I have been putting all updates on the anti-chapel (http://www.chapelofresonance.com/forum/index.php?/topic/5795-the-castlevania-sotn-hacked-thread/ (http://www.chapelofresonance.com/forum/index.php?/topic/5795-the-castlevania-sotn-hacked-thread/)) up until now, but since the forums are closed for the moment, and this place seems to be more lively I have decided to place updates here as well.
I was wondering what happened to this project.
I guess we weren't cool enough here at the dungeon to talk with until the chapel tanked.
I like what you did with the purple flames, very CV3. The versatility of the standard Dracula fireball sprite is astounding.
Thanks, that's what I was going for.... lol and I was posting there because for a long time here every time I checked this place was dead, except for some spam kiddies who just came in talking trash. I was shocked to see how lively this place is. ;D
Has elbryan been around at all?
also, how were you able to contact Serio?
I can help you with the Richter sprites since I have found a way to edit ALL of them. :)
It is not easy though.
As for the Richter walking animation, try comparing it to serio's CV Fighter version of Richter, you'll see what I mean.
The glitches aside I would prefer the New Richter sprite to show up after the flashback fight.
Since you're using Mem hack for alot of the RAM modification isn't there a way to load the new sprite in place of the old one by swapping it in RAM?
That new Richter Sprite seems way out of place, the original is much better. Hell even the alternate Saturn sprite fits better. Those fire columns dracula uses now are really awesome. Good to see you back at the Dungeon, the Best CV forums around :D
good god.. so much sprite sheets of custom Richter Belmont sprites in different colors.. x-x but from what I have seen, the colors that Esco had put up are all messed up, compared to Serio's original color scheme.
his fighter if i recalled used a Custom coded version of the mugen engine, i wasnt aware the PSX had a pallet limitation
so the 32-bit system really only run in 16-bit when it comes down to it, interesting to know
Can someone RIP Portrait of Ruin?The answer is definitively yup (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/yes_rip_uuuh.png), and not (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/arbor.png) just (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/entitizerblackpanther.png) PoR (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/sotnspriteshacked.png).
The answer is definitively yup (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/yes_rip_uuuh.png), and not (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/arbor.png) just (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/entitizerblackpanther.png) PoR (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/sotnspriteshacked.png).
The answer is definitively yup (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/yes_rip_uuuh.png), and not (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/arbor.png) just (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/entitizerblackpanther.png) PoR (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/sotnspriteshacked.png).
The answer is definitively yup (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/yes_rip_uuuh.png), and not (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/arbor.png) just (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/entitizerblackpanther.png) PoR (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/entitizer/sotnspriteshacked.png).Can you some of the city scenes from Portrait of Ruin? Are you proficent enough to do the level maps yet? I need some of the scenery from that game for my project and there are no PoR maps available anywhere!
You should include a link to your blog in your signature.
And so now its a PC remake? Sounds like its coming along well from what I read. Got a question or two though.
-Cyberdragon10k asked this before, but I may as well as this again, since you now have more knowledge and... not just hacking anymore. Since you're using Serio's sprites for Richter, why don't you use his SotN Dracula sprite sheet, to make it more accurate? As Cyber said... "May as well go all the way, right?" If you don't got them or know where to get them, I can link you.
-You're adding the Cursed Prison, right? Ever think of adding an extra room in there to fight a boss?
-Dracula9 remade the Skeleton Leader. Looks a little better, think you can include it?
And I'm not really gonna ask many more questions about including things. But yeah. Good work so far. ^^
Nope, I like the one in SOTN as is. However, what I would be interested in is having someone do maybe a 3-4 frame animation where dracula snaps his fingers upward like he does in order of eclessia. That way I could implement his green destruction beam attack.The finger snapping thing doesn't sound like a bad idea. If I get around to it, I could probably do something like that for you. But don't hold your breath.
I will also be using the purple flame pillars from order of eclessia for the flame pillar attack now instead of stretched fireball sprites.
It's rather old. Probably a while back, as he posted it on the Anti-Chapel. You may have seen it, may not.
The sheet has all of his pieces on there, as well as his introduction.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fimg295.imageshack.us%2Fimg295%2F5961%2F53865001.png&hash=283dab61d6d7a3961c29b215a9c54150)
Guess I worded it wrong, It was supposed to be a suggestion (I hope you would take suggestions). My mistake.
Consider my aid in this project officially over then, since what you need is totally outside of my field. All I can do is pray for your success and say the norm stuff like "Nice job!" and "Keep up the good work!"
Speaking of graphics... I epic failed in my attempt to get SotN Drac to snap. So much I didn't finish the sheet.
Um... from art... I can sprite. As far as actual art (as in drawings, etc.)... I can do that, but I've never posted anything online before. o.o
Well now that I think about it, if there's any simple graphics you need I could probably whip something up. ^^
Speaking of graphics... I epic failed in my attempt to get SotN Drac to snap. So much I didn't finish the sheet.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi53.tinypic.com%2F14cwozq.png&hash=443b4bb269738f80625a88fc8e447975)
That was not just directed at you Pemburu; but EVERYONE who has a request and is not either:
a)Helping already, have helped me in the past, or offering to help
.
I think you're confusing ticks and frames. If it was a few ticks, you'd simply NOT see them.
Guess I haven't helped you in the past, huh?
In what way have you assisted me Pemburu? If I have forgotten something I do apologize, but I do not recall you assisting me. :-[
Each frame is NOT a tick, as each tick is a CPU clock pulse. Ticks are measures by CPU time, not actual time. Beyond that even, they're different for each CPU model.
