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The Castlevania Dungeon Forums => Fan Stuff => Topic started by: Dracula9 on June 14, 2013, 05:55:20 PM

Title: Haunted Castle
Post by: Dracula9 on June 14, 2013, 05:55:20 PM
Adagio's toast. Too much shit to fix and I don't have the motivation to do it. So instead, I'm putting the poor misshapen thing out of its misery and retaking an old project.

I had a crappy one-room "remake" of Haunted Castle I did a few years ago (when my programming knowledge was almost nonexistant). Well, I figure I'll start that back up since I have a more clear direction of where it is I'm going with it; where, with Adagio, it was more of "hey, I want this today, let's program it. I totally won't hate it next week after I've done so much implementation with it." Guess how it got to shit. :X

So, with that, here's my basic gameplan of what to do aside from the obvious;

-Expand the stages. I'll still only have the six, but I'll extend them and add a ton more to them. The cemetery, for instance, now has multiple crypts/mausoleums to go through and explore, rather than just the one Medusa's in. I also have two major changes in mind for the last two stages; chiefly, make an actual clock tower rather than a cheap elevator. I've given strong thought to shortening the elevator and putting a boss on it (similar to Brachyura). Right now, that boss is looking like the Rock Golem, who I may give recurring appearances as a miniboss. The other main change will (keyword, WILL) be that stage six won't just be that goddamn bridge. I'm thinking something along the lines of X68/Chronicles' last stage, as in multiple towers with collapsing bridges connecting them (because I can't nix the collapsing bridges completely, of course). I also gave thought to tossing Death into one of the towers, but that's just a thought for now.

-Add an actual semblance of a plot. While I'm not too eager to jump into dialogue scripting and coding, I do want Serena to have a bigger role than the damsel in distress. At the moment, I really want to give her a two-sided fate similar to Annette from DxC, in that she will die if certain conditions are not met. Now, whether she just gets killed, or turns evil/possessed and YOU have to do it, I haven't decided.

-Expand enemy roster. This one's self-explanatory.

-Expand bosses. This one needs more explanation. I'm not keen on some of the bosses(stained-glass knight), especially when I think about having to program some of them (stained-glass knight). So, I've considered scrapping/replacing some, or just adding more to compensate. The latter will happen regardless, but the degree is the variable here.

-More classic weapon types. This one's a biggie. Right now, the three main weapons operate in reference to the GB games. The leather/chain whips are traditional, with the Sword of Powah being the flame whip, in that it goes away upon being hit. I know this isn't really like HC in that regard, but I don't plan on making the bosses able to be beaten effortlessly by spamming the sword, which still does insane damage (damage counters, btw, are 1 for the leather, 2 for the chain, and 5 for the sword. The gap's big, but I think it's fair when compared to the combination of whip damage and fireball damage that the system alludes to.). Subweapon-wise, I plan on keeping them all; bomb will replace holy water, torch will replace axe (though it will also light any enemies it hits on fire, unless they're immune, in addition of setting the ground ablaze. Heart cost will be increased in tandem), boomerang replaces cross, and the stopwatch will stay. It will now cost five hearts rather than two. Hearts will be somewhat easier to come by than in the original as I will include candles in the game.

And with that said, here's some stuff to prove I'm actually doing this shit and not just blowing air.

Some screens from the first stage (largely incomplete, but the "feel" of the stage is shown pretty well IMO.
(click to show/hide)

And some music I've gotten done so far. Mostly later-stage themes, but with me being a very musical person, if and when I get development boredom later on, listening to the later stages' themes will give me the motivation to get them done (I know it sounds odd, but that's just how it is).

Cross Your Heart (http://www.mediafire.com/?ggre6c7f1rq554t)
Bloody Tears (http://www.mediafire.com/?q0u09zccz37ep0b)
Basement Melodies (http://www.mediafire.com/?at8oacfsfezef7f)
Can't Wait Until Night (http://www.mediafire.com/?o72s8gwjx66ew24)


Good "coming back" post, I think.

EDIT 6/17: On the offchance anyone is willing to, I would immensely appreciate any help on this. My previous and current projects have taught me than doing everything myself is fucking hard. My other game I can manage that well enough, but this one I know I won't be able to. I don't want to go all noob and say "I need a programmer, spriters, etc.," so I'll take whatever help (if any) I can.
Title: Re: Haunted Castle
Post by: FireSeraphim on June 14, 2013, 06:05:45 PM
Welcome Back Dracula9. I wish you the best of luck on this rather ambitious remake of haunted castle. Also your musical work is great as always.
Title: Re: Haunted Castle
Post by: Dracula9 on June 14, 2013, 06:14:46 PM
Thanks. This time around, I have the experience and knowledge of what NOT to do (the only real good that came from doing Adagio), so I should make much better progress than before.
Title: Re: Haunted Castle
Post by: Inccubus on June 15, 2013, 04:36:45 AM
Looks like an interesting endeavor. I'm integrating the HC stages into my massive 8-bit style CV1 mega remake, so I'm curious to see how you rework them.
Title: Re: Haunted Castle
Post by: darkmanx_429 on June 15, 2013, 05:40:11 AM
I hope you have multiple colors to choose from for the main character I am not digging that particular recoloring. The level design seems to be coming along nicely though. I do like the ideas you are borrowing from Rondo of Blood. Haunted Castle does need a good remake.
Title: Re: Haunted Castle
Post by: Dracula9 on June 15, 2013, 10:27:48 AM
There won't be multiple character outfits/palettes, but that one's just placeholder anyway. The final will be an edit of X68000's Simon (since the outfit is pretty close to HC's Simon and requires minimal edit work on my part), but I'm just using Chronicles for the time being to make sure the changes in sprite origins (since Pedrozo's base engine uses Rebirth's Christopher) match up smoothly. And also because I found his sheet on my hard drive first and didn't feel like digging for the X68 sheet, especially when it would just be placeholder.
Title: Re: Haunted Castle
Post by: chainsawmidget on June 15, 2013, 10:32:41 AM
That's good news.  The color scheme you're using now makes the guy feel more like an extra from Jem than a vampire hunter. 
Title: Re: Haunted Castle
Post by: Dracula9 on June 15, 2013, 10:49:44 AM
I don't see how that could possibly be a bad thing, but-

Yeah. The final should look much nicer, but right now I'm just focused on getting the basic shit working right.
Title: Re: Haunted Castle
Post by: darkmanx_429 on June 15, 2013, 10:55:13 AM
That's good news.  The color scheme you're using now makes the guy feel more like an extra from Jem than a vampire hunter.
That's truly outrageous...lol

I don't see how that could possibly be a bad thing, but-

Yeah. The final should look much nicer, but right now I'm just focused on getting the basic shit working right.
Anyways for Drac9 these may help:
http://www.castlevaniaspain.com/viewtopic.php?t=3958&postdays=0&postorder=asc&start=0 (http://www.castlevaniaspain.com/viewtopic.php?t=3958&postdays=0&postorder=asc&start=0)
http://www.castlevaniacrypt.com/games/sotn/maps.htm (http://www.castlevaniacrypt.com/games/sotn/maps.htm)
http://www.vgmaps.com/ (http://www.vgmaps.com/)
http://www.finalfantasykingdom.net/c4bestiary.php (http://www.finalfantasykingdom.net/c4bestiary.php)
Title: Re: Haunted Castle
Post by: Dracula9 on June 15, 2013, 11:13:52 AM
Hey, thanks a ton, man. Those DS tile rips are going to be wicked helpful.
Title: Re: Haunted Castle
Post by: darkmanx_429 on June 15, 2013, 09:29:09 PM
Hey, thanks a ton, man. Those DS tile rips are going to be wicked helpful.
Those were some links from my personal collection...hee hee Glad to be of service.
Title: Re: Haunted Castle
Post by: Dracula9 on June 17, 2013, 12:07:22 PM
Bumping, because I've added a rather important footnote to the first post.
Title: Re: Haunted Castle
Post by: Dracula9 on June 23, 2013, 04:23:58 PM
Bumping, again. Simon's physics have been worked on, and he can now double-jump and roll. I haven't decided if he'll have these from the start of gain them as upgrades. Still working that out.

Haunted Castle - [Debug Room] Physics Test (http://www.youtube.com/watch?v=5jpW6CX8g9w#)
Title: Re: Haunted Castle
Post by: kaonstantine on June 25, 2013, 01:23:59 PM
I prefer them as upgrades. In CV games is not natural to start the game with many abilities. Searching for power-ups/upgrades/relics it is part of the charm. Having the ability to double jump and roll since the first levels, could spoil the game, i guess.
Title: Re: Haunted Castle
Post by: Belmontoya on June 25, 2013, 01:53:38 PM
I disagree Kaonstantine. Did starting out with the chain whip and the ability to perform a back flip spoil Rondo of Blood? I think not.

If the game is designed to play that way from the start up, how Dracula 9 paces the rest of the game would determine how it turns out.

Do what you think suits the project Drac 9.

Title: Re: Haunted Castle
Post by: uzo on June 25, 2013, 03:15:57 PM
You have improved quite a bit, D9. That's a pretty impressive and solid display of gameplay.

I wonder though, can you jump off of and on to stairs? And or plan to do so.
Title: Re: Haunted Castle
Post by: Jorge D. Fuentes on June 25, 2013, 03:22:31 PM
I agree with UZO.
Those are some very nice platforming physics you've got going on there.  +1
Good start-up engine.

Also, the doublejump spritework looks pretty great.

I also agree with MontoyaGraphics; if the entire game's stage progression is designed taking into account the abilities possessed, it should be fine. ;)
Title: Re: Haunted Castle
Post by: Dracula9 on June 25, 2013, 06:34:42 PM
Alright.

Given that I most likely won't make this a map-based game (Lecarde Chronicles, able to revisit stages), I don't see how upgrades on abilities would work. I did think about making the roll available from the start and finding the double jump later on, but with the levels being one-time-only the player would be fucked in later stages with stage platforming that would require it (since, after all, it would be a waste of time to program the ability but not the stages to suit it). So, I think I'll just leave them both in from the get-go.

And uzo, I AM in the process of working on that. Since I've got a better understanding of platforming physics and GML, it should be easier than the last time I said I was working on stair jumping. I should be able to get it done, but I'll post if I can't. I don't think that'll happen, but in the event that it does, consider this the FYI of sorts, I guess.
Title: Re: Haunted Castle
Post by: kaonstantine on June 25, 2013, 07:03:18 PM
I disagree Kaonstantine. Did starting out with the chain whip and the ability to perform a back flip spoil Rondo of Blood? I think not. 

Chain Whip is a weapon. I din't mention anything about weapons. Also, I never said nothing about starting the game with 0 abilities.

if the entire game's stage progression is designed taking into account the abilities possessed, it should be fine. ;)

Can't discuss that. I mentioned those abilities COULD spoil the game, thinking of a game where you need to revisit places to obtain new items/upgrades. I see now Dracula9 has a different idea for the game.
Title: Re: Haunted Castle
Post by: Belmontoya on June 25, 2013, 07:10:35 PM
Chain whip is an "upgrade" from the leather whip. Leather whip is the default weapon.
Title: Re: Haunted Castle
Post by: Dracula9 on June 25, 2013, 07:19:59 PM
Yep. In this context, the weapon levels qualify as upgrades.

On that note, do you think I should leave the weapon-ups faithful to Haunted Castle and drop ONLY from enemies (i.e. only get the sword from knight enemies, because why would a skeleton ghost have weapons), or a more traditional candle-drop? Or both?
Title: Re: Haunted Castle
Post by: kaonstantine on June 25, 2013, 07:48:02 PM
Chain whip is an "upgrade" from the leather whip. Leather whip is the default weapon.

Right, but I never talked about starting out the game with 0 "upgrades" neither 0 abilities.  I only talked about double jump and rolling (having re-exploration in mind).   ;)

I like buying upgrades or getting them after defeating bosses, but if i have to choose from one of ypur options, i go with enemy-drops

Title: Re: Haunted Castle
Post by: Belmontoya on June 25, 2013, 08:01:28 PM
Right, but I never talked about starting out the game with 0 "upgrades" neither 0 abilities.  I only talked about double jump and rolling (having re-exploration in mind).   ;)

That's odd that you were thinking of re-exploration while talking about Haunted Castle.

I like buying upgrades or getting them after defeating bosses, but if i have to choose from one of ypur options, i go with enemy-drops

I think maybe you're thinking within the context of a Metriodvania game.

Have you every played Haunted Castle? If not, you should check it out Kaostantine. It's a really cool old school arcade game. I only wish they would of had this game at the old arcade I used to hang out at when I was a kid. I spent tons of quarters on the original Contra in the arcade. I would have dished out a fortune trying to beat Haunted Castle. The game is extremely difficult.

D9: It's hard to say what to go with for item drops without having played a demo of the game. That again will really depend on your level layout. Do you plan to have different difficulty settings? Considering how difficult Haunted Castle is, are you going to sustain that level of insanity? I certainly hope there is at least an option to take the rocky road, so to speak. If you are going to have different difficulty settings, perhaps have the items only dropped by enemies on the harder setting.

Title: Re: Haunted Castle
Post by: Inccubus on June 26, 2013, 01:28:03 PM
Yep. In this context, the weapon levels qualify as upgrades.

On that note, do you think I should leave the weapon-ups faithful to Haunted Castle and drop ONLY from enemies (i.e. only get the sword from knight enemies, because why would a skeleton ghost have weapons), or a more traditional candle-drop? Or both?

I think I'd go with the candle drop system that most of the classicvanias use. This would bring HC more in-line with the rest of it's brethren which seems to be one of the goals of your project, no?
Personally I always favor giving the player more things to interact with than less. That's one of the problems I had with LoI & CoD for example. All those beautiful backgrounds and you can't break anything at all.
Title: Re: Haunted Castle
Post by: chainsawmidget on June 26, 2013, 02:03:10 PM
Quote

Given that I most likely won't make this a map-based game (Lecarde Chronicles, able to revisit stages), I don't see how upgrades on abilities would work. I did think about making the roll available from the start and finding the double jump later on, but with the levels being one-time-only the player would be fucked in later stages with stage platforming that would require it (since, after all, it would be a waste of time to program the ability but not the stages to suit it). So, I think I'll just leave them both in from the get-go.
Rather than finding them, they could be abilities you get automatically as you clear a stage. 

You know, "Simon has cleared stage three.  Simon leanrs how to do a funky roll thing." 
Title: Re: Haunted Castle
Post by: Dracula9 on June 26, 2013, 05:19:39 PM
Yeah, I could, but that wouldn't really make much sense. It'd be like, "You have defeated a three-hundred-ton giant stone golem. You can now nimbly jump again in midair."

And Montoya, the engine I'm working with does have a difficulty system in place, per se (in that it's mostly just easy-normal-hard variables and the chosen option affects your number of starting lives), but I haven't decided whether to fully implement it. I've already had too many bugs with trying to implement a customizable controls scheme (so it's going to be nixed for the time being), so all-encompassing global variables, rather than individualized ones like boss and player health and heart count, is a bit intimidating.

And Incubus, I couldn't agree more. There's gonna be plenty of shit to break here. PLENTY.

And I have an update for your question, uzo. I've successfully made Simon able to jump off of and fall from stairs(jump normally, fall if down is pressed). With how the stairs are done (top/bottom objects and Simon is in Stair mode while between them unless certain action buttons like whip are pressed, which changes that mode), I've had failure after failure in getting him to be able to jump onto them. I don't think it's going to happen; besides, Simon's a big macho powerhouse guy. He's not really the type of nimble that would be needed for acrobatic shit like that. Anyone can jump off of stairs, but jump onto them in perfect foot alignment? Unlikely for Simon.

