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Offline Johnny

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #60 on: February 24, 2008, 06:49:47 PM »
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We did have some humor also making this. Jorge would get on AIM with me and use the little Alucard Profile Image he made to talk to me SOTN/GBA Game/DS Game Style when we direct connected.

Me = Simon Profile Pic: Hey for this game will we have  a hidden password option.

Jorge = Alucard Pic: No that would be retarded.

Zead the Undead

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #61 on: February 24, 2008, 11:11:06 PM »
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In Reply To #60

In the Jump to Position action, right?

Offline thernz

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #62 on: February 24, 2008, 11:54:18 PM »
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Yeah. Jump to Position.
Um, you should PM if you have questions so we don't clutter the thread.

Quasar

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #63 on: February 26, 2008, 02:43:19 PM »
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I don't know why everyone keeps accusing me of being likely to quit. That isn't going to happen. I have never quit one of my online programming projects.

Also, I have not been working on the game since 2002 - I have been working on it since late 2006. And the game engine is being rebuilt from scratch in object-oriented C++ using SDL, not Game Maker. This means that everything that was already done has to be reimplemented. I am well on the way however, and a tile engine demo will be released shortly.

Source code is at http://mancubus.net/svn/hosted, under the directory "halif" (my game engine is called Halif Engine, named after a character who was going to be in the Eternity Total Conversion project for Doom). Though, I have some uncommitted changes, mainly code for parallax bitmap backgrounds.

Offline Jorge D. Fuentes

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #64 on: February 27, 2008, 01:08:51 AM »
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To clarify, the original project started in 2002.
Here's an outline of events, but bear with me since I have trouble recollecting everything:

2002- Month 01 of Project (don't know which month it was exactly) - Found out the user "John Morris" was a programmer.  He was working on a game engine (much like Thernz and Ringo and others)

I approached him about remaking a CV game, and we worked together using BlitzBasic, a simple but pretty neat basic-based programming language.

2002- Month 03 - After getting a basic engine going with Blitz, JohnMorris, Johnny (Byron was his handle at the time) and I started kicking around ideas.

2002- Month 05 - Editor was on its way.  Basic movement in a stage was possible.  Stairs not implemented yet.  Since we were remaking, we went with "Stairs" rather than "Hills" (hills are what the new CV's use instead of stairs as a means of climbing).

2002- Month 09 - Editor done, devising ways of doing 'new platform' objects, like RotoBlocks and Gears.

2003- Month 01 - Decided to migrate from BlitzBasic to Visual C++ SDK, since we got ahold of the installation.  Ditched BlitzBasic for the engine, but kept its editor.

From the beginning to the end of 2003 there were tweaks and fixes done.  Got stairs working properly, got sweet effects for the ship, etc.  and got a lot of ideas written down.  Most stages were well on their way.

End of 2003 - John Morris develops a social life (full-time job, girlfriend/fiancee, activities away from the 'net) and also loses his Internet connection.  This is when he informed me that he might not be around as much.

The last version of the Editor is from December of 2003.  He came back a few times to give me a few updates or a complete backup of the code around 2005, but nothing all that new, and he seemed to busy with real-world matters to continue.  Started looking for programmers around my tech school for the next few months.

2004 - It was my turn.  I got a job and a girlfriend as well, thus my search for a programmer went and stagnated.  I put the project on hold and restricted myself to distributing the game beta amongst the closest friends.

I did not want to post a request at pixellation.net (for artists) or at gamasutra.com (programmers) due to complete lack of funds at the time (even though I had the job, it did not pay all that much).

Project on Hiatus

2006 - Quasar joins project during February/March.  Ambitiously proposes to overhaul code and add new things to it.  I accept his offer.  Off and on, he's been slowly working on the code, though without a playable demo, since he is basically updating/deciphering/un-spaghetti-fying the previous code.

I hope I got that all right.


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Offline Johnny

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #65 on: February 27, 2008, 08:13:43 PM »
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Forgive me Quasar if I'm prejudging you on the past mistakes of JohnMorris.

And actually Jorge it started off with DarkmoonFirelyte and Azrail's project and I came aboard what they were working on. Shortly after you did, but then their concept didn't go anywhere so we went on our own and got together with John Morris. That was only for an extremely brief period of time. I think their project's name was Castlevania Origins.

Offline Jorge D. Fuentes

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #66 on: February 27, 2008, 08:21:11 PM »
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In Reply To #66

Actually CVOrigins was dead before I ever went on board.  It was all talk and no substance.  Ideas that never got put down on paper, etc.

But yeah I do remember that.  That was over in like a month or two.
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Quasar

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #67 on: March 28, 2008, 01:19:10 PM »
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Progress report:



There are some serious kinks to work out, however, so no scrolling demo quite yet. I'd say expect it before the weekend is out.

Offline Kale

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #68 on: March 28, 2008, 03:07:04 PM »
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Thats hot, thanks for the update, Quasar.

Quasar

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #69 on: April 02, 2008, 04:32:02 PM »
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As you can see a demo release did not happen last weekend. This is because my Internet has gone down and has remained down for the entirety of this week thus far. I've only been able to get online briefly at work, and by "stealing" some unsecured wireless from somewhere across the street on my laptop. As soon as this gets fixed, I will be uploading a demo with fully functional scrolling.

Here is a pixel-perfect pic, however. The output now matches the old engine exactly:

Offline Kale

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #70 on: April 02, 2008, 04:42:12 PM »
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No internet cafe?

Quasar

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #71 on: April 07, 2008, 01:02:49 AM »
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The demo is now up here:

http://eternity.mancubus.net/stuff/cvcdc_20080405.zip

Be sure to read the "README.txt" file first, as it details the controls and some other fiddlings you might need/want to do before running it.

Offline Kale

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #72 on: April 07, 2008, 01:25:54 AM »
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Totally does not work for me... =(

Edit: Great, just when I posted this, it worked >.>

EDIT2: cool... too bad its not a playing demo though, like the older one. But progress is progress.
« Last Edit: April 07, 2008, 01:30:23 AM by Kale »

Offline uzo

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #73 on: April 07, 2008, 10:13:11 AM »
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After all this time, I was expecting a hell of a lot more. At least something playable.

Offline ringo

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #74 on: April 09, 2008, 10:29:32 AM »
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Nice work, especially since it's a software renderer.

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