I never said each frame was a tick; you really need to go back and reread my post Uzo. Though the term tick in itself may not be 100% correct, I was VERY detailed in what I meant by applying the term to SOTN. However, you like to nitpick and be a bit anal about insignificant things, which in this case would be terminology (even though my meaning is very clear). On that note, are you a woman by any chance? ;)
But to clarify for everyone else: for my data in reference to how long a "tick" is (which may have another technical name since what I am referring to is realistically 1/60th of a second in the game basically), it refers to the speed in SOTN at the native 60 fps. Simply pull up the value I named timerticks and compare it to the debugger actions in PCSX; you will see that for something like x movement which writes to the value 3 times per step.... or tick as I call it, that each time the value in timerticks changes it gets written to 3 times again.
In fact, I use this "timerticks" value to make sure that my scripts in memhack sync up with the game itself speed and processing wise.
That post is just overflowing with contradictions. I really don't know where to begin. By no means were any of your explanations clear, as you defined ticks as two different things in your previous post. Then you even admit you weren't even using the right terminology. You claim I'm nitpicking, cause you dont have your stuff together?
Sexist comments too? You have the class of a 3rd grader.
respect--;
That post is just overflowing with contradictions. I really don't know where to begin. By no means were any of your explanations clear, as you defined ticks as two different things in your previous post. Then you even admit you weren't even using the right terminology. You claim I'm nitpicking, cause you dont have your stuff together?
Sexist comments too? You have the class of a 3rd grader.
respect--;
If you can rip them, I can provide you with an ISO of Dracula X Chronicles. That should be enough to rip the sounds/voices, right? (<----Has never ripped sounds from anything other than NSF files, so is n00b at that)
As for the FAQ, that answered quite a lot of the things I was wondering. Thank you for putting that up. ^.^
I have no idea of any sites, but I'm pretty sure you can find something if you Google it. I'll PM you the download link to the ISO.
Serio said once that PSound works with PSP ISOs, so I guess you could try that.
You don't need a PSP to do it. From what I heard, you can rip it using JPCSP emu with Sonicstage installed on your computer.
Well, the normal in-game sounds could be handy. You could probably replace a few from SotN, since some sound effects (name entry for example) were rather annoying. Is it possible to use the program with a PSP emulator? I've heard from tons of people that those emulators work really well, but... my computer can't run them.
The gameplay voices are useless without the cut scene dialogue. And most other sounds don't need to be replaced.
P.S. Sorry about the double post Jorge.
Oh, you mean the in-game voices. I thought you meant sound effects. My bad. Well, did you try asking Serio? He might know something about it.
Another thing you could try is capturing a high quality (or high def, your choice) video of each cutscene and just ripping the sound from it.
Well, I can scout YouTube and attempt to find some high enough quality videos of the PSP SotN, and rip 'em from there, and run 'em by you to see if they're good enough. Course, YouTube (or almost any video streaming site) is known for lowering quality...
If you can't use those voices in the game, though, I'd be fine with it, even though I do prefer the PSP version voices. Oh yeah, the Dungeon main website has all the cutscene audio with their Japanese versions. All you'd need to do then is rip the Japanese grunts and such to put in-game, and then you can have two language options. I think. I dunno what more would need to be done.
Will there be Japanese voice overs in the game in addition to English ones, or will you use the voices from the PSP game?
ANSWER: As of right now, YES! Thanks to Serio, maker of the amazing Castlevania fighting game (http://serio.piiym-net.com/CVBla/ (http://serio.piiym-net.com/CVBla/)). After spending 10 hours trying to figure out and how to play the at3 files from the PSP game, I spoke with him and he generously provided me ALL OF THE ENGLISH AND JAPANESE DIALOGUE!
I now just need someone to listen to the japanese sounds, and tell me what they are translated, and where they go in the game. For anyone who is familiar with the japanese version (the original PSX and PSP japanese voices are the same) this should only take about an hour. Note that although I will use the sounds, I will NEVER actually do Japanese text in game.
If it's just placement, I'll do it. If it's translation you want, you'll need to find someone else. :P
I do, however, know the Japanese translation to the "Die monster!" cutscene.
Send me the Japanese voice clips, I'll listen, and rename the files or make a text document showcasing where they go. Shouldn't take too long, considering I play the Japanese version a lot. I've actually come to recognize how each one sounds.
EDIT: Oh yeah, I forgot to ask, since this wasn't included in your FAQ. Do you know how to get rid of the annoying fade-out between screens that GM has? Hopefully you've found a workaround so it flawlessly changes rooms like SotN.
Also, I made a few tweaks to the "Destruction Ray"/"Fatal Rain" Dracula snap. Your edit of my edit was actually pretty good. I took it here, added the star effect, and edited a few pixels on the last hand.
If it still doesn't look ready yet, lemme know and I'll try to edit it more.
THIRD TIME'S CHARM: Okay, I noticed some stray pixels and the cape looked awkward. So I tweaked it again. The stray pixels were probably from a resizing process that you or I did. And awkward cape was... I dunno, awkward.
Also, if you include the PSP voices, you can include the Japanese voice where Maria challenges Alucard to battle. But how's it gonna work if you also include the original voices, since there's no line recorded for that?
That will work outstandingly for me! Please note that you should also figure out where all of the clips for the familiars go as well. Send me a U2U with your email address and I will try to send it tonight. I only need to know what the corresponding clip is in English; the text will be the same for both languages so just letting me know where to put each clip will work perfectly and save you a lot of time too. 8)Alright, then. Sent you the PM with my email.
