I think Thaddius beat you to the Contra + Castlevania concept. The project use to be named Vampira, but i think it changed a while back.
Posting links to videos/music/whatever here would be nice. I don't feel like fishing through 18 pages of the linked thread for them.
I was wondering what had become of this fangame. It's nice to know it's still in the works cause I want to play it. :)Vamprotector Title Intro.avi (http://www.youtube.com/watch?v=RACylRCSWXs#)
-X
Wow. That is so messed up crazy awesome. Contra X Castlevania music... insane.Thanks man, my bud Warmachine is a whiz on the guitar! He's been helping me nail down the atmosphere I want for the game pretty spectacularly! He just get's it. I am in the process of making a new promo vid of the OST today, I think that you will enjoy!
That's a huge file. I did download it though.Strange, I will check the file again and post when I update the link.
It doesn't appear to play properly. It is one hour of the same segment repeating, and cutting out to silence for a few minutes. There is something very wrong with the file.
That's a huge file. I did download it though.I figured out the prob. I used fileserve to send it and it has a2GB limit the original file (that I made with premiere) is 12.7 GB. For some reason when I try to shrink it Zwei-Stein. It shrinks the size and then gives me the same error that your talking about. Same with when I use the advance download for youtube and it has a 20GB limit. Hmmm..the original file plays perfectly. Any suggestions. Is there a place where I can upload the vid over 12GB? I am going to try to just make it a mp3.
It doesn't appear to play properly. It is one hour of the same segment repeating, and cutting out to silence for a few minutes. There is something very wrong with the file.
You could try... not making it so damn huge? Drop the image quality, just not the audio that much. The still images hardly need high image quality.No doubt dude, I'm gonna redo it in MP3 format, and then go from there. I'll post it with some more new stuff when I get a chance.
I don't really know any Contra tracks it could mix with, cuz I'm not too familiar with its soundtrack, but Darkness of Fear from CV would be awesome to hear in this game.I'm with ya on Darkness of Fear, that is an AWESOME tune! I'll come up with something to mix it with ;) there are still a few contra tunes around to play with :)
And BTW, I'm really excited about this project. The idea of Richter with a machine gun thrilled me for years and now I finally get to see it in game form. ^.^
Lovin the soundtrack in this game. It's amazing. ^.^ Something about hard-rock in Castlevania gets me pumped up. Keep it up, man!LMAO i know right?! ;D thanks dude!
Is the Clock Tower track intentionally off key?Good catch man! lol, yeah to go with the added harmonies and hell's messenger track it is, but it all comes together when they are mixed 8)
Awesome! You stuck in VHD: Bloodlist's Carmilla in there! Don't change it!Yep, she will be "The Blood Countess" in the game for when you play Helsing's story in the game. It's not the VHD exact character but the design is based of that character from the movie. There are ALOT of vampire references in the game, even though it really plays like a Contra title. If you notice, Bram Stoker's younger version of Drac is standing beside her as well and will be the prominent baddie in Helsing Mode. Also, notice the symbol on the Boss Bar.
I can't see a boss bar in that final pic ??? By the way, did you get around to uploading your CV/Contra tracks yet? I've read the first parts of the thread and it sounded like there were problems with the sound quality.The boss bar is in the Cyber Slogra pic. (2nd pic) There was some problems in the demo vid, but if you look at the top of this page of thread you will see that my bud Warmachine has started uploading tracks to his Soundclick page. Check them out on the link he provided.
I can't see a boss bar in that final pic ??? By the way, did you get around to uploading your CV/Contra tracks yet? I've read the first parts of the thread and it sounded like there were problems with the sound quality.;D The sound quality that my bud Darkman was talking about had to do with the equipment i was using and the techniques i was using at the time, but since the start of the project i have had some MAJOR upgrades to my stuff so i will be remastering the ENTIRE OST prior to game/CD release. The songs that i add to my SoundClick page are the remastered tracks. You can find the link in my profile. 8)
I'll do just that 8) I also listened to the bloodstained symphony and thought that several of the track in there were really good. Is that a collection of remade tracks or are they unique? Some of them sounded familiar while others were completely new to me. Either way, they brought out a feel for a modern CV game if one were to ever take place in the late 20th century.I just checked out The Bloodstained Symphony as well, and it would seem that those tracks are unique. Alot of them do contain familar Castlevania riffs in them that seemed to be changed to make remixes. I do think cd is good, but I don't think the " symphonic feel" fit's the late 20th century at all. I still think hard rock better represents the atmosphere of our game.
So THAT's the Dracula I'm supposed to take a good look at, eh?lol, Actually, I should give you props for inspiring me with that young Drac idea, I am actually going to use both versions young and old! I even have a revised pic for old Drac's dialogue box other than the one I previously used. I have one more week of school left for the quarter and then a 3 week break, so I am going to have some free time to play with some sprites again among other things. Also, there are only 10 tracks left for the OST and it will be completely done.
Hmmm... most interesting! ;)
Looks... cool?It is still early, but I mean, the custom music, custom lifebar, effects, parallex...etc there is something to comment on. I seen posts where they are just screenshots and people post and here I have a actually video. I don't know what to make of the odd comment...lol The game does play more like a Contra title than a Castlevania one, but as you progress through the game all will become clear. Even to why you start off the game as the Probotector and not our the whip-toting heroes just yet. In any case, thanks for the comment. I will slowly be posting more vids that will show the progress as I add to this vid. I just wanted to kinda chronicle the start of the design process of this particular stage, there will be more to come.
Honestly there isn't much to comment on. In any case... fightin slogra on a jet eh...? Sounds odd.
only question, That IS the Helsing Based off of the Hammer films, right?Yes, and no. I've taken liberties with the Van Helsing lineage somewhat. According to Van Helsing lore, Abraham had a son who died as a child. I thought it would be interesting, if the child did not die, but was hidden by the Church in order to become the next generation of vampire hunter due to Abraham's sour relationship with the Church. When you play Helsing's plot in the game, the version of Dracula that he faces is based on the Bram Stoker's version not the Castlevanian version that you face in Richter's timeline.
Richter was at least obviously born in Germany. Where at in Germany, I'm not sure. But it's obvious from a few sources: 1) The intro to Rondo is in German. 2) Richter's name is High German for "judge". 3) Maria's last name is German for "fox".By the way, about the German comment, my wife is full blooded German so got that covered...lol I still need that birthplace...
Yes, and no. I've taken liberties with the Van Helsing lineage somewhat. According to Van Helsing lore, Abraham had a son who died as a child. I thought it would be interesting, if the child did not die, but was hidden by the Church in order to become the next generation of vampire hunter due to Abraham's sour relationship with the Church. When you play Helsing's plot in the game, the version of Dracula that he faces is based on the Bram Stoker's version not the Castlevanian version that you face in Richter's timeline. By the way, about the German comment, my wife is full blooded German so got that covered...lol I still need that birthplace...
Cool, I was just hopng that Helsing wasn't based of the Hugh Jackman version...I liked that movie, ha! It was even cooler that it was based of the world of Castlevania. It's probably the closest that we are going to get to a Castlevania movie. Anyways back to the subject at hand, glad thta you like the split universe deal. Right off the back you can choose between the two characters for 2 completely different experience yet or you can play 2 player simulataneous mode. I am still trying to tie in the plot storywise to fit in the Castlevania and Contra universes. The plot is loosely based on The Tomb of Dracula 1-6.
and I love the whole split universe like thing going too!
