My guess is because some people feel intimidated by the coding it takes for the 32-bit style. I wish there were more hacks like that as well, but the 8-bit versions and 16-bit versions are still pretty great.
I have to ask why so many people are insistent on doing an 8 bit fan project, rather than a more current 32 bit 2-d one? 8-bit is extremely old and played out by now, but I keep seeing 8-bit Castlevania rehashes. So far I seem to be the only person doing one that is at least 16-bit, and I do not understand why with all the talent that there is out there. :( :o
how are you gonna do the whip swingin? Thats somethin Ive never had any desire to even attempt to make
I was more referring to the random placement of the swing anchors than anything else. they serve no purpose other than to be there. its like something that you would make for a debug mode, to test out the physics, rather than put in any kind of level. sciv was mostly "tech-demo-y" in that it experimented with what the technology could do and played with it; but, it did so with tact and intrigue, its excursions into experimentation aren't awkward and fit well within the context of the game.
so its kind of a different kind of tech-demo-y?
i guess what i'm trying to get at is that every element in a level should be considered and should have a purpose or reason for being. the issue with the anchors is that they don't work with the rest of the level design; there's no reason for them to be there and as is they don't accomplish much. maybe instead you could build on the idea and have the anchors lead to a slightly different route in that particular room/part of the level, that you normally wouldn't be able to access? (also, try not to chain so many anchors together like that, it comes off as tacky and unnecessary).
i also don't recognize what room its edited from in sciv.
I have to ask why so many people are insistent on doing an 8 bit fan project, rather than a more current 32 bit 2-d one? 8-bit is extremely old and played out by now, but I keep seeing 8-bit Castlevania rehashes. So far I seem to be the only person doing one that is at least 16-bit, and I do not understand why with all the talent that there is out there. :( :oYour not the only one... ;D
I'll be programming the game with game maker, so the issue of the graphics style is completely irrelevant to the programming itself as far as fan games are concerned..
The choice of 8-bit style graphics is my preference (I'm huge into retro gaming) and it will be a lot quicker for me to work with.
Retro is 'in' right now for whatever reason. Part of it though is probably that the simple graphics are easier to work with for more ppl.
I have to point out something that I've been wanting to ask.
Lately it seems ppl are using the term fan game for hacks as well as actual fan games, why is that?
The CV2 project going on right now is a ROM hack. Your own project, Esco, is also a hack. (Excellent work, BTW.)
My project is a from-scratch fan game as far as programming is concerned.
I'm not gonna be using or modifying any code from any of the source games.
How's this look?
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi256.photobucket.com%2Falbums%2Fhh189%2Fkoala_knight%2FCastlevania%2520The%2520Demon%2520Castle%2F1-0x1.png&hash=28af0f4f28a641b128f617fa4e1a996b620d339f)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi256.photobucket.com%2Falbums%2Fhh189%2Fkoala_knight%2FCastlevania%2520The%2520Demon%2520Castle%2F1-0x2.png&hash=e84218ffe21f980fa3b0180a43270d45a9831e67)
Most 16-bit tiles are NES-compatible as far as dimensions. Sprites though tend to be 8 to 16 pixels taller and many are too many pixels wide if you want to stick to NES limits. Not sure about an MX.
That's some nice ground. But the brick and gate colors are bright enough that they seem closer than the ground does. Theres a lot more contrast in them than the ground. I'd also try to select colors to better the ambiance. Like, slowly shift the hues of the bricks to a blue for a more cohesive composition.
Great update! Can't wait to see some animation soon!
Thanks to TheoAegis' awesome work on his cv3 engine you'll definitely get to try this out sooner rather than later!That's good news!