The current work in progress is getting the stopwatch to freeze shit. So far it's going pretty smoothly, with a few minor bugs like animation playback after being unfrozen and the zombies losing their fucking minds.

Also,
Quote from: Dracula9
There won't be multiple character outfits/palettes, but that one's just placeholder anyway. The final will be an edit of X68000's Simon (since the outfit is pretty close to HC's Simon and requires minimal edit work on my part), but I'm just using Chronicles for the time being to make sure the changes in sprite origins (since Pedrozo's base engine uses Rebirth's Christopher) match up smoothly. And also because I found his sheet on my hard drive first and didn't feel like digging for the X68 sheet, especially when it would just be placeholder.
So, here's basically what the final product will look like, once I have time/get around to actually converting the entire sheet to it:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fsadpanda.us%2Fimages%2F1695654-FOJT5BI.png&hash=e9f7d930e75fd7b0d7dfea0ad4062deb)

And now, for a random "D9 needs to pay attention to what code snippets he pastes from Clipboard" glitch of the day:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fsadpanda.us%2Fimages%2F1695642-Y07IV16.gif&hash=ca77d7db875c4af1b2f42a3538a84c1c)
BEHOLD THE INCARNATION OF TRUE FEAR AND DESPAIR!
...Yeah. Although this actually gave me ideas for later enemies. Go figure.
Title: Re: Haunted Castle
Post by: Jorge D. Fuentes on June 26, 2013, 05:56:26 PM
You're welcome to use my Simon Belmont sprites as alternates if they're compatible.
But you don't have to. Just throwing it out there.  Yours look quite fine.

You can start with the abilities, similar to how Richter starts with the best (only) chain whip and doesn't use upgrades, and starts with his backflip.  Or, how Richter 'starts' Symphony of the Night with all those funky abilities.

As long as the stage makes use of them intelligently, it should be no problem.

I imagine the game will play kind of like Castlevania Adventure Rebirth, only with slightly more out-of-the-way powerups/money/etc. that you would use your abilities to reach.

Example:
-Perhaps there's a perilous area with crushers you have to time perfect rolls to make it across, with the other side having a key or a weapon that's better-suited for the stage.
-Maybe there's an area with a waterfall but if you perform a doublejump leap of faith across it, you'll reach a hidden small alcove with a cache of stuff.

This all without doing it in Metroidvania style (I'm not sure the direction the game has but from the video it looks like it'll be done in the vein of a ClassicVania or, at the most, like Rondo of Blood with a Stage Selector upon a stage is completed, thus unlocked).
Title: Re: Haunted Castle
Post by: Dracula9 on June 26, 2013, 06:12:42 PM
Thanks, but your red-armor Simon's a little too big IMO. Otherwise they'd probably have fit just fine. And I've already got the Chronicles bounding origins to work, which the X68 ones are pixel-identical to.

And it'll be a Classicvania. The revisit map is probably not going to happen, at least not right now. I'm sure I can code a variable that tests whether the boss has been killed already or not, but right now that's not really much of a priority. And those examples are exactly the kind of thing I had in mind. Let's just say playing Lecarde Chronicles is giving me a ton of stage-element inspiration (seriously, Mig's stage platforming elements are fucking top-notch. If you're reading this, Mig, great job), so that shouldn't be a problem.
Title: Re: Haunted Castle
Post by: uzo on June 26, 2013, 07:16:03 PM
What issues are you having with custom controls?
Title: Re: Haunted Castle
Post by: Dracula9 on June 27, 2013, 05:26:44 PM
Mostly, it's the keymapping script going wonky with the changes I've made to the base engine (I would imagine, since I've not touched the keymap script), in that altering the buttons in the options menu glitches and the enter key stops working, even when set back to its default. This makes it impossible to exit the options menu, so I really can't tell if the other buttons work or not after remapping.

Although, thinking about it, I'm working on removing all scripts and button scripts dealing with the Item Crash action, since Simon won't have one. Since doing that involves deleting/editing string placement and origins in the options (and therefore the layout of what's editable and what's not), that might be the root cause of the problem. I'll keep on it and see what sticks.
Title: Re: Haunted Castle
Post by: Dracula9 on July 04, 2013, 07:47:14 PM
All that stuff's still being worked on.

In the meantime, I'm testing out the game map, since it'll be used come the beta. Edited to include more definition on the parchment (i.e. less contrast than the original on the brighter highlights), and expanded the final stage part of the castle. Also, trying out an idea for the "here's the boss" icon. I don't want to use the red dots from the original and things like moving bats/skulls have been done to death. I loved the Lords of Shadow maps fires, so I used them as reference.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi516.photobucket.com%2Falbums%2Fu321%2Fvampyre_04%2FMapMockup_zps4afa3fed.gif&hash=42f662659f45b87c57cd2770c8882e5e) (http://s516.photobucket.com/user/vampyre_04/media/MapMockup_zps4afa3fed.gif.html)

I think it looks pretty cool.
Title: Re: Haunted Castle
Post by: darkmanx_429 on July 04, 2013, 08:31:30 PM
All that stuff's still being worked on.

In the meantime, I'm testing out the game map, since it'll be used come the beta. Edited to include more definition on the parchment (i.e. less contrast than the original on the brighter highlights), and expanded the final stage part of the castle. Also, trying out an idea for the "here's the boss" icon. I don't want to use the red dots from the original and things like moving bats/skulls have been done to death. I loved the Lords of Shadow maps fires, so I used them as reference.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi516.photobucket.com%2Falbums%2Fu321%2Fvampyre_04%2FMapMockup_zps4afa3fed.gif&hash=42f662659f45b87c57cd2770c8882e5e) (http://s516.photobucket.com/user/vampyre_04/media/MapMockup_zps4afa3fed.gif.html)

I think it looks pretty cool.
Maybe an animation of it curling out?
Title: Re: Haunted Castle
Post by: Dracula9 on July 04, 2013, 08:49:31 PM
I thought about doing that. But I AM going to have Simon march across the bottom in true traditional Classicvania style, so if I'm doing that, do you think leaving the map static and just sliding in like it does in the older games would work?
Title: Re: Haunted Castle
Post by: X on July 05, 2013, 09:25:27 AM
You can have animations on the maps as well as Simon trotting at the bottom of the screen. They had this in CV III where the maps paths would blink as Trevor marched across the bottom.
Title: Re: Haunted Castle
Post by: Dracula9 on July 05, 2013, 01:57:25 PM
Yeah, I planned on having the level path flash to a brighter red. But since I'll probably end up doing it by changing the backgrounds rather than animating a sprite, I couldn't exactly .gif that as easily.
Title: Re: Haunted Castle
Post by: darkmanx_429 on July 05, 2013, 03:22:58 PM
Dunno, it just bugs me when I see static map screens in games. It's my personal preference though. If you just have Simon march at the bottom of the screen then maybe depending on the stage you are going to then the stage itself briefly animates and it shows the path. Like, the fire you have there or maybe the water/waterfalls animated in the cavern area and such...
Title: Re: Haunted Castle
Post by: Dracula9 on July 05, 2013, 06:12:19 PM
Hm....what about a fade-in to a sort of cinematic mockup of the stage (like, game environment concept art sort of look) once Simon reaches the midway point of the screen?
Title: Re: Haunted Castle
Post by: darkmanx_429 on July 05, 2013, 06:26:18 PM
Hm....what about a fade-in to a sort of cinematic mockup of the stage (like, game environment concept art sort of look) once Simon reaches the midway point of the screen?
For some reason to me that sounds more like something you would use for a loading screen and not an in-game graphic....but I could be wrong...lol
Title: Re: Haunted Castle
Post by: Dracula9 on July 06, 2013, 03:49:35 PM
Well, since the map doesn't have much purpose other than to be an intermission of sorts between stages, it kind of IS a loading screen.
Title: Re: Haunted Castle
Post by: Dracula9 on July 09, 2013, 06:13:52 PM
So, very minor update. VERY minor. Found a really simple way to get randomized piece fragmentation with a single object. Video displaying a few of the different types of piece sets.

Haunted Castle - Debug Room [Fragments Test] (http://www.youtube.com/watch?v=xIajXPi7NWs#)
Title: Re: Haunted Castle
Post by: darkmanx_429 on July 09, 2013, 08:25:56 PM
So, very minor update. VERY minor. Found a really simple way to get randomized piece fragmentation with a single object. Video displaying a few of the different types of piece sets.

Haunted Castle - Debug Room [Fragments Test] (http://www.youtube.com/watch?v=xIajXPi7NWs#)
Love it!
Title: Re: Haunted Castle
Post by: Inccubus on July 10, 2013, 01:54:18 AM
Love the statues sitting on the edges of platforms. :D
Title: Re: Haunted Castle
Post by: darkmanx_429 on July 10, 2013, 04:33:22 PM
I wonder how that fragment deal looks with some good looking particles?
Title: Re: Haunted Castle
Post by: Dracula9 on July 11, 2013, 06:21:11 AM
Pretty damn good, I'd say, as shown with the mud women and Wall Widow (even though it glitches after the stopwatch).
Haunted Castle - Debug Room [Stopwatch Test] (http://www.youtube.com/watch?v=zV7--PKJQy4#)
What the hell he's posting another damn video when will he post something other than a vi-hey, look, the stopwatch works.
Title: Re: Haunted Castle
Post by: Jorge D. Fuentes on July 11, 2013, 06:25:18 AM
Nice jorb!
The destructable enemies and the particles look great, and I gotta compliment you again on that awesome forward roll Simon uses.
Title: Re: Haunted Castle
Post by: Dracula9 on July 11, 2013, 06:34:19 AM
Thanks. It is a pretty gnarly roll, isn't it?
Title: Re: Haunted Castle
Post by: uzo on July 11, 2013, 07:59:15 AM
Not every particle should be flying across the screen. It just looks 'hyper' silly that way. Think about the source of acceleration and force that caused the effect for each case individually.
Title: Re: Haunted Castle
Post by: darkmanx_429 on July 11, 2013, 08:33:34 AM
Pretty damn good, I'd say, as shown with the mud women and Wall Widow (even though it glitches after the stopwatch).
Haunted Castle - Debug Room [Stopwatch Test] (http://www.youtube.com/watch?v=zV7--PKJQy4#)
What the hell he's posting another damn video when will he post something other than a vi-hey, look, the stopwatch works.
This is going to be a fun one! ;D
Title: Re: Haunted Castle
Post by: Dracula9 on July 11, 2013, 01:41:29 PM
Not every particle should be flying across the screen. It just looks 'hyper' silly that way. Think about the source of acceleration and force that caused the effect for each case individually.

Who said I wasn't going for hyper silly? This IS Haunted Castle we're talking about. Plenty of cheese to go around!

But in seriousness, I know. I'm a little hesitant to make a ton of different particle objects and take up more space than I may need to in the game (since right now there are only two particle objects which are randomized at creation and created multiple times), and making one object take care of all that needs to be taken care of is impossible. It's really just a matter of finding the movement randomizations that "work" for the particle weight.

And really? I post a video with your stair jumping in it and not a word from you?
Title: Re: Haunted Castle
Post by: Dracula9 on July 12, 2013, 12:49:56 PM
Nothing to write home about, here, but now that the stopwatch works, I can finally start working on the other subweapons. Got the Torch working this morning, but I need a little input on it.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fsadpanda.us%2Fimages%2F1730817-ROASNIA.gif&hash=299764a9008dbe783005bc5e45707dc9)   (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fsadpanda.us%2Fimages%2F1730820-8S3Z9UM.gif&hash=0931a188a38f894bd8224ecfb8d0a7ed)

I can't quite decide if it's too OP or not. It uses up four hearts - and the stopwatch I've adjusted to use six to accommodate this one - and it's an almost guaranteed instant kill for any normal enemy that walks into the flames. The torch, while airborne, can briefly set any enemy it hits on fire, but only a single flame burst instead of a flame bath like when it touches the ground. Given what it does (and boy, does it do it well) and its rather small heart cost, I want to say it's cheap, but since I still plan on making hearts hard to come by (even with using candles and torches, which I plan on keeping spread out and more realistically placed). I don't know if that balances it out or not.

Also, worked on the fragment/particle physics, uzo. Second .gif shows them now.
Title: Re: Haunted Castle
Post by: darkmanx_429 on July 12, 2013, 04:43:10 PM
Nothing to write home about, here, but now that the stopwatch works, I can finally start working on the other subweapons. Got the Torch working this morning, but I need a little input on it.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fsadpanda.us%2Fimages%2F1730817-ROASNIA.gif&hash=299764a9008dbe783005bc5e45707dc9)   (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fsadpanda.us%2Fimages%2F1730820-8S3Z9UM.gif&hash=0931a188a38f894bd8224ecfb8d0a7ed)

I can't quite decide if it's too OP or not. It uses up four hearts - and the stopwatch I've adjusted to use six to accommodate this one - and it's an almost guaranteed instant kill for any normal enemy that walks into the flames. The torch, while airborne, can briefly set any enemy it hits on fire, but only a single flame burst instead of a flame bath like when it touches the ground. Given what it does (and boy, does it do it well) and its rather small heart cost, I want to say it's cheap, but since I still plan on making hearts hard to come by (even with using candles and torches, which I plan on keeping spread out and more realistically placed). I don't know if that balances it out or not.

Also, worked on the fragment/particle physics, uzo. Second .gif shows them now.
I would take out that minor exploding white sprite. That sprite would seem to me that is something for more of a screen clear. The torch looks cool but, I don't see the difference between that or using holy water. You need to make different so it stands apart from the holy water more...I knew the particles would look cool..lol
Title: Re: Haunted Castle
Post by: Dracula9 on July 12, 2013, 08:43:59 PM
That's just the hit collision spark from weapon contact. I just forgot to remove that snippet from the subweapon's collision code. Easy fix.

And how would I do that, though? The torch originally had two-directional spread fire, and the bomb is identical to the holy water. If I'm keeping both of them for the sake of accuracy and nostalgia, it isn't going to be easy differentiating them from traditional subweapons. If I make big changes to one or the other (let's assume I do it to the bomb), would that justify this one, since there IS no holy water in the game?

I also plan on making stage elements which can be destroyed or altered by the torch's fire, if that helps. Like, burning a tree and climbing its branches or setting a wooden support beam ablaze which gives way to the platform above and crushes enemies below it.
Title: Re: Haunted Castle
Post by: Inccubus on July 14, 2013, 08:37:40 PM
Actually, the bomb is a bit different from the holy water. It produces a single tall flame. It's most similar to the Sacred Flame from CV2 only it's animation is waaay faster. If you want to differentiate it further, you might want to do something with how the bomb is deployed. For example, when Simon throws it have him lob it with an underhand toss and have it roll a short distance before it explodes. If you want to use something more realistic for the explosion in place of a vertical blast use a realistic radial explosion that does a single strong hit to nearby objects that weaker the farther away from the center of the blast it is.

Your version of the torch does seem a bit overpowered, but having the hearts be more rare may offset that enough to warrant it.
Title: Re: Haunted Castle
Post by: X on July 14, 2013, 09:05:07 PM
You definitely can have all three of those sub-weapons in the game, just change 'em up a bit for originality. The torch can have the same effect as CV 2's sacred flame; in that in creates a pillar of fire in a single spot. The Bomb could function as Inccubus has stated. And The holy water can just do what it has done since Rondo and that's create a path of fire that engulfs enemies in it's path. As long as they function differently it should be no prob.
Title: Re: Haunted Castle
Post by: Dracula9 on July 15, 2013, 11:03:25 AM
I like the bomb idea, I'll use that.

