Castlevania Dungeon Forums
The Castlevania Dungeon Forums => Fan Stuff => Topic started by: Thaddeus on November 25, 2007, 04:45:42 AM
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Most of this stuff is outdated concept art (not actual in-game graphics) from several months ago, but since people have been asking for screens here they are.
I also posted this on the CVC and will update both threads as new art becomes available.
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Click to enlarge.
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In Reply To #1
Outdated or not, I hope it looks better or as good. Cuz the art in these are ever so nice.
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No matter how many times I see these, they never stop being awesome.
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Most of this stuff is outdated concept art (not actual in-game graphics) from several months ago, but since people have been asking for screens here they are.
I also posted this on the CVC and will update both threads as new art becomes available.
wow!
i always love your art!
so can we use the tiles if your not going to use these??
but i can't wait to play this game!!
keep up the great work ;)
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In Reply To #1
Outdated or not, I hope it looks better or as good. Cuz the art in these are ever so nice.
Thanks! And it will look a lot better... I think I've improved considerably since these screens. Within the next couple of days I will show some before/after images. There is a difference in quality. The newer tiles are more refined -- the palettes are slightly better. ;D
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wow!
i always love your art!
so can we use the tiles if your not going to use these??
but i can't wait to play this game!!
keep up the great work ;)
My policy all along has been any Castlevania-esque artwork I put out is always free for use by the public without any special permission. All that I ask is if you decide to use my work, please credit me. And if you must modify my tiles please specify it in the readme (or wherever).
I'm going to release every tileset and custom sprite to the public eventually. Although I ask that people don't rip graphics from these screens since the quality is poor (and we haven't had a chance to use them in our game yet).
I will release the art, that way if the game doesn't meet expectations (which is highly likely since it's a fan-made game) people will at least be able to apply the graphics to their own projects.
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Forgot to post this (to give you an idea of how the train stage is shaping up):
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fimg2.freeimagehosting.net%2Fuploads%2F8b00f4e9b7.jpg&hash=502de92b5275202ac4f30753de73f6a64509f89e) (http://www.freeimagehosting.net/)
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Wow this game looks badass, when's it sceduled to be released bro?
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Well if we could get a decent spriter, development would go much smoother. While I can sprite if I have to, it (animation) isn't exactly my area of expertise.
The only thing holding us back from releasing something is a lack of quality sprites.
Fear not; I was just reading my inbox and received word Ringo is hard at work finding us a spriter.
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Ahhh...Thaddeus...your game is an Epic Win, continue with the great job...
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Well if we could get a decent spriter, development would go much smoother. While I can sprite if I have to, it (animation) isn't exactly my area of expertise.
The only thing holding us back from releasing something is a lack of quality sprites.
Fear not; I was just reading my inbox and received word Ringo is hard at work finding us a spriter.
how dare you say it's not your expertise.
your the god of spriting and backgrounds!!!
i wish i could sprite half as good as you.
we all bow down and pray to you every night that we can be bless with your holy powers!
no but all joking aside you are the best spriter that ever lived.
you should be the main art guy behind all castlevania games right now imo.
really who has ever made anything as cool as your sprites and backgrounds?
your the man!
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Wow, amazing stuff Thaddeus!
I agree with everyone else here, these graphics rival anything ever put out in a "real" Castlevania game. It makes my game look like crap in comparison ;D
Where can I get more information about your project please? Is it going to be a stage by stage game or more of a Metroidvania like SotN is?
P.S: Those backgrounds are amazing as well, some of the best stuff I've ever seen in any video game.
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I appreciate the comments but I have to humbly disagree that the graphics rival the official art.
I'm thinking the game will be linear and non. The opening stages are more fast-paced action stages whereas the castle areas are more open and explorable. If I could compare it to any game in the series, it's like the original Castlevania meets Vampire Killer.
This will appeal to both fans of linear and non-linear gameplay.
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I disagree, I think it does rival them. Definitely looks good. The only thing that would make it inferior maybe, is that its not as detailed, in terms of the stages, but the character looks pretty detailed.