All this talk of Van Helsing made me download it. I watched it. The ending sucked, I thought. So many problems with time continuity if you know the sources. But still, it was a very fun film and the Castlevania references were fun to spot too. I usually can't stand cheesy/corny Hollywood puns in movies, but I thought Van Helsing's jokes were very funny. I await the day when CG becomes 100x more flawless than that, though.Ha no doubt. I thought it was a fun movie, but we probably will never get a great Castlevania movie unfortunately. I don't think it's mainstream enough, but one can hope...
like the smoke effects! simplistic yet fits with the title screen well.Cheers for the hack award! Also thank you X as usual, I always value your opinion!
Awesome! That remix is great!Thanks dude! lol sure, you can take damage, but that is one of the bugs i gotta fix. The knock back as it is now sends you flying across the screen! lol. As for the shooting, i just didnt implement it in this vid yet. Reason being is i already have that worked out in another file that i was working on before and its BEYOND messy so i just havent cleaned it up and added it yet, but when the demo is released you absolutely WILL be able to shoot in 8 directions 8)
So, it seems like you cant take damage yet. Also, can you shoot in any direction except forward, or in air?
Just letting you guys know, this thread is made of pure win. Keep it up :);D LMFAO!!!! Thanks for the comment dude lol. With words like that it's hard to keep it from being just that, along with keeping us hungry to raise the bar even higher as we go!!!
Just letting you guys know, this thread is made of pure win. Keep it up :)Ha! That brings a tear to our eyes!
It's funny how many many bullets do not do as much damage as three VampireKiller lashes.The true esscence of Castlevania! lol
Great work guys!!!! That jump roll that Richter makes, it reminds me Samus from Metroid!!! Keep up the great work!!! ;)Thanks dude,we appreciate the hell outta that! lol that was to mimic the somersault the guys do in the contra games lol. And Jorge, lol on the bullets right? believe it or not i intentionally made them that way. We have a lot of ideas when it comes to the weaponry. We plan on making weapon damage vary depending on the enemy type, like the Castlevania enemies will take more damage from the Vampire Killer whereas the Contra enemies will take more damage from the guns. this will add a touch of difficulty to the game also when you have swarms of both enemy types headed your way and you have to determine which route of weapons you wanna go lol. Also, we even plan on making certain boss types only take damage when attacked on specific portion of the body with either the whip or gun. Thanks again guys for the support, and we will keep you updated as we make more progress! 8)
My only question is...how the hell did Richter get a hold of a plasma rifle in 1796?!? Did he step through a Rift or something?Exactly dude! Lol I'm at work now and they have an Internet filter so I'll give u the scoop on the story when I get home later. I think u guys will really dig the plot!
Ooooh! This sounds fun :) I wanna play it :'(Lol thanks dude, yeah I really hope everyone digs it as much as we have. We really are putting heart and soul into it. We are shooting for making this one as good as you would expect from going out and buying a new legit CV title :)
My only question is...how the hell did Richter get a hold of a plasma rifle in 1796?!? Did he step through a Rift or something?Yep, Warmachine pretty much nailed it. Simultaneously in a paraell dimension, Jeremiah Van Helsing is facing Dracula who has rid the world of the Belmont Clan centuries earlier. When the Belmont Clan disappeared the Vampire Killer was passed down to the Van Helsing's for safe keeping. That explains why Jeremiah uses his custom made chain whip because his clan cannot harness the full power of Vampire Killer to destroy the evil, but he fight anyways. When Dracula is defeated, he is saved by Carmilla, The Blood Countess and tossed in his own magic mirror. So throughout the game Richter and Helsing travel through different timestreams defeating bosses and collect pieces of the magic mirror. Once assembled they will be able to return to the appropriate time to defeat Shaft and Carmilla. Of course, there will be a surprise crossover or two that I think you guys will like. I am still working on the script as we speak.
Sounds cool, just hoping the rifle doesn't make things too easy VS normal monsters.Nan, we will be ironing out the balancing issue. Remember that there will be custom enemy attributes as well. Imagine a Skull Knight with a shield. The firearms may not effect the shield. So you will have to go into whip mode and destroy the shield then you can destroy the knight with your firearm as the whip won't effect it. There will be some weaker monsters that the firearms can destroy really easily, but will attack in droves. Remember the gameplay will be more to Contra than Castlevania.
Pew pew pew the Medusa Heads!ROFL!!!!!!!!!!!!
"Who's getting knocked down now, bitches?!"
Then 10 appear at once, 5 from each side.
"Fuuuu---"
HAHA INCORPORATE SHRAPNEL!
*Richter shoots an Axe Armor*
*A piece of shrapnel hits Richter in the leg for 1 damage*
Gameplay wise from what I've seen, I'm glad that the guns aren't more powerful than the VK... or will it be so that the guns are stronger when Jeremiah uses them given his whip isn't the VK?Yep. It's not really so much as to what's more powerful than the other, it all really depends on what enemy type that you will be facing and the enemy's attributes. But having the ability to switch between one or the other on the fly makes for some interesting gameplay. Something else that we haven't mentioned is that we are also experimenting with various whip types other than the Vampire Killer that the character can make through item combinations. Such as Holy Water + Vampire Killer = Ice Whip. Also the grand return of the real Flame Whip from Simon's Quest!. I will post some shots the next post. We are trying to figure out what item combination would make a stake gun...as for the OST this is were it's currently at:
Other than that, the music is SO GODDAMN AWESOME!! I can pop these in my iPod and listen to them all day!
When Dracula is defeated, he is saved by Carmilla, The Blood Countess and tossed in his own magic mirror.
lol! Actually darkmanx_429, Carmilla isn't the Blood Countess. That's Elizabeth Bartly (Bathory). Carmilla is know as the Lesbian Vampire. FYII am aware of that X, I combined the Elizabeth Barthory persona into my verion of Carmilla.
Lmao this is true X, maybe she should be called dark lord carmilla instead ;)And, no. What is this Lords of Shadow? rofl
I am aware of that X, I combined the Elizabeth Barthory persona into my verion of Carmilla.
I guess you could say she's a blood countess due to her habit of sleeping inside a stone sarcophagus filled with blood. Like in Vampire hunter D: Bloodlust or the original Carmilla novel.Maybe I can sprite her with some blood based attacks?
any chance at more music samples? :P I'm dying for more of that music.Well that is primary Warmachine's department, but i'll bring it up. We do have plans for a preview vid for the OST for you guys! ;)
Maybe I can sprite her with some blood based attacks?
that would be awesomeThanks for the words dude! Sorry i took so long to get back at you guys, work's been kicking my ass and i just got a new recording program to learn to play with (finally getting the hang of it, WICKED sounding good stuff now duders!) and on top of that i am FINALLY getting my band back on its feet so my schedule has been all over the friggin board these past few days! lol. Anyways, tomorrow im sure i'll be booked up solid BUT with the weekend then God willing I will be able to hook up some new tunes and whip together (cue joke jingle, tih tih, CHEEEEAAA lol) a promo vid for the game and OST. Until then, if you guys want to check some of my older tunes, check out the link in my profile info.
