 PM
Sorry folks, I just never got attached to ANY of the characters. It wasnt about the characters so much as it was about the NES game itself that could maybe benefit from a 'mario allstars' type facelift. It was made for people who may have never played anything after CV4.
In my eyes, a Belmont is a guy with a whip and they are pretty interchangeable. If you never played any of the Richter games and compared the Richter sprite to the NES sprite (not the tacky box art... come on.. look at the Megaman box art some time) you'll notice they are pretty darn similar.
Again, my apologies to this community for being 'blasphemous'. I just wanted to see if I could remake one of my childhood favorites. That's all.

I think a remake implies a re imagining of the ideas that made the game/movie/book whatever popular in the first place. It's as much about making the game 'look' better as it is making the game play better. It might have had a graphical facelift, but ultimately it's still boring as fuck to walk back and forth through a still dull-looking and dull-designed world.
I think a good example here is Metroid: Zero Mission. It's as much a straight remake of the original Metroid as it is a re-imagining, it updates all of the classical mechanics that made the game popular in the first place.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Beowulf on May 22, 2011, 07:52:40 PM
I get a message saying "no sound detected" lol
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Esco on May 23, 2011, 12:16:44 AM
.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Esco on May 23, 2011, 12:28:39 AM
First, let me say that after playing thru your game that I thought it was just as much fun as the original Simon's quest. And honestly, that's what really counts. So if you were trying to make a 16 bit version of the game that is to the original, what super mario bros all stars was to it's series, then you truly succeeded. :D

However, like some people pointed out this game should have been tested further. Here's a list of the bugs/mistakes that I found:


I also have a few small pieces of advice:


I also saw that you did not seem to want to put out another updated version of this to possibly fix bugs, which is a shame. But if you don't want to do that, might I at least request that maybe a month  down the line that you put out the source code, so that maybe somebody else will do it, or possibly even IMPROVE on your game? You might learn some neat things from what they come up with too.
 8)

Anyway,after that long list please don't think that I was bashing you, or that I am acting like some of the people here who are just hating on you (when they KNOW they couldn't make something 1/10th as good as this, or instead talk about how HARD making an 8 bit Castlevania is.... yet here is a 16 bit one, and they act like it is a walk in the park to do. Yeah, right, Lol :)

I LOVED playing this, and I thought you did an AMAZING job with the stages. The tiles are obviously mostly from Dracula x, but there are quite a few that I didn't recognize, and they all looked great! The stages look either 99% close, or EXACTLY like the original ones, as did the enemy placement. I also liked how the enemies used updated gfx from newer games, and almost all of them looked great (the exception being the flame man, which looks like you use a chosen unes frames for him). It was also nice to see a few things improved upon like there being a boss in every stage (a HUGE PLUS), and that you can carry more hearts, and that the enemies at the end areas are more dangerous now, the fact that you can no longer carry a stake from one mansion to another, the laurels being tweaked, etc.

I honestly think that if you had waited a bit longer to put it out, and just put in a bit more effort here and there (especially in the dracula fight; I was expecting something amazing, and I was truly disappointed with it; also using death's voice for him absolutely DOES NOT WORK! We all know it's death's voice, and not his, lol) the game would have been ever better. You obviously have some serious talent and skills.

As for the people talking about how it looks repetitive, and they don't like the music, and how the controls don't feel right... well no disrespect to any of them, but they have no idea what they are talking about.


In closing let me just say that this thing could use a liiiittle more polishing (that is what revisions are for ;) ), but it was a LOT of fun to play. I am actually about to start another game, and try for the best ending now! :D
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 23, 2011, 05:36:48 AM
  • Having a merchant that says meh, and one that says if I can't pay go away, that both sell NOTHING in a game where if you don't have enough to pay for the item, the ones that actually DO sell something will act like they can't help you at all is a BAD IDEA! On the merchant in the town before the last I saved up over a 1000 hearts and wasted a ton of time, thinking he had something to sell. :(
LOL. That's because he probably sold laurels/garlic and if you had max laurels you could not buy any more. But good point!

I enjoyed your thorough analysis and you have inspired me to go back and make some important changes. I will make sure to address those things. Perhaps we can talk more in PM and get some cool ideas going.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Flame on May 23, 2011, 11:02:56 AM
Quote
a Belmont is a guy with a whip and they are pretty interchangeable
To be honest, while in early Castlevanias they may have been somewhat interchangeable, (I mean, they never really cared enough to stick to ONE design for Simon alone,) But somewhere around Rondo and Symphony, they started giving each Belmont their own unique designs. they were no longer interchangeable after that. And Richter is no exception. his Rondo design is as infamous as his kojima design. Especially considering he is one of the most famous Belmonts (IRL AND in story) and his design(s) in relation with previous Belmonts is pretty distinct. So using him for a Castlevania 2 remake, isnt the best of ideas, even if you recolor him red.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 23, 2011, 11:05:54 AM
To be honest, while in early Castlevanias they may have been somewhat interchangeable, (I mean, they never really cared enough to stick to ONE design for Simon alone,) But somewhere around Rondo and Symphony, they started giving each Belmont their own unique designs. they were no longer interchangeable after that. And Richter is no exception. his Rondo design is as infamous as his kojima design. Especially considering he is one of the most famous Belmonts (IRL AND in story) and his design(s) in relation with previous Belmonts is pretty distinct. So using him for a Castlevania 2 remake, isnt the best of ideas, even if you recolor him red.

Yeah, but Richter looks cool and anime-ish. So i used him because I like that look :)
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Esco on May 23, 2011, 12:15:12 PM
Yeah, but Richter looks cool and anime-ish. So i used him because I like that look :)

I actually agree with you about them being for the most part interchangeable... I mean let's face it, Richter looks just like Simon from Castlevania 4, except with an Anime style. And the initial simon from castlevania 1 and trevor looked EXACTLY the same basically. But in this case, it still feels like playing Richter because of the sounds and because by now people are so used to him being in so many games.

But my advice is if people don't like this, let someone edit Richter's sprite in a way to make him look more like Simon and send it to you. If you like it you can use it, if not tough for them. So far the sprites I have seen people offer for Simon here haven't looked nearly as cool as Richter's does. You could also use Simon from the x68000 version (not the faggot red hair version... the normal one. dear god, talk about gay), but he would need some touching up.

Again, since people have issues with this let them contribute (since you are happy with Richter as is), and then you can decide if you like their work or not. In all honesty, a small head edit, and some minor changes to Richter would make him look a LOT like Simon, but sadly no one here has even tried to do it.

As for PM'ing I use MSN, so if you want to chat feel free to u2u me your sn and I can write you on there.  8)
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 23, 2011, 12:21:28 PM
OK, here we go. Someone edit the Richter sprite keeping his size and form intact, but make him look like Simon and send me the spritesheets and I shall use him!
Title: Re: Simon's Quest Revamped available for download today!!
Post by: uzo on May 23, 2011, 12:32:27 PM
After seeing what this actually came out to be, I can no longer uphold my support. You'll have to make due with X's sprites, unless someone else wants to do a set. Though, the way you keep rejecting people's help that pool of people is getting really thin for you.

I mean let's face it, Richter looks just like Simon from Castlevania 4, except with an Anime style.
I'm not sure if you're just trying to make excuses for him, or you are blind. They look nothing alike aside from they have long hair and a bandana of some sort.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Jorge D. Fuentes on May 23, 2011, 12:37:58 PM
OK, here we go. Someone edit the Richter sprite keeping his size and form intact, but make him look like Simon and send me the spritesheets and I shall use him!

That's what I proposed a few pages back.  But then you were all adamant about keeping everything the same as if this were the final full complete version and it seemed like nothing would change your mind.

Hint: With homebrew, it's never a final full complete version.  The minute people play it, they will give you bug reports, gripes, etc. that you can choose to address, or choose to ignore.  This is why alpha versions and beta versions are good, because you're only one person, the players are many, and will always find something you missed (unless you're a big gaming company and hire in-company game testers).

And NO, the Belmonts are not interchangeable.  That's as ignorant as saying every character in FFIII to FFV is interchangeable because they have the same dimensions of height, width, and the same animation templates.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: darkmanx_429 on May 23, 2011, 12:41:57 PM
OK, here we go. Someone edit the Richter sprite keeping his size and form intact, but make him look like Simon and send me the spritesheets and I shall use him!

Good luck with that dude, in the experience with my game unless people are interested in you project and want to contribute stuff to help with the creation of your game, it's hard to get other people to make for you the exact sprites that you want. My suggestion is that you would have better luck if you would start the Simon's sheet yourself, post it up, and then leave it up to be opensource so other people can adjust the sprites for you. People seem to be more inclined to help you out if you do the bulk of the work first...
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Esco on May 23, 2011, 12:49:25 PM
After seeing what this actually came out to be, I can no longer uphold my support. You'll have to make due with X's sprites, unless someone else wants to do a set.
I'm not sure if you're just trying to make excuses for him, or you are blind. They look nothing alike aside from they have long hair and a bandana of some sort.

Oh really... let's see here...

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fneuropod.net%2FPHP_SDB%2Fobjects%2F4%2F360%2FSprite%2FRichterBelmont.gif&hash=617057bbc3ac0347cf5b9161d36bdf03)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.sprites-inc.co.uk%2Fvania%2FOtherConsole%2FSCV4%2FSimon%2FCVSCV4_SimonBelmontUnfinishedSheet.png&hash=d64527f0e0c452e939efd88b1b101299)

Let me go thru the list here:


Yeah, cause there are no similarities there, and if you anime-afy simon and make his colors more cheerful he wouldn't look like Richter.... suuuuuuure. And I bet the nes CV1 simon and cv3 trevor look soooooo different too. Right. ;)

Quote
Good luck with that dude, in the experience with my game unless people are interested in you project and want to contribute stuff to help with the creation of your game, it's hard to get other people to make for you the exact sprites that you want. My suggestion is that you would have better luck if you would start the Simon's sheet yourself, post it up, and then leave it up to be opensource so other people can adjust the sprites for you. People seem to be more inclined to help you out if you do the bulk of the work first...

My point exactly... people bitch, but when given the opportunity to fix the issue, they do nothing. Hence why I suggested that.... if people are too lazy then that is their problem and their loss. :)
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Jorge D. Fuentes on May 23, 2011, 01:07:40 PM
They look different to me.  They have similar poses and attacks but they're not the same.  And they're definitely not interchangeable.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Esco on May 23, 2011, 01:22:22 PM
They look different to me.  They have similar poses and attacks but they're not the same.  And they're definitely not interchangeable.