Yes I do, and I did because I couldn't stand it either..... just change the transition or make my own. In this case I faded it out really fast (In sotn it does actually fade out but in 2 steps), and then when starting the next room it starts with a black screen, then the room is immediately in view fully.Nice! That fadeout plagues almost every CV fan-game, and it's pretty annoying. ^.^
That is very good. The only thing that needs work is the hand in the last 2 frames; but I can do this on my own. Thanks a lot, you did some great work.No problem. ^.^
EDIT: The email you sent me had no links or files attached. Thought I should let you know. :P
I also would like Crissaegrim renamed to its actual name of Valmanway, if possible.The actual name is Val Manwë, meaning Power of Manwë in elfish language. Valmanway is a mistranslation.
The actual name is Val Manwë, meaning Power of Manwë in elfish language. Valmanway is a mistranslation.
I gotta be honest, i loved the cheesy voice work of the PS1 SOTN, it was way more cooler to me.. the PSP voices were.. very.. meh lol. the dialog was what i hated.... a cesspool of hatred and lies? really? WTF lolCorrect me if I'm wrong, but didn't Esco say he's including both English audio tracks?
I prefer, a miserable little pile of secrets lol
a cesspool of hatred and lies?
I have a request! Please, for the love of all that is holy, fix the names for Cthulhu & Malachi! Thanks. ^___^
I thought it was "a cesspit of hatred and lies" yeah I'm nitpicking.
But the use of "Val Manwe" might throw off other players.Not the ones who played my retranslation, which I'm guessing it wasn't really many people.
Not the ones who played my retranslation, which I'm guessing it wasn't really many people.
Correct me if I'm wrong, but didn't Esco say he's including both English audio tracks?
Dude, there is a lot of dialog that wasn't even used in the game. There's like, 90 people saying the word "Konami", and a ton of voice clips I've never heard before. Do you need all this excess stuff? I'm pretty much almost done otherwise, other than a some clips I don't remember.
And apparently there were two other endings. There's the normal 5th, with Maria being turned into a demon, and an ending with Richter and Alucard alone.
Will you be adding any new Cloaks in the game? Any that transition color like the Raindow cloak and twilight cape?
Have you considered removing the useless Shield,Fire,ect. potions?
Will you use the Harmony of Despair or simular portrait for Richter so the prologue won't seem so out of place?
last one, will Maria still have her Saturn button combination Spells?
Will you use the Harmony of Despair or simular portrait for Richter so the prologue won't seem so out of place?
Not sure
That sliding down a slope sprite looks awkward.
I agree.... if you want to redo it go right ahead. 8)
I have a suggestion also. It's a little bit of an issue I had with SotN from when I first played. This is totally up to you, Esco, but I was thinking that since stage 0 is supposed to be a flashback to the last battle of RoB it doesn't make much sense that the graphics look like what the castle will become years later when it reappears and Maria says that the place looks completely different. So how about revamping the RoB tiles to match up with the quality of the SotN tiles in order to make stage 0 look like it's actually happening when it is supposed to be? I'd even be willing to do the artwork myself in between working on the enemy sprites.
Posts asking me to change stage zero
The intro stage will not be changed; I love it as is. Sorry peoples.
On that note: I am not a gfx artist. If anyone wants some gfx redone, they will need to redo them.
I agree about the mug because it doesn't match the sprite, but reducing the move set would kill the fun factor.
& about the stage 0 graphics, like I said it's up to you. I only said I'd go ahead and do the graphics because:
Which I took to mean you were treating Stage 0's graphics & other issues separately. No offense intended.
with honesty, who ever used the super jump and midair dash in stage 0?
with honesty, who ever used the super jump and midair dash in stage 0?
Let me clarify: Richter will have the same mechanics as in the demo of the hack I released a few months ago. That means no high jump, no air slide, no brandish, and using frenzy whip will be possible, but have a delay between uses. He will also have his ground backflip. This is in stage zero only; his actually game will have all his moves and more.
As for why, that's simple: it makes the intro stage more retro and more difficult. :)
Removing moves from a character is kind of a cheap way to make the game more difficult, but I dunno. I guess it doesn't really apply in this case, since doesn't Richter basically have to learn all these moves in his mode anyway?
Also, about the backflip. Why the ground one? I think it should be the air one, since that's how it was in RoB, also, it makes it easier to dodge things like, say, Hellfire.
the only reason richter got all those moves is because his regected rival had them and his sprites were completely idential to richter's.
uh... what.. are you talking about?
I thought Hanz only got ONE sprite.
I thought Hanz only got ONE sprite.Yes.
Removing moves from a character is kind of a cheap way to make the game more difficult, but I dunno. I guess it doesn't really apply in this case, since doesn't Richter basically have to learn all these moves in his mode anyway?
Also, about the backflip. Why the ground one? I think it should be the air one, since that's how it was in RoB, also, it makes it easier to dodge things like, say, Hellfire.
You obviously never played my demo judging by that backflip question. Go play it..... NOW! :P
Why Richter doesn't do the backflip when drac throw his wine glass in the demo I tried?
How about a Hard mode that doesn't feature the Valmanway, Yatsusuna, or shield rod?
Since the game is pretty much beat when you get one of these.
Taking away items or moves in a higher difficulty is a very cheap way of making it harder.
I kinda saw what Esco did in Stage 0, and that was actually well done. Removing one of these items isn't.
As far as I know, Esco has nerfed these items, has he not?