But I really kind of want the torch to stay similar to how it is now, just because I planned on having it be capable of destroying stage elements (such as burning an old wooden support to reach a platform or crush enemies). The only reason it's as OP as it is is because the flames' generation is randomized in creation and each flame deals damage. It's an easy enough fix to just lower the damage amount they deal considerably, which I've already done. But just on its involvement in stage platforming, I want the torch the remain as-is if I can help it. To elaborate more on what I mean by that, (spoiler alert), I plan on having the Rock Golem's battle arena be large to begin with, and be cut by a third after you must crush his hands by burning ceiling supports, making the arena smaller and thus more challenging.
Title: Re: Haunted Castle
Post by: darkmanx_429 on July 15, 2013, 01:39:29 PM
I planned on having it be capable of destroying stage elements (such as burning an old wooden support to reach a platform or crush enemies). The
Now that's a interesting idea. Interactive backgrounds...I like that idea.
Title: Re: Haunted Castle
Post by: Dracula9 on July 19, 2013, 08:52:49 PM
Pasting this from the video description (since this is embedded):

Quote
Well, after six straight hours of programming today, this is what I've gotten done. There are a few obvious works-in-progress, such as the Wraiths. With all this done, the only things I really have to get done now are Medusa and bugfixes on a few enemies (like the skeletons that died in one or two hits when they should have died in three, or the Ghost Skulls that - for whatever reason - didn't show up), which is great. I'm pretty damn happy with today.

Haunted Castle - Cemetery Stage Concept (http://www.youtube.com/watch?v=G4CISwm1DIg#)

EDIT: Shit. I thought I cut that first segment out. Well, you can see Simon bugged out from what should have been a falling death, hence the soft reset. Son of a bitch!
Title: Re: Haunted Castle
Post by: uzo on July 19, 2013, 09:21:42 PM
Very impressive and smooth so far.

Some of the graphics could use a tweaking in colors though, to be more explicit what is and isn't solid ground.
Title: Re: Haunted Castle
Post by: Dracula9 on July 19, 2013, 09:23:46 PM
Yeah, I noticed that. I should probably turn my desktop monitor's brightness down some, lol.


Also, I want to run the boss idea I have for Medusa by the forum, see if it's worth pursuing.

Rather than have her be on the ground like she traditionally is, I thought about making her bust through the three frames in the background of the last room. Have her torso alternate between them, and the other two will contain her tail which will strike in several different attacks. Her body's attacks will consist of her usual routine; petrification beam (may or may not actually petrify, but I should be able to get that programmed without terribly much effort), snake summon, Medusa Head spawn, etc.

Any good?
Title: Re: Haunted Castle
Post by: VladCT on July 19, 2013, 09:52:37 PM
Haunted Castle - Cemetery Stage Concept (http://www.youtube.com/watch?v=G4CISwm1DIg#)
@4:28
So...did you accidentally paste the small heart's falling code for the pot roast or something?
Title: Re: Haunted Castle
Post by: Dracula9 on July 19, 2013, 10:04:02 PM
Yeah, it was a minor goof. There are two different paths for item spawns, one named pthHeart, the other being pthHeart2. The latter is a straightfall, the former the curve, I just forgot to type the "2" into the path code.

I dunno, though, should I hang on to it for, like, a single joke food item just for a goof?
Title: Re: Haunted Castle
Post by: darkmanx_429 on July 20, 2013, 05:02:05 PM
Just saw your preview vid on youtube for the first stage. Everything is looking very fluid and polished. I agree with you adding some parallax, if you don't want to go crazy just add some weather elements, like clouds, storms, etc. Rain would look good in this level. Great job dude!
Title: Re: Haunted Castle
Post by: LuxKiller65 on July 20, 2013, 06:31:05 PM
Looks great and lol the floating pot roast is funny, I'd leave it there haha.
Title: Re: Haunted Castle
Post by: Dracula9 on July 20, 2013, 06:46:15 PM
Thanks. I actually think I'm going to remove the rainy wall-brick miniboss...thing...from the stage itself and make it a part of Medusa's boss battle (have her pull parts of the ceiling down and whack chunks of it off at you or something like that).

Maybe I'll make a series of extra-hidden Vic Vipers in each level that fall like that or something. Have them all unlock bonus shit or cheats if you get them all.
Title: Re: Haunted Castle
Post by: darkmanx_429 on July 20, 2013, 06:56:29 PM
Thanks. I actually think I'm going to remove the rainy wall-brick miniboss...thing...from the stage itself and make it a part of Medusa's boss battle (have her pull parts of the ceiling down and whack chunks of it off at you or something like that).

Maybe I'll make a series of extra-hidden Vic Vipers in each level that fall like that or something. Have them all unlock bonus shit or cheats if you get them all.
You know what would be cool? If you had hidden bosses in the stage, but the hidden bosses effect other things in the stage without you knowing unless you discover them. Say, like a bridge is destroyed in the part of a stage that you have to run on. Then when you fight the hidden boss that particular bridge is destroyed in the background by the movements of the boss or something like that....
Title: Re: Haunted Castle
Post by: Dracula9 on July 20, 2013, 07:21:56 PM
Yeah, I get what you mean. I'm not planning on pulling any stops on stage interactivity. I want this thing to have as much breakable or multi-use shit as I can fairly manage.

Edit: Got a couple more songs done, wanted some feedback on them.

Den of Worship. (http://www.mediafire.com/?6cm7oyb5ah31c17) I was trying to replicate that feeling of menace and anxiety the original has, but add a level of depth to it considering you're underground.

Dracula's Fate, (http://www.mediafire.com/?mxd4zbjbf5jbn2b) minus the secondary melody and lowered an octave to make it sound more "masculine" as opposed to the "feminine" highness of the choir normally has (before my shit gets jumped, there's nothing sexist intended in that. I know there's a few people on here who take that shit pretty seriously, so just an FYI should it hit the fan). I'm thinking of having it be a conversation theme between Simon and Dracula before the battle begins. Given that I plan on having Dracula have more meaningful motivations for taking Serena than just to piss Simon off, I think this fits.
Title: Re: Haunted Castle
Post by: FireSeraphim on July 20, 2013, 07:48:25 PM
Your mastery of music remastering never cease to amaze me. Den of Worship is spot on and I like the change you did to Dracula's Fate.
Title: Re: Haunted Castle
Post by: Dracula9 on July 20, 2013, 07:55:29 PM
You can thank Patricio for Den of Worship and Devil's Revival. He sent me the Revival MIDI and made me Den of Worship, too. I'm going to see if he can get the battle themes as well, so I've got a true faithfulness to the soundtrack.

And thanks. I had some difficulty getting Den the way I wanted it.
Title: Re: Haunted Castle
Post by: Inccubus on July 20, 2013, 10:42:52 PM
Pasting this from the video description (since this is embedded):

Haunted Castle - Cemetery Stage Concept (http://www.youtube.com/watch?v=G4CISwm1DIg#)

EDIT: Shit. I thought I cut that first segment out. Well, you can see Simon bugged out from what should have been a falling death, hence the soft reset. Son of a bitch!

Very nice! Only thing I'd advise looking at is that some of the graphics you used clash in style with a majority of the tiles you're using. In particular the temple graphics from DXX look out of place. Other than that, it looks pretty good.

About the sword Simon uses. Is that the final animation? Because I was thinking that it could use a swing animation instead of the default whip animation.
Title: Re: Haunted Castle
Post by: Dracula9 on July 20, 2013, 10:51:20 PM
Eh, maybe. I've got a ton of other sprite animations to change. I guess I can change it.

And I'm not keen on the DXX temples, but there aren't any damn graveyard  tiles or backgrounds featuring mausoleums and tombs that aren't top-down from what I've seen.
Title: Re: Haunted Castle
Post by: X on July 21, 2013, 10:36:19 AM
I agree with the graphical clashing bit. You could use some of the graphics from the original Haunted Castle and modify them to fit in with what you now have. Also one other thing I would recommend; The door segments. When you pass through them the enemies are still up and about, and can kill you if you're weak on health. But in all other Classicvanias and Metroidvanias, the enemies do not appear or are not moving when you traverse through a door. Just some food for thought  :)  Otherwise good job!
Title: Re: Haunted Castle
Post by: Jorge D. Fuentes on July 21, 2013, 10:58:38 AM
If you need mausoleum tiles, you should look and tweak Harmony of Dissonance's "Approach of Deplore" (Wailing Way) and "Heretics' Grave" (Shrine of the Apostates).
The tiles are pretty retro and yet really give you the feeling of a graveyard and/or monument.

Let's Play Castlevania: Harmony of Dissonance -03- [The Wailing Way & Shrine of the Apostates] (http://www.youtube.com/watch?v=V_yMPZDA75s#)
Title: Re: Haunted Castle
Post by: X on July 21, 2013, 11:08:53 AM
Oooooo! Good call Jorge! HoD I've found had some of the best tiles of all the GBA titles.
Title: Re: Haunted Castle
Post by: Dracula9 on July 21, 2013, 04:10:52 PM
I totally didn't think of using Heretic's Grave. Good call, Jorge.

And X, the door segments aren't really intended to be exactly like the other classicvanias use them to seperate areas entirely. And I deliberately put the Blood Skeletons in the final hallway. I'm thinking of having various easy enemies in the hallways before the bosses (did anyone catch the Megaman reference with that, by the way?) just to keep the player on their toes. But just the boss hallways, because in the video I didn't keep any enemies around the other doors that couldn't easily be killed (just the Skeleton that has to be killed to enter the first one and the Ectoplasm in the short hallway before the second). The original Haunted Castle's outright unfair but the difficulty is regarded as a great challenge. How is putting a few guards up before the boss such a bad thing?
Title: Re: Haunted Castle
Post by: X on July 21, 2013, 05:55:00 PM
Quote
(did anyone catch the Megaman reference with that, by the way?)

Until you mentioned it, I'd totally missed it.

Quote
How is putting a few guards up before the boss such a bad thing?

Nothing wrong with it. They did it in the original mega man as well. But even in mega man the enemies didn't react or show up till the door segment had finished  ;)
Title: Re: Haunted Castle
Post by: Dracula9 on July 21, 2013, 07:22:22 PM
Okay. That's an easy enough fix, I just have to set the stopwatch's global freeze variable to on when the doors are active. :)
Title: Re: Haunted Castle
Post by: Dracula9 on July 31, 2013, 01:15:20 PM
Bit of an update.

A few screens of the new sub-boss that's replacing the rock-wall enemy, courtesy of ACE_Spark. Meet the Tree of Iscariot.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fsadpanda.us%2Fimages%2F1765342-SCF2GXY.png&hash=9bdd760cebd18c9698c305c08b56e20e)
He throws bags of silver coins and Tarzan swings. Yaaaaay.


And a few more songs.
Sub-Boss music (http://www.mediafire.com/listen/e228web728snkxy/Miniboss.mp3)
Dracula form 1 (http://www.mediafire.com/listen/kuz42op08pnfi7t/DraculaBattle.mp3)

Title: Re: Haunted Castle
Post by: Lelygax on July 31, 2013, 02:56:38 PM
This hanged man is Judas? Very, very cool, even more with fog, its animated? I mean the fog.
Title: Re: Haunted Castle
Post by: Dracula9 on July 31, 2013, 03:06:33 PM
Yes, and yes. That fog's just for the enemy test room to see if it's too obscuring (so glad it isn't here). The "actual" fog undulates.
And he's a really cool fight for being so simple. I'm really proud of how he turned out (ACE was too, his blind run stream was hilarious).
Title: Re: Haunted Castle
Post by: Lelygax on July 31, 2013, 03:57:00 PM
I heard your new remixes, Dracula Battle doesnt sound good for a battle, it sounds like something that you would hear when near Dracula room, not when battling him, thats my opinion. Now this Miniboss theme is awesome, its a remix from Bloodlines or some DS game? I know that I've heard it before.
Title: Re: Haunted Castle
Post by: Briraka on July 31, 2013, 05:02:36 PM
I'm thinking the Mid boss music is one of the boss musics in SCVIV, or at least derivative of it.
Title: Re: Haunted Castle
Post by: Dracula9 on July 31, 2013, 06:50:48 PM
I'm thinking the Mid boss music is one of the boss musics in SCVIV, or at least derivative of it.

Correct, it's the Castle Boss theme. It's missing the short, percussion-heavy intro, but that's just to make looping it in-game easier.
Title: Re: Haunted Castle
Post by: Lelygax on July 31, 2013, 07:09:19 PM
Uhmm... so thats it. About the intro, you will put it in the game or you will insert it like in the mp3? You couldnt add the intro and then make the music play instantly after it and loop?
Title: Re: Haunted Castle
Post by: Dracula9 on July 31, 2013, 07:37:01 PM
I could, but there'd be an instant of silence during the transition, which would become a click, and clicks in music are never good.
Title: Re: Haunted Castle
Post by: Lelygax on July 31, 2013, 08:15:25 PM
Well, if there is no way possible to the transition be perfect, them its really not a good idea.
Title: Re: Haunted Castle
Post by: Inccubus on July 31, 2013, 11:01:23 PM
Bit of an update.

A few screens of the new sub-boss that's replacing the rock-wall enemy, courtesy of ACE_Spark. Meet the Tree of Iscariot.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fsadpanda.us%2Fimages%2F1765342-SCF2GXY.png&hash=9bdd760cebd18c9698c305c08b56e20e)
He throws bags of silver coins and Tarzan swings. Yaaaaay.


And a few more songs.
Sub-Boss music (http://www.mediafire.com/listen/e228web728snkxy/Miniboss.mp3)
Dracula form 1 (http://www.mediafire.com/listen/kuz42op08pnfi7t/DraculaBattle.mp3)

Sweet! Fantastic idea and it looks like it'll be fun.
Title: Re: Haunted Castle
Post by: X on August 02, 2013, 10:04:46 AM
I've seen that hanged man boss before... Ah, yes. The age-old fan game Castlevania Quest. The boss was titled 'The Innocent'. And I believe it was situated in the infinity sewerage stage........god, I hated that level..!
Title: Re: Haunted Castle
Post by: Dracula9 on August 02, 2013, 07:07:03 PM
Is it the exact same, though? ACE tossed the sheet my way whilst discussing potential bosses/subbosses in chat the other day and I loved it. The sheet's entitled "Tree of Judas," though, not "The Innocent." But I've not played Castlevania Quest, so I don't know if ACE made it then or not. He's doing a bunch of custom spritework for me (my god his Bone Dragon King is fucking beautiful), so I figured it was something he had made earlier on and had lying around. Didn't know it was made FOR anything, though.
Title: Re: Haunted Castle
Post by: Lelygax on August 02, 2013, 07:32:48 PM
Bone Dragon king? I've already seen a Bone Pillar boss in a unreleased fangame video, but a Bone Dragon king sounds like a nice idea. It will be like the one in CV Rebirth?
Title: Re: Haunted Castle
Post by: Dracula9 on August 02, 2013, 09:28:29 PM
Yeah, Bone Dragon King.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.castlevaniadungeon.net%2FImages%2Fbosses%2Fhc-skel.gif&hash=5807827d12ac74ee9d09e1c03d4e9000)

And I don't know. I haven't played Rebirth. Though, if you think along the lines of Serris from Metroid Fusion, you're on the right track.
Title: Re: Haunted Castle
Post by: X on August 03, 2013, 09:29:54 AM
Quote
Is it the exact same, though?