By interchangeable he meant they really didn't matter to the story, and were just generic heroes that looked slightly different. Like cookie cutter characters. And he is right; they started adding all that deeper storyline stuff in with the belmonts sometime after SOTN, and then started making them unique.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: X on May 23, 2011, 01:33:37 PM
I probably should've brought this up before the project neared completion, but It slipped my mind at the time. I have on my computer a sample of sprites from some artist that I don't know his name. I saw them on a website long ago and I haven't heard anything about them being used in a project either. The sprite is that of Simon from X68000 (original that is) but was revamped into the CV2 Siomn and it was incredible to look at even if it was a little dark. Those who've seen my Simon sprite sheet should recognize the black color scheme as that's where I borrowed from. Jorge; If you want to see this sheet and show everyone else then send me your e-mail address. Trust me though, this sample sheet of Simon is wicked to look at!  :D

-X
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Jorge D. Fuentes on May 23, 2011, 01:35:23 PM
The Trevor sprite is similar to the Simon sprite, but it's not the same.
Christopher is also different.  Yes, they have the 'belmont look' with the chiseled face.  They also inherit the same whipping technique and Belmont Stance(Chris is a southpaw though, as is John and Jonathan Morris), but they're not the same.  "Interchangeable" is arguable at best.
I'm not even talking about story.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Dengo vlad tepes on May 23, 2011, 01:48:31 PM
Take a look

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi872.photobucket.com%2Falbums%2Fab290%2FDENGO-ZERO%2Fpose1.png&hash=ae4a2cf77d49b363fc54eca117b04798)
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Jorge D. Fuentes on May 23, 2011, 02:05:19 PM
A few people have already done that, I believe.
Serio has one variant in his CVBlah fighting game.
Sonic Reaper made a walking animation based on a really cool sprite that resembles his SotN outfit.
Someone made a spritesheet for a Flash-based game that's pretty great too.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Esco on May 23, 2011, 03:13:25 PM
Here's a quick guide for anyone wants the best ending.... please note that at it is possible to get more items, but I just listed one of the quickest routes that I use:


That's it; there are ways to get every item in the game and get the best ending, but this was just designed as a refresher for those of use who haven't played the game in a while. It should taker about 4 game days like this to finish.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Aridale on May 23, 2011, 05:23:19 PM
Theres always my CV2 Simon...
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F67a1B.png&hash=316fedfa5dda141380d3a61d1314adf3) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxwkSW.gif&hash=6f572ed07a80ed887f8a6c2cc0600125)
Title: Re: Simon's Quest Revamped available for download today!!
Post by: darkmanx_429 on May 23, 2011, 05:25:44 PM
Theres always my CV2 Simon...
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F67a1B.png&hash=316fedfa5dda141380d3a61d1314adf3) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxwkSW.gif&hash=6f572ed07a80ed887f8a6c2cc0600125)
Very NICE!!
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Aridale on May 23, 2011, 06:12:37 PM
someone with some actual talent would have to make stair sprites tho cause I doubt I can
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Pemburu Vampir on May 23, 2011, 07:53:52 PM
Theres always my CV2 Simon...
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F67a1B.png&hash=316fedfa5dda141380d3a61d1314adf3) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxwkSW.gif&hash=6f572ed07a80ed887f8a6c2cc0600125)

That's Gabriel.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Inccubus on May 23, 2011, 08:08:34 PM
That's Gabriel.

LOL
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Aridale on May 23, 2011, 09:12:56 PM
lol well konami owes me for the design then cause I made it in 05
Title: Re: 16-bit style Simon's Quest Remake ready for release on Friday 5-20!!
Post by: Flame on May 23, 2011, 09:31:36 PM
Yes, it's basically just a recolor of SCV4's set.

Attached is the Rondo style coloring sheet. I did remove the one custom whip frame that didn't quite work well. And since you aren't going to use the Adventure Rebirth whips, there's no reason to include the additional 'last frame' to the whipping. I'm not quite confident Richter's whips will be all that compatible with Simon though due to the different swinging positions he has.

I'm not sure about the lower idle animations either. X made them but I'm not sure they'd look right in use.

Either way, here it is.
http://img694.yfrog.com/img694/3460/scviisimonrondo.png (http://img694.yfrog.com/img694/3460/scviisimonrondo.png)

personally, I like this one.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: X on May 23, 2011, 09:51:26 PM
someone with some actual talent would have to make stair sprites tho cause I doubt I can

Stair climbing and descending sprite animations have been done for SotN Trevor. It was made for the SNES Dracula X. Someone did a Trevor hack of that game and put good ol' Trevor in there instead of Richter. If you want those sprites for the stairs then get the hack. But you may wish to get in touch with the maker of that hack just for permission sake  ;)

-X
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Esco on May 23, 2011, 10:03:10 PM
someone with some actual talent would have to make stair sprites tho cause I doubt I can

Stair climbing and descending sprite animations have been done for SotN Trevor. It was made for the SNES Dracula X. Someone did a Trevor hack of that game and put good ol' Trevor in there instead of Richter. If you want those sprites for the stairs then get the hack. But you may wish to get in touch with the maker of that hack just for permission sake  ;)

-X

Don't you guys think that BEFORE any of you put time into making more frames for a custom sprite, that you may want make sure that the project leader/owner (metroidquest) sees the image of the sprite, so that if he does not wish to use it you guys don't end up doing all that work for nothing?  :)

Also, if you guys are soooo hardcore about having old school Simon, why not just do what Konami did in CV1 and CV3, but in reverse? By this I mean take the Trevor from SOTN, alter him just a liiiittle bit (shorten hair, minor detail changes, minor recolor), and make him look like Simon? It would be less work in the long run for you peeps, and not to mention that it would probably look really good since we have a number of people in this thread who have some really NICE artistic skills.

EDIT: YES I see the "gabriel" sprite above... yes I know it is an edited Trevor from SOTN, and a VERY cool looking one at that. I had forgotten about it though honestly. Whoops
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 24, 2011, 05:21:52 AM
Theres always my CV2 Simon...
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F67a1B.png&hash=316fedfa5dda141380d3a61d1314adf3) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxwkSW.gif&hash=6f572ed07a80ed887f8a6c2cc0600125)
I like it
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Jorge D. Fuentes on May 24, 2011, 07:16:07 AM
Don't you guys think that BEFORE any of you put time into making more frames for a custom sprite, that you may want make sure that the project leader/owner (metroidquest) sees the image of the sprite, so that if he does not wish to use it you guys don't end up doing all that work for nothing?  :)

Also, if you guys are soooo hardcore about having old school Simon, why not just do what Konami did in CV1 and CV3, but in reverse? By this I mean take the Trevor from SOTN, alter him just a liiiittle bit (shorten hair, minor detail changes, minor recolor), and make him look like Simon? It would be less work in the long run for you peeps, and not to mention that it would probably look really good since we have a number of people in this thread who have some really NICE artistic skills.

Where's the fun in that?  Mildly altering sprites is what a beginner would do (no offense to those who do that).  :P
I'll make a brand-new Simon just for the challenge of it, whether any project owner needs or wants it.  I make stuff for the love of CV.



Title: Re: Simon's Quest Revamped available for download today!!
Post by: X on May 24, 2011, 11:23:54 AM
Where's the fun in that?  Mildly altering sprites is what a beginner would do (no offense to those who do that).  Tongue
I'll make a brand-new Simon just for the challenge of it, whether any project owner needs or wants it.  I make stuff for the love of CV.

Exactly. Many spriters out there get their start by taking an already existing sprite and changing it. This will happen for a time until the spriter is more comfortable with his or her skills and then can task themselves with making a full custom sprite. Even though I've been doing this stuff on and off for years, I'm still mediocre when it comes to custom spriting.

Also, if you guys are soooo hardcore about having old school Simon, why not just do what Konami did in CV1 and CV3, but in reverse? By this I mean take the Trevor from SOTN, alter him just a liiiittle bit (shorten hair, minor detail changes, minor recolor), and make him look like Simon? It would be less work in the long run for you peeps,
                                                                                           ^     
In the future try not to bite peoples heads off Ecso. I felt that this was a little uncalled for.

-X
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Esco on May 24, 2011, 12:20:14 PM
Where's the fun in that?  Mildly altering sprites is what a beginner would do (no offense to those who do that).  Tongue
I'll make a brand-new Simon just for the challenge of it, whether any project owner needs or wants it.  I make stuff for the love of CV.

Exactly. Many spriters out there get their start by taking an already existing sprite and changing it. This will happen for a time until the spriter is more comfortable with his or her skills and then can task themselves with making a full custom sprite. Even though I've been doing this stuff on and off for years, I'm still mediocre when it comes to custom spriting.

Also, if you guys are soooo hardcore about having old school Simon, why not just do what Konami did in CV1 and CV3, but in reverse? By this I mean take the Trevor from SOTN, alter him just a liiiittle bit (shorten hair, minor detail changes, minor recolor), and make him look like Simon? It would be less work in the long run for you peeps,
                                                                                           ^      
In the future try not to bite peoples heads off Ecso. I felt that this was a little uncalled for.

-X

What in the world are you talking about X? I wasn't biting anyone's head off. If I wanted to do that I would just call them a mothafucka and get it over with. I don't do that girlie beating around the bush trash.  8)

I was just stating the obvious that people have other obligations in life, and that it might be easier to just edit something, rather than going from scratch, since so many sprite projects go unfinished. I have no idea how or why you took that as "biting someone's head off" but it's all good.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Jorge D. Fuentes on May 24, 2011, 01:00:15 PM
What in the world are you talking about X? I wasn't biting anyone's head off. If I wanted to do that I would just call them a mothafucka and get it over with. I don't do that girlie beating around the bush trash.  8)

Excuse me, but there's nothing girly about being a civilized individual and having tact.  It's how society survives as opposed to being wild vermin.


I was just stating the obvious that people have other obligations in life, and that it might be easier to just edit something, rather than going from scratch, since so many sprite projects go unfinished. I have no idea how or why you took that as "biting someone's head off" but it's all good.

There's a difference between a sprite re-color trying to pass itself off as another character, and sprite editing, even if there are degrees to how much editing is being done.
He could've chosen Castlevania X68000 Simon and recolored that.  That would've probably been a great move.  Simon's stair animations are better than Richter's.

You can recolor Richter red with a few clicks of a mouse, but you could've done it with Simon and a few more clicks and it would be a bigger payoff for a little bit more effort.  Or, you can slowly bake a brand new spriteset.  I realize this takes the longest, but you get the most bang for originality.

We're all trying to help because we like how it's going.  We're not doing it to be jerks.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Esco on May 24, 2011, 04:04:47 PM
Quote
Jorge's post

I fail to see how ANY of your post has anything to do with what I said Jorge. Especially considering the fact that the whole purpose of it was to inform X of the fact that he had misinterpreted my post.

Nor did I ever claim anyone was being a jerk by trying to help. You guys should really stop jumping to conclusions. I personally like the sprite edit of Trevor to look like Simon, and think using it would be way better than using a red Richter. But it is not my project, and that is just my opinion.

Title: Re: Simon's Quest Revamped available for download today!!
Post by: X on May 24, 2011, 06:47:49 PM
The only thing that set me off was the 'peeps' part. That's it. Everything else in the rest of your post I understood and didn't take offense to. But I will apologize if I jumped to conclusions a bit. Sorry Esco  :)

-X
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Esco on May 24, 2011, 07:44:25 PM
The only thing that set me off was the 'peeps' part. That's it. Everything else in the rest of your post I understood and didn't take offense to. But I will apologize if I jumped to conclusions a bit. Sorry Esco  :)

-X

No problem man.  8)

P.S.Peeps is slang: it means peoples... that's it. It is not derogatory in the least. :)
Title: Re: Simon's Quest Revamped available for download today!!
Post by: X on May 24, 2011, 10:13:13 PM
P.S.Peeps is slang: it means peoples... that's it. It is not derogatory in the least.

Okay now I feel the lack of education in my slang library... I seriously need to bone up on my studies  :P This here's proof that I'm OLD...besides being an uncle  :)

-X
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Esco on May 25, 2011, 04:14:59 PM
P.S.Peeps is slang: it means peoples... that's it. It is not derogatory in the least.

Okay now I feel the lack of education in my slang library... I seriously need to bone up on my studies  :P This here's proof that I'm OLD...besides being an uncle  :)

-X

Nah man, just hang around blacks, pureto ricans, and asians that actually go out and party more, and you will learn plenty! :P

BTW I actually have you beat by a year age wise.... and believe me when I say that something about hearing any # in the 30's when they ask a man's age just makes women smile. Put that age to good use man, because we aren't nowhere near old yet.  8)

Title: Re: Simon's Quest Revamped available for download today!!
Post by: Inccubus on May 25, 2011, 07:19:10 PM
BTW I actually have you beat by a year age wise.... and believe me when I say that something about hearing any # in the 30's when they ask a man's age just makes women smile. Put that age to good use man, because we aren't nowhere near old yet.  8)

Damn straight! ^__^
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 31, 2011, 11:41:54 AM
We have a winner!
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.lowbiasgaming.com%2Fjason%2Fimages%2Fsimon.png&hash=e2bf907581e3b2f6681bd55482f44837)
This is the new Simon sprite that will be used in the update version of CV2:Revamped.

Also, the update will contain a number of bug fixes and suggestions from fans. If you have anything else to report, please let me know.