If any of you out there have some artistic skills and can come up with an idea to replace the original scrolling sky/water at the bottom of the screen in the intro stage feel free to suggest it. I would be more than happy to see an example of your idea. I honestly don't know if it is supposed to be air or water at this point.
For the cloud scrolling, I could suggest 3 to 5 layers of clouds all scrolling at different speeds
I always wondered about that CV3 effect (which is really really well-done, even if we cannot tell what it is).
Because the lines all move at odd directions, this leads me to believe it's air-based, not water-based, as water is, for the most part, pretty constant (unless it's something bad in the water like that effect of gasoline moving over slow water). Because of this, I'm with Inccubus in that I think it's supposed to be either Mist or Clouds.
Yeah I believe it is wind too, and while the effect itself is neat, the way it actually comes out looking is not. It seems to basically be a 3d object that just keeps scrolling toward the camera, and to the right. The same with the sky; in fact both of them and the moon are in fact one object.
Though I have no idea why they would put wind at the bottom and then clouds at the top. It just doesn't make sense, although it still looks neat.
I agree. You have the water below, the fog flowing over it at different transparencies and the clouds at the top. I think I'd look swell :)
That sounds like a great idea; I already have water below, and mountains in the background now. I am now messing with the D3D capabilities in GM, and the top clouds look like they will be easy using it and depth adjustment to make it appear to be coming at the screen.
But what fog could I use for something that is going over the water that would fit into sotn?
EDIT: here is a screenshot of what I have done. I do however still need to make the upper part of the water a bit darker so it blends in more with the bottom of the mountains. If anyone can do better feel free to show me an example of what you have as I am not an artist and I am sure that some of ya'll could make it look prettier than I did. 8)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi143.photobucket.com%2Falbums%2Fr160%2FEsco1979%2FImage1-1.png&hash=f1aa0b2dff3869449c0184d44b2b595e)
Esco:
The water... is it just one graphic?
Send it, and I can probably take a look at it.
It looks like you're gonna just make it steadily scroll to the side, am I correct?
Send me the mountain, too. I think I can add some kind of shoreline to that mountain and you can overlap it over the water effect for maximum creamyness.
You can also create a slender mirror inverted image of the mountains and put an effect on it as if the water were in front of it, with a slight translucency.
If this game is released before Konami release another remake of SotN, it'll put Konami to shame.
Shhhhhhhhhhhhhhhhhhhh.... don't jinx us. 8)
What?
Yay! Awesome. I see you went with the misty water. :)
Is the Clocktower in 3D or is it just a graphic?
'cuz I can probably give you 3D Objects as well...
What 3D Object extensions can GameMaker handle, by the way? I never found out...
That texture probably has some kind of palette-cycle thing going on in order to make it like the screaming souls it's supposed to look like. That's why it looks all light like that, probably.
As for the Clocktower...
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2F3d%2520Clocktower-modeltextures-notrans.png&hash=7b8973fb4f862d711871d06a47e9f8a9)
Made this today on my 3D program. I haven't put the transparencies into the textures yet, but I did the UV mapping and this is what it looks like. I can export to .OBJ (Wavefront) but I won't do so until I've got all the transparencies working. Then I'll hand it to you and hopefully you can do something with it.
I was really hoping we'd get to use more complex models though; that bridge would've been killer. I can also probably make the entire Castle Keep if you wanted it visible from a distance, from another stage... but we'll talk about that once we see whether we can even use these models...
As for the Clocktower...
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2F3d%2520Clocktower-modeltextures-notrans.png&hash=7b8973fb4f862d711871d06a47e9f8a9)
Holy shit, that looks GREAT! :oThanks! :)
I do have request with it, if it is not too much too ask: can you make 2 of them? The one that you have a pic up of appears to be a perfect length for the intro. But can you make another too that is about 3x longer on the bottom part? I could use it in the regular castle keep part later in the game. :DUmmm... you do realize the clocktower in "Prologue" and the clocktower in the Castle Keep later on in Alucard's game use the same model, right? All that changes is the perspective, since Richter cannot fall it's assumed he's just 'up higher.
X: That can easily be done.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2F3d%2520Clocktower-modeltextures-backgrounds.png&hash=8a3410485102a93e87097725552fca96)
LOL I just recreated the entire thing, bwahahaha!
Thanks! :)
Ummm... you do realize the clocktower in "Prologue" and the clocktower in the Castle Keep later on in Alucard's game use the same model, right? All that changes is the perspective, since Richter cannot fall it's assumed he's just 'up higher.
Lastly... I'm not sure how it won't work to have a bridge at the side of the clocktower? You will be in charge of correct clocktower placement in your game using GameMaker, am I right? Clever clocktower placement will make the bridge appear to be linking the Clocktower to the gameplay area in the foreground, but you should not see any issues if you place it in the correct area in 3D space. Obviously if you place the clocktower in the 'center', the player will be able to see inside the textures/polygons (which we don't want to do) but if you keep the clocktower/bridge on the right side of the scroll all the time (you have to experiment with its location), the problem should never present itself.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2F3d%2520Clocktower-modeltextures-backgrounds.png&hash=8a3410485102a93e87097725552fca96)
Idea: a 2.5D Remake of SoTN using 95% of its own resources.
Backing it up: the Cathedral Room in the Chapel Area as an 2.5d example.
Make the assets, I wouldn't mind trying... like a 3D Alucard for starters.3D alucard? I was talking more of 2d sprites on a 3d plane with 3d objects.
Make the assets, I wouldn't mind trying... like a 3D Alucard for starters.