No it isn't. The hanged man boss in Castlevania Quest was taken from the hanged men BG sprites in the mansions of CV II Simon's Quest. What you're using there is a custom rendered sprite based on them. It's nice to see it again though  ;)
Title: Re: Haunted Castle
Post by: Lelygax on August 03, 2013, 12:51:26 PM
So it will be even better, since in Rebirth its just a sub-boss that clings at a wall like any normal bone Dragon but can launch every piece of his body at you, them they return to their original place.

At 6:32
(First Look) Stage 3-1 - Castlevania ReBirth / ドラキュラ伝説 ReBirth (http://www.youtube.com/watch?v=n6nBtMiPRVM#)

This one can act a bit like Serris, but not so much After all it is only a sub-boss.
Title: Re: Haunted Castle
Post by: Dracula9 on August 03, 2013, 03:55:23 PM
Yeah, sort of. Thinking about it, Angel Mummy is a pretty similar comparison, too.
Title: Re: Haunted Castle
Post by: Dracula9 on September 29, 2013, 03:51:51 PM
Well, the engine's gotten pretty solid and smoothly-running, so I have time to fiddle around with various effects and polish it a bit before the demo release gets finalized.

Currently I'm working on something to make the Stopwatch feel more "real," and not just a floating clock. Something that shows that there's a field of energy or something. This is what I've come up with so far, but it's still being worked on. I'm actually discussing possible effects and changes for it on Inc. as I'm writing this up.

Chronomage ain't got shit on me (http://www.youtube.com/watch?v=gXOuaM3bFgM#)
Title: Re: Haunted Castle
Post by: Belmontoya on September 29, 2013, 05:38:43 PM
Looks fabulous D9!
Title: Re: Haunted Castle
Post by: darkmanx_429 on September 29, 2013, 05:43:48 PM
Well, the engine's gotten pretty solid and smoothly-running, so I have time to fiddle around with various effects and polish it a bit before the demo release gets finalized.

Currently I'm working on something to make the Stopwatch feel more "real," and not just a floating clock. Something that shows that there's a field of energy or something. This is what I've come up with so far, but it's still being worked on. I'm actually discussing possible effects and changes for it on Inc. as I'm writing this up.

Chronomage ain't got shit on me (http://www.youtube.com/watch?v=gXOuaM3bFgM#)
Love the effect! I am assuming that everything on screen will be in slow mo  and not totally stopped . Maybe, a blurred effect on the actives in the screen would help sell it a little better!
Title: Re: Haunted Castle
Post by: Dracula9 on September 30, 2013, 04:55:41 PM
Blur effects might be possible. I know what you're asking, and THAT might be difficult to pull off, but I may be able to create a generic grey-white blur over the enemies. I could also maybe get all the enemies to become black-and-white, assuming I can find a cheap workaround.

But as for the light effect itself, it isn't too much or too flashy?
Title: Re: Haunted Castle
Post by: Inccubus on September 30, 2013, 07:05:48 PM
It certainly gives the Stopwatch a sense of greater power.
Title: Re: Haunted Castle
Post by: Lelygax on September 30, 2013, 07:19:20 PM
Instead of black and white, why you dont use a "negative" effect? Like using the opposite color, its classical in games like Megaman X 5 and even DoS when you fight this boss that control time (forgot his name).
Title: Re: Haunted Castle
Post by: Dracula9 on September 30, 2013, 08:27:53 PM
Doing that would require me to make negative sprite sets of every single instance in the game, which would take up a shit ton of space. This is really the only way to do that, since AFAIK GM has no way to mass-invert a given set of graphics.

I would need some external .dll or .gml, probably written in C+, to make such an effect possible; and I don't know of any.

Title: Re: Haunted Castle
Post by: Lelygax on September 30, 2013, 08:49:22 PM
Or you can use a semi transparent sprite that does this negative effect and have the size of the screen (its only a idea, I dont know if GM can do it and if it would work as intended), but all things that are immune to it would be a layer above from it.

This way you can do it with 1 object. In MMF2 we can do it creating a object and setting it to semi transparent, then we choose the % that we want and add XOR (or its OR? I ever confuse them) and it already gives this negative effect. If something similar could be done them it can be helpful.
Title: Re: Haunted Castle
Post by: darkmanx_429 on October 01, 2013, 07:24:05 AM
I think by turning the surrounding environment and enemies all greyscale would be a more visually entertaining effect than transparency. I wouldn't change the stopwatch effect, I think it's good where it's at now.
Title: Re: Haunted Castle
Post by: Intersection on October 01, 2013, 02:18:29 PM
I rather like the mist effect, even if it might look somewhat overdone. After all, you're freezing time -- you won't really need much of an "area of effect" animation.
Personally, I'm pretty confident that the stopwatch looks good as it is; but, if anything, you might give it something of a slight bounce or spin effect, for some added livelihood. That shouldn't be too hard to implement. And maybe make the stopwatch feel more like a clock -- less like a circle with a number in it.
But for the rest, it's quite good!
Title: Re: Haunted Castle
Post by: Dracula9 on October 01, 2013, 06:42:40 PM
Yeah, I'm thinking of making some kind of clock face bound to the view that changes like the Stopwatch in DXX/Rondo. Maybe even using Roman numerals.

As for the effect, I've been digging around on GMC boards, and the only way to ideally make everything grayscale would require me to make two sets of every single graphic and write a code trigger in every object, and I sure as shit ain't doing all that.

However, I'm looking into a surface redraw effect that would (if I'm reading it right) make the background solid white and all objects(though I'm sure I could edit Simon's shit to be exempt) solid black. Assuming I can get it to work without using up too much memory and the exemptions work as I'd like, do you think that would look okay? I don't know if sudden shifts to solid colors would look good, though the idea is very appealing, since on a technical stretch stopping time around you would also stop the visible rebounding of color in things and all that.

EDIT: OR, I could scrap the desaturation of color and make the enemies slow down their movement and animation speed before stopping completely. That way I can sell the effect better and not have to go nuts on potentially-good-potentially-failing script implementations.
Title: Re: Haunted Castle
Post by: darkmanx_429 on October 01, 2013, 07:11:00 PM
Yeah, I'm thinking of making some kind of clock face bound to the view that changes like the Stopwatch in DXX/Rondo. Maybe even using Roman numerals.

As for the effect, I've been digging around on GMC boards, and the only way to ideally make everything grayscale would require me to make two sets of every single graphic and write a code trigger in every object, and I sure as shit ain't doing all that.

However, I'm looking into a surface redraw effect that would (if I'm reading it right) make the background solid white and all objects(though I'm sure I could edit Simon's shit to be exempt) solid black. Assuming I can get it to work without using up too much memory and the exemptions work as I'd like, do you think that would look okay? I don't know if sudden shifts to solid colors would look good, though the idea is very appealing, since on a technical stretch stopping time around you would also stop the visible rebounding of color in things and all that.

EDIT: OR, I could scrap the desaturation of color and make the enemies slow down their movement and animation speed before stopping completely. That way I can sell the effect better and not have to go nuts on potentially-good-potentially-failing script implementations.

How about making a solid 50% grey color (or whatever's convenient)and then just changing the opacity in a paint program until it's semi-transparent. That way the color won't be so solid. Just a thought...
Title: Re: Haunted Castle
Post by: Dracula9 on October 01, 2013, 07:21:31 PM
I might be able to edit the code I'm looking at to have alpha translucency. Still working on implementing it in its base form before I start tweaking it. I'll post what progresses, if anything.
Title: Re: Haunted Castle
Post by: Las on October 01, 2013, 07:22:04 PM
Very nice Drac 9!
Title: Re: Haunted Castle
Post by: Lelygax on October 01, 2013, 07:30:31 PM
IDK if Im understanding it totally right, you have a visual example? If you mean that sprites will turn totally black, with only one color, one tone of color, then its strange because it will lose detail and depth. Now if you can do something where they turn grayscale like darkmanx said, it will be exactly like the idea that I've said before, but doing it differently, so its a huge Ok :)
Title: Re: Haunted Castle
Post by: Dracula9 on October 01, 2013, 07:39:59 PM
It would look something like this, before I try anything to make the hero/Hud/etc. the exception.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fd7jkSCe.png&hash=4af591ce507ffea53b70d83c4876c6aa)
Ignore how shitty it is, mousepad drawing is stupid.

I'd not use it if the effect were immediate. Such a drastic change would work only if there was a fade transition.

As for our program differences, I don't think Game Maker has a color-inversion function on its own, and I don't know if anyone's written one I'd be able to understand/use.
Title: Re: Haunted Castle
Post by: Lelygax on October 01, 2013, 08:15:48 PM
Yeah, its like I thought then and would look strange :/

I assume that this code change colors right? So it somehow works with more than any color or palletes (or even transparency)?

It adds something on top of sprites or change their colors?
Title: Re: Haunted Castle
Post by: Dracula9 on October 02, 2013, 03:14:38 PM
I'm so fucking giddy right now you guys have no idea.

Got the color inversion working, by a painfully simple rectangle-surface draw.
Just four lines of code
(click to show/hide)
and a little bit of tweaking, and voila.
I guess this would be the Inverted Castle...? (http://www.youtube.com/watch?v=7R_weGGijQI#)


(ThouAegis ought to recognize this particular code snippet ;))
Title: Re: Haunted Castle
Post by: darkmanx_429 on October 02, 2013, 03:32:04 PM
I'm so fucking giddy right now you guys have no idea.

Got the color inversion working, by a painfully simple rectangle-surface draw.
Just four lines of code
(click to show/hide)
and a little bit of tweaking, and voila.
I guess this would be the Inverted Castle...? (http://www.youtube.com/watch?v=7R_weGGijQI#)


(ThouAegis ought to recognize this particular code snippet ;))

Hee Hee..nice song. Nice effect too!

I had a gameplay idea for this as well, maybe for a secret area? You could use it to stop certain movable platforms to clear chasms..
Title: Re: Haunted Castle
Post by: Dracula9 on October 02, 2013, 03:36:33 PM
Not even for a secret area. It could open the way to alternate stage routes, and give more player freedom in how to go about traversal. There are so many effects and things possible now that I have this effect coupled with the stopwatch that it's not even funny. I could even make non-stoppable enemies, for crissake!

Of course, I have to make moving platforms that work properly first. Those things can be a bitch to get working how you ideally want them to.
Title: Re: Haunted Castle
Post by: Lelygax on October 02, 2013, 09:10:42 PM
Perfect and is just like I imagined it would be (visually, I never thought that coding it would be like that) :D
But more importantly, you liked it?
Title: Re: Haunted Castle
Post by: Dracula9 on October 02, 2013, 09:31:40 PM
Of course! Ideally, screen inversion was what I wanted, but I didn't think it would be so easy to manage. I was looking at solid-color washouts as a substitute for what I thought was impossible/out of my skill level.

Also, the moving platforms work for the time being. I dread what I'll have to deal with when I go to make them ghost platforms rather than totally solid ones (ghost platforms, for those that may not know, are platforms that can be jumped through from underneath and may or may not allow the player to drop down from them; I refer to those as semi-ghost rather than full ghost).

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmJDq6gH.gif&hash=f0c95a48ae1454a37f908ed65a8124f9)

*shrugs* It's something.
Title: Re: Haunted Castle
Post by: Lelygax on October 02, 2013, 10:33:11 PM
How you do your GIFs? For a screencap its very fluid and doesnt even reach 1MB in size. Good job with these moving platforms, I've noticed that they dont really touch walls before rebounding, its intentional?
Title: Re: Haunted Castle
Post by: Dracula9 on October 03, 2013, 01:04:30 PM
I record them as video, convert the video to a gif, and cut out unneeded frames and resize as necessary.

As for the bouncing, yes, it's intentional. They're colliding with a separate object specifically made for directional reversal, since there have been tons of bugs of them getting stuck in walls. It may or may not be kept that way in the final, since it works seamlessly as-is.

Silly me, I didn't post the inversion effect on the stage itself!
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FsFJbQl4.png&hash=1639355d8bd6d6495a34ff45bf33051e)
Title: Re: Haunted Castle
Post by: darkmanx_429 on October 03, 2013, 01:50:08 PM
I record them as video, convert the video to a gif, and cut out unneeded frames and resize as necessary.

As for the bouncing, yes, it's intentional. They're colliding with a separate object specifically made for directional reversal, since there have been tons of bugs of them getting stuck in walls. It may or may not be kept that way in the final, since it works seamlessly as-is.

Silly me, I didn't post the inversion effect on the stage itself!
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FsFJbQl4.png&hash=1639355d8bd6d6495a34ff45bf33051e)
Great job on those platforms dude! I think they are great as is. I was thinking the stopwatch would be cool so you could use it to freeze platforms to make it easier for you to cross pitfalls. If you wouldn't have the stopwatch, then of course regular platforming would be a little bit harder for the player. Also what would be cool is if the stopwatch also stops the gears in the clocktower from spinning. Just some gameplay ideas for you and food for thought.
Title: Re: Haunted Castle
Post by: Dracula9 on October 03, 2013, 02:05:48 PM
Yeah. I wasn't kidding. There are sooooooooo many possibilities now that the stopwatch is working to full effect that I can't even begin to imagine where to start.

I think it's high time the Stopwatch gained a little more importance than just stopping enemies. I think I'm gonna make it a full-on gameplay mechanic for potential alternate routes and hidden items/areas/bosses.
Title: Re: Haunted Castle
Post by: Lelygax on October 04, 2013, 04:23:03 PM
I had a crazy idea right now, what if instead of making gears and conveyor belts stop moving, they start moving backwards if you are inside a clock tower stage?
Title: Re: Haunted Castle
Post by: X on October 04, 2013, 06:06:20 PM
Quote
I think it's high time the Stopwatch gained a little more importance than just stopping enemies. I think I'm gonna make it a full-on gameplay mechanic for potential alternate routes and hidden items/areas/bosses.

Kinda like they did in SotN?
Title: Re: Haunted Castle
Post by: Lelygax on October 04, 2013, 07:17:57 PM
Also in DXC, they did a new room where you need to use the clock subweapon to enter, I think its in clock tower.
Title: Re: Haunted Castle
Post by: Dracula9 on October 04, 2013, 07:56:40 PM
That would actually be much easier to manage, since I don't have to make memory-check variables to remember the direction of movement (like the platforms have). I could easily just reverse direction when the global freeze variable is active. And, since I'm making the Monster a subboss and giving the Clock Tower's boss spot to Death, I can easily justify it as the Stopwatch still not having prevalence over Death's mastery of time.

Good idea, Lelygax. :)
Title: Re: Haunted Castle
Post by: Lelygax on October 04, 2013, 08:03:43 PM
Thanks :P
Title: Re: Haunted Castle
Post by: X on October 05, 2013, 10:37:27 AM
Quote
Also in DXC, they did a new room where you need to use the clock subweapon to enter, I think its in clock tower.

Forgot about that one too. Thanks for the reminder. And if I'm not mistaken you can't simply activate the stop watch in order to open the gates it because they close way too fast. You need to item crash it to even remotely have a chance at getting through the gates.
Title: Re: Haunted Castle
Post by: darkmanx_429 on October 05, 2013, 12:49:49 PM
What if you also gave the stopwatch multiple abilities? Maybe, you could also use it to speed things up not just slow them down. Maybe it also depends on the item button you use to activate it. Maybe assigning another button with the button press depending on if you want to stop time or speed it up...just an idea.
Title: Re: Haunted Castle
Post by: Dracula9 on October 05, 2013, 02:45:47 PM
Maybe. It wouldn't be hard, theoretically, but it would take a lot of time to program. Maybe, rather than have it be a subweapon effect, be a stage-object trigger effect?
Title: Re: Haunted Castle
Post by: Dracula9 on November 26, 2013, 04:07:18 PM
Well, now that most everything in the beta is working properly, I have time to polish.