Finally, I will be posting a riddle on my YouTube channel regarding an easter egg hidden in the game.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: X on May 31, 2011, 11:51:55 AM
Can't wait!  :D

-X
Title: Re: Simon's Quest Revamped available for download today!!
Post by: uzo on May 31, 2011, 12:04:00 PM
So, now it's half red Trevor, and half red Richter? Somehow that isn't an improvement...

You should use Jorge's CV2 Simon sprites. They're really good.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 31, 2011, 12:14:43 PM
Havent seen Jorges
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Successor The Cruel on May 31, 2011, 12:23:26 PM
He's wearing Simon's clothes, so I think that is good enough for me. If I didn't know he was previously Richter, I probably wouldn't think anything of this not being the correct character sprite. Although, it would be cool if his hair was lighter.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 31, 2011, 12:31:04 PM
Although, it would be cool if his hair was lighter.
The original Simon sprite in Simon's Quest had dark hair. I feel no reason to change that.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Successor The Cruel on May 31, 2011, 12:46:25 PM
Because the art has light hair. That sprite likely has dark hair for technical reasons.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on May 31, 2011, 12:53:13 PM
Because the art has light hair. That sprite likely has dark hair for technical reasons.
I think you're right. Son of a gun!
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Inccubus on May 31, 2011, 05:37:14 PM
No offence to the creator of the new sprite, but instead of looking half-assed, it looks 3/4-assed. You're still a quarter of an ass away, but it is an improvement. I'd suggest going with the Trevor edit. The original sprites for Simon and Trevor are pretty close, so using a Trevor edit isn't such a stretch.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Claimh Solais on May 31, 2011, 07:20:12 PM
Uh... I actually prefer the red Richter over this Frankensteined Simon. I recommend going with the Trevor edit Aridale posted a while back.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Jorge D. Fuentes on May 31, 2011, 07:26:23 PM
I think that was Aridale, not me.
His looks pretty good for a Trevor edit. :)
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Claimh Solais on May 31, 2011, 07:27:53 PM
Oh. Derp. >.> My bad. XD
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Esco on June 01, 2011, 12:07:03 AM
Yeah, sorry bro but I agree with everyone else when they say that this new sprite isn't so hot. If you were going to choose a new Simon, this one below that you originally said that you liked would have been MUCH better as is:

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxwkSW.gif&hash=6f572ed07a80ed887f8a6c2cc0600125)
I like it
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on June 01, 2011, 05:29:24 AM
OK, who ever made that sprite above, please email me a sprite sheet.
I will need the following:
Idle stance
walking
climbing up stairs
descending stairs
jumping
ducking
whipping standing
whipping ducking
whipping going up stairs
whipping going down stairs
getting hurt
dying
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Aridale on June 01, 2011, 06:17:40 AM
well like I said before I never made stair sprites for him. I made him to use in my SoTN style CV2 remake and didnt need em. I have stair sprites for SoTN Trevor so Id just have to make em match my CV2 Simon. Either that or you would. Ill try to make a single sheet layout for him sometime today when I have time
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on June 01, 2011, 08:10:55 AM
well like I said before I never made stair sprites for him. I made him to use in my SoTN style CV2 remake and didnt need em. I have stair sprites for SoTN Trevor so Id just have to make em match my CV2 Simon. Either that or you would. Ill try to make a single sheet layout for him sometime today when I have time
OK dude, the pressure is on you now :-D thanks!
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Claimh Solais on June 01, 2011, 08:29:56 AM
On a random note, I actually played this game. I didn't get too far, but I'll have to say this. This game is wonderful. The controls are smooth, the enemies aren't unnecessarily powerful, and the graphics actually blend quite well (from what I've seen). Good job. I'm looking forward to seeing it with that new sprite. (:
Title: Re: Simon's Quest Revamped available for download today!!
Post by: darkmanx_429 on June 01, 2011, 09:48:44 AM
Yeah, sorry bro but I agree with everyone else when they say that this new sprite isn't so hot. If you were going to choose a new Simon, this one below that you originally said that you liked would have been MUCH better as is:

Is there a sprite sheet made for that sprite?
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Esco on June 01, 2011, 11:57:54 AM
well like I said before I never made stair sprites for him. I made him to use in my SoTN style CV2 remake and didnt need em. I have stair sprites for SoTN Trevor so Id just have to make em match my CV2 Simon. Either that or you would. Ill try to make a single sheet layout for him sometime today when I have time

If you need help with it you might want to hit up Dracula9, Uzo, Jorge, or X. From what I have seen, they are all very skilled artists.

Sadly I have absolutely NO artistic skills to contribute with. :(

EDIT: I would also be very interested in seeing a sprite sheet of it too.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Jorge D. Fuentes on June 01, 2011, 01:02:21 PM
I'm already busy with my own CV2 Simon Belmont sprite, I'm afraid.
I'm sure there's someone here who's willing to help, though.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on June 01, 2011, 01:03:45 PM
I'm already busy with my own CV2 Simon Belmont sprite, I'm afraid.
I'm sure there's someone here who's willing to help, though.
I havent seen it. I may want to use it.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: uzo on June 01, 2011, 01:07:08 PM
http://castlevaniadungeon.net/forums/index.php?topic=3650.msg72033#msg72033 (http://castlevaniadungeon.net/forums/index.php?topic=3650.msg72033#msg72033)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2Fcv2new-simonbelmont-1-1-townstance.png&hash=7c1ce51f9e831e236ee3556d02e43b8b)(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2Fcv2new-simonbelmont-1-1-actionstance.png&hash=aa1b46382bee6c28ec41329df7fbd95c)(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2Fcv2new-simonbelmont-1-1-doublesize.gif&hash=07a6ef9f10c8c97242d5202a14ea2c7a)(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2Fcv2new-simonbelmont-1-1-crouch-doublesize.gif&hash=19f0c3df35663dad1773208088526ed7)(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2Fcv2new-simonbelmont-1-3-jumpprototype-doublesize.gif&hash=083094b369baa19ed34b8e9859f87779)
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on June 01, 2011, 01:10:09 PM
I like it except for the purple legs and arms
Title: Re: Simon's Quest Revamped available for download today!!
Post by: VeteranVk on June 01, 2011, 04:40:05 PM
Hi! Its been awhile since I was around. Aside from a few minor things that were already addressed, I'm really loving the creation... but I do have one minor question. How do I get the Diamond? That merchant never told me that he couldn't give me the Diamond before, do I need to be a certain level, have remains, weapons or hearts?
Title: Re: Simon's Quest Revamped available for download today!!
Post by: metroidquest on June 01, 2011, 06:17:16 PM
Hi! Its been awhile since I was around. Aside from a few minor things that were already addressed, I'm really loving the creation... but I do have one minor question. How do I get the Diamond? That merchant never told me that he couldn't give me the Diamond before, do I need to be a certain level, have remains, weapons or hearts?

150 hearts
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Pemburu Vampir on June 01, 2011, 06:31:48 PM
Jorge's CV2 simon is, by far the best 16bit CV2 simon I've ever seen. You should use it.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Esco on June 01, 2011, 10:43:35 PM
Jorge's CV2 simon is, by far the best 16bit CV2 simon I've ever seen. You should use it.

We will agree to disagree on this. While Jorge is obviously very skilled, I think the trevor edit above to look like Simon looks WAY more professional and much less ummm..... goofy (I am so banned, lol)
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Claimh Solais on June 01, 2011, 11:30:34 PM
@Esco
I do believe the Trevor edit one is pretty amazing. Looks really cool. On the other hand, I like Jorge's because it isn't just a sprite-over. That's what makes it so cool. While the Trevor edit one is great, I think the Trevor sprite should stay for Trevor. There's some cases where it'd be okay to edit over someone like:

Richter -> Hanz = Cuz Hanz's sprites were turned into Richter's SotN ones.
Trevor -> Roberto = Cuz Roberto's (Richter's) sprites were turned into Trevor's SotN ones.
Richter -> Desmond = Desmond was a mediocre edit of Richter in his official game anyway.

But then, who am I to talk? I sprite-over other characters for almost every sprite project of mine. XD
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Aridale on June 02, 2011, 06:55:08 AM
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDswLs.png&hash=e72df8c0a9f3b679137c358cd421f40d)

Thats all the frames I made for him. Not sure what the hard fall frame is really used for but thats what I used it for. The extra frame is the throw frame for subweapons. I made the whipping in my game while ducking a lil different than standing. You can use his upperbody from that frame to make one for standing throwing or whatever you want it for.
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Esco on June 02, 2011, 02:47:00 PM
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDswLs.png&hash=e72df8c0a9f3b679137c358cd421f40d)

Thats all the frames I made for him. Not sure what the hard fall frame is really used for but thats what I used it for. The extra frame is the throw frame for subweapons. I made the whipping in my game while ducking a lil different than standing. You can use his upperbody from that frame to make one for standing throwing or whatever you want it for.

Someone made staircase animations for trevor a while back... it was for a hack for dracula x to replace richter's sprites. If anyone wanted to make stairs animations for the sprite sheet above, all they would need is those, and then edit them a bit.

P.S. Hard falling occurs when the player sprite gains a certain vertical speed before hitting the ground (it would be a positive value in SOTN; negative is going upward)

EDIT: found it:

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi143.photobucket.com%2Falbums%2Fr160%2FEsco1979%2FTrevor.gif&hash=dc6d0dc6f1f3cfbb4f47ff84d0034327)
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Aridale on June 02, 2011, 04:20:53 PM
yes Im aware what a hard fall is... I said thats what I used it for... I dont know if it was made to be used as a hard fall sprite but thats how I made use of it =P

Im also aware of the stair frames I have that exact same spritesheet... used it to make
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FUDmbJ.png&hash=4fea82c82e678313ea3e14cc9dd1253f)
Title: Re: Simon's Quest Revamped available for download today!!
Post by: X on June 02, 2011, 05:52:10 PM
Someone made staircase animations for trevor a while back... it was for a hack for dracula x to replace richter's sprites. If anyone wanted to make stairs animations for the sprite sheet above, all they would need is those, and then edit them a bit.

I also mentioned this a few posts above  ;D

-X
Title: Re: Simon's Quest Revamped available for download today!!
Post by: Inccubus on June 02, 2011, 09:34:15 PM
yes Im aware what a hard fall is... I said thats what I used it for... I dont know if it was made to be used as a hard fall sprite but thats how I made use of it =P

Im also aware of the stair frames I have that exact same spritesheet... used it to make
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FUDmbJ.png&hash=4fea82c82e678313ea3e14cc9dd1253f)

I really like that color scheme. ^__^
Title: Re: Simon's Quest Revamped version 1.1
Post by: metroidquest on June 10, 2011, 10:47:53 AM
I've updated this game with some bug-fixes and some suggestions from Esco.
Sorry, no new Simon sprite yet.

The download link is the same as always.
Title: Re: Simon's Quest Revamped version 1.1
Post by: julianbelmontxx1 on June 10, 2011, 11:35:22 AM
hello,you made a good work with this remake.
the simon´s quest was waiting for someone to do that.
i´m downloading the update now.
if you are going to make a new revision in the future:
-will you be able to implement the ability to run for simon? that would make the game faster,and would make less annoying to go to the 3rd town and return to the first one in order to use the dracula heart.
-will you change the silver and ol daggers for the axe and the cross?the axe would make easier to kill flying enemies,and the cross could destroy the enemies inmune to the flame whip and the sacred blaze.
hope you don´t get angry.
bye.

PS:the ones who don´t know who i am,i am new in this forum.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Claimh Solais on June 10, 2011, 11:38:56 AM
hello,you made a good work with this remake.
the simon´s quest was waiting for someone to do that.
i´m downloading the update now.
if you are going to make a new revision in the future:
-will you be able to implement the ability to run for simon? that would make the game faster,and would make less annoying to go to the 3rd town and return to the first one in order to use the dracula heart.
-will you change the silver and ol daggers for the axe and the cross?the axe would make easier to kill flying enemies,and the cross could destroy the enemies inmune to the flame whip and the sacred blaze.
hope you don´t get angry.
bye.