You don't have to do anything you don't wanna do.
Just glad to help.
graphics are my weakest point; I have no skill with them, nor do I understand much about them
3D alucard? I was talking more of 2d sprites on a 3d plane with 3d objects.Oh, the old school 2.5D. Like Doom... meh, I can't see myself nor many people wanting to work on that.
2dvanias make the protagonists so small its no use to make em 3d.
Ritcher's Update was only useful with cutscenes, otherwise, with a model that small, there would have been no use in all that effort.
Here is a more realistic idea (since we all know no one here has the skill or time to redo all of SOTN's backgrounds, tiles, etc. in 3d): why not tell me what skills you have and help me with the remake/hack that I already have going for the game right now that is already going somewhere at a fast pace? ;)
Yo Esco, I can rip the DXC HUD if you want for stage 0 and richter parts.
Here is a more realistic idea (since we all know no one here has the skill or time to redo all of SOTN's backgrounds, tiles, etc. in 3d)...
It's not impossible... it would just take a long-ass time since it's a lot tougher to work on 3D.
Like this, which took quite a few hours even though it's possibly the plainest room in the game...
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2F3DSAMPLE-Entrance1.png&hash=693226a61a24e69d03b33d0e86340197)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2F3DSAMPLE-Entrance3.png&hash=58b80f8df4dbd6071a8ada42450fccb8)
It would be a slow and arduous process though; so while I 'think' I can do it, I don't think I will. :P
That was actually harder than the Keep background! xD
EDIT: One more thing; in the original game, Richter's fire whip still has the ATT value of 32 holy/hit (the same as the regular whip), as opposed to 64 fire/hit in the Japanese "PlayStation the Best" re-release. You plan to fix that, right?
Sorry for the LOOOOOOOOOOOONG silence on my blog (it has been about 12 days since I updated it), but I placed another update up just now. Everybody please feel free to check it out.
NOTE: If anyone has any artistic skills here and wants to contribute to the hack/remake, please feel free to send me a U2U here saying so, and detailing what kind of skills you have. Seriously committed people only please. 8)
For the Maria Sprites, is it okay If I redraw some of the Saturn sprites to fit the PSP version?
This was already done by myself for Anapan's Castlevania Online. And it's ALL the Saturn sprites resized to the PSX resolution.
This was already done by myself for Anapan's Castlevania Online. And it's ALL the Saturn sprites resized to the PSX resolution.
Well, here they are.
I no longer had the original file. I had to dig through some old boxes for old back-up CDs, and found the images in a folder, though all separated. It took an hour to assemble them again, so while you don't have to credit me if you use these, since they aren't my original sprites anyway (just resized and edited), at least some acknowledgement in the form of a special thanks or similar would be appreciated.
Maria's original magic effects are included, though some don't have the correct palettes. And, of course, some of the animations aren't the greatest, but it's obvious they used a different artist, and they do seem a little rushed, not to mention somewhat inconsistent with the original frames here and there. But I digress. It's ~300 frames or so and 7916 pixels wide :o. I've laid the image out so that the maximum size of each frame is obvious, where the colors change. I hope that is more helpful in disassembling them. And as I far as I know, the frames should be organized by individual animation.
http://imageshack.us/f/193/allframes.png/ (http://imageshack.us/f/193/allframes.png/)
gives me a good idea, how about Ditching the Blue Mullet Richter and use Uzo's Chronicles Sprites and Serio's Symphony Sprites and have a Chronicles feel all around?
aaand I can see if I can whip up some cleaner portaits to replace the old ones (since the coloring and stuff looks a little off)
Uzo's Chronicles Sprites
EDIT: Also I don't remember who asked about Richter's portrait in the intro, but I managed to find one and tweak it in a way that I actually felt matches up with the other portraits pretty good: (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi143.photobucket.com%2Falbums%2Fr160%2FEsco1979%2Frichter_portrait.png&hash=78c6eae2f05bd4609084da03fd2ad515)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2FDXC-Richter-WithHeadband2.png&hash=553886b01207398547f5c0d8cf19303a)
Well, in Rondo of Blood he looked like this:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Ft0.gstatic.com%2Fimages%3Fq%3Dtbn%3AANd9GcTHIfxPQVHOPUJeQErrPOFPOaTHn1aKZMmRTXa0uHgrPm_COm-P9m4NFqW06g&hash=e6e764ccb2f475f22b1380f44df2b485)
So why not use this (which I just made :P ):
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2FDXC-Richter-WithHeadband2.png&hash=553886b01207398547f5c0d8cf19303a)
Or, if you really want that picture with an overuse of shoulder (and possibly a nasty stiff neck the next day for our Hero), you could use this (which I also just made):
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2FDXC-Richter-WithHeadband1.png&hash=e003e68767d82a5b3c9ee704cd5c83c4)
How will you do the Japanese text in this? iirc Game Maker doesn't support Asian languages.
Up + Select? I thought that in order to play as Richter in his SotN outfit you needed to input 'DRACULAX' in the name menu.
Cool stuff, but you should post screenshots and videos in an orgiastic manner. WE WANT THEM!
You mentioned earlier that you're going to release a demo sometime later, is it going to be only the prologue?
I see, what about Richter's HUD, is it still replaceable? I can try to edit it myself if you wish (emphasis on try, though, I have little free time).
So... I'm guessing that it's too late to replace Richter's HUD with the new one uzo made? :-X
[ img ]http://i143.photobucket.com/albums/r160/Esco1979/ohshit.png[ /img ]
........... 'nuff said.
Very nice job!