BNC I I have a question: in your demo video of the game between 4:30 to 5 minutes you use a sky that looks very much like the one in SOTN's chapel stage, and intro. And by this I mean it genuinely looks like it is scrolling away from the player. How did you do this? 8)
It is and it was done with the power of Mode 7 graphics with Multimedia Fusion 2.
This would make an awesome boss fight! You could also have it like this: First off you fight her mask. Once defeated, you then fight her spirit form, after that her blood-drenched body crawls out of her tomb and the really tough-as-nails battle begins. All bloody and messy. Just a though you don't need to ;DX, that sounds pretty gnarly to me! I think that would be pretty bad ass! 8)
BNC I I have a question: in your demo video of the game between 4:30 to 5 minutes you use a sky that looks very much like the one in SOTN's chapel stage, and intro. And by this I mean it genuinely looks like it is scrolling away from the player. How did you do this? 8)Hi Esco. Darkman pretty much summed it up. It was the same clouds from the chapel from SOTN, i just changed the color to match my background. As for Mode7, its kind of hard to explain really, i have little experience using Game Maker, but basically in MMF2, it is used like a 3D form of parallax. You have your typical X and Y coordinates to play with but you also have a Z coordinate as well. Adjusting these in different ways allows you to add the angled look like in the vid and SOTN. I know that's not really a great example, but in a nutshell that's how it works. Mode7 pretty much does its thing on its own using MMF2, and all you have to do is code the direction, speed, angle, etc.
X, that sounds pretty gnarly to me! I think that would be pretty bad ass! 8)
Hi Esco. Darkman pretty much summed it up. It was the same clouds from the chapel from SOTN, i just changed the color to match my background. As for Mode7, its kind of hard to explain really, i have little experience using Game Maker, but basically in MMF2, it is used like a 3D form of parallax. You have your typical X and Y coordinates to play with but you also have a Z coordinate as well. Adjusting these in different ways allows you to add the angled look like in the vid and SOTN. I know that's not really a great example, but in a nutshell that's how it works. Mode7 pretty much does its thing on its own using MMF2, and all you have to do is code the direction, speed, angle, etc.
Thank you BMC, and you too also, Darkmanx. I have looked up Mode 7 in GM, and there is an engine out there that should allow me to duplicate it! 8)No problem dude, good luck!
Thank you BMC, and you too also, Darkmanx. I have looked up Mode 7 in GM, and there is an engine out there that should allow me to duplicate it! 8)
Vamprotector Title 1-3 (http://www.youtube.com/watch?v=GtHmAmcqtks#ws)
Check out the completed title screen! Yes, the game is alive and well and kickin! Feedback appreciated!
I think I heard this version somewhere before but I'm not sure, is this song an original one?Yep. It's Clock Tower from the DS CastleVania. Warmachine hooked the song up. It's an original varation of the theme written by Warmachine. So it's the first time this version of the song is available to the public.
Yep. It's Clock Tower from the DS CastleVania.Don't you mean the AoS Clock Tower? I remember the intro part clear as day.
Don't you mean the AoS Clock Tower? I remember the intro part clear as day.Yep. I wasn't really familiar with the song orignally because I haven't played through all the DS CastleVania's, but it's a cool track. I want to get the Clock Tower theme from Dracula's Curse in the game as well, yet I still need a Contra track to mix with it.
any updates on the project?Not until prob December when I am on a 3 week break from school. Warmachine was working on some new stuff yesterday, I have some stuff in the works but nothing we are going to post yet. Be patient, Warmachine is in a new relationship and I am finishing up finals. Thanks for asking! It's coming...
ah no worries then, I know what it's like.No doubt man. I lived in Iwakuni for 2 and a half years. Happy studying in Game Design! 4 more quarters and I am done!
Yeah...I don't think those kind of windows would be able to withstand water pressure (I was under the impression that Van Helsing Jr. was in the ship's hull), not to mention that they don't really fit the background.I am working on the tidal motion thing as we speak! I did have the normal bubble windows throughout the whole stage, I just wanted to change it up a bit. I will experiment with the windows thing!
Oh and try making the screen move up and down to simulate tidal motion.
I am working on the tidal motion thing as we speak! I did have the normal bubble windows throughout the whole stage, I just wanted to change it up a bit. I will experiment with the windows thing!
You still can use those windows. They'd just be above the main deck where the captain's cabin is. Since this is a haunted ghost ship how about darkening up the stage a bit? I understand it's still a beta stage in the works however changing the color scheme to bring out a more darker atmosphere would look really cool. Castlevania 3 did the job quite nicely and i found it unfortunate that the ship in Rondo failed in that regard. By darkening the colors and also adding in some broken windows and smashed up/rotting wooden beams, this level will look dynamite.DY-NO-MMIIIIIITTTTTTTEEEEEEEEEE!!!!!!!!!!!!! ;D lol you said it X, with things in their beta stages we are looking for peoples input. With you guys, we will be sure to make an awesome game! 8) With that said, i want to thank Darkman, he's been filling in for me these past few weeks picking up my slack. As he mentioned before i have had a HECTIC, i repeat HECTIC past 2 months, but things are finally starting to fall back into place where they belong and with that i am back at again. I nearly have Richter's Stage completed, i put the finishing touches on the end of stage dialogue, the main setback now is just adjusting and the enemy collisions/deaths and more or less just needs ran through with a fine tooth comb. I should be finished within the next week so stay posted with us, we are still alive!!! lol
You still can use those windows. They'd just be above the main deck where the captain's cabin is. Since this is a haunted ghost ship how about darkening up the stage a bit? I understand it's still a beta stage in the works however changing the color scheme to bring out a more darker atmosphere would look really cool. Castlevania 3 did the job quite nicely and i found it unfortunate that the ship in Rondo failed in that regard. By darkening the colors and also adding in some broken windows and smashed up/rotting wooden beams, this level will look dynamite.That is a good idea about the color scheme dude, I will take a look at the CV3 ship map and see about changing the color palette up.
good to see you guys still alive and kicking, keep up the work ;)Thanks, Donvermicelli. I see you been busy too doing your spriting thing! Good Stuff! My vacation is wrapping up at the end of the week which sucks but I have been catching up on things. I should be posting vids at a pretty good pace now. I am making alot of strides in ironing out the character problems.
I just thought of something that you could have in your haunted ship stage. To my knowledge this has never been done in the History of CV before. Well minus the LoD cut scene inside the ship prior to it's flooding. You should have a sea monster's hands or tentacles break through the walls of the ship in an attempt to attack the player. I always felt if CV has a ship stage it would be more interesting to throw in the Kraken or the Hydra. But you wouldn't really see them except for their trying to grab you from outside the ship while you were inside. Their attacks could come from anywhere; the floor, the ceiling or the background walls. I think I'd be cool.I thought of something similar to that idea when I was bouncing around ideas. I'll play around with that.
Couple of tiger sheets here:Appreciate It mucho!
http://www.spriters-resource.com/search/?q=tiger&s=1 (http://www.spriters-resource.com/search/?q=tiger&s=1)
Not sure if any of those would work for what you want to do. Not a whole lot of tiger sprites. I couldn't think of any games either or it would be easier to find sheets.
Haunted castle arcade (pt1) (http://www.youtube.com/watch?v=bW0oS0YoPac#)
I need the crumbling statue sprites 0:58 on this vid. I've found the crumbling crosses already, can someone rip or know where I can find the statue in the pic?