PS:the ones who don´t know who i am,i am new in this forum.

Yo, yo. Welcome to the Dungeon. ;)

I like the idea of running. That'll make the game much more interesting.
But rather than remove subweapons and replace them, why not just add more subs?
Title: Re: Simon's Quest Revamped version 1.1
Post by: julianbelmontxx1 on June 10, 2011, 12:26:39 PM
Yo, yo. Welcome to the Dungeon. ;)

I like the idea of running. That'll make the game much more interesting.
But rather than remove subweapons and replace them, why not just add more subs?

add more subs is a good idea,but more than 7-8 weapons wold not fit in the menu,at least they enlarge it.
and we have to see if metroidquest wants to do that because nobody likes to make things according to the biddings of others,you know.

Thanks for the welcome,man.i hope we can share our love and passion for the castlevania,the best videogame series of all the times.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Claimh Solais on June 10, 2011, 12:39:37 PM
I agree about the subweapon menu. Don't remember exactly how big it was.

Then again, three knives is a bit much. I say taking out the normal knife and golden knife would be good and giving him the silver knife (or whatever the 2nd one was). Replacing the others with an axe and cross would make it less redundant.

And I agree about the series. Never been more interested in any other series. ^.^ Except Resident Evil. I'm tied between the two.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on June 10, 2011, 12:50:57 PM
We will agree to disagree on this. While Jorge is obviously very skilled, I think the trevor edit above to look like Simon looks WAY more professional and much less ummm..... goofy (I am so banned, lol)

LOL you can't get banned for something like that.  Who am I, Chavez?  I'm not petty.

I agree that my CV2 Simon is a bit goofy.  However, it is also extremely close to the official boxart artwork, so it is goofy because that artwork itself is goofy.  Now if it's the colors, I've shown that they can be changed.  The animations don't seem to be off either, though I admit they're not perfect.

I'm doing my sprites for fun now, though if they get used in a game, that's fine too.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Esco on June 11, 2011, 07:44:31 PM
I've updated this game with some bug-fixes and some suggestions from Esco.
Sorry, no new Simon sprite yet.

The download link is the same as always.

I'm sorry, but with all due respect, I don't see almost ANY of my suggestions in this bugfix. The issue ESPECIALLY with those hitboxes should really have been fixed bro. And now there appears to be a sound issue too (it cut out completely twice while I was playing, within 10 minutes of starting) so I actually went back to the old version.

Anyway bro, check your U2U's; I made a list of a bunch more stuff a few days ago and I could actually use a little of your help too.  8)
Title: Re: Simon's Quest Revamped version 1.1
Post by: Claimh Solais on June 12, 2011, 03:24:34 AM
Actually I think the sound problem was in the old one, too. At least, it happened to me. Doesn't matter, since I couldn't really hear it anyway. So the new one's not too different (can't tell, my comp can barely run the old one)?
Title: Re: Simon's Quest Revamped version 1.1
Post by: metroidquest on June 12, 2011, 06:43:19 AM
didnt change any hitboxes. but I made it easier to hit enemies when you are on top of them
-changed the stair-up palette
-changed dialog to let you know what people sell if yo cant buy an item from them
-fixed some blocks that were walkthru that should not have been
-added an if statement around the joystick script
-some other stuff I dont remember

so yes, I did use your suggestions.. I didnt say all of them
Title: Re: Simon's Quest Revamped version 1.1
Post by: Pemburu Vampir on June 12, 2011, 09:19:04 PM
No Jorge's CV2 Simon. I'm disappoint. :(
Title: Re: Simon's Quest Revamped version 1.1
Post by: Claimh Solais on June 12, 2011, 09:26:57 PM
No Jorge's CV2 Simon. I'm disappoint. :(

Well, to be fair, maybe he just doesn't want to use it? Maybe he prefers the more classic style like Richter and Trevor.

And also, maybe they're too big for the game.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Pemburu Vampir on June 12, 2011, 09:34:27 PM
Well, to be fair, maybe he just doesn't want to use it? Maybe he prefers the more classic style like Richter and Trevor.

And also, maybe they're too big for the game.

well, personally, I think Jorge's CV2 Simon would fit really well in this game.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Claimh Solais on June 12, 2011, 09:37:39 PM
Well, I like Jorge's, but something tells me it'd fit in better with a game that had a graphical style of SCV4 instead. That's just the vibe it gives off, that dark gothic feel.

Whereas from what I played of ReVamp here, it seems more bright and upbeat.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Aridale on June 12, 2011, 10:09:05 PM
I think Jorges sprite would work best in a game with tiles and bgs made with a similar style so it doesnt look out of place. Itd stick out like a sore thumb in this game
Title: Re: Simon's Quest Revamped version 1.1
Post by: Claimh Solais on June 12, 2011, 10:11:46 PM
Like in a game with a similar atmosphere to CV4, like I said. :)
Title: Re: Simon's Quest Revamped version 1.1
Post by: metroidquest on June 13, 2011, 05:33:08 AM
I think Jorges sprite would work best in a game with tiles and bgs made with a similar style so it doesnt look out of place. Itd stick out like a sore thumb in this game
You apparently have never played Rondo of Blood for PCE. A game made from tiles.. oh and Richter.

Title: Re: Simon's Quest Revamped version 1.1
Post by: Claimh Solais on June 13, 2011, 10:51:15 AM
You apparently have never played Rondo of Blood for PCE. A game made from tiles.. oh and Richter.

I'm not quite following what that has to do with Simon looking like a CV4 character. RoB and CV4 have completely different atmospheres.

And yes, I played the hell out of RoB for PCE. I got 100% completion the day I got it. I also played the enhanced remake (DXC) as well as the PSP port of the game. :P
Title: Re: Simon's Quest Revamped version 1.1
Post by: X on June 13, 2011, 11:46:19 AM
I think Jorge's Simon sprites could work. He said they were done a long time ago and since then his knowledge of spriting would've changed. All he would need to do is overhaul the color palette to bring out a more modernized Simon.
Title: Re: Simon's Quest Revamped version 1.1
Post by: metroidquest on June 13, 2011, 11:50:37 AM
I'm not quite following what that has to do with Simon looking like a CV4 character. RoB and CV4 have completely different atmospheres.

And yes, I played the hell out of RoB for PCE. I got 100% completion the day I got it. I also played the enhanced remake (DXC) as well as the PSP port of the game. :P

sorry, I didnt meant to quote you. lol
Title: Re: Simon's Quest Revamped version 1.1
Post by: Inccubus on June 13, 2011, 12:08:41 PM
I think using the Trevor edit works just fine considering that the sprite style in SotN is similar enough to RoB. Even the editted Richter still looks too much like Richter.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Esco on June 15, 2011, 08:23:17 PM
Actually I think the sound problem was in the old one, too. At least, it happened to me. Doesn't matter, since I couldn't really hear it anyway. So the new one's not too different (can't tell, my comp can barely run the old one)?

I had no sound issues with the old one; with this one it cuts off a few minutes into playing EVERY time. :(
Title: Re: Simon's Quest Revamped version 1.1
Post by: metroidquest on June 27, 2011, 11:35:54 AM
Mac Version now available.

http://www.lowbiasgaming.com/jason/downloads/CV2Revamped_Mac.zip (http://www.lowbiasgaming.com/jason/downloads/CV2Revamped_Mac.zip)
Title: Re: Simon's Quest Revamped version 1.1
Post by: Mikepjr on July 07, 2011, 04:52:53 PM
The PC version link seems to be dead, i was looking forward to trying this game to.
Title: Re: Simon's Quest Revamped version 1.1
Post by: KaZudra on July 09, 2011, 12:10:49 AM
meh, my Remake would have been better if I found More Devs....
for those interested.... http://arcangeraziel.deviantart.com/gallery/26485690 (http://arcangeraziel.deviantart.com/gallery/26485690)
Title: Re: Simon's Quest Revamped version 1.1
Post by: X on July 09, 2011, 12:53:00 AM
You still can make it better. Have faith in yourself and do the best job you can. Those Deviant Art images look like SotN made over into Simon's quest.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Esco on July 09, 2011, 02:30:53 AM
meh, my Remake would have been better if I found More Devs....
for those interested.... http://arcangeraziel.deviantart.com/gallery/26485690 (http://arcangeraziel.deviantart.com/gallery/26485690)

Now THAT looks nice! That is putting gamemaker's abilities to better use (now that I have been using it for a bit, I know how easy it makes doing things overall).  8)
Title: Re: Simon's Quest Revamped version 1.1
Post by: Claimh Solais on July 09, 2011, 08:19:57 AM
meh, my Remake would have been better if I found More Devs....
for those interested.... http://arcangeraziel.deviantart.com/gallery/26485690 (http://arcangeraziel.deviantart.com/gallery/26485690)


Dude, you should post a new thread for this. It looks brilliant.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on July 09, 2011, 12:03:40 PM
Now THAT looks great.  And yeah, totally make your own thread 'cuz I'd follow up on that.  Don't derail this thread, hehe.
Title: Re: Simon's Quest Revamped version 1.1
Post by: darkmanx_429 on July 09, 2011, 01:15:08 PM
meh, my Remake would have been better if I found More Devs....
for those interested.... http://arcangeraziel.deviantart.com/gallery/26485690 (http://arcangeraziel.deviantart.com/gallery/26485690)
Damn dude, talk about an upgrade! It seems that you got your art direction down! I agree with the comments don't giveup. It's ok to switch to another tool to use to make your game if what you are using is not working out for you. Maybe you should try Construct, MMF2, or one of the numerious programs out there...
Title: Re: Simon's Quest Revamped version 1.1
Post by: metroidquest on July 09, 2011, 02:57:31 PM
meh, my Remake would have been better if I found More Devs....
for those interested.... http://arcangeraziel.deviantart.com/gallery/26485690 (http://arcangeraziel.deviantart.com/gallery/26485690)
Simon's hair is all wrong. It should be long and blonde. Also, his boots need to be WHITE! Get it right!

Joking aside, looks great. If you need a programmer, let me know.
Title: Re: Simon's Quest Revamped version 1.1
Post by: KaZudra on July 13, 2011, 02:38:28 PM
Alrighty then, I'll post a New Topic, and yes I still need developers.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Orlox on September 30, 2011, 08:49:05 AM
Hi, nice work but I dont like how the monsters became invinsible for a second after you hit them. Also the fact that you bind the sub-weapon to a key is not practical(got to try it with a controler thou.)
And it suck to get back to the last church when you're game over, you should add a continue option.
Its a nice try but those point I've mention make the game ever more frustrating than the original.
I did not beat your remake yet.
Forgive my english, it is not my language.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Opium on September 30, 2011, 03:05:46 PM
Wow, this is awesome!  Are there any plans to add input config for joypad?
Title: Re: Simon's Quest Revamped version 1.1
Post by: metroidquest on September 30, 2011, 03:12:14 PM
plans? yes. ETA? no.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on September 30, 2011, 08:41:25 PM
Just use Joy2Key backwards, dammitall!
Title: Re: Simon's Quest Revamped version 1.1
Post by: Opium on October 01, 2011, 05:10:41 PM
Just use Joy2Key backwards, dammitall!

Thanks for the idea.  It works pretty good.

MQ - I have a couple of questions/comments.  They may have been asked already, but I'm not going to comb through 15 pages of the thread, esp knowing you will probably give a quick and eager reply.
I've played the game for about 45 mins, making it to the first mansion. I haven't played CV2 in years.  I played the hell out of it the year it came out, then maybe a couple times a year for a while, but I don't think I have played it more than twice in the last decade - so forgive me if my memory of the original game is off.  Didn't the original game have no boss in that first mansion?  I seem to remember a couple of bosses but I certainly don't remember that one.  Also, is there continue feature in your game?  Do you have to restart from your last save point when you run out of lives?  If so, that definitely adds a level of difficulty.  I was surprised when that boss killed me and there was no continue option, which would have placed me at the beginning of the mansion instead of WAAAAY back in Jova.  Also, there seems to be a period of invincibility that the enemies have after getting hit by the whip that is longer than in the original game, which makes me have to change my fighting style a lot. 
How many changes are there from the original game?  It's hard for me to tell since my memory is faded.
Title: Re: Simon's Quest Revamped version 1.1
Post by: metroidquest on October 01, 2011, 05:45:01 PM
Didn't the original game have no boss in that first mansion?  I seem to remember a couple of bosses but I certainly don't remember that one.
There were 3 bosses total in the original. None in the first.
Quote
  Also, is there continue feature in your game?
No, sorry.
Quote
  Do you have to restart from your last save point when you run out of lives?  If so, that definitely adds a level of difficulty.
Yes you do. Yes it does.
 