Water shaders, bitches.



Can one of the mods please kill this post? I didn't know this one was still loading when I posted the other one. Dunno how that happened.
Title: Re: Haunted Castle
Post by: Dracula9 on November 26, 2013, 04:12:43 PM
Now that most everything in beta is working (except Medusa because I haven't quite found a sheet of her I want to use yet), I have time to polish.

Water shaders, bitches.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.pictureshack.us%2Fimages%2F46596_water.gif&hash=94e6dcab15ec183989bb68a26624271c)
Title: Re: Haunted Castle
Post by: darkmanx_429 on November 26, 2013, 04:16:27 PM
Now that most everything in beta is working (except Medusa because I haven't quite found a sheet of her I want to use yet), I have time to polish.

Water shaders, bitches.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.pictureshack.us%2Fimages%2F46596_water.gif&hash=94e6dcab15ec183989bb68a26624271c)

Got a vid of it in action? I just made some water too for my Ghost Ship level....
Title: Re: Haunted Castle
Post by: Dracula9 on November 26, 2013, 04:19:13 PM
Not currently, no. I just finished up leaving YouTube for Dailymotion, so video progress is going to be stale for a bit.

It's simple enough, though. It draws a long water sprite and alters it by means of a sine, and each wave generates a subimage trail on whatever's coded to be underneath the water, giving the illusion of deep-water distortion.

For whatever reason, though, it doesn't want to distort the background. Haven't figured out why just yet.

EDIT: Forgot to post this one. The distortion gets stronger as the water gets deeper, though this gif is pretty shitty at showing that off. That's what I get for cutting out frames to loop it.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWR72kFx.gif&hash=4ea6add24a673448ceaf9ae20b5cd941)
Title: Re: Haunted Castle
Post by: darkmanx_429 on November 26, 2013, 04:33:26 PM
Not currently, no. I just finished up leaving YouTube for Dailymotion, so video progress is going to be stale for a bit.

It's simple enough, though. It draws a long water sprite and alters it by means of a sine, and each wave generates a subimage trail on whatever's coded to be underneath the water, giving the illusion of deep-water distortion.

For whatever reason, though, it doesn't want to distort the background. Haven't figured out why just yet.

EDIT: Forgot to post this one. The distortion gets stronger as the water gets deeper, though this gif is pretty shitty at showing that off. That's what I get for cutting out frames to loop it.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWR72kFx.gif&hash=4ea6add24a673448ceaf9ae20b5cd941)

Ha, looks cool!

Vamprotector Ghost Ship 1-1 (added 2) (http://www.youtube.com/watch?v=Gn9Rx3AaKVo#)
There's mine...
Title: Re: Haunted Castle
Post by: Dracula9 on December 01, 2013, 04:26:35 PM
Well, it turns out that the water shader goes apeshit when active during the Stopwatch's inversion code.

This is just one of the many things that go bananas.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCPpzs3S.gif&hash=991c84a01f2c5e95f1bb5ad8b9d83922)

It will do this forever. Ugh.

While I could probably fix it after a stupid long time of workarounds, I'm not going to. It's not a massive priority if the water is bendy or not. I'm going to miss it, but that's part of game design; you've got to be willing to make sacrifices and concede on shit you like for the better whole of the project.

So now the water's back to being this. It's not a horrible change, but still.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5Uoh2BE.gif&hash=77c84347879b8b689f3e2bfe255169dc)
Sorry for the lag. Used GifCam rather than my record-to-video-then-convert-to-gif method. Not making that mistake again.
Title: Re: Haunted Castle
Post by: Claimh Solais on December 01, 2013, 05:19:50 PM
If you're planning on actually adding story and dialogue, I can help you write it. I was rewriting the dialogue to Symphony of the Night a while back, but I didn't exactly finish it since I was stuck on what to change in the later scenes.

If you're interested, here's the dialogue writes I did. (http://castlevaniadungeon.net/forums/index.php/topic,5602.msg120147.html#msg120147)
Title: Re: Haunted Castle
Post by: VladCT on December 01, 2013, 06:10:00 PM
Well, the only thing I'd really be concerned about in regards to water animations would be splashes whenever you enter or exit a body of water. Do you have any plans for that?
Title: Re: Haunted Castle
Post by: Dracula9 on December 02, 2013, 04:32:04 PM
Oh, of course. It's just a matter of deciding whether I want to use an actual splash sprite, or a series of particles. Or some combination of both, I'm not sure yet. That'll come along with implementing water physics, which I'm sure you've all noticed aren't there, either.

And Claimh, I'd definitely be interested. Right now what does exist of the plot is bare-bones at its best, so I would need some help down the road.
Title: Re: Haunted Castle
Post by: Claimh Solais on December 02, 2013, 05:08:41 PM
Awesome. I'd love to help out. It's been a while since I've done anything with the CV mythos so I wanna give it a go again.
Title: Re: Haunted Castle
Post by: Dracula9 on December 02, 2013, 05:35:19 PM
Well, the only thing I kind of want set in stone is Dracula's motivation for kidnapping Serena to be partially fueled by his past as Mathias, and wanting to inflict that same pain on his enemy.

Problem is, the poor old bastard doesn't remember any of that, so getting that pain across isn't exactly a walk in the park.

The rest...I haven't quite gotten to yet.
Title: Re: Haunted Castle
Post by: Claimh Solais on December 02, 2013, 05:38:48 PM
Well, once you do, lemme know (PM me, I guess). With that and where you plan to place any dialogue, I'll be able to whip something up (pun not intended).
Title: Re: Haunted Castle
Post by: Dracula9 on December 02, 2013, 05:47:42 PM
That pun was totally intended. Don't lie. ;)
Title: Re: Haunted Castle
Post by: Dracula9 on April 07, 2014, 07:00:55 PM
I guess I'm one of Zobek's followers now, woo.

Anyhow, still working on it, but like I said in another thread, I'm (begrudgingly, now) coding for a group, so time to work on this one is practically nonexistant.

Got the bomb done. Mostly.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGce3nc7.gif&hash=939898267eaf3c170ce3650d3e0e34b4)

That's my new favorite effect I've done. Who knew Nova Skeleton's blast discharge would work for a bomb so well?
Title: Re: Haunted Castle
Post by: darkmanx_429 on April 09, 2014, 03:13:56 PM
I guess I'm one of Zobek's followers now, woo.

Anyhow, still working on it, but like I said in another thread, I'm (begrudgingly, now) coding for a group, so time to work on this one is practically nonexistant.

Got the bomb done. Mostly.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGce3nc7.gif&hash=939898267eaf3c170ce3650d3e0e34b4)

That's my new favorite effect I've done. Who knew Nova Skeleton's blast discharge would work for a bomb so well?

Nice to see that this project is still alive...I was worried for a sec!
Title: Re: Haunted Castle
Post by: X on April 09, 2014, 05:18:39 PM
That bomb effect looks really good Dracula9! But does it have to take so long to explode?
Title: Re: Haunted Castle
Post by: Dracula9 on April 12, 2014, 02:21:43 PM
Because it has a fuse and is not C4, and the timing would kind of have to make you think about when to use it as opposed to simply getting an instant explosion.

It's gonna be able to blow up stage elements too, you know.

Little more proof I'm still working on it.
Videos you might like (http://www.dailymotion.com/video/x1nxayz)


EDIT: Whoops, I nearly forgot. Double-Jump and Funky Roll Thing (very strongly considering making that the in-game name just for a goof) are now disabled at the game's start and need to be acquired. Right now they can be unlocked with simple little floating orbs like in SotN, but I'm planning on making at least FRT a boss-defeated ability (and it'll be acquired from beating Medusa, since it seems fair that the snake chick gives you a somewhat-slithery roll ability, and also because it's a really basic move that naturally needs to be available early on).
Title: Re: Haunted Castle
Post by: X on April 12, 2014, 04:58:47 PM
Quote
Because it has a fuse and is not C4, and the timing would kind of have to make you think about when to use it as opposed to simply getting an instant explosion.

I was more 'n less pertaining it to the bomb used in the original Haunted Castle. That bomb also had a fuse but had a shorter countdown.
Title: Re: Haunted Castle
Post by: Dracula9 on April 12, 2014, 05:14:19 PM
Oh, well, I can easily just tweak the animation and speed variable for that.
Title: Re: Haunted Castle
Post by: darkmanx_429 on April 12, 2014, 07:12:57 PM
Because it has a fuse and is not C4, and the timing would kind of have to make you think about when to use it as opposed to simply getting an instant explosion.

It's gonna be able to blow up stage elements too, you know.

Little more proof I'm still working on it.
Videos you might like (http://www.dailymotion.com/video/x1nxayz)



EDIT: Whoops, I nearly forgot. Double-Jump and Funky Roll Thing (very strongly considering making that the in-game name just for a goof) are now disabled at the game's start and need to be acquired. Right now they can be unlocked with simple little floating orbs like in SotN, but I'm planning on making at least FRT a boss-defeated ability (and it'll be acquired from beating Medusa, since it seems fair that the snake chick gives you a somewhat-slithery roll ability, and also because it's a really basic move that naturally needs to be available early on).


The gameplay looks solid Drac 9! I am loving the old school look and feel of the game!

Let me know if you need a beta tester! lol
Title: Re: Haunted Castle
Post by: Dracula9 on April 12, 2014, 09:46:45 PM
I don't quite need any right this second, but I will soon enough. I'll be sure to give you a call when that moment comes.
Title: Re: Haunted Castle
Post by: Jorge D. Fuentes on April 14, 2014, 08:26:29 AM
That's looking great, dude!
I like that the video is not skipping any frames (it's nice and smooth) and that most, if not all of the animations and layouts are well-placed and rock-solid.

I don't really see anything sticking out of the norm, so keep on doing a great job. I think I saw a bone flying off of a skeleton in an odd trajectory (I think he threw it behind him or something?), but that's just about it.  Everything else looks great.  Can't wait to play it.

Holy crap those SpearSkeletons look tough!
Title: Re: Haunted Castle
Post by: Dracula9 on April 15, 2014, 05:24:05 PM
The backwards bone-toss was and is a bug in the skeleton's code, but I think it's funny, so I'm probably going to keep it in. It doesn't happen terribly often, usually just when you get within his throw range while he changes direction. It's not like it's terribly cheap or unfair, and I do have to at least TRY and replicate some degree of Haunted Castle's infamous difficulty. A similar occurrence, that I'm NOT removing, is that the unfinished Axe Armors (hence why they're not in the video) can catch and rethrow different Armor's axe.

And yes, the Bone Halberds are serious fucking business. Those bad boys can kill you quickly if you're not careful. So can the Bloody Zombies, given how fast their swipe is.

Also, Jorge, you wouldn't happen to have SotN's sounds dumped by any chance, would you? I need a few SFX (mainly Bloody Zombie's stuff and a couple other things like the Bone Halberd's spinning noise) that aren't in the package Serio gave me a while back, and there aren't any working ISOs of SotN I can rip them from. If I had the disc/money to buy the game it wouldn't be a thing, but sadly that's not the case.

I'm also going to send out an incomplete stage demo, if anyone's interested. All I really have to do is finish up a few other enemies and get Medusa done and the stage one beta's finished.
Title: Re: Haunted Castle
Post by: zangetsu468 on April 15, 2014, 06:54:38 PM
I'd totally buy this
Title: Re: Haunted Castle
Post by: Jorge D. Fuentes on April 15, 2014, 07:38:36 PM
The backwards bone-toss was and is a bug in the skeleton's code, but I think it's funny, so I'm probably going to keep it in. It doesn't happen terribly often, usually just when you get within his throw range while he changes direction. It's not like it's terribly cheap or unfair, and I do have to at least TRY and replicate some degree of Haunted Castle's infamous difficulty. A similar occurrence, that I'm NOT removing, is that the unfinished Axe Armors (hence why they're not in the video) can catch and rethrow different Armor's axe.

And yes, the Bone Halberds are serious fucking business. Those bad boys can kill you quickly if you're not careful. So can the Bloody Zombies, given how fast their swipe is.

Also, Jorge, you wouldn't happen to have SotN's sounds dumped by any chance, would you? I need a few SFX (mainly Bloody Zombie's stuff and a couple other things like the Bone Halberd's spinning noise) that aren't in the package Serio gave me a while back, and there aren't any working ISOs of SotN I can rip them from. If I had the disc/money to buy the game it wouldn't be a thing, but sadly that's not the case.

I'm also going to send out an incomplete stage demo, if anyone's interested. All I really have to do is finish up a few other enemies and get Medusa done and the stage one beta's finished.

While I still have a working WindowsXP, I may be able to rip from the disc, but I don't know when that will happen.  Someone asked me to rip another game entirely (one I don't have an ISO or a disc of) and I was like 'Man that may never happen'.

With SotN, I'm surprised what Serio gave you wasn't complete; he's usually pretty thorough with that stuff.
Title: Re: Haunted Castle
Post by: darkmanx_429 on April 16, 2014, 09:22:47 AM
The backwards bone-toss was and is a bug in the skeleton's code, but I think it's funny, so I'm probably going to keep it in. It doesn't happen terribly often, usually just when you get within his throw range while he changes direction. It's not like it's terribly cheap or unfair, and I do have to at least TRY and replicate some degree of Haunted Castle's infamous difficulty. A similar occurrence, that I'm NOT removing, is that the unfinished Axe Armors (hence why they're not in the video) can catch and rethrow different Armor's axe.

And yes, the Bone Halberds are serious fucking business. Those bad boys can kill you quickly if you're not careful. So can the Bloody Zombies, given how fast their swipe is.

Also, Jorge, you wouldn't happen to have SotN's sounds dumped by any chance, would you? I need a few SFX (mainly Bloody Zombie's stuff and a couple other things like the Bone Halberd's spinning noise) that aren't in the package Serio gave me a while back, and there aren't any working ISOs of SotN I can rip them from. If I had the disc/money to buy the game it wouldn't be a thing, but sadly that's not the case.

I'm also going to send out an incomplete stage demo, if anyone's interested. All I really have to do is finish up a few other enemies and get Medusa done and the stage one beta's finished.
I can give you my sound packs if you PM where to send them.
Title: Re: Haunted Castle
Post by: Dracula9 on April 19, 2014, 01:11:47 PM
Well, Jorge, IIRC I didn't ask Serio for the full SotN package. I think I asked him for the CVBla sounds, and in that folder were subfolders with some SotN and CVIV sounds. I suppose I could always go ask him again, but he seems more aloof than usual in board activity (but then, I'm fairly dead on there myself).

And dark, I'm not usually a stickler for keeping my email private; at least, not my most frequently used/forum/social one.

dracula37@live.com
Title: Re: Haunted Castle
Post by: darkmanx_429 on April 19, 2014, 08:01:06 PM
Well, Jorge, IIRC I didn't ask Serio for the full SotN package. I think I asked him for the CVBla sounds, and in that folder were subfolders with some SotN and CVIV sounds. I suppose I could always go ask him again, but he seems more aloof than usual in board activity (but then, I'm fairly dead on there myself).