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2F34fk7xs.jpg&hash=c0cf8294fc6565fe859a4a01477e60c768af6a89)
You know, they could really just be pretty busy, or just focused on other things.Or they could have just took the time to post on my thread, but still give me no feedback or constructive crit...especially for something that I am spending my time to release free to the community. We are ALL busy....
Dude, no need to get all pissy. I'm posting from my cellphone and can't play YT videos from here.Well, dude just say that. It seemed like you were getting cheeky in your post. If not then I apologize.
I guess I should apologize too, since I forgot that posting from Opera Mini doesn't give me the cellphone icon.No biggie, we are all friends here.
How many FPS does this game runs? It needs to be at least 30FPS locked, because right now, from the videos, it's slow as fuck.Camtasia could be affecting things.
Now that I've actually managed to view the first one, I'd say it's coming along pretty nicely, barring sound quality issues. Some tracks sound a bit muffled, while others sound buzzy.Yeah, Warmachine changed and upgraded equipment a few times during the making of the OST so, some tracks do sound better than others due to them being produced super early at the beginning of the project. We are in the process of re-doing every track when we finalize the few remaining tracks of the game.
Oh, and some of the titles are a bit Engrish-y (particularly Legendary than Hell and Boss to Lose). :-X
As has been since the beginning, the OST is really hardcore. It's my favorite part of the project, and I like hearing more.Ha, I am watching those titles as well bro. I don't know about competition as far as my game goes, but I have tried to evolve things in my game that could very well be used in a legit CV title. I haven't even showcased the whip + item + combo thing yet..
However, you cannot possibly think your thread can compete with the information leak of TWO new Castlevania titles, can you?
Actually I like this project and I want to play it cause it has a great potential. I don't give a damn about the new castlevania titles because I feel like they are going to suck for some reason (maybe because of the last one). I like 3d castlevania, seriously, but I can't like it as much as the 2d ones.Nice to see you back Curse. I am really hyped about your project as well! I hope you get back to it sooner than later! ;D
Talking about your game, I'm not that much of a soundtrack guy, but your ost is awesome. The level design imo is pretty nice too. Some of the things you might want to take a look are the speed for the character frames being like his real speed. It might be a problem only in the video but it's nice to take a deep look on that. Well for me that's it :3 It's a really nice project and you should finish it. One thing I see here a lot is people saying more bad things than good ones. But I don't see them with original projects nor with almost finished ones.
Hey here's some feedback for darkmanx429 on your ghost ship level. That thing looks really awesome dude. Let me get into detail as too why. For one thing the background water makes it tottaly storm like which you'd see in a cv type game. Really harsh wether during a storm. Thumbs up big time their. Also teh decortations of the inside part of the ship are very well detailed. Boxes, crates, canisters, you know things you'd expect to see in a ship. Very well organized too i might add. I really do like the health bar. What a crazy effect on teh healthbar. I'm suprised konami didnt' think of that first. That is inovative genius right there. THe ships colors look good, very wood like, and believable. Plus objects are behind and infront of the player so it give the ghost ship good depth. Nicely done! As for teh guy behind the door, or what appears to be, it looks cool but i dont' know what he's supposed to be doing. "Please let me in i'm drowning" lol. But yeah it appears adding some enemies that fit the area would be next in line. I"d assume flying ghost, maybe dead pirates, or some type of dhurons or something. I could even imagine some giant squid as a boss in that level. How often do you see that in a vania game. Well done on the level. I'd give it a 9 on that out of 10. It is clear and evident whoever built that level, you or warmachine put alot of time and effort into it. Definetly something people needs to see more of, hardwork+dedication=awesome!!!Thanks for the detailed feedback. One thing I need to add to that particular stage, is the swaying of the ship up and down. I don't think we ever mentioned it, but Warmachine is doing all of Richter's stages and story and I am doing all of Van Helsing's stages and story. That way we have two completely gameplay experiences for the player!
To be honest I never thought about a ''futuristic castlevania" It sounds rather insane. But it can be insanely fun too. If not taken seriously... I'm really open minded and I think it's a really nice idea and you guys deserve some fans because of your creativity. It takes a lot to go to the future.Well think of it this way, gameplay wise it plays more to Contra than Castlevania. Storywise, it is more akin to Castlevania. Being that the gameplay is more Contra, I can take more liberties on stage design and enemy types. And the game is not set necessarily into the future just to respective timelines. Richter's is set in 1976 in Wallachia so it covers the timeframe when he is missing from SOTN. Van Helsing's timeline is somewhat in the future where Bram Stoker's version Vlad has taken over the world and the Belmont's have been defeated for centuries. (I am kinda perplexed on an actual year for Jeremiah Van Helsing if anyone wants to provide ideas and know Bram Stoker's Dracula.) To give some backstory, he is the son of Abraham Van Helsing once thought to of died but in reality taken, hidden by the church, and trained to fight evil. Due to the defeat of the Belmont clan in this timeline, the Vampire Killer has been handed over to the Van Helsing's for safe keeping, however they cannont harnass the true potential of the whip. They are just the strongest successors to safeguard it. To counteract that the actual whip that Van Helsing uses is a mechanical chain whip made from his own design. Both characters are thrown through magic mirrors; Richter by Shaft/Dracula and Helsing by Carmilla/Vlad. So basically both heroes travel through different era's (past and present) defeating bosses and collecting shards of their respective mirrors in order to return to their era's to defeat the Count. You don't start with the guns either in the game they are given to you later, that's just for demo purposes.
Wait, if both of them are in different timelines how the heck are we supposed to have a plausible two-player mode where the two join up? Am I missing something here?It's not shown yet, but you will only be able to jump in for a 2nd player when you choose 2 player mode. In the demo 1 player mode is shown only.
I don't think you actually need a SOLID story for two player mode. But if they are both time travelers they can travel to the same era I guess...And yes, I accounted for that. While the pieces of mirror are in shards, the travelers don't have control over where they land until their mirrors are completely put together. They will meet up eventually for the final battle's storywise.
Ha, I am watching those titles as well bro. I don't know about competition as far as my game goes, but I have tried to evolve things in my game that could very well be used in a legit CV title. I haven't even showcased the whip + item + combo thing yet..
What I meant was; You were seemingly in shock that no one replied to your update with the videos. But, two Castlevania titles had been 'announced' at the same time. I don't understand how you expected to compete with that news for people's attention on the forum.Well, it's not really news. They really haven't shown anything at all regarding those titles. Also, I don't think it's a matter of competition between a fan-game or an legit Konami release. When I go online to look for CV info then I do just that, when I look for info on certain fan-games then that is what I am legitimately looking for..I think it was a legit response.
Well, let's be real... Everybody thinks that LoS II will suck(castlevania speaking, not 3d adventure speaking)Maybe not. Only because I think that MercuryStream most likely took the feedback from fans to tweak some things. Remember Kojima has a knack for listening to fans at times and changing things, look at how badass Raiden turned out in MGS4.
Nah I think it could be cool.I did say it was a work-in-progress. The programming is buggy when the Golem smashes on the ground. It is being ironed out as we speak...I was just too lazy to take it out...lol The frame skip issues you might notice is probably where I spliced the video in the desert stage. Too lazy to go through a indepth playthrough in that stage at the time of making of the vid. It was more for the OST so I was more focused on showcasing that at the time. It was just easier for me to splice together some vids I had already made at the time and just add some new stuff.