Quote
Also, there seems to be a period of invincibility that the enemies have after getting hit by the whip that is longer than in the original game, which makes me have to change my fighting style a lot.
The no-invincibility of the original game made it way to easy to kill enemies and bosses. So I added it in.
Quote
 
How many changes are there from the original game?  It's hard for me to tell since my memory is faded.
There are many.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Opium on October 01, 2011, 06:08:22 PM
Cool, thanks for the quick response.  I look forward to finding as many differences as I can.  Shelving a game for years can make it seem kinda new when you finally play it again, but this just adds to the new-ness of it and definitely makes it more fun.
I found myself actually grinding in this game, which is something I don't remember having to do before.  Really enjoying it a lot, thanks again.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on October 02, 2011, 01:33:53 AM
That's what I tried to do: I tried to grind inside Rover Mansion... but then I noticed that the in-game timer was still running so I had to cut that out 'cuz it'll affect the ending.
Then again, maybe I am mistaken?  I need to take a good look.
Title: Re: Simon's Quest Revamped version 1.1
Post by: metroidquest on October 02, 2011, 05:07:57 AM
That's what I tried to do: I tried to grind inside Rover Mansion... but then I noticed that the in-game timer was still running so I had to cut that out 'cuz it'll affect the ending.
Then again, maybe I am mistaken?  I need to take a good look.
I just tested it. Timer isn't running in the mansions. If it was in your game, there must have been a glitch.
Title: Re: Simon's Quest Revamped version 1.1
Post by: darkmanx_429 on October 02, 2011, 05:03:00 PM
Can you make a vid?
Title: Re: Simon's Quest Revamped version 1.1
Post by: Opium on October 02, 2011, 05:57:25 PM
Just finished the game and got the second ending.  I knew I was missing a couple of things and upon reading a walkthrough I found out that it was the silk bag and the silver dagger. Still, I'm surprised my memory was intact as it was.  That was an awesome remake - thanks a bunch!

(click to show/hide)
Title: Re: Simon's Quest Revamped version 1.1
Post by: Orlox on October 04, 2011, 09:21:58 AM
Hi Metroidquest,
Last night I reach Dracula's mansion and I jump in the last room just before the animation of assembling the parts started. I was in the air when the game freeze for the animation and my toon started going down in the ground and died, as it was my last life I went to bed and I'll give it a try tonight.
Just wanted to tell you about this bug.
If anyone read this, dont jump in drac final room before the animation.

(I guess you understand what i'm trying to explain, even if my english is a bit limited)
Once again, you did an awsome job MQ.
Thank you




Title: Re: Simon's Quest Revamped version 1.1
Post by: metroidquest on October 04, 2011, 09:46:29 AM
Hi Metroidquest,
Last night I reach Dracula's mansion and I jump in the last room just before the animation of assembling the parts started. I was in the air when the game freeze for the animation and my toon started going down in the ground and died, as it was my last life I went to bed and I'll give it a try tonight.
Just wanted to tell you about this bug.
If anyone read this, dont jump in drac final room before the animation.
Haven't heard of that happening. You JUMPED and not WALKED? maybe that glitches it.. I'll have to see. I know that if you just walk in it works fine.
Title: Re: Simon's Quest Revamped version 1.1
Post by: metroidquest on October 04, 2011, 09:57:55 AM
CONFIRMED! Olrox is correct. If you JUMP in the last room before the sacrifice of the body parts, Simon WILL sink into the floor and crash the game. I will get this fixed and post an update. Thank you!
Title: Re: Simon's Quest Revamped version 1.1
Post by: metroidquest on October 05, 2011, 07:19:01 AM
CONFIRMED! Olrox is correct. If you JUMP in the last room before the sacrifice of the body parts, Simon WILL sink into the floor and crash the game. I will get this fixed and post an update. Thank you!
Get the fixed version here:
http://www.mediafire.com/?qjbo2hlr5zwoj9c (http://www.mediafire.com/?qjbo2hlr5zwoj9c)
Title: Re: Simon's Quest Revamped version 1.1
Post by: Opium on October 05, 2011, 09:28:37 AM
On my last playthrough, I could not carry more than 4 laurels even though I had the silk bag.  I attempted to buy them from 2 different merchants, and neither of them would sell.  Glitch?
Title: Re: Simon's Quest Revamped version 1.1
Post by: metroidquest on October 05, 2011, 09:50:34 AM
On my last playthrough, I could not carry more than 4 laurels even though I had the silk bag.  I attempted to buy them from 2 different merchants, and neither of them would sell.  Glitch?
Thank you for this. For some reason the code for adding the extra 4 capacity was never implemented. You are the first one to ever bring this to my attention. This will be fixed!
Title: Re: Simon's Quest Revamped version 1.1
Post by: Opium on October 05, 2011, 09:56:23 AM
Thank you for this. For some reason the code for adding the extra 4 capacity was never implemented. You are the first one to ever bring this to my attention. This will be fixed!

Doh!  I can't believe nobody noticed.
Title: Re: Simon's Quest Revamped version 1.1
Post by: metroidquest on October 05, 2011, 10:47:30 AM
Thank you for this. For some reason the code for adding the extra 4 capacity was never implemented. You are the first one to ever bring this to my attention. This will be fixed!

The link above has been updated with a file that fixes this problem. Keep in mind that if you have saved AFTER you got the silk bag, the change will not be in affect.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Corpsecrank on February 07, 2012, 06:22:09 AM
The download link is broken. Does anyone have the latest copy saved?
Title: Re: Simon's Quest Revamped version 1.1
Post by: pattamus on February 18, 2012, 10:38:06 PM
I will admit I am not and probably never will be a good gamer, and I am teaching my son to play the classics. I think this new revamp on one of the classics I played myself as a kid would be great for him.

I found the game hard because I use a controller, and the only button to get me off a "game over" screen was the top right bumper controller on my 360 gamepad. When pushing that, it would start me over even after going to see the priest in the church, and not let me go down and load game.

I feel it's a hard game, and not me or my son would be able to finish it. I love throwback games with updated graphics and gameplay, and want to get my son into them as well!

If there is anything the developer could do to help us solve this problem, be it a code to get extra lives or hearts, or simply letting us start where we were regardless of lives if we so choose, we would be greatly appreciative. For those wanting a challenge, simply don't pick the mode that gives you the option. I'm certain this could be done.

When I first saw this game, I was in awe because I thought simon's quest from my youth would never recieve such a fantastic overhaul. I sent a similar letter to the creator, I hope he got it. To him, and anyone else involved, I salute you. Just wish my son and I could sit down and finish the game together so he can enjoy a classic game such as I did when I was a youngster.

-Pat
Title: Re: Simon's Quest Revamped version 1.1
Post by: pattamus on February 18, 2012, 10:47:30 PM
Hate to post again so soon after my last, but this time I wanted to get the input of the community. Is there anything I can do that I may not be doing to make the game easier for my son? Like I said in the last post, even if we save in a church, when the game ends, the only button we can hit is the top right bumper button. Then it immediately goes to new game before anything else can happen.

Plus, are there any known cheats or ways to gain hearts and lives? I just got here today after downloading and playing the game last night. I have tried to read in as much as possible, but if anyone in the community has anything constructive to add, that would be great.

To reiterate, I am not a great gamer, never have been. I'm not horrible, but lets just say I won't be winning any awards lately. My son is just starting to get ok, but it will be a few years before he is any real good. ( hope he doesn't run across this :p ).

Thanks again for answering newbies questions.

-Pat

EDIT: OK, I have tried Xpadder, and that has stopped the problem of auto choosing "start over". So now I can continue where I left off. There is still an issue though, because it is still a hard game, and I found myself starting over anyway if I died, because I only have those precious 3 lives for the entire game (unless there is a way to gain lives, I've googled that for the regular NES game as well, and could not find a way).

As I'm sure everyone knows, this version of the game is considered to be harder, which I'm sure most of your appreciate. That is great, but if there were a simple workaround where us non-seasoned players could find a way to gain extra lives without worrying so much and taking the fun out of the game in fear of dying and ruining the whole game. Several times, we have fell into water when we swore that we pressed the jump button hard enough to make it across, that equals a do over, because we are not sure we will ever get anymore lives and would love to finish the game. So part of the problem stands. If anyone is reading this, feedback would be appreciated. Thank you much.

-Pat
Title: Re: Simon's Quest Revamped version 1.1
Post by: X on February 19, 2012, 03:49:44 PM
In the original Simon's Quest you start out with three lives and infinite continues. There is no way to earn lives in that game as it is not necessary. metroidquest's version of SQ is a lot more difficult as he left out the continues and only kept in the three lives. I also could not finish this game as it too is hard for me. To my knowledge metroidquest doesn't have any intentions of lightening up the difficulty or increasing the amount of lives for the player. you will have to get in touch with him about that. U2U will be the fastest way to do it.
Title: Re: Simon's Quest Revamped version 1.1
Post by: pattamus on February 19, 2012, 03:54:38 PM
Thank you very much for the reply!. I will indeed try to contact the creator. Pardon my newbness, but what is "U2U"?

It would be great if my son and myself as well as you were able to finish this great game! :)

-Pat
Title: Re: Simon's Quest Revamped version 1.1
Post by: X on February 19, 2012, 04:00:33 PM
"U2U" is "User to User". To find out more you can read up on it in the dungeon's directory. Or you can do the following: Put the mouse cursor on 'My Messages'. Then select 'Send a Message'. Locate 'metroidquest' and click on it. you should be able to send him a message in this manor.
Title: Re: Simon's Quest Revamped version 1.1
Post by: pattamus on February 19, 2012, 04:04:26 PM
Thank you very much! Would you mind if I linked him to our conversation in this thread for context and so he doesn't think I am stalking him? :p

Thanks again, and if I hear any news I will let you know first thing.

-Pat
Title: Re: Simon's Quest Revamped version 1.1
Post by: X on February 19, 2012, 04:07:04 PM
Surething. But i am certain he will understand anyway if you explain the situation to him.  :)
Title: Re: Simon's Quest Revamped version 1.1
Post by: pattamus on February 21, 2012, 12:49:23 AM
Are there any similar games to Simon's quest Revamped which might be easier or have a continue system or a way to gain lives?

EDIT: Nevermind, it looks like MetroidQuest is on the case! Nice guy, that fellow. :) 
  Nope.

Or maybe not. just messaged him again and it was deleted. looks like he isn't interested. It's his right.  Just sucks that such a great remix require xpadder/joy2pad, and is almost impossible to beat. I've pretty much come to terms that it's not gonna happen for myself, my son, and the community.

It's the authors right, no matter how sadistic it may be ;)  Don't worry about helping us out, we don't beg, and aren't about to start.

Good game (as it stands with the controls and difficulty level/lives) with potential that could have been great.. could have been the de-facto CV2 remake.  I really did like the look and feel of it. It is really unfortunate.

I also just want to say that it's all good with metroid and any other authors. But It's just hard to digest when people are saying they cannot beat, or even get far in what should have been a great game.

I'm sure metroid is a great gamer. So he wants to challenge the public. But when does entertainment outweigh a video game so challenging to the point gamers find it unplayable?

No hard feelings at all. After all, he made a great game, with a lot of asterisks. I'm sure lifelong CV fans enjoyed it and beat it.