And dark, I'm not usually a stickler for keeping my email private; at least, not my most frequently used/forum/social one.

dracula37@live.com

Sent.
Title: Re: Haunted Castle
Post by: whipsmemory on April 25, 2014, 02:54:24 PM
looks good, but why would you call that an haunted castle remake beside having simon with blue hair? just askin dont want to sound rude or anything!
Title: Re: Haunted Castle
Post by: Dracula9 on April 25, 2014, 03:08:48 PM
I'm assuming you haven't read the earlier posts in the thread. If you haven't, please do so, as I explained in great detail what I plan on doing with this. Story's being expanded, as are stage layouts and routes.

And Simon's sprite is placeholder. I have to edit his X68000 sheet, and I'm really fucking lazy.
Title: Re: Haunted Castle
Post by: whipsmemory on April 25, 2014, 04:17:36 PM
Yep, read the first few pages and as i already said the game looks really really good, just cant see much haunted castle in there! I personally love hc beside the quite hateable difficulty , and was thus expecting something much closer to the original game. This being said your game will probably be way better than what haunted castle was, i was just thinking that to call it an "haunted castle remake" would probably be constraining seen how overall different this is gonna be. Anyway looking forward to see where this is going, it looks very promising and cant wait to give it a try!
Title: Re: Haunted Castle
Post by: Dracula9 on April 26, 2014, 02:51:18 PM
Yeah, the confusion's totally valid. Probably just a lack of detailing on my part, but from the get-go I had only really planned on keeping the stages/area designs and base plot from the original HC the same. My bad.
Title: Re: Haunted Castle
Post by: X on April 26, 2014, 05:39:45 PM
Quote
And Simon's sprite is placeholder. I have to edit his X68000 sheet, and I'm really fucking lazy.

Not that great of a trial if you look at it this way; The X68000 Simon and HC Simon are almost identical in look for their sprites. The only thing you'd have to do in that regard is merely a palette change. However if you're talking about certain sprite animations/looks then I can see it being more of an effort.
Title: Re: Haunted Castle
Post by: Dracula9 on April 26, 2014, 05:52:07 PM
It's more of a palette change of his X68 sprite to match Simon's HC outfit, with a few edits like armor trims and whatnot.

However, since the x68 sprite palette shares a bunch of things like hair and armor tones, a basic palette change-up isn't an option, so I have to do it all manually. AKA lazy
Title: Re: Haunted Castle
Post by: Dracula9 on May 02, 2014, 01:41:41 PM
Changed the HUD.

                   Old                                          New
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCRgef55.png&hash=3b4a8754848436a7d887d2b56e20b182)

Thoughts?


Also, X, here's what I meant. I have to convert all of Simon's X68 sheet into this:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FS7nelhh.png&hash=55be81f836adc10a4007c731a29b79cb)
While also adding in custom animations, like making this sword swing less shitty.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGOBppiR.gif&hash=7c977262567c5ce39f2715b45d38b301)
Title: Re: Haunted Castle
Post by: X on May 02, 2014, 05:26:06 PM
Yeah that looks pretty good! Also his sword swing isn't as bad as you might think. Both are look 'n good in my eyes!

As for your beta screens the new one looks nicer then the old. I'd go with it  ;)
Title: Re: Haunted Castle
Post by: darkmanx_429 on May 02, 2014, 05:43:15 PM
Changed the HUD.

                   Old                                          New
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCRgef55.png&hash=3b4a8754848436a7d887d2b56e20b182)

Thoughts?


Also, X, here's what I meant. I have to convert all of Simon's X68 sheet into this:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FS7nelhh.png&hash=55be81f836adc10a4007c731a29b79cb)
While also adding in custom animations, like making this sword swing less shitty.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGOBppiR.gif&hash=7c977262567c5ce39f2715b45d38b301)

Wow, Drac9 you really dressed that up! Looks great!
Title: Re: Haunted Castle
Post by: Dracula9 on May 09, 2014, 02:30:59 PM
Working on the songs a bit more, so as not to rely on forty-second loops. Cross Your Heart was easy enough to expand - just use Portrait's version and tweak the loop point - but Bloody Tears was tricky. I think installing Aquarius in it was a good enough idea.

http://www.mediafire.com/listen/adlk7z7dwdldb2g/BloodyTears(2).mp3 (http://www.mediafire.com/listen/adlk7z7dwdldb2g/BloodyTears(2).mp3)
http://www.mediafire.com/listen/z8m3cm486h7gvkg/CrossYourHeart(2).mp3 (http://www.mediafire.com/listen/z8m3cm486h7gvkg/CrossYourHeart(2).mp3)
Title: Re: Haunted Castle
Post by: VladCT on May 09, 2014, 08:26:25 PM
Personally, the switch to Aquarius felt a bit jarring. Maybe switch to the Legends version of Bloody Tears instead for the extension?
Title: Re: Haunted Castle
Post by: Dracula9 on May 10, 2014, 03:43:45 PM
Done.

http://www.mediafire.com/listen/q0u09zccz37ep0b/BloodyTears.mp3 (http://www.mediafire.com/listen/q0u09zccz37ep0b/BloodyTears.mp3)

Also, fixed a bunch of volume issues in Cross Your Heart.

http://www.mediafire.com/listen/hdbjcm1q8qh8t5v/CrossYourHeart(3).mp3 (http://www.mediafire.com/listen/hdbjcm1q8qh8t5v/CrossYourHeart(3).mp3)
Title: Re: Haunted Castle
Post by: VladCT on May 10, 2014, 05:23:48 PM
There we go, definitely feels much more natural. Could also serve as a treat for the fans too, I suppose.
Title: Re: Haunted Castle
Post by: Dracula9 on May 13, 2014, 05:31:15 PM
Got the sword slash to a point I'm comfortable with.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGMSGPZ1.gif&hash=ca8d01ce13f5c9e9f1d63faabca77265)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FX5lFIBY.png&hash=7214548c6eedf7a816f1e53e37102472)

His hand placements need work, but the sword itself looks pretty good.
Title: Re: Haunted Castle
Post by: TheRetroArtist on May 13, 2014, 05:42:41 PM
Wow that looks really cool. Btw, I'm not sure if you mentioned this already, but what program are you using to make your game? Just curious.
Title: Re: Haunted Castle
Post by: Dracula9 on May 13, 2014, 05:59:56 PM
Game Maker 8.0.

Also, and this is gonna sound retarded, I experimented with an idea I had - using vocals and SFX of Crispin Freeman in the Ultimate series (what copyright violations?) - in regards to Dracula's vocals, and since I already know exactly how I want the final battle to be, I came up with this...thing. Like it or hate it, it's a part of my creative process, so if it totally doesn't strike your fancy...I get it. I'm not apologizing, but I get it. Only things of notice are the first few seconds and the death scream at about 4:46.

http://www.mediafire.com/listen/2gdh12dda4d025s/Haunted_Castle_Final_Conflict.mp3 (http://www.mediafire.com/listen/2gdh12dda4d025s/Haunted_Castle_Final_Conflict.mp3)
Title: Re: Haunted Castle
Post by: X on May 13, 2014, 10:30:31 PM
Wow Dracula9! You really went the extra mile to produce a smooth sword swing! I'd like to see how you will handle the whip animations next!  :D
Title: Re: Haunted Castle
Post by: Dracula9 on May 20, 2014, 05:43:01 PM
And with this, all the subweapons (except the Laurel, which I may or may not put in) are done.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fgxtyk3V.gif&hash=a433fbf52a9e531bed86c0824abae9fa)

Also, studying Esco's HACKED engine for AI coding. Got a weaker version of his Beast Dracula up and running fairly well, as well as getting into the 3D functions with the blackhole. These two things can be considered Alpha, as I really only need to change up the AI and attacks and fiddle around with some art lock so that I'm not essentially stealing Esco's hard work. Credit's heading his way, naturally, but I'm super excited over this (despite the boss being piss-easy), so I couldn't wait until after art lock and AI change before posting about it.

Dracula-Beast Alpha Test (http://www.dailymotion.com/video/x1vv7pf)

Also starting to get off my ass and get Simon's sheet done.


Title: Re: Haunted Castle
Post by: darkmanx_429 on May 20, 2014, 05:49:12 PM
And with this, all the subweapons (except the Laurel, which I may or may not put in) are done.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fgxtyk3V.gif&hash=a433fbf52a9e531bed86c0824abae9fa)

Also, studying Esco's HACKED engine for AI coding. Got a weaker version of his Beast Dracula up and running fairly well, as well as getting into the 3D functions with the blackhole. These two things can be considered Alpha, as I really only need to change up the AI and attacks and fiddle around with some art lock so that I'm not essentially stealing Esco's hard work. Credit's heading his way, naturally, but I'm super excited over this (despite the boss being piss-easy), so I couldn't wait until after art lock and AI change before posting about it.

Dracula-Beast Alpha Test (http://www.dailymotion.com/video/x1vv7pf)

Also starting to get off my ass and get Simon's sheet done.

Could you make a vid of all the sub weapon's in action?
Title: Re: Haunted Castle
Post by: TheRetroArtist on May 20, 2014, 07:09:22 PM
And with this, all the subweapons (except the Laurel, which I may or may not put in) are done.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fgxtyk3V.gif&hash=a433fbf52a9e531bed86c0824abae9fa)

Also, studying Esco's HACKED engine for AI coding. Got a weaker version of his Beast Dracula up and running fairly well, as well as getting into the 3D functions with the blackhole. These two things can be considered Alpha, as I really only need to change up the AI and attacks and fiddle around with some art lock so that I'm not essentially stealing Esco's hard work. Credit's heading his way, naturally, but I'm super excited over this (despite the boss being piss-easy), so I couldn't wait until after art lock and AI change before posting about it.

Dracula-Beast Alpha Test (http://www.dailymotion.com/video/x1vv7pf)

I'm really liking the final boss video despite the fact that it looks easy. I love the music for the final boss. It feels updated, but still fits for Haunted Castle.

Also starting to get off my ass and get Simon's sheet done.
Title: Re: Haunted Castle
Post by: reiko26 on May 22, 2014, 12:38:00 PM
Dracula9 this is really looking good. major kudos on the new sword swing animation. thats what i like to see in a game. new elements with good creative ideas and you my friend are very creative. keep up the great work.
Title: Re: Haunted Castle
Post by: Bloo on May 25, 2014, 09:25:00 AM
Hey Dracula! The games looking really good so far. If you want, I could help with any weapon animations. The cross should stay going just straight across the screen. But it should have more of a natural throw, with power, like you would throw a ninja star. The whip animation also needs force behind it, that's why I don't like the animation style of CVChronicles or SCV4, because when they got to where the whip would hurt the enemy, they just... STOPPED. I have one that looks more like a Dracula X style attack. If you want it, PM me.
Title: Re: Haunted Castle
Post by: Dracula9 on May 25, 2014, 06:13:47 PM
That depends. Is the sprite Simon's X68 outfit?

Also, the cross WOULD go that fast, if the dagger didn't do that already. I could always replace the dagger with it, though...

AI updated.
Dracula Alpha 3 (http://www.dailymotion.com/video/x1wqtoi)
Title: Re: Haunted Castle
Post by: Bloo on May 25, 2014, 07:35:58 PM
Yes, it is. In fact, here is the animation. The Air-effect needs some work though. As for the cross, I think Simon * should throw it sideways, kinda like you would throw a ninja star.

*Also, when, or if, is there going to be a demo?
Title: Re: Haunted Castle
Post by: darkmanx_429 on May 25, 2014, 08:13:07 PM
That depends. Is the sprite Simon's X68 outfit?

Also, the cross WOULD go that fast, if the dagger didn't do that already. I could always replace the dagger with it, though...

AI updated.
Dracula Alpha 3 (http://www.dailymotion.com/video/x1wqtoi)

Sick.

Beast needs more roaring sound effects and a screen shake with the stomp would help.

Other than that loving those charge attacks from the Beast!
Title: Re: Haunted Castle
Post by: Inccubus on May 26, 2014, 02:43:36 PM
Yes, it is. In fact, here is the animation. The Air-effect needs some work though. As for the cross, I think Simon * should throw it sideways, kinda like you would throw a ninja star.

*Also, when, or if, is there going to be a demo?

Actually, He's supposed to be holding out a crucifix which kinda shoots out a series of cross shaped projectiles described as a "beam".
Title: Re: Haunted Castle
Post by: Jorge D. Fuentes on May 26, 2014, 04:19:56 PM
It looks rather awesome! Can't wait for a full game.
Your big blue charge-clash (0:18) from the beast is reversed from what it should be, though.
Title: Re: Haunted Castle
Post by: Dracula9 on May 27, 2014, 07:27:30 PM
Is it?

*checks*

...SHIT!

Damn, I spent like an hour overlaying an undulating image trail in the animation (it's only about a dozen frames, so the work's justified). Oh well. Should be an easy fix, assuming I haven't deleted the trail animation.

And Zero, while that animation's not bad, he moves too quickly. It looks like there are some frames missing in the swing. And I do plan on making the whip non-static when it extends, but since that's purely a cosmetic effect, it can wait for the time being. Even though I'll probably do it here in like an hour.  :P

And yes, there will be a demo. It will be the first stage. It's nearly done, I just have to make Medusa's boss. I'm having trouble deciding how I want to do her, hence the time it's taking. I'd prefer a snake-tail one like in Chronicles/X68 and Rondo, but chain segment physics in GM are looking to be tedious as hell, and I haven't found any guides to give me any base for what I'm actually looking for. I thought about using her SotN incarnation, but I don't know how I feel about that one. It's not snakey enough for me. I'm currently considering giving her two forms; the SotN woman-snake form and then at half health she turns into a giant snake, or something. That idea would make her fight have more attacks, since her SotN AI is pitifully basic.

And I'm still studying Dracula's two forms in Esco's engine for AI tricks and techniques, so that's also eating up time.
Title: Re: Haunted Castle
Post by: Dracula9 on May 28, 2014, 06:08:09 PM
Eh, fuck it. Y'all have waited a good long while. I can put out a debug demo for the time being.
https://www.mediafire.com/?zyk532ccani9nz2 (https://www.mediafire.com/?zyk532ccani9nz2)
Held together with duct tape, so don't be surprised if/when anything/everything suddenly breaks. Controls and bug listings are in the readme.

DISREGARD DISREGARD DISREGARD

I forgot I had set Dracula to insta-kill you on contact to fix some death issues, and I hadn't changed his damage back to normal. Don't touch this one, I'll fix it and have it back up tomorrow.
Title: Re: Haunted Castle
Post by: VladCT on May 29, 2014, 09:30:30 AM
Too late. :P I downloaded it yesterday, though I've only touched it just now.
Anyway, when you reset the game, it doesn't stop the previous BGM stream, so you could end up stacking quite a few BGM streams if you reset multiple times in a row.
Title: Re: Haunted Castle
Post by: Bloo on May 29, 2014, 04:59:27 PM
He doesn't kill me instantly.
Title: Re: Haunted Castle
Post by: Dracula9 on May 29, 2014, 05:47:15 PM
He does if you touch him directly.

Anyway, fixed the damage variable, finished up adding in the Laurel, and fixed the BGM streams. Hopefully nothing else pops up.

http://www.mediafire.com/download/ie4m7as5g8mmel8/Demo+2_1.zip (http://www.mediafire.com/download/ie4m7as5g8mmel8/Demo+2_1.zip)
Title: Re: Haunted Castle
Post by: darkmanx_429 on May 29, 2014, 06:13:20 PM
He does if you touch him directly.

Anyway, fixed the damage variable, finished up adding in the Laurel, and fixed the BGM streams. Hopefully nothing else pops up.

http://www.mediafire.com/download/ie4m7as5g8mmel8/Demo+2_1.zip (http://www.mediafire.com/download/ie4m7as5g8mmel8/Demo+2_1.zip)

Fun. Since you are using S and A why don't you make D and F for the item usage?