Also, the game looks cool but it looks like it's running pretty frameskip-o-rificly. As you said, maybe it's Camtasia but yeah...it doesn't really sell the video. What was going on in that Stone Golem fight, though?
Well, that's bout it. I'm open for feedback, critiques, or ideas for Vamprotector from everyone. I'll be in contact again shortly, right now i'm submerging again to work on some MMF2 dealings.
SHUT UP AND TAKE MY MONEY!
Ha, the best part is that I won't have to! Games are already expensive enough as they are!
:) Yeah they are getting expensive these days but I wanted something goofy and emphatic that could bring a smile to you, since you seem really stressed about not having the time you want to work on this project and also because you seem excited to work on this.Thanks Phoenix! Well I more stressed about school because it's pretty intensive and it eats up all my time. I only have 6 months left though for that Video Game Art and Design degree. On a side note, I am fine tuning some stuff from Vamprotector on my break , and I am pretty level at the moment in my stress-free environment..lol
Very cool, you even used the old Dracula's Curse logo :)Thanks, I try...lol The game even looks better in action and the soundtrack rocks too!
Thanks, I try...lol The game even looks better in action and the soundtrack rocks too!
That sounds like playable demo talk to me! Or how about a video trailer showing off the game?Well, that's Warmachine's department. He has a thread on the forum. It's his thing. I am just helping here and there with stuff, but mostly that project is all him. I am busy doing Vamprotector stuff. I was going to sidetrack with my other project "Doris," but 1 project at a time. I am going to finish this one up first before I invest time in some of the other ideas I have.
Pics? I have all sorts of pics and video throughout this thread, as well as on my youtube channel. There is also this:
http://www.facebook.com/pages/Vamprotector-Multimedia-Fusion-2/266894016717222?ref=ts (http://www.facebook.com/pages/Vamprotector-Multimedia-Fusion-2/266894016717222?ref=ts)
Today, I will be working on a debug room. I want to get all the main character's animations down and such. They are the most important aspect of the game!
Homer Simpson Gurgle Noise (http://www.youtube.com/watch?v=msQPHxTUgzI#)Thanks, I got my debug room done and started inputting animations in it. When i get to a certain point i'll make a vid.
Your whip anchor seems a wee bit masochistic. ;)
LOL! It should really say "Whip me, I've been very bad!"
By the way darkmanx_429, what song is playing in the debug room? Is that something you composed or is it an oldie?
I never would have guessed ???Well, it's not in the official game or anything just for demo purposes...
Are those Contra 4 tilesets I see in the waterfall area?Some of it, but actually I am using alot of modular mapping as well as photoshop to get some unique looking maps. Don't forget too, this is just the base maps. Alot of those open areas will be accented with other modular pieces (i.e. plants) so that the areas look full and I may add more props or too.
Demon Castle War type stage
I wanna see this stage being as busy as possible. Tanks, soldiers, explosions, lightning and fire storms, and hordes of undead marching on the allies as they fight against the invading darkness. And don't forget to chalk it up with some awesome music too! :D personally I would use this tune for just such an intense stage:
Contra 4-Neo City (http://www.youtube.com/watch?v=wkvHniUajo4#)
How does it sound?Battle of Neo City Preview (http://www.youtube.com/watch?v=xUKu5c4Rf7k#)
Oh shit dude he wall climbs! That's kick ass! He's all secretative like a ninja. Granted i've been playing alot of Ninja Gaiden lately! Plus the disco music sounds great! One question does he have a flying jet pack? Is that why i think he's floating up a bit or something. Eitehr way very nice!Thanks man. Nope, no jet pack but he can flip off the wall Ninja Gaiden style so that's the seperate animation u see there. (Good eye.) He will also be able to climb horizontally Contra 3 style along with being able to climb vertically. Yes, I did intentionally want to get that NES Ninja Gaiden type movement in the game. It fits in real nice! I am working on the horizontal climbing right after I post this map I am finishing up in a few....
Battle of Neo City Preview (http://www.youtube.com/watch?v=xUKu5c4Rf7k#)Hardcore as always, though it sounds a bit muddled. Or maybe it's Youtube screwing up the sound quality, I dunno.
Hardcore as always, though it sounds a bit muddled. Or maybe it's Youtube screwing up the sound quality, I dunno.
Also, a little correction: Battle of the Holy is from The Adventure, not Aria of Sorrow.
I gave 'Battle of Neo City' a listen to and while it's good, I can't help but feel that the ominous starting of the original Contra 4's 'Neo City' is missing or lost in translation. It was just such a kick-ass beginning.
I think you got me there....wasn't Battle of the Holy in Aria of Sorrow as well?Nope.
Atlantis 1-2 half done. (Whew, these maps are huge!)
But in the end it all makes the whole thing worth while. Looking good there darkmanx_429! I think you should also include that giant Athenian statue from the red-bricked cathedral stage in Castlevania: Chronicles. When it comes to Atlantis you can never have anything too big.
From what game this giant stone face is? With this hole on the forehead it resembles a stone mask from JoJo (this mask appeared in SOTN as a equip, thats why Im asking).
This is Castlevania's bastardized statue of the Goddess Athena;If someone can rip it, ill incorporate it in...
http://videogamegeek.com/image/1454516/cynical (http://videogamegeek.com/image/1454516/cynical)
Konami loves using statues. Moai statues anyone?There is actually a practical reason why there is so many statues in this stage. If you know Castlevania, you probably could figure out who the boss is for this stage...
MedusaThink about the stage....and of course the boss has a twist!
or
Golem.
You mean Cairo right? :PThanks, just started on it. The winged items you see are the whip latch for whip swinging. As for new enemies, there are plenty more where those come from...also there were 3 new enemies in that shot. Guess you didn't noticed the sphinx head that is similar to the skeleton dragons that shoot flames..
It seems amazing, look at all those spikes and shiny things, also 2 new enemies.
I have been reading this topic and following it since it resurrected itself a few days ago, this "Vamprotector" project has piqued my interest. I find the overall work on this fangame to be impressive, even if some of the player animations need a little more polish (I'm looking at you, Contra styled jump animation that needs a few more frames to be not jarring). Anyways I hope this fangame gets completed simply because the ideas within are cool in their own right.Well the project never died to be resurrected. I was just kinda underground with school and doing little odds and ends here and there, not so much post. Which jumping animation are you specifically speaking of that has jarring in it? I don't know if you noticed but the only Contra jumping is the somersault. However, it is pressure sensitive. If you tap it you get the standard Castlevania hop if you double tap then he'll somersault Contra style. There is also a new animation when the character flips off of wall Ninja Gaiden style. So there is a bit of different styles of jumping combined into one. What you might of noticed about the"jarring" is that I don't have the gravity set yet for the character. Still trying to nail that nice jump height for the game that feels natural..You don't have to worry about the project getting finished. It's my baby. It is the most indepth project I have the done for MMF2. I haven't even started on the Whip/Item/Gun combo system yet.