So my original question stands for any kind souls out there who won't flame me. Are there any similar CV2 hacks (not talking NES  ones) ? It is my favorite game of the series, no matter what bad rep it got.
Title: Re: Simon's Quest Revamped version 1.1
Post by: X on February 29, 2012, 06:27:14 PM
Quote
So my original question stands for any kind souls out there who won't flame me. Are there any similar CV2 hacks (not talking NES  ones) ? It is my favorite game of the series, no matter what bad rep it got.

As far as I can gather, no. metroidquest's game was the first one to hit the internet. If there are others out there that came before or after, I have no clue.
Title: Re: Simon's Quest Revamped version 1.1
Post by: AISTODIAOLO on February 29, 2012, 10:42:57 PM
did u keep the bugs/stupid things/stupid dialogs from the original game?
like the one with the invisible hole or the w8 5 secs before this happens.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on March 01, 2012, 06:47:25 AM
I hope you're playing the version with Simon Belmont in it. ;) ;) ;)
Title: Re: Simon's Quest Revamped version 1.1
Post by: pattamus on March 05, 2012, 12:18:31 PM
I just discovered symphony of the night (never knew that game was even out for PSX) as well as rondo of blood aka Dracula X.

The dracula X version I got was the german language PC version, and it is almost as hard as metroids remake. I remember the days of hard NES games. grinding away even when I felt the game was being cheap. That's what Rondo reminds me of.

But symphony of the night is great for newb players. because you can save state AND use the fake memory card. I don't do it often, but if I can't get past a certain place I will, just not to get too frustrated.

My kid is used to just playing games where he gets infinite continues, he's good for his age, but he just can't get into games that punish him to hell like "back to the church, simon's quest".  I really shouldn't have even brought him into this, but he did like metroids game. Couldn't get him to play NES games, cept megaman and such. The good news is he will play symphony of the night, and CV IV, the 2 best IMO.   

It's just a shame metroid won't cater, but that's his option. It's a seriously hard game. Oh well, I tried. Good luck to those of you brave enough to soldier on. :)     And no disrespect to metroid.
Title: Re: Simon's Quest Revamped version 1.1
Post by: fantasma on April 15, 2012, 08:39:42 AM
Hello,

I've just discovered this remake and I like it a lot. Thanks to metroidquest for making it and to Jorge Fuentes for the sprite (it makes a world of difference to the previous version with Richter).

I was wondering if there is a way of getting rid of the filter that's there when the game runs in full screen (it's an antialiasing or something similar). I mean, I'd like to play it with the "clean" pixels, as it is it looks kind of blurry.

If that's not possible in the game itself, does anyone know of a wrapper or some kind of program that expands the window and displays it as it is (the effect is not present when it runs at 1x windowed).

Thanks in advance.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on April 15, 2012, 11:58:38 AM
Sometimes that happens because of your videocard settings, not the game itself.
I'm not sure whether that's the case on yours.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Wallz! on April 15, 2012, 12:43:04 PM
Hello,

I've just discovered this remake and I like it a lot. Thanks to metroidquest for making it and to Jorge Fuentes for the sprite (it makes a world of difference to the previous version with Richter).

I was wondering if there is a way of getting rid of the filter that's there when the game runs in full screen (it's an antialiasing or something similar). I mean, I'd like to play it with the "clean" pixels, as it is it looks kind of blurry.

If that's not possible in the game itself, does anyone know of a wrapper or some kind of program that expands the window and displays it as it is (the effect is not present when it runs at 1x windowed).

Thanks in advance.
Go to your PC settings and lower your resolution the closest it can get to the game's resolution, and then play it in fullscreen. While not fully fixing the blur it can reduce it greatly. It's the OS that is blurring everything, I still have not found a way to disable it.
Title: Re: Simon's Quest Revamped version 1.1
Post by: fantasma on April 15, 2012, 01:28:06 PM
Sometimes that happens because of your videocard settings, not the game itself.
I'm not sure whether that's the case on yours.

Yes, it had happened to me before with some emulators. I usually disable it by changing the renderer (between Direct3d and OpenGL), and/or other settings. I was hoping there was some parameter you could add when running the game, I tried a few but as for now no luck.

Go to your PC settings and lower your resolution the closest it can get to the game's resolution, and then play it in fullscreen. While not fully fixing the blur it can reduce it greatly. It's the OS that is blurring everything, I still have not found a way to disable it.

I tried it but it didn't change much, unfortunately. The lowest the card can go (in the XP display settings) is 800x600.

I think it could be worked out with an external program that stretches the 1x window. I'll let you guys know if I find something, thanks again.
Title: Re: Simon's Quest Revamped version 1.1
Post by: uzo on April 15, 2012, 02:33:02 PM
You can control within a program whether or not the output is able to be resampled (and 'blurred') by the GFX card. However, I couldn't tell you if Game Maker's programmers decided to let you change that, or if they figured that out at all.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Esco on April 15, 2012, 06:10:49 PM
If you are talking about the "interpolate colors between pixels" effect, then yes that is an option that can be put on or off in GM (it is ON in metroidquest's game). But unless the user adds a way to do it via INI files, or an in game options menu, you will not be able to change it.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Prince Dastan on April 25, 2012, 03:32:09 PM
I know this post may be a year old, but I like to ask to why the download link won't work.
Also, every version of this game I DID download, runs Simon in slow motion for me...  This is extremely terrible for me, when I know my PC can run all the new PC games up to date. This is very disappointing...  :(
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on April 25, 2012, 04:06:36 PM
Try using the version in this thread.  I'm not sure which version you're using:
True Simon Edition thread (http://castlevaniadungeon.net/forums/index.php/topic,4118.msg85362.html#msg85362)
Title: Re: Simon's Quest Revamped version 1.1
Post by: Prince Dastan on April 25, 2012, 04:27:33 PM
ty so much I'll give it a shot. :)  Finally, a forum with polite people. ^_^
Title: Re: Simon's Quest Revamped version 1.1
Post by: Prince Dastan on April 25, 2012, 05:02:24 PM
Alrighty, I tried this one and it ran a tiny bit faster but Simon is still refusing to move as quickly as he should. My favorite game and I can't play it...  I still don't get it, I never had this problem with Super CastleVania 3 or with Mario Fusion.   I even took a snap shot of my specs for my PC.  Maybe this may help? Sorry again for being a pain.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FEcqDj.png&hash=0ce5e45b70c36d31daa6192e1d96560e)
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on April 25, 2012, 08:54:56 PM
What do you mean "refuses to move as quickly as he should'?
Do you mean the entire game is playing as if in slow motion?
Title: Re: Simon's Quest Revamped version 1.1
Post by: Green Stranger on April 26, 2012, 08:35:17 AM
Yesterday was the first time I played Revamp and I was fairly blown away. It's amazing what some fans are capable of. This is superb work though I'm not too keen on the Richter edit. Color him red and call him Simon? I don't know about that but either way this is a masterpiece of fan creation. I wonder how many other finished projects are out there?
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on April 26, 2012, 08:43:06 AM
You're playing an old version.
When MetroidQuest posted his game here, I offered to remake the Simon Sprite.

The result is in the newest version, which no longer uses a Red Richter.
I'm hosting it on my Mediafire.  Here! (http://www.mediafire.com/?5j7asjt3hsct39g)
Title: Re: Simon's Quest Revamped version 1.1
Post by: Prince Dastan on April 26, 2012, 12:49:32 PM
Yes, the whole game is playing in slow motion.  Title screen, music, sprites, background layers, ect. ect.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on April 26, 2012, 12:53:46 PM
Are you running something that's taking up your video somehow?
That is, are there other games for the PC, graphic applications, or something like that that may be slowing you down?

Normally GameMaker games don't run into these sort of issues. 
Title: Re: Simon's Quest Revamped version 1.1
Post by: Prince Dastan on April 26, 2012, 01:57:50 PM
Nope, nothing running. I disabled all my unused services, I cleaned my registry, ended worthless tasks, and everything.  All drivers up to date, ect. 
I ran Super CastleVania 3 which was also created by Gamemaker, and it ran smoothly.  This is so confusing, I have never had anything like this happen to me before...  Hell, even Final fantasy XIV runs perfectly for me. 
Title: Re: Simon's Quest Revamped version 1.1
Post by: squaretex on April 26, 2012, 02:44:40 PM
First up, I very much like this. A lot of care is going into it, and I imagine Game Maker is being put to the test! :D

But since I haven't looked at GM in ages, I do have one question.

Does GM have particular settings for customized controls? My brain - and my hands - have become molded to classic WASD movement, and so I'm having a BIT of trouble adjusting.  :P

Of course, if it's the kind of thing that requires thousands of hoops to jump through to pull it off, please don't put yourself out trying it. I can always retrain myself. ;)
Title: Re: Simon's Quest Revamped version 1.1
Post by: Green Stranger on April 26, 2012, 04:38:16 PM
You're playing an old version.
When MetroidQuest posted his game here, I offered to remake the Simon Sprite.

The result is in the newest version, which no longer uses a Red Richter.
I'm hosting it on my Mediafire.  Here! (http://www.mediafire.com/?5j7asjt3hsct39g)
Ah! Very Nice. The sprite is pretty loyal to the boxart drawing but how come you didn't make him blonde? Do the yellow pixels not mesh well with the rest of the sprite? Come to think of it I don't think I've ever seen a blonde Simon or Trevor. Nevertheless you did a nifty job.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on April 26, 2012, 04:54:38 PM
Actually I had an assortment of palettes.  MetroidQuest went with the one with the CV4 Hair colors.
Here are the hair colors (SotN Maria blonde, Rondo Maria Blonde, Chronicles/Kojima Red, Super CV4 Brown):
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2Fcv2new-simonbelmont-haircolors.png&hash=edffbd9401fcff2ac312ee5e8c4c9fa7)

And some different armor colors as well.
CV2 Boxart, SuperCV4, CV4JPN boxart, CV1 Brown, Chronicles Burgundy, Vampire Killer MSX Red):
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2Fcv2new-simonbelmont-1-1-palettestest.png&hash=9dc47f66a7a57ddfe98639a7c976f3cf)
Title: Re: Simon's Quest Revamped version 1.1
Post by: Green Stranger on April 26, 2012, 07:07:58 PM
Yeah that blonde sprite looks a whole lot better and I only wish they had chosen that one. It compliments the darker colors on the armor and would make the character stand out a little more in the night palettes. The Japanese CV4 one is also very good.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Dengo vlad tepes on April 28, 2012, 03:13:16 PM
dudes , I just bought a new laptop 2 weeks ago and the laptop spaces are really high but the strange is the game is running in slow motion its like i'm moving inside a water
Title: Re: Simon's Quest Revamped version 1.1
Post by: Prince Dastan on April 29, 2012, 01:12:29 PM
See?  I have the identical problem!   It wasn't just me... 
It runs extremely slow, and my PC is powerful as freakin' hell...
Title: Re: Simon's Quest Revamped version 1.1
Post by: Dengo vlad tepes on April 30, 2012, 05:46:24 AM
See?  I have the identical problem!   It wasn't just me... 
It runs extremely slow, and my PC is powerful as freakin' hell...


Guess what ?! , it happens to all games using GM engine even esco's sotn is slow too
Title: Re: Simon's Quest Revamped version 1.1
Post by: Inccubus on April 30, 2012, 08:45:43 AM

Guess what ?! , it happens to all games using GM engine even esco's sotn is slow too

No it doesn't. It was already mentioned that Super Castlevania 3 doesn't have a slowdown issue.

I ran Super CastleVania 3 which was also created by Gamemaker, and it ran smoothly.  This is so confusing, I have never had anything like this happen to me before...  Hell, even Final fantasy XIV runs perfectly for me.

If anything it may be a bug in the current version of the GM SDK. My suggestion is contact the creators of the games so they can submit bug reports to GM staff.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Dengo vlad tepes on April 30, 2012, 09:28:48 AM
I will contact both esco and metroid quest plus your right , when i checked Super castlevania III its working like a charm

Title: Re: Simon's Quest Revamped version 1.1
Post by: Esco on April 30, 2012, 09:35:59 AM
I will contact esco both metroid quest and your right , when i checked Super castlevania III its working like a charm

Report it on the game maker forums please. There is nothing I can do about it either. I have no control over bugs like this caused by glitches in an update to the GM engine itself.