I'm happy to see the 3D ClockTower and 3D GrandCross in Action! :D :D :D
Is the black hole also the one I sent, or is it a whole new thing? Just wondering. It looks pretty amazing. :)
"Where are you looking...?" ;)
I saw the video a while back and it was just as impressive... but now, coupled with the Dracula and the other effects, I guess it enhanced the awesomeness.
I already have remade that requested music track. I can remaster it with my newer instruments but I'm not sure it will approach the style that Michiru Yamane did with her games.
On another note, anyone wanna talk strategy? :X
Not to burst your bubble, but Esco did say to post all bug reports on his blog, did he not? Yeah, Esco did respond to you, but it's usually a one-time response.
Also Vlad is correct, in the future please follow the rules like everybody else so this thread doesn't turn into a mess. Going forward any further bug reports here will be ignored from EVERYONE.
I don't feel like making a word press account
Alright, I will explain Z-depth.
Z-depth is a definition of the horizon line in a 3D model. It gives objects depth by providing some much-needed perspective.
Here is the difference between an object with Z-depth applied, and one without it applied.
On the left is the clocktower, with no Z-depth. This is the way you have it in the game. It does a good job at looking 3D, but it's doesn't really have much depth, so it looks flat. On the right is the same clocktower, with all the variables the same, except with the Z-depth attribute applied. Even if it's facing the player in the same angles, the perspective clearly shows. This is how SotN in the PSX is done, and is apparent when Alucard flies in the area high above the clocktower, where you can (barely) see the rooftops of it. On your stage, it's never gonna do that, no matter how high you fly. It will look flat without a horizon to make it pop.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2Fctower-nozdepth.png&hash=b0053cbc591113e2e97d7c8c862111f7) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2Fctower-withzdepth.png&hash=22e5bd2bbc55df34a4d05cbfd691f971)
No Z-Depth-------------------------------------------Z-Depth
On another note, anyone wanna talk strategy? :X
So I was playing it on my TV, messing around, and then suddenly;That's amusing.(click to show/hide)
I'm sorry Jorge, but other than the angle they are turned, and the fact that they are colored different, I see no difference between the two (although in my engine based on where you are the clock tower DOES angle different like in the pic and like in SOTN).
My experience with z-buffering (I assume that is what you mean by Z-depth, or am I mixed up?) is basically to make stuff look like it is coming at the screen, right? But in this case, I would have no reason to make the tower appear to come closer to the screen?. I did use z-culling on the object to make the faces appear correct, but I never tried any z-depth stuff with with the tower.
Maybe it's just that you have so much more EXP. with 3d than I do, but looking at SOTN and my game, I don't see any issue depth wise at all. I am actually amazed at how great your tower looks in game; it makes the original one look choppy and trashy. ;D But if I can find a way to make it look even better (which you are making helpful suggestions for) I am all for it.
Good job there Esco! I loved the fact that you gave Richter a longer Vampirekiller and that you've kept the proper spike ball for it too. Well done! Although I might be nitpicking a bit, I thought that the whipdraw before the whip attack itself was inferior to what we see in the original SotN. I realize this is still only a demo but will the current whipdraw remain the same or do you have something better in mind?
On that note, it SHOULD be possible to write me a comment without having a wordpress account. If it is not, make one, it takes 5 minutes. If you cannot take 5 minutes to make an account, I cannot take 5 minutes to speak with you. And this is NOT up for discussion.You should really just make a topic devoted to bug discussion and such. Or an email. Its so much hassle just to make an account for something I'm never going to use again.
You should really just make a topic devoted to bug discussion and such. Or an email. Its so much hassle just to make an account for something I'm never going to use again.
But hey, it's no skin off my back. :P
I don't want to make a wordpress account just to point out a minor thing.You don't have to create an account for simply sending a message. Just post as a guest, problem solved.
You don't have to create an account for simply sending a message. Just post as a guest, problem solved.
Please log in using one of these methods to post your comment: Wordpress Twitter Facebook
People who do not get the hint, even when asked nicely
Still, that doesn't mean you need to create an account to post on wordpress. Esco has to setup the blog to allow that, like in this picture:Well that changes things then.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi239.photobucket.com%2Falbums%2Fff233%2FGeminimewtwo%2Fnolognecessary.png&hash=85bfb2265bc7eb4ff942d38a9ab8331f)
This way people will stop bitching about it. Then again, maybe they won't.
With everyone so focused on something that is absolutely trivial, I wonder if any of you actually managed to get the BEST possible rank in the intro stage yet?Sadly, neither CD10K nor the two wacky Russians hang around here. :-X
If someone thinks they have feel free to put up a pic proving it. ;D
What a lovely mess of code that is! What a nightmare. Is that written in C language?
The screenshot is rather curious.
Richter says "It's over! You have no place in this world!"
Does this mean your using your own dialog? You won't be using the audio voice files from the original game?
No "Die monster! You don''t belong in this world!" ?
The classic, horribly inaccurate translation will be missed. No doubt, it's poorly written and simple, but I liked it.Actually, all three of the translations will be in the game, and you can choose separate voiceovers (Old, PSP, and JPN) for both the dialogue and gameplay voice samples to boot! However, judging from the revealed screenshots, the script used will be directly linked to the dialogue voiceover chosen in the options.
Although I think your making the right choice with this translation, considering the scope of this project. Your tweaking, balancing, upping the difficulty... essentially redefining the game to a more competitive level; so the more correct and serious tone of dialog would be suitable.
Keep at it. I'll keep an eye out for any further updates.