I feel like there should also be an evasive ground roll similar to the double flip. I constantly wanted to roll to avoid some of the beast's attacks.

That's all I got for now. Can't wait for a full stage to demo!
Title: Re: Haunted Castle
Post by: Dracula9 on May 29, 2014, 06:21:16 PM
Engine's coded for up+attack. Too lazy to change.

And in my own defense, not every fangame has to play like CVBla.
Title: Re: Haunted Castle
Post by: darkmanx_429 on May 31, 2014, 05:01:34 PM
Engine's coded for up+attack. Too lazy to change.

And in my own defense, not every fangame has to play like CVBla.

Actually, I wasn't referring to CVBla at all, ASDF and QWERTY etc. is pretty common.

The current set up for your buttons for me feels unnatural playing it  with a keyboard. I am sure you could come up with a better control scheme. I think you should have some other testers try it with the keyboard and come up with a better scheme. What is the point of make a solid game where the controls aren't as good, that turns me off a game right away.
Title: Re: Haunted Castle
Post by: Bloo on May 31, 2014, 08:22:14 PM
you could always change attack to x and jump to z. Also,Has everyone forgotten joytokey?
Title: Re: Haunted Castle
Post by: theplottwist on May 31, 2014, 10:18:05 PM
Is it supposed to be only a Dracula battle, or am I missing something?

Also...*Dracula dies. Leaves a Turkey* << Can we keep it pleeeeease? xD
Title: Re: Haunted Castle
Post by: VladCT on May 31, 2014, 10:32:36 PM
You can go to the debug stage by pressing page up.
Title: Re: Haunted Castle
Post by: theplottwist on June 01, 2014, 04:59:47 AM
So I found a bug.
When you jump and attack at this exact spot, Simon will get stuck in the ceiling. If he takes damage, he'll be permanently stuck on the damage animation and become invincible. If he doesn't take damage, he can attack normally. But nothing can be done to unstuck him out.

At first I became stuck by being damaged and throw 'inside' the wall, but I intentionally tried it more times and it worked. Works with any whip, too.
Title: Re: Haunted Castle
Post by: eryson on June 01, 2014, 03:04:01 PM
i found a bug too. in the drac2 battle, throw an torch when he perform the " plasma rain" attack, he will generate a enormous quantity of small hearts.
Title: Re: Haunted Castle
Post by: X on June 01, 2014, 07:36:49 PM
Is that really a bug or one of those game magazine HOT TIPS from the pros!?
Title: Re: Haunted Castle
Post by: eryson on June 02, 2014, 02:00:28 PM
Who knows? :)
Title: Re: Haunted Castle
Post by: beingthehero on June 03, 2014, 08:38:55 AM
While also adding in custom animations, like making this sword swing less shitty.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGOBppiR.gif&hash=7c977262567c5ce39f2715b45d38b301)

No dude, that actually looks pretty good as it is.
Title: Re: Haunted Castle
Post by: Dracula9 on June 03, 2014, 05:23:10 PM
But Hero, the new one has 40% more bealtiful.

And the hearts-spawn thing was a bug in the rays' parent object, which is just a plain enemy parent, coded to randomly drop hearts on death. Fixed.

As for the stuck-in-walls glitches...working on those.
Title: Re: Haunted Castle
Post by: X on June 03, 2014, 05:50:35 PM
Quote
And the hearts-spawn thing was a bug in the rays' parent object, which is just a plain enemy parent, coded to randomly drop hearts on death. Fixed.

Awww  :'(  so much for the classic game tip of the month.
Title: Re: Haunted Castle
Post by: Dracula9 on June 03, 2014, 05:59:04 PM
Who said I wouldn't keep little easter eggs like that in, now?
Title: Re: Haunted Castle
Post by: Jorge D. Fuentes on June 03, 2014, 06:12:29 PM
The original sword slice he had totally gave me an Actraiser vibe. :D
Title: Re: Haunted Castle
Post by: Dracula9 on June 03, 2014, 06:20:20 PM
That was actually the reference I used. O_o
Title: Re: Haunted Castle
Post by: Inccubus on June 04, 2014, 05:08:54 PM
All it needs is the little blur effect. :3
Title: Re: Haunted Castle
Post by: Jorge D. Fuentes on June 05, 2014, 06:13:47 AM
And the "Hah!" sound when swinging. xD
Title: Re: Haunted Castle
Post by: Dracula9 on June 06, 2014, 12:53:16 PM
I might do something like that. Put The Master in as a joke bonus character or something.

Anyway, decided on Chronicles Medusa. However, given that she has a segmented tail, I'm torn between linking it by outlandishly tedious code, or just animating the tail by hand. Did a few animations in the latter style, wanted input on how they look.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FO6QVpJO.gif&hash=229ab8c06fbd95fad75bc9fe7402dc02) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYH9IizX.gif&hash=7e2e4b671b6fe31428d51a61a3efe481)
Title: Re: Haunted Castle
Post by: Bloo on June 06, 2014, 05:19:39 PM
Amazing.
Title: Re: Haunted Castle
Post by: darkmanx_429 on June 06, 2014, 06:47:12 PM
I might do something like that. Put The Master in as a joke bonus character or something.

Anyway, decided on Chronicles Medusa. However, given that she has a segmented tail, I'm torn between linking it by outlandishly tedious code, or just animating the tail by hand. Did a few animations in the latter style, wanted input on how they look.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FO6QVpJO.gif&hash=229ab8c06fbd95fad75bc9fe7402dc02) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYH9IizX.gif&hash=7e2e4b671b6fe31428d51a61a3efe481)

Finally a decent Medusa fight. Just need a subtle torso and arm movement when in the smash movement.
Title: Re: Haunted Castle
Post by: Dracula9 on June 07, 2014, 05:32:44 PM
Portrait's Medusa fight was pretty good, I thought.

But hero-sized Medusas have usually been rather meh, yeah. Trying to give her a decent fight.

Title: Re: Haunted Castle
Post by: darkmanx_429 on June 07, 2014, 07:10:49 PM
Portrait's Medusa fight was pretty good, I thought.

But hero-sized Medusas have usually been rather meh, yeah. Trying to give her a decent fight.

Be sure to use a special attack that really shows off the stone ability. That is something that I think has been sorely lacking in the Medusa fight department.
Title: Re: Haunted Castle
Post by: X on June 08, 2014, 10:15:29 AM
I actually liked the petrification spell in PoR. I thought it was the most realistic out of all the Medusa fights throughout the series. And the only way to counter it was to look the other way (away from Medusa's gaze). Also giving Medusa more physical attacks like a fighter would make her more interesting too. You could have one them be like that of a grappling attack; where she wraps her tail around you and squeezes, just like a Python. Another attack could be where she bites you and you get poisoned, just like a Viper. And she could spit poison at you just like a Cobra.
Title: Re: Haunted Castle
Post by: darkmanx_429 on June 08, 2014, 10:35:08 AM
I actually liked the petrification spell in PoR. I thought it was the most realistic out of all the Medusa fights throughout the series. And the only way to counter it was to look the other way (away from Medusa's gaze). Also giving Medusa more physical attacks like a fighter would make her more interesting too. You could have one them be like that of a grappling attack; where she wraps her tail around you and squeezes, just like a Python. Another attack could be where she bites you and you get poisoned, just like a Viper. And she could spit poison at you just like a Cobra.

Exactly, the medusa fights in CV have for the most part always been weak-sauce. You should see what I have for the one in Vamprotector.
Title: Re: Haunted Castle
Post by: Dracula9 on June 08, 2014, 02:51:08 PM
Actually, X, you're pretty much on the right track with those ideas. I'm really wanting to include SotN-esque status ailments, but they've proven difficult so far. For instance, getting petrified in midair is supposed to cause you to fall, and Simon either falls through the floor or just floats in the air (I might have it so that on Hard Mode you shatter if you fall while Stoned). Poison I haven't touched yet since I don't know how to fairly incorporate regular damage to the player (having it do one damage will kill you in a matter of seconds since you only have 16 health units). You get the idea.

But I do like the idea of petrif-eye being nullified by looking away from her. I'll have to fiddle to get that to work (image_xscale variable checks in realtime...ugh), but I ought to be able to.

But yeah, all the other stuff you mentioned (grapples, etc.) I've been working with. I'm studying the God of War Medusas and Gorgons for ideas above all else.
Title: Re: Haunted Castle
Post by: Bloo on June 13, 2014, 06:31:54 PM
The petrification should work like Blizzard Buffalo's ice blast: Not taking up the whole screen, but only one way to dodge. And if you decide to just turn away from it, it hurts you a little bit.
Title: Re: Haunted Castle
Post by: X on June 14, 2014, 10:50:11 AM
Quote
The petrification should work like Blizzard Buffalo's ice blast: Not taking up the whole screen, but only one way to dodge. And if you decide to just turn away from it, it hurts you a little bit.

Petrification doesn't hurt you. It isn't meant to. It just turns you to stone. That's how it's always been in the series. But when you're stone then that gives Medusa the opportunity to land some hits on you before you break the spell. Also when it comes sight I think it would take up the entire screen (peripheral vision and all that). But like I said before, if you want to block the spell then turn away from the castor. Just like Perseus in Clash of the Titans (not the new movie). But it could be designed to be a little bit tricky. Medusa could unleash her spell at times when you're not expecting it and catch you off-guard. If you're lucky enough to dodge it, bravo! If not? Well... Take it like a Belmont!
Title: Re: Haunted Castle
Post by: Inccubus on June 14, 2014, 03:54:11 PM
Or take it all the way back into Greek legend and figure out a way to make the battle so that you can never look in her direction at all. After all in the original legend it wasn't a spell she cast it was simply the act of looking at her that caused the petrification.

This could be an opportunity to do some really cool stuff. You could have a version of Medusa that is so distraught that she tries to hide her face, but when you attack her she forgets herself and retaliates immediately looking in your direction. Remember that Perseus defeated Medusa by tricking her into looking at her own reflection so that could be a source of inspiration too.
Title: Re: Haunted Castle
Post by: Dracula9 on June 14, 2014, 05:25:55 PM
Way to spoil what I had in mind, Inccubus. :P
Title: Re: Haunted Castle
Post by: X on June 14, 2014, 07:03:17 PM
Well even if a Belmont would be turned to stone just from looking at Medusa the spell wouldn't last long. Apparently (according to LoI) Belmonts are somewhat immune to the spell. Medusa thought this was the case when she tried it on Leon and he broke free. Belmonts can be turned to stone but it's not permanent as it is with non-Belmonts.
Title: Re: Haunted Castle
Post by: Inccubus on June 15, 2014, 12:31:54 AM
Leon made his constitution check. :P
Title: Re: Haunted Castle
Post by: Bloo on June 15, 2014, 12:27:19 PM
Wait, is Drac doing all the sprites and stuff by HIMSELF?
Title: Re: Haunted Castle
Post by: Dracula9 on June 15, 2014, 06:47:29 PM
Yeah. I always have. I have nothing against a group/team, but I know how I want things, and I know that people are busy with their own shit. The most I typically ask of people is sprite/code/etc. help, and even those requests are both rare and small.

It might be a slow going, but I'm learning this shit at my own pace, and that's worth it.

Anyway, changed the VK sprite, and worked in button-held-longer-duration and flamewhip capabilities.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F6tDQyWZ.gif&hash=b22e94abe02d22037c42bd15391c2b48) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzylA7SD.gif&hash=da554669c940bd2a4ee6d493ec9f2989) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcQq5bbO.gif&hash=b7d2e46610edcb83096c7da6d57163d3)

Flame endowment, currently, will be a separate powerup from the weapon upgrade (and be harder to find), and will imbue both the chain whip and sword with fire, increasing all damage by one base point and giving fire-element status (I'm tinkering with statuses as of late, looking like it'll work well). Haven't decided if it'll wear off after a while, last till the end of the stage, or be lost upon being hit. Since the sword already is a no-hit keeper, I dunno if doing that twice is a good idea.
Title: Re: Haunted Castle
Post by: Bloo on June 15, 2014, 07:43:54 PM
I'd be happy to help if you need any. EDIT: Spritewise and Storywise, anyway.
Title: Re: Haunted Castle
Post by: Inccubus on June 16, 2014, 04:59:11 AM
Yeah. I always have. I have nothing against a group/team, but I know how I want things, and I know that people are busy with their own shit. The most I typically ask of people is sprite/code/etc. help, and even those requests are both rare and small.

It might be a slow going, but I'm learning this shit at my own pace, and that's worth it.

Anyway, changed the VK sprite, and worked in button-held-longer-duration and flamewhip capabilities.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F6tDQyWZ.gif&hash=b22e94abe02d22037c42bd15391c2b48) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzylA7SD.gif&hash=da554669c940bd2a4ee6d493ec9f2989) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcQq5bbO.gif&hash=b7d2e46610edcb83096c7da6d57163d3)

Flame endowment, currently, will be a separate powerup from the weapon upgrade (and be harder to find), and will imbue both the chain whip and sword with fire, increasing all damage by one base point and giving fire-element status (I'm tinkering with statuses as of late, looking like it'll work well). Haven't decided if it'll wear off after a while, last till the end of the stage, or be lost upon being hit. Since the sword already is a no-hit keeper, I dunno if doing that twice is a good idea.

I think maybe speed up the flame effect. It looks a little odd for it to start off at the tip in the first frame and then it like 'slips' off and has to catch back up.

Yeah, it's never fun loosing power ups for taking a hit, especially not the sword. I'd rather the flame power be time limited like in CVtAR.
Title: Re: Haunted Castle
Post by: X on June 16, 2014, 09:53:54 AM
I didn't like the hit-and-lose flame whip either. However I much prefer that over a set time limit that was introduced in Adventure rebirth. If the flame whip upgrade is going to be a rarity and difficult to find then I think it's best if there was no timer, but instead keep it as a hit-and-lose upgrade. At least in that way it'll force us players to be better players in order to try and hold onto the flame upgrade. That at least makes sense to me. I'd also speed up the animations of both vampirekiller and flame whip to help keep it on par with the chain whip speed. Or you could slow down the chain whip to match the others' speeds.
Title: Re: Haunted Castle
Post by: uzo on June 16, 2014, 10:30:23 AM
You could make it have a time limit, but instead of getting it as a whip upgrade, it costs like 20 hearts or something to initiate. Something like down + item crash button to activate. Just don't make the startup too flashy/long, or it'll result in the player getting trapped and damaged.
Title: Re: Haunted Castle
Post by: X on June 16, 2014, 05:48:40 PM
Quote
You could make it have a time limit, but instead of getting it as a whip upgrade, it costs like 20 hearts or something to initiate. Something like down + item crash button to activate. Just don't make the startup too flashy/long, or it'll result in the player getting trapped and damaged.

Similar to what it was in SotN. I like this too.
Title: Re: Haunted Castle
Post by: uzo on June 16, 2014, 07:59:13 PM
Yeah. Except it doesn't get removed when you have a sub-weapon.

I was thinking later that perhaps for the startup animation you are invincible with flames surrounding you for a second or two, that if an enemy approaches it will take a little damage from.

Could even try and see how making you invincible for a second or two after that as well would work. Might be too cheap, but it may be worth trying to play test.

For the cost of 25 or so hearts, it may be a good payoff.
Title: Re: Haunted Castle
Post by: Bloo on June 16, 2014, 08:09:35 PM
I like thay way PoR did it. -> ->+attack = flame whip. Should probably cost 4 hearts.
Title: Re: Haunted Castle
Post by: uzo on June 16, 2014, 08:28:49 PM
That's a pretty good idea too.
Title: Re: Haunted Castle
Post by: Inccubus on June 17, 2014, 04:50:19 AM
Those ideas are cool, but I think it should be kept more simple.
Since this is a Classicvania style game, I would be wary of using stuff that is more at home in the later games.