Luckily I have not heard of anyone else having this issue, nor have I had it on any system I have ran the engine on, so it doesn't seem to be common. It may also be automatically fixed with the next GM release, but it's better to let them know about it anyway and make sure they are aware of it.  8)
Title: Re: Simon's Quest Revamped version 1.1
Post by: Dengo vlad tepes on April 30, 2012, 10:54:14 AM
Fix : First , open up esco's sotn and then press CTR + ALT + Delete then start task manager > go to process tab > and then right click on Sotn.exe > set priority to normal if its normal already right click again and then set affinity and use at least 2 CPUs if it was set to "All CPUs"

Another fix : Create a new user or format your PC , good luck


Title: Re: Simon's Quest Revamped version 1.1
Post by: Esco on April 30, 2012, 02:16:17 PM
Fix : First , open up esco's sotn and then press CTR + ALT + Delete then start task manager > go to process tab > and then right click on Sotn.exe > set priority to normal if its normal already right click again and then set affinity and use at least 2 CPUs if it was set to "All CPUs"

There IS actually an option in GM to change the priority of the game from normal to high, etc. But I have it set to normal. I Have a dual core CPU, and it only uses one of mine with no problem. So I have no idea why this would change anything.  ??? I Highly recommend making a report on the GM bug forums, with details on your PC, OS, what other GM games does it happen with, etc. My source code is readily available so if any of their admins or mods want to examine it they can.  :)

Quote
Another fix : Create a new user or format your PC , good luck

I hate telling people that, but sometimes when one thing acts funny on your PC no matter what fix you try, it is the only thing that works. I have gone thru that before. :-\ But again, it is more likely a gm issue rather than your PC.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Prince Dastan on April 30, 2012, 02:34:54 PM
Yeah it's definitely Game Maker... the process runs at 53% CPU usage on a duo core, and over 350,000k on memory... This game is not worth frying my CPU over... 
Title: Re: Simon's Quest Revamped version 1.1
Post by: Esco on April 30, 2012, 03:30:35 PM
Yeah it's definitely Game Maker... the process runs at 53% CPU usage on a duo core, and over 350,000k on memory... This game is not worth frying my CPU over...

if you are referring to my game, the 350k memory doesn't really make sense, since it runs at 130-160k. But the game sometimes taking 50% CPU power is not odd at all. This happens with many games, and with some it will stay at 50%. In the case of my game it can go from 16% to 50%, but usually stays around the 18-28% range.

If you are referring to metroidquest's game, it stays at around 276k for me, and the cpu usage averages around 20%, but can spike to 50%. This honestly is not a lot either. But I am using the 2nd version of the game, that does NOT include Jorge's sprite so it may be more for you.

Now if you are referring to the Game Maker PROGRAM itself (not a gm made game), then it taking that many resources or MORE, is no surprise, lol. It is a game development platform.  But honestly other than the CPU usage, the ram usage is not that serious at all. 8)
Title: Re: Simon's Quest Revamped version 1.1
Post by: Dengo vlad tepes on May 01, 2012, 04:11:51 AM
Well , brothers

when i created a new user the games ran with a perfect speed , when i went back to my old user ok its on the full speed but the strange is when i press down arrow "on esco's sotn" the game will slow down i mean it will be much mucg much slower than it was

mmmm....i'll report this to yoyo games site and i'll see if they will do something
Title: Re: Simon's Quest Revamped version 1.1
Post by: Esco on May 01, 2012, 11:27:31 AM
Well , brothers

when i created a new user the games ran with a perfect speed , when i went back to my old user ok its on the full speed but the strange is when i press down arrow "on esco's sotn" the game will slow down i mean it will be much mucg much slower than it was

mmmm....i'll report this to yoyo games site and i'll see if they will do something

I will be releasing an updated version of the demo in the next few days. When I do, please try it, and let me know if the issue persists.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Dengo vlad tepes on May 01, 2012, 12:36:30 PM
I will be releasing an updated version of the demo in the next few days. When I do, please try it, and let me know if the issue persists.

Good to hear that my friend , so is this demo will let us try alucard's new abilities and changes ?! if you don't want to announce anything i will really respect it .. best regards from a brother of yours
Title: Re: Simon's Quest Revamped version 1.1
Post by: AISTODIAOLO on May 01, 2012, 05:47:16 PM
link is broken :(
Title: Re: Simon's Quest Revamped version 1.1
Post by: Flame on May 02, 2012, 05:10:15 PM
Two things I noticed on this game, so far it looks to be really good! But sometimes when I go to the next screen, Simon will be stuck walking in that direction for a few seconds.

Also, That invulnerability period that enemies have (eg i cant whip them right after I've whipped them)... It's got to go.

other than that, seems good. the townspeople sprites seem to plop onto the ground from a small bit off the floor when I enter an area, (either exiting a door or screen change)
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on May 02, 2012, 05:15:03 PM
I see that in a lot of GameMaker games; the whole " objects 'fall' unto the stage " deallyo.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Inccubus on May 03, 2012, 11:14:43 AM
That's usually the result of changing the origin for the object's sprite and then forgetting to reposition the objects in the level correctly. It's not a GameMaker bug.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Aridale on May 03, 2012, 11:28:50 AM
it can also be badly programmed collision checking in gm too
Title: Re: Simon's Quest Revamped version 1.1
Post by: Inccubus on May 03, 2012, 07:47:03 PM
Only if the floor collision is custom or configured incorrectly.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Wallz! on May 12, 2012, 01:28:25 PM
I was able to get to Castlevania, but that's when it gets too hard:
-The ghosts in the castle take WAAY to many hits
-The ghosts can hurt you if they haven't appeared yet
-The ghosts spawn RIGHT ON YOU
-Too many ghosts accumulate in small areas
I can't make it to Dracula with more than half of my health. Also, I can't find any possible way of dodging Dracula or his attacks.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Phoenix7786 on July 18, 2012, 01:13:22 AM
Something I did for this game (in fact the idea came from that CV3 remake that has also been posted here) was using Joy to Key. JtK, while it's active, allows you to fool your PC into registering a controller's input as keyboard input, so games that don't normally support a gamepad can under JtK. JtK has worked without a problem for me, and it's poetic since I own retro USB NES and SNES PC controllers, and playing fan remakes on my PC with retro NES/SNES controllers feels just so right.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on July 18, 2012, 05:39:44 AM
Hopefully you're playing the True Simon Belmont Edition.
Link to Simon's Quest Revamped - True Simon Edition (http://castlevaniadungeon.net/forums/index.php/topic,4118.msg85362.html#msg85362)
Now with Simon Belmont instead a Red Richter.
Title: Re: Simon's Quest Revamped version 1.1
Post by: DarkPrinceAlucard on July 18, 2012, 08:03:37 AM
Hopefully you're playing the True Simon Belmont Edition.
Link to Simon's Quest Revamped - True Simon Edition (http://castlevaniadungeon.net/forums/index.php/topic,4118.msg85362.html#msg85362)
Now with Simon Belmont instead a Red Richter.

Can anyone please post some pictures or video of the new simon?

I've been keeping a eye out for this since the old topic and I have yet to see even 1 person provide a picture of the hack including Simon Belmont instead of a red Richter.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Phoenix7786 on July 18, 2012, 10:11:49 PM
Hopefully you're playing the True Simon Belmont Edition.
Link to Simon's Quest Revamped - True Simon Edition (http://castlevaniadungeon.net/forums/index.php/topic,4118.msg85362.html#msg85362)
Now with Simon Belmont instead a Red Richter.

Yes indeed that's the version I'm playing!! And thanks for making sure I knew Jorge! I didn't want to make a thread just for that, and I noticed this thread wasn't too old to be considered a necro-bump either.

EDIT: Btw, you asked what Simon looks like, and here's Metroid's youtube vignette for the TSE (True Simon Edition) that first got my attention:
Castlevania 2: Simon's Quest Revamped TSE is here (PC and Mac) (http://www.youtube.com/watch?v=aqgwn_DgRTY#ws)

In fact, here are the retro controllers I own http://www.amazon.com/Classic-USB-NES-Controller-PC/dp/B002YVD3KM/ref=sr_1_2?ie=UTF8&qid=1342674910&sr=8-2&keywords=retro+NES+USB+controller (http://www.amazon.com/Classic-USB-NES-Controller-PC/dp/B002YVD3KM/ref=sr_1_2?ie=UTF8&qid=1342674910&sr=8-2&keywords=retro+NES+USB+controller)

http://www.amazon.com/Nintendo-Retrolink-Super-Classic-Controller-NES/dp/B002824SNS/ref=sr_1_4?ie=UTF8&qid=1342674910&sr=8-4&keywords=retro+NES+USB+controller (http://www.amazon.com/Nintendo-Retrolink-Super-Classic-Controller-NES/dp/B002824SNS/ref=sr_1_4?ie=UTF8&qid=1342674910&sr=8-4&keywords=retro+NES+USB+controller)
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on July 21, 2012, 12:32:16 PM
Fixed your youtube link so that it's embedded in the forum (you just write the link: the forum does the rest fyi).
Title: Re: Simon's Quest Revamped version 1.1
Post by: DarkPrinceAlucard on July 21, 2012, 02:39:08 PM
Well after seeing the video I immediately felt compelled to download it.

So far its been great, but I did run into a couple glitches that pissed me off, 1 of which was the "crouching glitch" that if you crouch on the moving platform in the cave area you will be stuck and have to start all over lol.

Other than the minor bugs, its great, just wish this simon had white gloves instead of purple.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Phoenix7786 on July 21, 2012, 03:29:30 PM
Well after seeing the video I immediately felt compelled to download it.

So far its been great, but I did run into a couple glitches that pissed me off, 1 of which was the "crouching glitch" that if you crouch on the moving platform in the cave area you will be stuck and have to start all over lol.

I had that shit happen after I beat Death and was crouching on the ferryman's boat--in a nutshell DON'T do that. Screen loaded, and I got embedded into the boat, which promptly froze, and promptly had no enemies to dislodge me. Needless to say, I had restart and kill Death AGAIN which was very frustrating. Other than that glitch, just a few minor things and the game has worked fine. In fact, I beat it about 4AM today.

And by the way, thanks for embedding that link for me Jorge. I try my best to read the forum rules and make sure I don't step on anyone toes, admins' especially, with violations of the rules. But sometimes I miss stuff like being it being ok to embed.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on July 21, 2012, 08:22:48 PM
This is a youtube-friendly board.  That is, you just put in the Youtube url and the forum will auto-embed.
There are limits on how man Youtube links you can embed per post, as well as how many links can be on the entire page by everyone.

You're not stepping on my toes.  I am glad to help.  Plus that's my Simon Belmont sprite so I'm helping myself shamelessly pimp it to people by fixing your link embed.

I pitched a number of palettes to MetroidQuest.  He chose that one.  I had alternate palettes in the Spritework Showcase thread with various cool color setups.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Phoenix7786 on July 21, 2012, 08:44:55 PM
Wow that Simon sprite is fucking amazing. I had me, my brother, and my best friend studying it to see if it was custom-created or just kinda rotoscoped/palette swapped from another sprite. I can see a just a few tiny glimmers of Richter in there, but for the most part as far as we could tell it was original. My imaginary hat off to you, Jorge.

And thanks for some of the updates on youtube and other stuff. I've been part of other forums, and some of those were extremely tyrannical while others were completely lawless, so I wasn't quite sure how to proceed here other than looking by example and reading the forum rules you did have posted.
Title: Re: Simon's Quest Revamped version 1.1
Post by: X on July 22, 2012, 12:37:49 AM
Quote
Wow that Simon sprite is fucking amazing. I had me, my brother, and my best friend studying it to see if it was custom-created or just kinda rotoscoped/palette swapped from another sprite. I can see a just a few tiny glimmers of Richter in there, but for the most part as far as we could tell it was original.