Question since my memory's fuzzy and can't be trusted: Once the game's finished and up, will you be providing a soundtrack download as well?There will be a OST. We are debating as to make it free to download or to charge for people who want the complete package, or both. It would be really up to Warmachine because it's the music he created. Guess we'll see!
or to charge for people who want the complete packageYyyyeeeaaahhh...there might be some legal repercussions should you choose to do that. :-X
Yyyyeeeaaahhh...there might be some legal repercussions should you choose to do that. :-XI doubt it. The songs while similar, have been changed enough with Contra x Castlevania music to not be exact copies. They are being totally rewritten and reperformed. Also, Warmachine throws his "added touch" in all the tracks as well. I've seen many a tribute album (one that comes to mind is Contra Rocked and Loaded)that are even exact covers that go relatively unscathed...
Unless you're in Japan, in which doujin albums are legal.
Huh, suit yourself I suppose, though you still should avoid bundling it with the game itself.I will take your opinion into consideration. We are working on 2 ost's at the moment. (The other being Castlevania Chronicles: Dracula's Curse) Maybe it would be better to keep the ost's seperate from the title's and not bundled with the package's themseleves.
I really need to get a paypal account soon... >.>
That pyramid near the breakable cactus (The nearest/greater) is a bit cartoonish IMO if you compare it with the rest of the stage. Apart from that its perfect :DI was afraid of that! lol I liked those pyramids too. They actually were from SMB3! Any ideas of some games from the 16bit-32bit era's that have some nice pyramids that I can take the sprites from?
There's a awesome Egyptian temple in the game Super Adventure Island II. It's not a pyramid but the graphical representation is well done. In Portrait of Ruin the first Egyptian painting has a pyramid in the background the you could use. Another game to find a pyramid is Star Gate for the SNES at the start menu.I'll check all the sources in a bit! Thanks X!
They actually were from SMB3!
Garlic Whiplolwut?
lolwut?It would make sense to have a Garlic Whip on hand. It probably stinks to high-heaven though! lol
The sprite on that thorn whip looks odd because it doesn't fully extend. It doesn't have to extend perfectly straight, but that looks a little bit too crooked.Noted, I was trying to keep that thorn shape as much as possible to be visually different than your regular whip.
Darkkmanx429 wow man Cairo level is looking awesome! Plus i love what you've done with Hanz's weaponry the whips and powerups. Totally awesome! Cant' wait to play a demo!Thanks man. Since I am not in school anymore I am trying to knock things out now. Especially with the strides my bud Warmachine has done in the time with Castlevania Chronicles: Dracula's Curse. Even your project had come along way from where it was at in the past. Well, Vamprotector is pretty indepth. The longest stuff involves Richter and Helsing with all the basic moves, specials, and such. The level design is actually waay easier because I don't have to think much about all the coding and such right now it's just a matter of importing it into the engine which is time consuming but not too bad. I am really concentrating on getting the character stuff down, but the engine itself is shaping up to become playable pretty soon.
Really nice, I love that the entrance for the secret area is hidden behind a moai :pThanks man! I am slowly but surely knocking stuff out now!
Its ever good to see a update, for a alpha this stage is pretty complete :PVamprotector Atlantis 1-3 UPDATED (http://www.youtube.com/watch?v=MNFEV8DVgps#)
0:33 - Its Sigma's face?I could lower the volume down on them so that there more subtle or if anyone has a suggestion for a better sounding one.
I liked the fact yhat you've put even some water drops in this map, but the sounds that they do are a little "goofy" doesnt you think? Since I dont have a better suggestion, I dont think that this help in anything lol
I dont know what you plan to add in this stage, but it have a good atmosphere for sure.
Its really nice, I didnt noticed a Actraiser's statue because I've never played it xDOld Rugal, dipping opponents and making them into statues. I remember that from back in my Mugen days.
Those statues remembered me of Guile in KOF94
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.vazcomics.org%2Fmamend%2Fpng%2Fkof90006.png&hash=f97e55893bc69454f8fcfa65dcf9c01f7fc48b6c)
Very nice, the only problem is that something seems off about the speed, maybe these clouds are too fast or you are too slow, but I assume that you did this on purpose to show us more details about the stage. Its getting very cool and that water on surface have a neat effect.Exactly, if I matched the jet ski to the stage everything would be a blur!lol I could probably speed up the jet ski a bit. I am still working on it.
Nice stage! My only issue with it is that some of the background is a little too bright and clashes with the foreground. While I was watching the vid I couldn't really tell if it was a solid impassable object or something else. The red backgrounds were fine but those limestone bricks are difficult to tell with.
You beat me to it, I thought that he entered a wall at this part. Also cool to see a boss door in there, its the first one that I see in your project :P
Nice stage! My only issue with it is that some of the background is a little too bright and clashes with the foreground. While I was watching the vid I couldn't really tell if it was a solid impassable object or something else. The red backgrounds were fine but those limestone bricks are difficult to tell with.I changed the gradient so that it's fluent across. The walls are darker now.
IMO these colors from the background BG still clash with the front BG.Suggestions? Howz about red like the hiero?
If they are limestone blocks then they aren't going to have a red hue to them. you can darken them by going more towards the brown spectrum. The blocks you stand on are fine however the ones in the background are still fairly bright so it does lend to the confusion a bit. Darken them a bit more with some washed-out brown hues and see if that changes things.Now that's some good feedback. How is this or should I go even darker?
Who is he?(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcivBanX.jpg&hash=1302f97e01c5612d6840a94d059bc1a1103c62cd)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fpoc4YJv.png&hash=c4fe3f65f1d61d89009146fb104c18f8d4f0145a)
Wow, neat. I've never seem a young Vlad before.Thanks he's easy to sprite too. Thank God! lol You should watch Bram Stoker's Dracula.
Wow, you've even used Dracula's dog form, I've only heard about them in wikipedia xDThat's a wolf! :o
Looks good! The only thing detracting from the game itself is obvious Knuckles head on the pyramid stonework. If you're unable to, you should get a sprite artist to fix that up for you. You can put something else in place of Knuckles heads.You do know that I do all the custom sprites myself right?! lol Anyways, I kept those in as "Easter Eggs." You know I have been notorious for putting and leaving nods to other 2d game influences throughout certain stages. Maybe, this is overkill. I could tone it down..lol
Great work man! But you shouldn't reveal so much of your game! You're spoiling the surprises!Not really dude...waaay more surprises not even mentioned. Plus it's a little different seeing a preview of a map then playing it. Everything is subject to change!
1:14 / 2:09Yep, the stage itself is about over half done so I still gotta add some more things.
Echidnas from Sonic :P
This stage is looking good so far, you plan to add more moving platforms?
You do know that I do all the custom sprites myself right?!
My apologies for nitpicking but I cannot help but to notice that rather jarring and choppy jumping, whipping and running animation. Methinks an attempt to deal with it is in order.That was due to the stage collision in parts because of certain objects in the stage was off. That's not an issue. I am fixing it as we speak as, I said the stage is not done...lol
I've noticed the choppy animations in earlier videos in different stages.
Are you sure it has to do with the stage?
Wohoo, treasures! *enters the room and dies in a trap* :PThat's a good idea...
Awesome, the colors blend nicely and are pure eye-candy.Thanks Lelygax. The trick for the ghost ship stages will be getting the physics working correct for the stages. Once I start putting special effects in and subtle touches they will be a treat to see! I didn't realize how hard it was to make a damn ship from scratch!
https://www.facebook.com/media/set/?set=a.10153382548205697.1073741852.220827690696&type=3 (https://www.facebook.com/media/set/?set=a.10153382548205697.1073741852.220827690696&type=3)"This content is currently unavailable."