Here. Now I think I can say it's finished. Edited the castle from the Akuma-jou Dracula title screen.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi256.photobucket.com%2Falbums%2Fhh189%2Fkoala_knight%2FCastlevania%2520The%2520Demon%2520Castle%2F1-0x2c.png&hash=06dab23f0843029c87fa68d4800b4488f1982087)
I was thinking more along the lines of how Juste can infuse the sub-weapons with magick, but not to the same extent. Oh, just remembered the perfect reference; the item crashes in Bloodlines! It would be like that. Use hearts for simple weapon boosts and multiple weapon pickups for ammo. So you would need both weapons and hearts fr the mini crashes. That way you can always have the right sub-weapon for the right situation provided that you've picked them up. How is that? I'll still include a classic mode for the true old-school experience.
I hadn't thought about Skeletons, but I think perhaps some impaled victims would work rather nicely. I was already considering crows.
Hmmm... I'm gonna need a new 4-color Simon sprite. I'm gonna go ahead and say that my hypothetical NE/SX aesthetic has a limit of 8 palette consisting of 4 colors each +1 universal BG color. That's why a "4" color sprite is needed. It will also have a simple 2 layer system that allows for the use of foreground tiles. That will go a long way towards making this seem like a game on an advanced 8-bit system.
I'll also want a CV2 sprite and an SCV4 sprite. Any other suggestions for possible bonus outfits?
Another Suggestion: You should actually add surprise attacks throughout the game. Like enemies jumping through windows or from above and stuff. Or enemies that look like part of the backdrop attack, like the crow.
They had some of those surprise attacks in Rondo's village stage. I think I'd work well inside of Castlevania :)
-X
I was considering something like that as well, but I'm wondering if that would be beyond the capabilities of my hypothetical NE/SX hardware? The thing is that it would be at an angled view. I think that would be a lot of sprites, but perhaps if I were to make it more of a BG animation I could get away with it. I'd rather it was the drawbridge opening rather than closing.
Here we go! I'll redraw the bridge with logs to make the animation make more sense. Then I'll have it slam down as you approach. When you finally get to walk on it the logs start to crumble under foot. ^___^
Had to redo the tree arrangement because my computer decided to crash right as I was about to save my work.
Here's the new one. Also redid the 'moat' since I'm going to do an animated drawbridge instead. It'll be interesting to animate, but I think I'll simplify it by using round logs instead of what I had before.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi256.photobucket.com%2Falbums%2Fhh189%2Fkoala_knight%2FCastlevania%2520The%2520Demon%2520Castle%2F1-1x1WIPb.png&hash=8d8e9668732c6785d6a0e4fd34336c65c48f2722)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi256.photobucket.com%2Falbums%2Fhh189%2Fkoala_knight%2FCastlevania%2520The%2520Demon%2520Castle%2F1-1x2WIPb.png&hash=402ab0839e392d1a4fa1214908a0d8d239267f32)
Edit:
OMMFG!!! I just tried out the WIP of the first stage with the rendition of Vampire Killer that Jorge made set as the BGM and was just fan-frickin'-tastic!
Alright, screw this.
You guys can just try this out. :P
http://www.mediafire.com/?91uzpcyabpfcauh (http://www.mediafire.com/?91uzpcyabpfcauh)
A is attack. Z is jump. Space changes your sub-weapon.
lol guess who got pwd? you gayIt's original title was the demon sonata WAY COVER YOUR FUCKING TRAIL!!!
If you don't want to be assed to include a key config (not too hard, though), set attack to Z and jump to C. There are two reasons for this. First off, most of the time emulators assign Z to B and X to A, or Ctrl to B and Alt (or Space) to A, since B was to the left of A on the NES gamepad. However, Z and X pressed at the same time causes an I/O error, but Z and C doesn't. It doesn't feel too unnatural either. People can play with their ring finger and index finger or middle finger and index finger, whichever is more comfortable, whereas with Z and X they're forced to play with fingers close together which, I feel, causes additional strain.
Wow that's really nice.
Also, love "In the Castle", although it doesn't loop... :\
One thing that bothers me (very slightly) is that the dagger doesn't seem to go off-screen when you chuck it. Rather, it disappears when it gets to the last tile (the very last 16x16 tile on the edge of the screen). It looks really weird when it does that. I don't know if people have pointed that out already.