The classic, horribly inaccurate translation will be missed. No doubt, it's poorly written and simple, but I liked it.
Although I think your making the right choice with this translation, considering the scope of this project. Your tweaking, balancing, upping the difficulty... essentially redefining the game to a more competitive level; so the more correct and serious tone of dialog would be suitable.
Keep at it. I'll keep an eye out for any further updates.
Hey Esco, quick question here: will you use a "new" soundtrack or keep the original one? I mean, will you use newer arrangements (for instance, Judgment, HoD, fan-made covers, etc.) in the game (like DXC's "Dance of Ilusions" instead of SotN's) or keep the original tunes? Just wondering.I think he'll keep the old ones, though there was a comment in his blog that has led me to believe that he'll add new tracks as well. You might want to ask The Man himself on his blog though.
are we going to see the Saturn only areas?For the love of God, NOT THAT CRAP! Plus, I bet Esco can come up with x100 better ideas for new maps, if he were to implement any additional areas.
Everyone discussing the concept of new and re-imagined stages
IIRC, again, Esco has stated that he doesn't plan to include the Saturn stages'cause they suck ass.
I personally agree that the two saturn stages of NitM should be brought back for this hack. They added more to the castle even if the enemies were a joke. I was always disappointing upon playing SotN in DXC only to find that those two areas weren't in the game :P And I also agree that they should be made larger. And Esco I did a little scouting for you and found that The Spriter's Resource has the background tiles and sprites you're looking for ;)
...THe samurai boss,though a challenge, does not act like a ninja or samurai imo.
Cartoony NitM enemies are shit.
That's because he's not. The bosses name is Skeleton Leader, and he's basically a beefed up Skeleton Knight somewhat similar to the Skull Knight from CV3.
Not even remotely dude.
Yo, Esco, you wouldn't mind if I posted a thread about the game on my forum, would you? As for the download link, I can just link them to the blog. You know, just to let people know about your work.
In fact I will never understand why ANYONE out there would object to people hotlinking to their project; it's just stupid and self defeating.
There are several reasons for this, I've heard:
He/She does not want his or her project revealed until completion. A surprise if you will.
He/She is concerned about theft of their own work. (I can definitely get behind this one)
He/She might never finish their project, so for them it would be better not to announce anything.
There's probably a boat-load more but these three are the ones that stick out the most.
Unless it is somewhere else besides the pages for POR and OOE, no they do not. :rollseyes:
Redundant
Also redundant
Yet again redundant
Have I unknowingly got on your bad side or something? While the above might not seem that big a deal for you, but to me I cannot help be feel my negativity rise. Please forgive my misunderstanding you if there is one.
Also, in the future if you have a personal question like this, please use U2U instead. 8)
I am rather pleased with the Dracula Boss fight shown in the demo, however, I have a few criticisms.
a great post
That is absolutely right. You should never encourage a player to dumb down his strategic options, threatened with a penalty. It makes absolutely no sense to encourage more repetitive and boring behavior.
Let me buy you a cold one.
Yeah, Esco, I'll have to agree with Uzo on that one. Punishing the player for the use of abilities is a bit... lame.
He is saying to encourage the use of all your abilities. That is encouraging creative gameplay that requires the user to use all of his abilities to overcome the obstacle, which is what strategy is all about. I don't see any irony.
Irony is you talking about strategy, and then punishing the player for using abilities that are strategically beneficial.
What's worse, is I know other people on here who will also agree with what you just said, and think I am just talking crazy with that statement. The irony of it all just kills me. But it's all good, and you are all entitled to your opinions.
I guess instead I should just give them unlimited hearts then, huh? Since a limit apparently encourages a player to dumb down his/her strategy. Even though spamming subs and crashes could totally remove the necessity of a strategy in the first place.
Sorry but if you both feel this way, that is fine. But you are both wrong then, and need to learn a LOT more about game development.
And uh... Uzo's programming his game in a far more complicated engine then you're using. At least, I assume, since he's using C++ as far as I know. You know. Just sayin'.
I do not honestly think you know how involved even this demo truly is, nor do most people. In fact, I only do because I have spent years hacking a game, and had several people better than myself who instructed me on quite a bit from a development stand point.I don't need to understand programming language to know this. In fact, I do know developing a game takes time and energy, and even the slightest change can be ridiculous work.
Your argument works well against me. I know jack shit about coding. So you got me there.
However, from what I've seen (granted, these are just engine test videos), it looks almost exactly like the real thing.
And uh... Uzo's programming his game in a far more complicated engine then you're using. At least, I assume, since he's using C++ as far as I know. You know. Just sayin'.
Normally I don't tend to respond to critiques at all
Normally I don't tend to respond to critiques at all
I guess instead I should just give them unlimited hearts, lives and hp then, huh? :rollseyes:
Sorry but if you both feel this way, that is fine. But you are both wrong then, and need to learn a LOT more about game development.
Never did I state that anyone who disagrees with me knows less about game design then me
Sorry but if you both feel this way, that is fine. But you are both wrong then, and need to learn a LOT more about game development.
it was also none of your business so you should not have interjected in relation to it at all.It was posted publicly on a public topic in a public forum. Thats plenty my business if Im following the development of the game and see two people discussing back and forth game mechanics and such. if it wasn't my business, you two should have taken it to PM's.
You can babble all you want, but you were warned. Have a nice day.
I'm all about options, myself. I'd like the choice rather than it being imposed.
For the record, I never had an issue with running/walking back in SotN days, so I'm more on the impartial side.
