Castlevania Dungeon Forums
The Castlevania Dungeon Forums => Fan Stuff => Topic started by: uzo on June 02, 2011, 01:56:40 AM
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NOTE: NOT MINE, I JUST FOUND IT ON YOUTUBE
It's pretty damn badass. The background tile reuse is a little lame and annoying, but, the engine looks solid. It really takes the classic action platformer feeling of CV, and takes it to the next level. Great Richter sprite edits too. Great use of effects too.
Castlevania Battle of Eternity (http://www.youtube.com/watch?v=dOIZ74iafV8#ws)
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All those fallen townsfolk. Not even a chance...
Tragic.
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Impressive!!!!!!!!!!!
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Very impressive! Is this from scratch? The code, I mean.
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That game engine does look solid indeed! Gotta try this when it comes out :)
-X
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Digging it. Nice job.
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Extremely cool concept and that Richter
edit new spritesheet is the best I've seen so far.
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All those fallen townsfolk. Not even a chance...
Tragic.
I was just about to say.
But their bodies do make for great effect [man, I'm twisted.]
Richter's portrait looks awesome.
Love the effects, too.
The giant fire towards the end was just beautiful.
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One of the most interesting fan games that i have ever seen!!! :o
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I was just about to say.
But their bodies do make for great effect [man, I'm twisted.]
Richter's portrait looks awesome.
Love the effects, too.
The giant fire towards the end was just beautiful.
Why are you twisted? It's a game, a work of art,... It's not real, and I don't like how people can view art as RL. Not taking a jab at you, just the general public who thinks this way.
The game looks great though. The few things that looks off is speed of Richter's movements, walk and run doesn't seem too different and makes one or the other unnatural. Speed of the game seems to lag towards the end too. There are probably more but I can't remember right now.
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^ I meant I sounded twisted.
Sorry.
Towards the end, it was in slow motion.
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I meant 2:15 ish.
And like I said, not taking a jab at you. I was more talking about people who thinks killing a dog in a game is like killing a dog in rl. (PETA and pro-children idiots)
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pure hotness! :o :o :o ;D
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Damn, I can't watch this awesome video you guys were talking about.
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This game is simply beautiful. No more words are needed to describe it. (:
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I meant 2:15 ish.
And like I said, not taking a jab at you. I was more talking about people who thinks killing a dog in a game is like killing a dog in rl. (PETA and pro-children idiots)
Don't worry about it.
But yes, I did notice a lag around there too. I wonder what happened.
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Why can't someone make this for the DS or XBLA?
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Because it's probably created with Game Maker.
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Hello everyone.
I'm the creator of this fangame. After the team Lost Tales Project has been canceled, I started this new engine.
I thought initially to create a remake of Rondo of Blood and Castlevania SoTN TOGETHER!
This project is only my hobby. But I want to finish it!
Any ideas or help are very welcome.
If, in the latter case, I'm leaving it too, I'll donate the open source project for those who wish.
Thanks for all the posts ^ ^
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Hey bad_john, it's been some time since I've seen your chibi pic on the forum. :)
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Excellent! So few fan game authors release their source code and that sort of thing could be very valuable to those who follow. If more of us shared our code we could accomplish so much more. Also, I hope you do finish your project. It looks great and I love the concept.
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I say: can we take a peek at your Richter sheet? :p
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A demo would be great too.
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So, I'll do a demo so you can analyze it. However, I have no date of when I will release it.
If someone wants to participate, actively or passively, with the project are welcome too. ^ ^
The Richter Belmont Sprites:
http://jonnyaguiar.deviantart.com/art/Richter-Belmont-Sprites-217728517 (http://jonnyaguiar.deviantart.com/art/Richter-Belmont-Sprites-217728517)
If someone wants to edit it, I would like to see later. 8D
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Sweet sheet there dude! Can't wait to see the final product 8)
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AWESOME sprites! But why does it say version incomplete? Do you have the complete version? I'm planning to edit and put them into My Castlevania PoR hack (http://castlevaniadungeon.net/forums/index.php/topic,2959.0.html)
Also, awesome game you made there. :)
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It is "incomplete version" because it lacks animation, I also intend to create new ones.
To be exact, for each item-crash, he will have a different animation (think of doing this because subweapons 10) and different levels!
The game hasn't "level up", but it is possible to improve equipment and obtain techniques (like Blade Rush, you haven't it on the begin)
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very impressive. It's amazing what fans can do these days. Puts some of the pros to shame.
Was this started before or after DX Chronicles?
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My idea comes before DX Chronicles.
But I started after.
I have some problens with design and pixel art. I'm a programmer, just try to change some little things in graphics...