Nah. I'm gonna add a black boarder to everything instead. I need the Hud to stay out of the way of the stage graphics since I'm taking advantage of the full screen area for this game. I might even have the HUD hide when there's nothing going on. That wouldn't be so hard to do in a pseudo-8bit system such as NE/SX. Also, I could make it into a simple menu system such as in CV2. Still minimalistic, but eliminating the clutter on the screen during play.
Small minimalistic HUDs worked just fine with CVDX & RoB. There are tons of games on the nes that use the full screen area with small HUDs that aren't big ass blocks on the top of the screen.
Wait, didn't Super Castlevania IV also employ the same type of HUD as Inccubus' screen cap? If that's the case then there's no real problem.
I have to disagree here. The gauges in those games are really no different than the gauge in CV1 &3 they're just animated better. And besides that visibility has to do with the colors you use and having a distinct boarder. Look at the power meter in Megaman. It's perfectly visible all the time. The one in CV2 is crap cause it has no border.
And I forgot to mention, that the reason that the HUD in CV1&3 look like they do is because they're drawn with background tiles instead of sprites. I'm not bothering with Sprite limits for my game so I can afford to do it the way I am. Don't worry about it cluttering up the screen though. I am going to make it minimalistic like I said. You'll see guys.
Exactly! That sort of having to think about what you were doing is one of the things that made CV1 & 3 so great. I'm just taking it to the next level. BTW, I never thought I'd read 'spamming' & 'knife sub-weapon' in the same sentence. That thing is supposed to suck. That's the trade-off for it being the fastest sub-weapon.
Ever see what that thing can do at LV9 in HD with Berserker Mail and 2 Miser Rings equipped? You'll anally rape everything in the long pathway that leads to the castle entrance in Chapter 9.
I'm thinking of using it as a base for some further modifications, yes. ;DAre we goin to get a preview of the animation?
Update: Huzzah!! Got the animation for my drawbridge done! Now I just have to do the chains and the last of the graphics and 1-1 is finished except for the last of the parallax bugs.
I've been trying to make a video of it, but so far all the screen cap programs I've used suck. Any recommendations?
Tried Fraps?
Do you get treasure by crouching there? :D
Fraps is good. Hypercam3 is also good but puts a "Unregistered Hypercam" at the top left (but if you record the entire window, you can crop out that watermark by using Virtualdub, which IS free).
Actually, I think Virtualdub also does video/screen-capturing, but I've not used it for those purposes.
One of the things I like the most about that animation is that it would totally be doable on real hardware... it would just cause major flicker with all the sprite tiles it would require. ^___^
Archway graphics are done:
Yes, they are partly in the foreground.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi256.photobucket.com%2Falbums%2Fhh189%2Fkoala_knight%2FCastlevania%2520The%2520Demon%2520Castle%2FWIPPreview02.png&hash=390607c87b1fe3823a22d5558aecc5c1313d343f)
Archway graphics are done:Sprites look great! Colors look great! The only thing I notice is that you don't have any icon for how many lives you have remaining....love the 2.5D bridge! Hopefully, you'll use this effect for other stuff in the game as well! You should add water in the chasm and add some splash when the bridge falls to give the illusion of heaviness to it!
Yes, they are partly in the foreground.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi256.photobucket.com%2Falbums%2Fhh189%2Fkoala_knight%2FCastlevania%2520The%2520Demon%2520Castle%2FWIPPreview02.png&hash=390607c87b1fe3823a22d5558aecc5c1313d343f)
Thanks. I'm gonna set it up like in Dracula X where when you press pause it switches the HUD to show lives & score.No biggie dude, just an idea to play around with. Is this going to be a remake or are you going to have your own original levels and such?
I already have a plan for the drawbridge feeling heavy. I'm not feeling the water on this one. I'll see though, I could always rationalize it and change my mind. ^___^
I get an error that says "OpenAL34.dll is missing" and can't open?