"This content is currently unavailable."Guess you have to be signed in, just go to the Lords of Shadow Official Facebook Page and look through the Dracula Through the Ages Photos.
Very nice! The ship is actually moving with the tides. Great work there Darkmanx_429!
y te queria preguntar si en este juego tienes pensado colocar a Alucard??There will be cameo's of many characters you just have to wait and see.
-----------------------------------------------------------------------
and I wanted to ask if you have thought this game put Alucard??
y como jefes de niveles que te parese esta idea ha un juego de sega llamado alien soldier, sale un jefe que tal vez pudiera encajar aqui
es este:
-------------------------------------------
and heads of levels that you think this idea sega has a game called alien soldier, you get a boss that maybe could fit here
is this:
y otra idea para un jefe es este:
---------------------------------
and another idea for a boss is this:
Castlevania Order of Ecclesia
ya que se parese a este de Contra 3
--------------------------------
because this looks like Contra 3
tambien en el juego de alien soldier, aparese un jefe que se parese a Fang, no se si sirviera de algo
--------------------------------
also in the game of alien soldier, a boss that appears parese Fang, if not serve something
Oye amigo gracias por responder, creo que se me emocione con las ideas, jejeje
si la trama la habia leido y me encanto, es un gran trabajo. saludos.
para proximos post, lo hare en uno solo. ;D ;D ;D
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Hey friend thanks for replying, I think I was excited with the ideas, lol
if he had read the story and I loved it, it's a great job. Greetings.
for next post, I'll do it in one. 8) 8) 8)
I love the premise! Looking good. :D
Some things, though...
I can't get over that the buildings sometimes pass 'behind' the moon', in the outside areas.
Also, during the character select screen, when the characters are grayed out, their feet aren't leveled (the feet sprite sometimes goes under by a pixel - this isn't happening when the character is highlighted, though).
Interesting screenshot 8) But I feel that the 'pumped-up' Bill sprite could use a few more pixels to help give him more detail. It's looking kinda flat as is. His gun is definitely noticeable as being the one with the least amount of sprite detail. I'm sure you already know this but I just thought I'd give you a head's up ;)Thank you X. Interesting that you noticed that. I actually found that single sprite off another forum as unused fan art. I expanded upon that idea and made a full sheet. I could add more detail to the gun. That's a good idea.
The boss healthbar seems to imply that each boss will have at least two phases. Is that the case?
lol! You got the Gradius III stage 1 sandworm boss in the stage!It's just a placeholder for now. I am experimenting with different enemy types for this stage.
I just thought of something darkmanx_429. Have the Moon stationary as in fixed in the background rather then giving it movement. Since the Moon is so far away, even further then the mountains, it should stay in the sky until you cross into another area. It was done like that in SCV4 and I think it would work out well in your game too.
Here's what i mean in case I'm confusing you: Super Castlevania 4 Stage 1 (http://www.youtube.com/watch?v=uw4zK0BBicE#)
Darkman, It would be much cheaper and better if you built your own desktop computer. You can order all kinds of parts from
http://www.newegg.com/ (http://www.newegg.com/) and you can find instructions online. Don't buy a desktop, it's best to make one. It'll be cheaper. It'll look cooler. It'll be better. And it will be your own work of art. :)
I heard of that man, they used to have it with Dell but not anymore where I am at. You have a couple of options through Alienware but not from the ground up building.
Can you guys provide anymore sites for computer building?
EDIT: Nevermind got it.
The muzzle fire VFX looks a bit too over the top, to be honest. Also, I don't think the shells would be that big.
I noticed this too. But who knows? He could be using 20mm rounds ;D
Nice, but he needs smoother animation.
This is looking pretty good. Out of curiosity, how many characters are you planning on having?
Richter Belmont and Jeremiah Van Helsing respectively.
There are plenty of youtube videos you can look up too, as well as earlier pages of this thread! Good stuff in them!
I just saw a few videos just now. It's looking really cool. Looking forward to seeing it done. :)
Portrait of Ruin is 2p over wifi.
It's a bit jarring to hear SotN's voices used again. People use those ones a lot. "Castlevania: The Bloodletting" was a fan game that was a bit notorious from taking voices from Richter, Dracula, AND Alucard for one character, and even using some Saint Germain clips for him. I could provide you with some other voice files to help individualize the character voices if you want.
Also, in the final version, will those falling snow boulders deal damage? If so, I think it would help if you included a circular shadow underneath them to help you know where they're going to fall, so it's easier to dodge them. As it is now, they might be a bit unfair.
Huh, I see MMX6 ice blocks there.Whats wrong with those ice blocks, I think they fit quite nice but to each his own. Feel free to post an alternative to my thread!
...Eurgh, MMX6...
Hmm... Those physics look a bit... ugly. You might want to give us a small room (debug room maybe?) and save the frame as an executable to test out stuff like physics and reaction times.
Those voice sound effects are just place holders for now. Thanks Claimh Solais, i'll take a look at your sound pack if you are willing to provide it.
Yes, the collision for the traps have not been set yet but they will deal damage when I get to adding collision to everything.
Hmmm..that's a good point on the shadows didn't think of that. That section was meant to try to get some cheap hits on the player(s) though because of the such fast pace of the game...Whats wrong with those ice blocks, I think they fit quite nice but to each his own. Feel free to post an alternative to my thread!
Hmm... Those physics look a bit... ugly. You might want to give us a small room (debug room maybe?) and save the frame as an executable to test out stuff like physics and reaction times.
I think about that he just means the simple fact that they're from MMX6. Never played it, but the game does get quite a bit of flak. Musta been pretty bad, lol.
I'm ripping voices from the Japanese ISO of Ys Seven right now, but when I'm done, I'll patch up all the voice files I've collected from various games so far and send them to you through a PM. I also have the English voices from Harmony of Despair sitting on one of my old computers somewhere around here, so when I find those, I'll send 'em your way, too.
They do seem a bit unpolished, but the game still is in an early stage of development. I'm sure the further they get into development more polish will be put on the physics.
Shot you a PM!
I think about that he just means the simple fact that they're from MMX6. Never played it, but the game does get quite a bit of flak. Musta been pretty bad, lol.The hatred mostly stems from the horrible level design, and the Nightmare system is nothing short of annoying.
The hatred mostly stems from the horrible level design, and the Nightmare system is nothing short of annoying.
Anyway, will those crushing traps instantly kill you on touch or will they just deal damage while forcing you into a crouching state?
Looking good! I can't wait for the release. But like I've said before, the game needs to go through some series revision before complete.
Whaddya mean by "where to send the beta to?
I'm assuming email, or something.
Interesting. My only critique is about X himself. He's very stiff-moving. He doesn't have the smooth flowing look that was given unto him in the early MMX art style (which I find better the the latter titles) Here are some examples;
http://img3.wikia.nocookie.net/__cb20100616040812/megaman/images/4/42/MegamanMHX.jpg (http://img3.wikia.nocookie.net/__cb20100616040812/megaman/images/4/42/MegamanMHX.jpg)
http://img3.wikia.nocookie.net/__cb20100616040717/megaman/images/7/7c/Megaman3MHX.jpg (http://img3.wikia.nocookie.net/__cb20100616040717/megaman/images/7/7c/Megaman3MHX.jpg)
http://static.giantbomb.com/uploads/original/0/3699/673302-x6_xpose.jpg (http://static.giantbomb.com/uploads/original/0/3699/673302-x6_xpose.jpg)
As you can see from the images above X is way more natural-looking. Though he is a machine he has some slight curves on his body that give him a more natural flow, and this is evident when he moves. That and his larger boots are much better-looking on him then the ones shown in later titles.