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So, I'll do a demo so you can analyze it. However, I have no date of when I will release it.
If someone wants to participate, actively or passively, with the project are welcome too. ^ ^
The Richter Belmont Sprites:
http://jonnyaguiar.deviantart.com/art/Richter-Belmont-Sprites-217728517 (http://jonnyaguiar.deviantart.com/art/Richter-Belmont-Sprites-217728517)
If someone wants to edit it, I would like to see later. 8D
Very nice work Bad_john; I actually wrote you on youtube too, because I was curious about a few things. Such as how you got the flames you use in the background and foreground to look so good in gamemaker.
I also have to give you credit where it is due; because your game is what convinced me to move the hack from using memhack and emulators, to trying out gamemaker and seeing what I could do in it. (there is a link to my blog in my signature if you want to check it out)
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Wow, Esco, I am a longtime fan of your project! 8D
I follow a few years. I am very excited to see the final product, when released!
About the flames of my game, I used these sprites:
http://www.spriters-resource.com/ds/cstlevniadawnofsorrow/sheet/19035 (http://www.spriters-resource.com/ds/cstlevniadawnofsorrow/sheet/19035)
Using the particles system, of the game maker (like 90% of effects in all game).
If you need help on something and just say ^ ^
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Wow, Esco, I am a longtime fan of your project! 8D
I follow a few years. I am very excited to see the final product, when released!
Thanks, glad to hear that. And wow that is a coincidence because I am really liking the way the game that you are working on look. I guess it's true what they say: great minds think alike. 8)
About the flames of my game, I used these sprites:
http://www.spriters-resource.com/ds/cstlevniadawnofsorrow/sheet/19035 (http://www.spriters-resource.com/ds/cstlevniadawnofsorrow/sheet/19035)
Using the particles system, of the game maker (like 90% of effects in all game).
If you need help on something and just say ^ ^
Cool..... I am guessing that you use particles because they consume MUCH less resources than sprites do right? I am thinking of doing the same for most things like dust, flames etc. that do not interact with anything but that are just for display purposes. I managed to so far make 2 sets of particles for splashing in water, but damn they are a pain in the ass.
And yes, I could definitely use some help. I am very new to gamemaker and still have a lot to learn. I am especially going to have issues with duplicating the gfx effects in symphony of the night. Do you have any idea how to do stuff like the blinking effect when an enemy is damaged (it takes their color palette and replaces it with another one,that cycles thu 5 colors over and over again, then goes back to normal)? I made a thread and somebody made a VERY detailed explanation of using surfaces, but it is still confusing to me.
Link to thread: http://gmc.yoyogames.com/index.php?showtopic=510981&st=0&p=3771994entry3771994 (http://gmc.yoyogames.com/index.php?showtopic=510981&st=0&p=3771994entry3771994)
I could also use help with creating the "trails" behind richter when he does stuff like high jump, slide, etc.
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I know how to do blinking effect, also i know how to change color sprite too, but not like in SOTN, which alters the surface of the sprite with light/color effect and textures.
I never read the tutorials of Game Maker, except the basics. I always practiced and developed my own logistics.
I'll see this link, for trying to seek this effect palette for years. If I understand, you can try to explain o/
The "shadow" effect behind Alucard / Richter, I preferred not use particles, because in Game Maker is more difficult to control them in the changing rooms, making visual bugs...
I do like this: create an object that "inherits" the images from object mother, and die after little time. This event happen several times, creating the effect of "shadow"
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I know how to do blinking effect, also i know how to change color sprite too, but not like in SOTN, which alters the surface of the sprite with light/color effect and textures.
I never read the tutorials of Game Maker, except the basics. I always practiced and developed my own logistics.
I'll see this link, for trying to seek this effect palette for years. If I understand, you can try to explain o/
yeah I read very little of the tutorials too except for stuff I couldn't figure out. I tend to look on you tube, thru the gm forums, or experiment a bit. My biggest issue is with syntax, since I can usually figure out the logistics behind most things (EXCEPT graphical stuff).
As for the blinking color effect, that sounds like a plan; we might be able to figure it out together. From what was written in the post above that I linked too it seems very doable.
The "shadow" effect behind Alucard / Richter, I preferred not use particles, because in Game Maker is more difficult to control them in the changing rooms, making visual bugs...
I do like this: create an object that "inherits" the images from object mother, and die after little time. This event happen several times, creating the effect of "shadow"
I was thinking of trying that too. I just have to figure out how to do it. But no worries, right now I am working on finishing off richter's tackle sprite, then I am going to start on the animation for when using his whip, sub weapons, then the animations for when doing grand cross, whip power up and hydrostorm.