I had no music in this version also do you have treat uninitialized variables as 0 checked? cause I get this over and over in a game_errors log
ERROR in
action number 1
of Draw Event
for object debug:
In script draw_status:
Error in code at line 5:
a=string(obj_Belmont.hearts);
^
at position 23: Unknown variable hearts
ERROR in
action number 4
of Draw Event
for object debug:
Error in expression:obj_Belmont.stop
position 13: Unknown variable stop
Might be your directX isn't updated or something. What I do in these cases, though, is just download said .dll file and through it in the same folder as the .exe I'm trying to run.Thanks, worked perfectly.
Thanks! and it's only 4 frames. 8)Very impressive for only 4 frames!
FYI time limits are lame and archaic.
I had mentioned this to Inccubus about the clock and gave him the idea of using the clock for a point system rather then a stage time limit. If you've ever played any of the Super Star Wars games on the SNES, they use a clock but it's only for more points at the end of the stage. The more time you have on the clock, the more points you get. So I think that this is true about Inccubus' game as well since it'll be a bit too complex and unrealistic for a stage time limitation.
The original games just used P as the icon for lives, I think.
Nice job though! Looks retro, like a GameGear game. :)
Secrets will be plentiful, and getting to some stages will require you to discover some of them.
The revolver has to stay a revolver for a good reason that I'm not going to spoil. ^_____^
Does that mean Ocelot is going to be playable? Ya know as soon as I heard revolver, it reminds me of Ocelot from MGS.
Cleaned up the screen a bit.
Fell free to disregard the typo.[/u]
Here's a WIP of the new pause menu:I have the actual CV3 font package if you need it...
All numbers separated by a "/" are current values on the left and maximum values on the right.
Also, should have mentioned a while back that I switched the numbers in the font to those from CV2 since they match the style of the letters from CV3 better. Speaking of which you might notice some subtle modifications to some of the letters in said font.
Oh, and those small frames in the top section are for the relics the first 3 of which are collectable on a per stage basis.
Just use his head for the Lives icon, instead of trying to fit the entire body in there. I like the concept though, but it's too small to see.
I hesitate BECAUSE that's what most other games do.
I'd rather be unique if possible, and if not than unusual will do. ^___^
OK. I got two more suggestions for a life icon.They do have mummies in Castlevania, so no worries.
1) an ankh.
2) a dove.
I like both, but I fear the one is too Egypt, and the other is too Christian. What do you guys think?
While I take a break from this fangame, I'm working on Megaman fangame too.Inccubus, im a HUGE megaman fan, if you're interested in having any metal mixes of any megaman tunes be sure to let me know and i'll hook it up dude! 8)
I got an open-source Megaman engine and I'm improving it.
Test it and tell me if the jump physics feel right.
There are a lot of bug to be worked out still, but I'm concentrating on fixing the jump first.
http://www.mediafire.com/?sv1hnunjbf3bbj2 (http://www.mediafire.com/?sv1hnunjbf3bbj2)
Yeah. Something like that would be reasonable.If you can get into the hdd a program called DiskDigger can find your stuff for you even if the hdd has been reformated....
Huzzah!! My harddrive with all my projects on it just died. Looks like Megaman is going straight back to the drawing board. Fortunately I have a back up of my other projects.
And then I realized the whole thing was as useful as a paperweight. They forgot the RAM!! (And, no, I can't use my old RAM. It's DDR2 and this board only uses DDR3.)
Screen shot:
(https://photos-1.dropbox.com/t/0/AAC4nL-eZ0dOVlZywCSRkjYPun7ckp6TriGDtbpdOH73Dw/12/151262646/png/32x32/3/_/1/2/New%20Lolo%20-%20Sample%204.png/YjD3BILg42kh_4l33IbmVxBiHXDAYPrsZNFwItIbjqc?size=1600x1200)
links broken