I'd only make it a hit-to-lose mechanic if it could be called at will as per Uzo & ZeroSabreGreen suggestions.
Otherwise, if you have to go to the trouble of finding it as a power up then it should be time or stage limited depending on how powerful it is.
Title: Re: Haunted Castle
Post by: X on June 17, 2014, 10:05:44 AM
I can see the flame whip upgrade being time limited if it were as plentiful as it was in ReBirth. But not if it's scarce and hard to find cause then there would be no point to picking it up. uzo's and ZeroSaberGreen's suggestion I think is the way to go.
Title: Re: Haunted Castle
Post by: uzo on June 17, 2014, 02:00:49 PM
If it can be use don a per hit basis, i was thinking then maybe theres a 'power up' button so to speak.

Basically hold the Power button, and press the attack button to get a flame whip. Hold the Power button and press the sub-weapon button (or up+attack command) to get an item crash. Something like that.
Title: Re: Haunted Castle
Post by: Dracula9 on June 24, 2014, 05:13:46 PM
So, Flame Whip is now an item-crash-esque upgrade.

https://www.youtube.com/watch?v=tSuwahPE73A (https://www.youtube.com/watch?v=tSuwahPE73A)
(Dailymotion appears to have harsher copyright rules, and the video was rejected entirely. Little pissed I had to go back to GoogleTube to upload it, but oh well)

A flame powerup will be hidden in each stage. The powerup, once collected, allows for unlimited access to the Flame Whip for the rest of that stage, and it has to be re-found on the next one. Pressing the 'D' key activates the upgrade with an item crash animation, during which you are invincible; but there aren't any big flame waves or anything, I don't know how I feel about that idea just yet.

The duration of the powerup is roughly thirty seconds (I believe it was around 32-33 when I counted, but I doubt I'll change it to be EXACTLY thirty just because the crash animation takes up a little bit of that time), and a little flame will appear next to the heart total on the HUD to let the player know they've still got the powerup. Activating the Whip costs 20 hearts.

So, on that note, should I add anything else to it? I entertained the idea of the whip producing a fireball if it's extended to the end of its animation, but seeing as the flame whip does nearly as much damage as the Sword, I don't know if adding a fireball would balance or imbalance the two. If I made it really, REALLY hard to find the powerup, d'ya think that would balance out its insane damage output?

Oh, and on a semi-related note, I did try to do a forward, forward, attack combo and only have the whip cost like five hearts. It didn't work very well(the whips kept reversing direction and using the wrong animation, and their damage output wasn't what I should have been because the obpHero.fire variable checks kept interfering with other shit), but I think this is a better method anyway.
Title: Re: Haunted Castle
Post by: darkmanx_429 on June 24, 2014, 06:15:18 PM
Now that's a flame whip! ;D

I had a game play idea for you. I think it would be cool if you could like certain background elements only with the flame whip.

Such as boulders or torches that can be used against enemies. How about lighting a rope bridge that snaps and falls towards you revealing a secret path, that type of thing.
Title: Re: Haunted Castle
Post by: Dracula9 on June 24, 2014, 06:20:04 PM
That idea has been in the works since the Torch. Don't worry, there will be plenty of destroyable/interactive stage elements and gimmicks.

I've even played around with the idea of being able to get a flame whip upgrade that lasts the whole game by finding a Soul Reaver-esque Fire Forge that also lets you ignite the Sword, but I don't know how left-field that would be. Since the game's stage-progressive, incorporating a single font of power like that would be more difficult than, say, putting in a Metroidvania or open-world game.
Title: Re: Haunted Castle
Post by: darkmanx_429 on June 25, 2014, 05:10:39 PM
That idea has been in the works since the Torch. Don't worry, there will be plenty of destroyable/interactive stage elements and gimmicks.

I've even played around with the idea of being able to get a flame whip upgrade that lasts the whole game by finding a Soul Reaver-esque Fire Forge that also lets you ignite the Sword, but I don't know how left-field that would be. Since the game's stage-progressive, incorporating a single font of power like that would be more difficult than, say, putting in a Metroidvania or open-world game.

Flame sword? That's a fantastic idea!
Title: Re: Haunted Castle
Post by: Dracula9 on June 28, 2014, 06:41:19 PM
On the note of fire-based things, finally got Lossoth to stop breaking.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi516.photobucket.com%2Falbums%2Fu321%2Fvampyre_04%2FLossoth2_zpse61946dd.gif&hash=1913eb0f56977fc8dd8f3982f3ca58a1)  (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi516.photobucket.com%2Falbums%2Fu321%2Fvampyre_04%2FLossoth1_zpsbf7e6a50.gif&hash=51f29527142947f9195a56ec6181adfe)

Now if only I can get the Axe Armors to work properly...right now they don't want to use their cooldown timers, and that means a SEA OF AXES.
Title: Re: Haunted Castle
Post by: darkmanx_429 on June 29, 2014, 07:27:57 AM
On the note of fire-based things, finally got Lossoth to stop breaking.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi516.photobucket.com%2Falbums%2Fu321%2Fvampyre_04%2FLossoth2_zpse61946dd.gif&hash=1913eb0f56977fc8dd8f3982f3ca58a1)  (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi516.photobucket.com%2Falbums%2Fu321%2Fvampyre_04%2FLossoth1_zpsbf7e6a50.gif&hash=51f29527142947f9195a56ec6181adfe)

Now if only I can get the Axe Armors to work properly...right now they don't want to use their cooldown timers, and that means a SEA OF AXES.

Well this game is going to be fun!
Title: Re: Haunted Castle
Post by: Bloo on June 30, 2014, 07:38:55 AM
The lossoth's fireballs need to take more damage.
Title: Re: Haunted Castle
Post by: X on June 30, 2014, 10:22:24 AM
Not too much damage. You can afford higher damage in a Metroidvania because of the leveling system. But not in a classicvania cause it would lead to cheap deaths.
Title: Re: Haunted Castle
Post by: Dracula9 on July 05, 2014, 06:25:53 PM
So, on a side note, I've worked out a bunch of boss movesets. Text lists and doodles together.

Medusa
(click to show/hide)
Sketches
(click to show/hide)

Bone Dragon King
(click to show/hide)
Sketches
(click to show/hide)

Skeleton Leader
(click to show/hide)
Sketches
(click to show/hide)

Dracula
(click to show/hide)
Sketches
(click to show/hide)

And I also finalized on a design for Dracula.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSEObXa8.png&hash=16f71c1559d2401a347d2645f8a4807f)   (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeDmBYmQ.png&hash=fc8f8126920cf1745308578f1fbb668f)

What Hellsing reference?
Also, ignore the Iron Throne look, poles were a bad idea. Removing.
Title: Re: Haunted Castle
Post by: TheRetroArtist on July 05, 2014, 06:37:28 PM
Is skeleton leader going to be a replacement of stain glass armor? I like that idea cause the stain glass armor looks terrible.
Title: Re: Haunted Castle
Post by: Dracula9 on July 05, 2014, 07:09:21 PM
No. Skeleton Leader will be riding BDK, and dismount after BDK is killed. Stain-Glass Knight is still present, but I've got a very nice design to replace that garish original one, courtesy of ACE_Spark.
Title: Re: Haunted Castle
Post by: Inccubus on July 05, 2014, 08:30:13 PM
Drac's sword wielding phase reminds me of the Final Guard.
Coincidentally I was planning to place a Final Guard right be fore the fight with Drac in my CV1 remake. :P
Title: Re: Haunted Castle
Post by: darkmanx_429 on July 06, 2014, 12:55:19 PM
So, on a side note, I've worked out a bunch of boss movesets. Text lists and doodles together.

Medusa
(click to show/hide)
Sketches
(click to show/hide)

Bone Dragon King
(click to show/hide)
Sketches
(click to show/hide)

Skeleton Leader
(click to show/hide)
Sketches
(click to show/hide)

Dracula
(click to show/hide)
Sketches
(click to show/hide)

And I also finalized on a design for Dracula.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSEObXa8.png&hash=16f71c1559d2401a347d2645f8a4807f)   (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeDmBYmQ.png&hash=fc8f8126920cf1745308578f1fbb668f)

What Hellsing reference?
Also, ignore the Iron Throne look, poles were a bad idea. Removing.

Yeah the poles totally remind me of Game of Thrones! lol

I am loving that you are including your concept process.

No Death battle?
Title: Re: Haunted Castle
Post by: Dracula9 on July 06, 2014, 09:44:15 PM
I still have a few bosses left to conceptualize, you know.

And Death is going to be in, yes. He'll be replacing the Monster as the Clocktower boss.
Title: Re: Haunted Castle
Post by: X on July 06, 2014, 11:11:24 PM
Quote
And Death is going to be in, yes. He'll be replacing the Monster as the Clocktower boss.

Well he doesn't have to. Remember that Death wasn't in the clocktower in several CV titles; Haunted Castle (of course  ;D), CV III, CV II, the original castlevania, Castlevania X68000, you get the idea. It just seems to be his spot in more recent games, but I think you can put Death anywhere and it would still work.
Title: Re: Haunted Castle
Post by: Dracula9 on July 07, 2014, 12:38:14 AM
Actually, I'd totally forgotten about an old idea I had regarding this, that I never posted for feedback.

Have the Stone Golem, half-destroyed, follow and attack you a second time in the Clocktower. Have him squish the Monster after you defeat him or something, kinda like Balore and the Darkwing Bat. It just always struck me as odd that a monstrosity like that went down so easy. And since he was chained up in the original Haunted Castle, I can easily justify him as being another being akin to the Forgotten One, so having him wreck the Castle up to kill you makes a little more sense.

And with that, have Death be a halfway boss of the Castle Keep, so as to have genuine reason to break that stage up from one long-ass bridge.
Title: Re: Haunted Castle
Post by: Inccubus on July 07, 2014, 12:57:33 AM
That sounds like a great idea,
Title: Re: Haunted Castle
Post by: X on July 07, 2014, 10:11:51 AM
Quote
Actually, I'd totally forgotten about an old idea I had regarding this, that I never posted for feedback.

Have the Stone Golem, half-destroyed, follow and attack you a second time in the Clocktower. Have him squish the Monster after you defeat him or something, kinda like Balore and the Darkwing Bat. It just always struck me as odd that a monstrosity like that went down so easy. And since he was chained up in the original Haunted Castle, I can easily justify him as being another being akin to the Forgotten One, so having him wreck the Castle up to kill you makes a little more sense.

And with that, have Death be a halfway boss of the Castle Keep, so as to have genuine reason to break that stage up from one long-ass bridge.

Sounds like a keeper to me!
Title: Re: Haunted Castle
Post by: Bloo on July 19, 2014, 09:38:58 AM
Hey Drac, what are your plans for the Drac fight? Are you going to keep the giant metallic head in there?   Also, what happened to Variable: Zero?
Title: Re: Haunted Castle
Post by: Dracula9 on July 19, 2014, 09:12:10 PM
Megaman burnout and a mystery bug happened. It's on indefinite hiatus.

Dracula will still have a big form. May or may not be a head. Not spoiling what I currently have in mind.
Title: Re: Haunted Castle
Post by: X on July 20, 2014, 01:29:33 AM
You could do it this way: Dracula still resembles his Arcade counterpart; first form; usual self, second form; Giant head. But for the grand finale he could have a secret third form. Secret in the fact that you won't tell us what it is till after we've beaten your game in order to find out :)
Title: Re: Haunted Castle
Post by: Dracula9 on July 20, 2014, 01:57:46 AM
X, for the love of God, if you inadvertently spoil one more damn thing I have planned...

*sigh*

WELL TOO LATE NOW

He has three forms which you will fight regardless of what happens in the game.

However, the game will have two endings based on whether you successfully save Serena or not, and if you do, Drac will ambush you a final time as you and Serena flee the Castle. That form's gonna be ugly.
Title: Re: Haunted Castle
Post by: X on July 20, 2014, 09:51:39 AM
Quote
X, for the love of God, if you inadvertently spoil one more damn thing I have planned...

Can I use a 'Get out of Jail Free' card? I swear I have no idea what's going on over there or in your mind, lol! Besides knowing about a third form is one thing. Knowing what it's going to be like is totally another. I'm just throwing suggestions your way so don't shoot the messenger...please?..
Title: Re: Haunted Castle
Post by: VladCT on July 20, 2014, 10:07:41 AM
You know Drac, you could've just not commented on it. Just because he guessed right doesn't mean you have to tell him that. :P
Title: Re: Haunted Castle
Post by: Claimh Solais on July 20, 2014, 03:25:56 PM
You know Drac, you could've just not commented on it. Just because he guessed right doesn't mean you have to tell him that. :P

^Pretty much that, lol

But yeah, since I randomly dropped off the radar a couple months ago, I completely lost track of this project, but looking over it again, I gotta say. The engine is REALLY shaping up nicely. It looks pretty damn solid, if I do say so myself.

Also, I love Dracula's design. That's... yeah. It's awesome.
Title: Re: Haunted Castle
Post by: Bloo on July 20, 2014, 04:44:19 PM
okay. Could you give me the engine? (for VZ(hope i don't sound rude))
Title: Re: Haunted Castle
Post by: Dracula9 on July 20, 2014, 07:40:13 PM
No, X, I was kidding. You're just seeming to be on a similar wavelength with planning that I am, so the coincidences are just throwing me a bit. :)

Quote
You know Drac, you could've just not commented on it. Just because he guessed right doesn't mean you have to tell him that. :P

I WAS KIDDIIIIIIIING!
Title: Re: Haunted Castle
Post by: Dracula9 on July 20, 2014, 07:42:23 PM
No, ZSG. I'm not giving out the engine. I planned on it being open source upon completion, but right now, I've put a LOT of work into it and I'm not comfortable sharing it just yet.
Title: Re: Haunted Castle
Post by: Bloo on July 20, 2014, 07:47:04 PM
Okay. maybe a basic version? Also, did you make it from scratch? All I need is Zero, his moves, and maybe an enemy. I can't do a good Zero engine. I've tried.
Title: Re: Haunted Castle
Post by: Dracula9 on July 20, 2014, 07:50:32 PM
No, I built it off of krw703's legendary Mega Man X engine (which is essentially perfect). I had to build Zero from X, which was considerably difficult. I can send you that, but you'll have to build Zero from it yourself.

And I hate to sound pessimistic, but depending on what you would do, I might send you the VZ engine. If all you're wanting to do is just add and change a few things and call it your own, I won't. You don't seem like that kind of person, but that's the impression I'm getting from what you're asking. If you really just want to build from it, then I'm a little less hesitant to share it.
Title: Re: Haunted Castle
Post by: Bloo on July 20, 2014, 07:53:59 PM
I actually want to get my X9 project up and running again. Also, when I was little and wanted to make an X9 game, I wanted it to be open world. MMXC took that from it. THEY TOOK EEEEEET! But yes, I would like krw703's AND the VZ engine. Do you think it would be easy to make a switch system for them?
Title: Re: Haunted Castle
Post by: Dracula9 on July 20, 2014, 08:59:44 PM
No. It's a workload. But learning the process will be good for you.
Title: Re: Haunted Castle
Post by: uzo on July 20, 2014, 11:03:21 PM
If you cant understand and make the movement engine, the final product won't turn out great. Just get in there and learn it. Show some dedication.