I can tell you up front that doing the cross AND itr's crash will be hell. The cross uses 4 gfx effects, in addition to the cross. And the holy cross crash uses a 3d sprite; which I have NO CLUE how to do. But it will be a great learning experience that will teach me a LOT and come in very handy.
Anyway, U2U me your MSN name or aim name if you use them, and I'll send you mine back. If you have time we can probably chat about this stuff sometime during the week.
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I'm learning 3D modeling autonomously, using 3DMAX and UDK STUDIO. But I never try to make 3D sprites GameKamer (seems confused)
If you want I can show all my sprites (chars, effects, weapons ...)
Also, I'm very good with Game Maker Language if you need just ask! ^ ^
Exchanging materials among us, is best for everyone o/
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I'm learning 3D modeling autonomously, using 3DMAX and UDK STUDIO. But I never try to make 3D sprites GameKamer (seems confused)
If you want I can show all my sprites (chars, effects, weapons ...)
Also, I'm very good with Game Maker Language if you need just ask! ^ ^
Exchanging materials among us, is best for everyone o/
Agreed. That will save us both some work, since if I have something done you can use it, and vice versa. If we pool our resources we may accomplish more. Check your U2U please.
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I'd love to see all your sprites bad_john! Also, I could use some directions on how to actually get a character properly working, and the stage itself.
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AMAZING!, how did you do it? I'm trying to get my own project off the ground.
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What i find amazing is that most of the people here have games they want to do but lack the skills to succeed in one department or another. Then everyone chips in to help complete a game for us fans to enjoy. Gotta try 'em all :)
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What i find amazing is that most of the people here have games they want to do but lack the skills to succeed in one department or another. Then everyone chips in to help complete a game for us fans to enjoy. Gotta try 'em all :)
I agree.
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I actually have your spritesheet for this game, bad_john. It's quite impressive work, animation-wise. But there are a few palette problems here and there. Like occasionally the coat-tails generally have different colors from the torso of the coat. Was this intentional? Cuz otherwise it looks quite professionally done.
I like your use of what looks like Julius (jump attacks), Alucard (extra falling anim), and Jonathan (subweapon) edits, which aren't exactly seen at first glance.
But yeah, I like the spritesheet. It's really impressive work, as is this game. I'd like to play it through once finished, or if you were to release a demo. The engine looks quite solid, which is actually rare in fan games. ^.^
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I want that walking animation, its so smooth and fluid
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wow Richter never looked better and I like that you used that cool artwork of him from Eternal Knights.
It would be cool to see a game with a "level up" system that fits the Belmonts fighting style. Something like starting the game with Richter's basic movements such a jump and backflip and that he actually learns new moves throughout the game so, for example, he can get stronger by learning techniques from the bosses and other powerful enemies instead of the typical rpg leveling up, and if only he could use the whip the way Simon does in Super Castlevania IV, but that would mean more sprite animation.
Whatever, I'm looking foward to more updates! Awesome work man =)
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@ Claimh Solaise
In fact there is a certain error in the palettes. It was not intentional, but I was tired because I've spent days editing sprites xD
My god, you could see all my behind Richter's animations.
But some of them were made by myself.
@ Weapon
I think making a game in that style.
You start the game almost nothing, and is gaining new skills and weapons.
I want to create new spells and a new sub-weapons system too (like each weapon has its own counter unit).
EDIT:
If someone needs any of my stuff in the game, just ask ^ ^
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@ Claimh Solaise
In fact there is a certain error in the palettes. It was not intentional, but I was tired because I've spent days editing sprites xD
My god, you could see all my behind Richter's animations.
But some of them were made by myself.
Ah. I've actually saved your sprite sheet, due to myself being a sprite collector. I also made an edited version, fixing up some of the colors. Hope that doesn't bother you or anything. ^.^;;
I saw behind them cuz well... I've been doing sprite projects with those characters myself. :D
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Wow bad_john that is one hell of a start to an engine. Extremely talented art aswell. That looks very smooth and nicely done!!!! Yeah that project is totally kick ass dude. Kudos!!!
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Epic 3-month old necro in the post above. :o
Hey Esco, I was just looking through this and saw the post about palette cycling. Have you tried the GIF Hard Edit method yet where you open the GIF file the sprite is stored in and rewrite the palette data?
The other method I'm considering, although I haven't gotten around to using it yet, is to create the palette-swapped enemy sprites when you transition from room to room, then delete the sprite when you transition to the next room. It might still be slow, but it only makes extra sprites for the enemies in the current room rather than all enemies. As long as you don't flood a room with four or five different enemies, this should in theory work fine. This of course would only be necessary if creating a single-frame sprite on the fly would be too slow during actual gameplay.