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well being humble is what makes him so good i guess ;D
i've never seen nothing better than what he makes.
i still have all his old stuff saved to a cdr from his old website.
i'm always blown away by his stuff,and it being darker just makes it better ;D
Thaddeus is proof that iga has never came to these boards.
because if he ever did he would have a job like that!
keep up the great work man :o
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Still, I'd love to see this finished. Vampiria is one of the most original fan games I have seen thus far.
-Keep it up ;)
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Now this is what i call a master piece!!! Keep up the good work!
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Hey Thaddeus, do you remember about me? :D Anyway, great work. All the sprites, tiles for the background and that artwork for Andros are F-A-N-T-A-S-T-I-C. Keep it up!
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Hi, Gemini. Thanks for the compliments, all.
Update: A lot of progress has been made this week. An entirely new area has been designed and I must say I believe it looks better than my previous stage artwork. We've incorporated the help of another sprite artist, to help me with character/enemy animations. So far he has produced very positive results.
This saves me a lot of headache, since now I can devote most of my energy to tiling and stage development and not worry about spriting so much.
The hero has undergone some drastic changes. No more is he an obvious edit of official art, but uses entirely original animation frames. Standing, walking, attacking, and running, jumping, crouching, etc., etc.
The whip has been officially removed as the primary weapon. The hero uses an assortment of different weapons. While the game looks similar to Castlevania, we want to deviate as far away from Konami trademarks as much as possible, for obvious legal reasons.
I don't think I will post anymore screens publicly, as not to spoil anything, but for those of you who would like to see new art (spoilers), just send me a PM and request it. I'll get back to you as soon as I can.
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Any chances we (or if you think that gives away too much, just me through PM) can get an animation of the main character walking or strutting or running?
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Sure, check PM.
[edit] The walking sprites are a collaborative effort on the behalf of myself and our spriter. Jorge Fuentes also contributed some modifications to the frames, which, improved them even more IMO. The frames are not finished, though. They still need some refining.
[edit, again!] BTW Ringo sent me a rough but playable demo of the train stage in action. It all came together quite nicely. It's starting to feel like a real, original video game. Lots of scrolling layers. ;D
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Wow it looks, nice, it could do with more frames... that though depnds on the amount of fps you're gonna have in your game. It does looks really nice though.
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Wow it looks, nice, it could do with more frames... that though depnds on the amount of fps you're gonna have in your game. It does looks really nice though.
Thanks and I agree; they've done a wonderful job on the sprite. It has 8 walking frames, which I believe is what Richter used in Rondo. I may add a few more here in a bit, just for the purpose of seeing how it would look.
I don't want to go overboard with detail or put too much pressure (work) on our spriter(s). I like to pace myself. It's easy to become overwhelmed with a project like this.
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it could do with more frames
Really? As Thadd mentioned Richter used 8 as well, it's only the obscenely animated characters like Alucard that get 16. And the hero doesn't have a cape or anything so I don't think that many frames would be required.
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In Reply To #25
Its probably just me, probably cuz I've seen so many high frame rate stuff for some time recently. But like I said, it really depends on how many frames per second your game will have.
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Hehe, DoS' Julius frame walking looks like incomplete...anyways...so nice who a demo is..can you post screens Thaddeus?
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I'm almost done designing second playable character. The train stage is almost finished, too. Enemies are being designed and they are coming out better than expected.
If anyone wants a glimpse into all that plus a prototype of the first boss, send me a PM.
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Woops, I almost forgot. The gameplay has changed a lot. The secondary hero will have a lot of neat abilities now (like being able to sneak up on a human enemy and fillet/run them through Solid Snake style!). It's unusual for a 2D sidescroller game, but it should make for some great death animations. Enemies' heads can be randomly cut off, their torsos cut in half. Ultra violence. Aside from swords we are also throwing in a Thompson sub-machinegun (to help against the human enemies, who also have guns, in the initial areas). Definitely a more mature theme.
Again, new screenshots may be available by private request, but they're kinda spoilers.
OH and we've almost got the story worked out.