Actuallt I think Jorge based Simon of his CV X68000 counterpart as the posture seems to indicate as such.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on July 22, 2012, 06:33:17 AM
I based a few moves off of X68000 and a few off of CV4.
However, the moves are for reference only and no frames were directly copied from other games' frames (though they are quite similar but my Simon is smaller than CV4 Simon and doesn't have the weird walk that Chronicles Simon has).

I'm particularly proud that I did a full spritesheet for Simon.
BTW, MetroidQuest does not use the full spriteset either as his game came out before my sprites were done and he started posting before I started.  In fact, I think the reason I made the spritesheet was because people were complaining to him that using a Red Richter was a cheap cop-out.

Here are all of the frames (from the Spritework thread):
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2FSimonBelmont-NewAttempt1-2.png&hash=c3b97d5553ea14933078827e66df59bc)
Title: Re: Simon's Quest Revamped version 1.1
Post by: DarkPrinceAlucard on July 22, 2012, 12:59:39 PM
but why purple gloves and boots?

Other than that, the Simon Sprite looks pretty great and close to how I would expect Simon to look in a updated Simon's Quest game.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on July 22, 2012, 01:57:28 PM
Why?  Because of this:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Ft2.gstatic.com%2Fimages%3Fq%3Dtbn%3AANd9GcQX-HE2C2GySxjQ3wLGKcPOji0YTTeh_rYs4sE6y1u2oMs2zQhiDtl9IA2LfA&hash=44817decbbcc5d6ffa92a34b6e470e56)
Title: Re: Simon's Quest Revamped version 1.1
Post by: DarkPrinceAlucard on July 22, 2012, 02:43:59 PM
Why?  Because of this:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Ft2.gstatic.com%2Fimages%3Fq%3Dtbn%3AANd9GcQX-HE2C2GySxjQ3wLGKcPOji0YTTeh_rYs4sE6y1u2oMs2zQhiDtl9IA2LfA&hash=44817decbbcc5d6ffa92a34b6e470e56)

That looks to be more of a shadow being cast on the white boots and gloves rather than actual purple gloves and boots.

Its kinda like what some other members told me about Trevor's sprite clothes in CVSOTN not being green but is instead yellow and only looks green because of the casted shadow on his clothes.
 
Other artwork and ingame sprites show that its white.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F6345%2Fc2simon.jpg&hash=e387f78cb0cecf5ab65622368bc1b18a) (http://imageshack.us/photo/my-images/822/c2simon.jpg/)

Title: Re: Simon's Quest Revamped version 1.1
Post by: X on July 22, 2012, 08:45:36 PM
Quote
That looks to be more of a shadow being cast on the white boots and gloves rather than actual purple gloves and boots.

I'm with DarkPrinceAlucard on this. Simon's attire (boots/gloves) are indeed white. Everything looks dark or a different color due to variations of light and/or shadow. But the boots and gloves are definitely white as seen in-game and in the art.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Jorge D. Fuentes on July 22, 2012, 10:49:38 PM
Again, not making excuses here, but I pitched many colors to MetroidQuest including one with white/grayscale boots.
He chose this.
Title: Re: Simon's Quest Revamped version 1.1
Post by: DarkPrinceAlucard on July 22, 2012, 11:07:16 PM
Again, not making excuses here, but I pitched many colors to MetroidQuest including one with white/grayscale boots.
He chose this.

Oh well, just trying to point it that I think it would have been more "authentic" to have him with white boots and gloves rather than purple.

Its not like its a deal breaker for me, I'm just happy to actually be able to play as SIMON rather than a RED RICHTER lol.

Just thought I would point out something I did not get which was the purple gloves and boots.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Phoenix7786 on July 23, 2012, 02:12:04 AM
How's your play-through going, Dark? I'm so glad Metroid decided to clean up the dialogue, since you actually have a chance to beat the game without the Power, Nintendo Power!

Castlevania I and II In Brief (http://www.youtube.com/watch?v=LCK34chWYxA#)
Title: Re: Simon's Quest Revamped version 1.1
Post by: TheouAegis on July 27, 2012, 08:08:29 AM
You don't want white anyway. Historically, Castlevania games steered away from white. It detracts from the game atmosphere. A white sprite would stand out too much. Notice Leon's hair was a dark grey and not a bright grey. Notice Simon and Trevor had orange/yellow legs and booties. Notice the Vampire Killer was cream. Skeletons were blue and pink, as were the silver relics.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Aridale on July 27, 2012, 11:32:27 PM
what about cv2? it had straight up white all in it not just on Simon
Title: Re: Simon's Quest Revamped version 1.1
Post by: DarkPrinceAlucard on July 28, 2012, 07:58:53 AM
what about cv2? it had straight up white all in it not just on Simon

exactly.

And this game IS based off of CV2 if I remember correctly lol.

You may have had a point if it weren't for that little fact TheouAegis.

White never distracted me in the original CV2.

And the original CVSOTN artwork shows Alucard with a white inner cape which is what a lot of people used when they got the Joeseph cloak ingame.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Claimh Solais on July 28, 2012, 08:09:33 AM
I think the reason Jorge's Simon boots/gloves look purple is because it's supposed to be accurate to the original artwork, but the color lighting is what changes it.

Note for example how Richter's white pants have blue-green on them. And in most video games in the 2D era, people wearing black had shades of blue to make up the black.
Title: Re: Simon's Quest Revamped version 1.1
Post by: DarkPrinceAlucard on July 28, 2012, 08:46:46 AM
I think the reason Jorge's Simon boots/gloves look purple is because it's supposed to be accurate to the original artwork, but the color lighting is what changes it.



Uhhh, we discussed this earlier,

Its obviously the lighting on the boots and gloves rather than them actually being "purple".

Jorge obviously decided to make them the color they LOOKED which is purple when they are in fact actually white without a question.
Title: Re: Simon's Quest Revamped version 1.1
Post by: X on July 28, 2012, 10:03:57 AM
Quote
Note for example how Richter's white pants have blue-green on them.

I hate to break it to you but Richter's pants aren't white. They are a light blue color in the art work. But his sprite does make some minute changes in the pallet. Like his garb having gray lining rather then red. And his hair is a dark blue rather then being brown and lastly his arm bracers are dark blue rather then being white wrappings.
Title: Re: Simon's Quest Revamped version 1.1
Post by: Aridale on July 28, 2012, 10:24:05 AM
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FaDJKx.png&hash=9fc39cc832824428235208ce68adcb65)

I had few min today before I start programmin to whip this up =D
Title: Re: Simon's Quest Revamped version 1.1
Post by: Claimh Solais on July 28, 2012, 11:15:41 AM
Uhhh, we discussed this earlier,

Its obviously the lighting on the boots and gloves rather than them actually being "purple".

Jorge obviously decided to make them the color they LOOKED which is purple when they are in fact actually white without a question.

I obviously missed the discussion then. My bad.

I hate to break it to you but Richter's pants aren't white. They are a light blue color in the art work. But his sprite does make some minute changes in the pallet. Like his garb having gray lining rather then red. And his hair is a dark blue rather then being brown and lastly his arm bracers are dark blue rather then being white wrappings.

I was more or less referring to his sprite.

But yes, in this artwork (http://media.photobucket.com/image/recent/ichigo_kurosaki_zangetsu/rich5.jpg), his pants are light blue. In this also official artwork (http://i.ytimg.com/vi/rVMdOx2w5Ro/0.jpg), they're white. In this picture from a cutscene (http://media.giantbomb.com/uploads/1/14906/406108-mednafen_2006_03_19_18_58_43_64_super.jpg), they're blue. And lastly, in this official artwork (http://images3.wikia.nocookie.net/__cb20090329052950/castlevania/images/4/40/Rondo_of_Blood_Official_Guide_Richter.JPG), they're white.

They do change from time to time, depending on the artwork. Just like how in the fourth artwork he only has wrist straps on, but in his official artwork (the one used in cutscenes), he has a leather glove on the right hand and wraps around his left wrist.
Title: Re: Simon's Quest Revamped version 1.1
Post by: X on July 29, 2012, 11:28:44 AM
Quote
I was more or less referring to his sprite.

But yes, in this artwork, his pants are light blue. In this also official artwork, they're white. In this picture from a cutscene, they're blue. And lastly, in this official artwork, they're white.

They do change from time to time, depending on the artwork. Just like how in the fourth artwork he only has wrist straps on, but in his official artwork (the one used in cutscenes), he has a leather glove on the right hand and wraps around his left wrist.

Yes I agree. That's what they term as the artistic license. Artists whom are commissioned to do a piece of work for a project are given some leeway as to how they wish to approach it. However it is the Rondo game that gives us Richter's true colorations and look for his official art.
Title: Re: Simon's Quest Revamped version 1.1
Post by: ommadawnyawn on May 04, 2013, 10:51:38 AM
Hey, is there a complete list of changes to the original somewhere?

Maybe it's been suggested, but you should think about incorporating Bisqwits retranslation into this.
http://www.romhacking.net/forum/index.php/topic,15524.0.html (http://www.romhacking.net/forum/index.php/topic,15524.0.html)
Title: Re: Simon's Quest Revamped version 1.1
Post by: Phoenix7786 on May 04, 2013, 07:59:44 PM
Welcome to the forums, Omma!
Title: Re: Simon's Quest Revamped version 1.1
Post by: ommadawnyawn on May 06, 2013, 04:55:08 AM
Thanks, Phoenix. Shadowrun (MD) is a pretty cool game.

Edit:
I'll just post my thoughts on how to improve the NES game further after playing Bisqwits retranslation, maybe someone can fill me in on if something was covered here in the Revamped version or it could at least spark some discussion:
- The bosses: Too few, so-so patterns, easy to exploit (flame/golden knife) and they are poorly presented as well having no music themes and letting the player move right past them if he/she pleases. It's also anticlimactic when they respawn like regular enemies.
- Day/night cycle: Add ability to enter houses during night time/make the night period shorter. I realise this screws with the multiple ending challenge, but it would be much more fun to play the game. They also create pretty big difficulty spikes at some points (such as around spiders, flying enemies and slimes). Another idea would be to add some chicken in a few of the...
- Multiple dead ends: I mean wow. There is a lot of unnecessary/unrewarding exploration in this game when you add it all up. I think Braham mansion was one of the worst examples.
- Change a couple of the clues to be a bit more specific and/or useful. I didn't really need to know about the gypsy, or the flame's location. I did need to know what the the blue crystal did without watering an entire forest with spider enemies, or to save the stake for further into the mansion rather than to simply strike it at... something.
- Change up which enemies are where and some of their placements. The game starts to drag a bit by the fourth mansion when you know what to expect from them. Regarding placement, there are points where you need to memorize spawn points so as not to get hit, and points where you need to wait around on stairs for enemies to move away because you can't attack them from below (changing the diamond's firing angle would be an easy fix, but the infinite ammo is problematic). There are also points where the opposition is harmless such as the boat ride, or the falling boulders in one of the mansions. Feels sloppy.
- Expensive items/weapons: More of an issue early on, but it really takes away from the initial excitement of an adventure when you have to start off with grinding.
- The stake salesman: Change it so that you can only buy one stake from each one; this way searching for him/her in each mansion isn't made redundant.
- Backtracking out of every mansion, it's a chore unless you're close to a level up.
- Sloppy hit detection around spikes (very noticeable in the second mansion).
Title: Re: Simon's Quest Revamped version 1.1
Post by: Phoenix7786 on May 06, 2013, 04:00:09 PM
Ho-lee shit. I do believe you are the first to correctly identify where this obscure picture came from!
Title: Re: Simon's Quest Revamped version 1.1
Post by: vyck_st.judas on November 29, 2013, 12:50:19 PM
Um, Does anyone have a link for the Red Richter version? Simon looks great and all, But Ric is my favorite character to play as.
Secondly, is there a way to add other player characters? If you need animations i can make 'em. Just figured a char select would be pretty fun. Thanks. :)