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The Castlevania Dungeon Forums => Fan Stuff => Topic started by: uzo on June 02, 2011, 01:56:40 AM

Title: Castlevania Battle of Eternity [fangame]
Post by: uzo on June 02, 2011, 01:56:40 AM
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)
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: thernz on June 02, 2011, 02:20:44 AM
All those fallen townsfolk. Not even a chance...

Tragic.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: darkmanx_429 on June 02, 2011, 03:37:35 AM
Impressive!!!!!!!!!!!
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Inccubus on June 02, 2011, 03:51:33 AM
Very impressive! Is this from scratch? The code, I mean.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: X on June 02, 2011, 04:15:51 AM
That game engine does look solid indeed! Gotta try this when it comes out  :)

-X
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Chernabogue on June 02, 2011, 05:19:34 AM
Digging it. Nice job.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Gemini on June 02, 2011, 08:20:34 AM
Extremely cool concept and that Richter edit new spritesheet is the best I've seen so far.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: 赤月 on June 02, 2011, 11:40:58 AM
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.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Dark Nemesis on June 02, 2011, 11:55:10 AM
One of the most interesting fan games that i have ever seen!!! :o
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Kale on June 02, 2011, 11:55:24 AM
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.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: 赤月 on June 02, 2011, 12:01:46 PM
^ I meant I sounded twisted.
Sorry.
Towards the end, it was in slow motion.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Kale on June 02, 2011, 01:17:42 PM
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)
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Esco on June 02, 2011, 08:29:14 PM
pure hotness! :o :o :o ;D
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Pemburu Vampir on June 02, 2011, 09:04:24 PM
Damn, I can't watch this awesome video you guys were talking about.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Claimh Solais on June 03, 2011, 01:51:04 AM
This game is simply beautiful. No more words are needed to describe it. (:
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: 赤月 on June 03, 2011, 07:01:01 AM
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.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Vampire Killer on June 03, 2011, 09:56:22 AM
Why can't someone make this for the DS or XBLA?
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Gemini on June 03, 2011, 02:24:12 PM
Because it's probably created with Game Maker.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: bad_john on July 10, 2011, 02:54:03 PM
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 ^ ^
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: X on July 10, 2011, 05:53:33 PM
Hey bad_john, it's been some time since I've seen your chibi pic on the forum.  :)
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Inccubus on July 10, 2011, 06:25:05 PM
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.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Gemini on July 10, 2011, 06:28:12 PM
I say: can we take a peek at your Richter sheet? :p
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Inccubus on July 10, 2011, 06:46:43 PM
A demo would be great too.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: bad_john on July 10, 2011, 07:57:18 PM
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
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: X on July 10, 2011, 09:29:02 PM
Sweet sheet there dude! Can't wait to see the final product  8)
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Pemburu Vampir on July 10, 2011, 09:40:44 PM
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. :)
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: bad_john on July 10, 2011, 10:03:59 PM
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)
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: metroidquest on July 10, 2011, 10:36:44 PM
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?
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: bad_john on July 10, 2011, 10:50:16 PM
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...
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Esco on July 10, 2011, 11:31:00 PM
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)
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: bad_john on July 11, 2011, 12:21:40 AM
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 ^ ^
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Esco on July 11, 2011, 01:57:11 AM
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)

Quote

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=3771994&#entry3771994 (http://gmc.yoyogames.com/index.php?showtopic=510981&st=0&p=3771994&#entry3771994)

I could also use help with creating the "trails" behind richter when he does stuff like high jump, slide, etc.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: bad_john on July 11, 2011, 02:37:31 AM
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"
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Esco on July 11, 2011, 04:06:28 AM
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.

Quote
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.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: bad_john on July 11, 2011, 08:19:08 PM
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/
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Esco on July 11, 2011, 08:41:53 PM
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.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Mega Man Model T 101 on July 12, 2011, 12:40:23 AM
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.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: KaZudra on July 13, 2011, 11:07:00 PM
AMAZING!, how did you do it? I'm trying to get my own project off the ground.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: X on July 14, 2011, 12:17:03 AM
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  :)
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Pemburu Vampir on July 14, 2011, 12:27:41 AM
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.
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Claimh Solais on July 16, 2011, 01:53:05 PM
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. ^.^
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: KaZudra on July 17, 2011, 04:36:45 AM
I want that walking animation, its so smooth and fluid
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Arma on July 17, 2011, 08:02:34 PM
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 =)
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: bad_john on July 20, 2011, 03:37:15 PM
@ 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 ^ ^
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Claimh Solais on July 21, 2011, 01:30:25 PM
@ 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
Title: Re: Castlevania Battle of Eternity [fangame]
Post by: Las on November 13, 2011, 04:16:51 PM
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!!!
Title: Using a necro to post to Esco
Post by: TheouAegis on November 13, 2011, 06:24:00 PM
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.