It's not like it's too difficult to add one more option on the menu, right under "Cloak color" and "Window color" or something.
Update on Esco's blog:
http://sotnhacked.wordpress.com/2012/04/25/redoing-controls-player-scripts-and-the-controller-setup/ (http://sotnhacked.wordpress.com/2012/04/25/redoing-controls-player-scripts-and-the-controller-setup/)
Rather unusual for you to forget announcing an update here, Esco.
UPDATE: A new post has been put up on the blog. Feel free to check it out: http://sotnhacked.wordpress.com/2012/05/22/update-52112-first-normal-enemys-ai-has-been-coded/ (http://sotnhacked.wordpress.com/2012/05/22/update-52112-first-normal-enemys-ai-has-been-coded/)
so bro , have figured the slowdown issue after holding "down arrow" ?
All bug reporting should be done on the blog please. Follow the directions here to file a report: http://sotnhacked.wordpress.com/2011/11/22/place-all-bug-reports-here/ (http://sotnhacked.wordpress.com/2011/11/22/place-all-bug-reports-here/)
Wouldn't hurt to hook the fan gamers up with something come christmas time,aye?I wouldn't put a deadline, no matter how special, to a fan game (or a demo of it), if I were you. A rushed product is always no good, just take a look at SW: KotOR II or MMX6. Besides, I'm not sure how an Alucard demo would work out (where it'd start, where it'd stop, etc.), not to mention that Esco never promised us such a demo (that, and Esco never struck me as the kind of guy who'd poop out another demo just because we asked, no offense), so I wouldn't hold my breath.
Thank you. If I learned anything from following fangame development, it's that you have to be patient as programming isn't as easy as it looks.
Any chance you'll share some of those sprite rips of objects with the public?
Hey Esco, I'm free from my freelancing assignment again. We should talk. You have my AIM.
I think they should be spells, as sub-weapons are "items" (a Cross, a Axe, etc.) while spells are "pure magic" (Fireballs, etc.) Just my 2 cents. :)Seconded, though that would mean summoned beasts would have to count as "items" as well when we take Maria into account in regards to that reasoning. (Okay, I think I bit off more than I can chew with that sentence. Was there anything wrong with the grammar?)
Ok, I have a question that I would like to get feedback from the rest of the community on: I have been considering changing Alucard's Hellfire & Summon Spirit moves to being sub weapons instead of magic spells. This of course has benefits and downsides.
At the moment, here are the other sub weapons I have planned for Alucard: Shuriken, Boomerang (acts similar to cross), Bwaka Knife, Dynamite, stopwatch, Agnea, Pentagram (inflicts stone/curse on all enemies if possible). With Summon spirit, and Hellfire that would bring his heart using sub weapons to 9 (Richter has 10 planned as of now & a crash for each, Maria has 9 planned also with a crash for each).
Also as a wolf his sub weapon is the howling moved I showed everyone in the video before, and as a bat his sub weapon is bat fire (bat echo is his normal attack)
Keep in mind too that once a subweapon is collected now, you always have it, that they can be leveled up, and that you can also swap between each one with a button press on the pad, OR a hotkey on the keyboard.
That would mean his spells would be: teleport, dark inferno, tetra spirit, sword brothers, soul steal, and dark metamorphosis. These all require a controller combination to use, and most have cool down afterwards so that you cannot spam them, since most have been made as strong as a crash (though healing effects have been MAJORLY cut down).
And before anyone groans about him NOT having some of the other sub weapons/limited use weapons, don't worry... all of them will appear in game. If not used by Alucard then another character will use them (the exception is the magic missile; which will now be similar to one of the bow and arrow weapons maria can get instead)
So what do you guys & gals think? Should summon spirit and hellfire be sub weapons or spells? And more importantly, why or why not?
Speals are probably hard to do on the keyboard, but having too many buttons to press might not be a good idea either.
Alot of people are gonna play this with a controller. I think SOTN already uses almost all the buttons on a modern 360 and PS3 controller. That would mean someone would have to use the keyboard AND a controller to play the game. You could have it as a toggalable option to help keyboard users probably.
Oh jeez, I hope I don't become collateral damage because of your dick-waving. Last time someone dared Jorge, I lost my primary and secondary means to access the forum (that being mobile and intranet access, respectively). Seriously, smartasses always end up inconveniencing everyone else.
/rant
ATTENTION EVERYONE: for further updates please check the blog. I may have someone post updates here, but I wouldn't bet on it. I see no reason to give this place the extra attention.What the hell is wrong with you. Seriously.
Jorge: You talk trash on here but you and I know face to face you would be dead silent. Talk your game bro. You're still a joke who has one hand on his dick, and the other on his keyboard, while your mouth is sucking several people's dicks on here who you let get away with murder while you choose to single out others. And NO, I am NOT the only who noticed.
Better hope next time I come to NY I don't come looking for you because we both know I know where you are and how that would go. Especially considering how fem you look. ;) Ta ta sweetie.
-Esco
ATTENTION EVERYONE: for further updates please check the blog. I may have someone post updates here, but I wouldn't bet on it. I see no reason to give this place the extra attention.
Jorge: You talk trash on here but you and I know face to face you would be dead silent. Talk your game bro. You're still a joke who has one hand on his dick, and the other on his keyboard, while your mouth is sucking several people's dicks on here who you let get away with murder while you choose to single out others. And NO, I am NOT the only who noticed.
Better hope next time I come to NY I don't come looking for you because we both know I know where you are and how that would go. Especially considering how fem you look. ;) Ta ta sweetie.
-Esco