The coolest part is that boat and crates floating for real :DThanks Lelygax. I need to tighten up the floating but ya know..proof of concept! lol
Wow this is looking awesome!
Just putting it out there, before you put the beta out, you should polish up the physics and the sprites, and possibly add some enemies. Other than that, everything is looking good so far! I don't like the way the whip is handled tho. I think it should work like PoR's Richter whip, because the current setup looks very annoying.As for your questions/concerns:
hey man, your project is the holy shit!! really is a great project :), I love it, well we all loved, the bad is the wait to play this game, good luck with the project!
wow! one year? is a short time is little time for advance, as the game looks fantastic, and the movements and stages look great too!! :D
I will follow the line of the project. Thanks
well, I do not know what is Beats of Rage Engine
Vamprotector: Atlantis: 1 - 1 Revamp (http://www.youtube.com/watch?v=PJtblOu3poE#)
Testing various enemy movement and enemy types.
Track: Operation Aquarius (Vamprotector OST)
BGM: Neo City Docks (Contra Force)
BGM: Aquarius (Dracula's Curse)
Hey man I love the progress you are making, just wanted to point out that your parallax effect in this stage seems a bit off, the clouds move at an insane speed compared to the other layers it seems. Might wanna tweak that, other than that I love the work man.
Nice work man! This is by far my favorite map ive seen in the game! Now once I get my project out of the way ill have to work double time to catch up richters parts lolThanks man, I am a little side tracked doing 3d work at the moment, but the stages are coming along nicely!
Submerging for a while..
Updates:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FB7ksl9A.jpg&hash=df4da31d44cb98f63515026e66c203d701338d08)
Hey, it's those pseudo 3D corridors! All you need now are some top-down stages then your game will have all that Contra ever offered in one game.
Undersea stages! :o
Does it play like Gradius?
The corals look lovely.
You have to get passed her prettyboy fetish first, lol.
You have to get passed her prettyboy fetish first, lol.
Don't mock the Prince of Saiyans!
Don't mock the Prince of Saiyans!
Haha! Last time I checked there are no prettyboys in Dragonball Z, so no worries on your end.
That's true. 8)
Sorry, I never liked the Dragon Ball character designs or most shonen oriented characters. The plot is good though.
P.S. Future Trunks was pretty.
Never liked Sailor Moon.
Never liked Sailor Moon.
P.S. I have to wonder if this is going a little off-topic, lol.Probably.
But Sailor Moon has your prettyboys in it.
Geez, what do you like? :P
We'll be waiting. And congratz on finishing your schooling :)Thanks X, I am actually working on the game today for the first time in a loonnng while! Nice to get back into the groove of things and to get some real updates in again!
Don't mock the Prince of Saiyans!
that's right!Umm, Thanks Cortez, but let's please get the topic back on the game...that was an old post...lol
another Vegeta fan ;D
Vegeta is the best part of dragon ball thats why i gave his voice to bull demon in my monkey king dub :P
anyway don't mock the lord of saiyans!
Man, I have not been keeping up with fan-games at all. This one included. Glad to see it's still in the works, though!Thanks Claimh. The enemies in the top-down stages are placeholders for the time being. I wasn't planning on any evasive maneuvers i.e backdash. It's not beyond the realm of scope though as, you still have your whip and gun mode in the top down stages. If I was to incorporate it, I would do a new version of Richter's Backflip but obviously I would have to create new additional sprites. As of now it's just evasive movement as X mentioned.
Just a question about the top-down stages. Do you have any evasive maneuvers planned for them? Looking at them as they are now with simply walking (slowly, on top of that), it might lead to some unnecessary damage from enemies. Maybe something simple like a quick backdash or something? You could even add a delay to the end of it so it can't be overused to avoid damage. Then again, it's been a long time since I've played any Contra games so I don't remember if those actually had any evasive maneuvers to begin with, let alone which games they were in.
Have some news?
I see you've made a considerable improvement with using Spriter; I'm liking all of the new animations you've created.Thanks dude, spriter is definitely a must have in my opinion 8)
I guess i'm the only one who likes to pick the original "F" ammo in the first Contra. Random sfx are always welcome. The rate of fire seems too high to me, specially for the "S" or the flamethrower, but maybe you are seeking to implement an agressive playstyleLol as it is for now, we won't be having the "F" ammo from the 1st Contra, that's more personal preference for myself and Darkman. This will be geared more towards Contra 3's gameplay and mechanics. As for the rate of fire for the spreadshot, we can adjust that, no biggie at all. For the flamethrower, this rate will need to stay high to match that constant stream like you get in Contra 3. Thanks for checking the vid Kaonstantine 8) and we are DEFINITELY going for aggressive in this game ;D
Nice! 20 stages of pure hell :oYep, not claiming the hidden ones. Plus each those stages consists of multiple blocks and areas.
Well.. hopefully not as brutal as I made is sound, lol.
The camera looks disorienting. It has some kind of inertia to it, which makes it hard to tell where things are when you're traveling vertically. If you're falling down, you can't see below you. That seems like it has the potential for a lot of unfair scenarios. IMO it'd be fine with a small amount of inertia when the player starts moving but once the player is at a constant speed, it should follow the player and keep them in the center of the screen.
I was taking a different approach this time around, making the Super C track more custom versus a straight up cover. Think Dracula Perfect Battle style, more of a custom song with the notable elements of the original in there. If you all dig it, this may be a way to approach the rest of the OST.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi279.photobucket.com%2Falbums%2Fkk143%2Ffaeini1%2FSmiley01-1.gif&hash=89887d242f8663ac083d60174ba88dc79a172ddf)Thanks dude! 8) yeah that's going to be the predominant style for sure for this one but I'm all for changing things up with some orchestra as well :)
Sounds very solid to me. I like the solo at the end. I assume this is going to be the predominant style in your soundtrack. Are all the tracks going to sound heavy?Maybe it wouldn't harm to have one or two tracks with a softer mood, but well, that's only my opinion. Keep up the good work, Warmachine!
Thanks dude! 8) yeah that's going to be the predominant style for sure for this one but I'm all for changing things up with some orchestra as well :)
I would recommend not having as heavy a guitar. I know you love your guitar, but it's over bearing a lot of the time.HOW DARE YOU!!!!!! you don't like my tunes???? WTF DUDE????????
I would recommend not having as heavy a guitar. I know you love your guitar, but it's over bearing a lot of the time.
Bloo, you give really in-depth feedback. Keep it up! If you want to shoot me a PM with your direct e-mail, I'll add you to the closed playtest list when the closed beta is done.
Yes, I'm back! For the people that has been PM-ing me, the project is still on going strong! Just been submerged with my 3D projects. Vamprotector is still going strong behind the scenes!
I'll release a secret.Happy Memorial Day to all that served!(click to show/hide)