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Offline Johnny

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Castlevania Chronicles: Dracula's Curse
« on: October 03, 2007, 05:19:42 PM »
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I don't know if any of you saw the post from Jorge. Anyways I guess if you guys would like to discuss this we can. Its certainly a shame what happened. Just to clarify who the team was I will give you guys a good idea. Jorge was the project head. He did the music and artwork as well as beta testing. John Morris who disappeared was the programmer. I was the research and developer. We were in fact very excited for a release. Some things you guys didn't know was that we were actually kicking around making a working demo. Took us ages to do even what we had already decided on. Originally the game started off as a homebrew idea that was basically just talk. Jorge was the one who make the suggestion of a remake rather than a game from scratch. And so the game was done in secret.

Anything left of the game is left with Jorge. He was after all the project lead. But who knows. Maybe in the future I dunno a miracle will happen and it will actually get made. If thats the case I'm willing to help out once again.

Offline Jorge D. Fuentes

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #1 on: October 03, 2007, 05:43:17 PM »
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Johnny here (John Faraone) helped with the difficult (at the time) information, such as the HP of enemies, and the contents of the candles, as well as other game-related info such as how many seconds each stage had, etc.

John Morris and I benefited a lot from this information years ago, before tools such as ReVamp, etc. came out and gave us a little more insight to the game mechanics.

We thank Johnny here for his efforts.

As it stands, Quasar, the new programmer... well honestly, I never received a single piece of code from him.  Sad, really.  In my efforts to not be pushing for a deadline, I suppose I was not pressing enough to get him to deliver anything, and in the year+ that has passed, I did not receive any code updates or data in regards to progress.

Truth.

Right now I'm still holding on to the source code as well as all the information regarding the game, including but not limited to sprites, backgrounds, music, and documentation.

I also have not advertised for anyone to continue this project in the hopes that Quasar will show up with something.  However, it is probably a fair assumption at this point that he will not be giving us anything, since he has not shown up here or in the IRC channel in months, and when I see him, I usually get the same response regarding the project, which is basically that he's busy with other matters but that he will give me an update later.  This later actually does not happen, the situation just repeats itself.  It's been rather disappointing to me.

John Morris, the previous programmer, is a very talented guy who worked with the game's original programming language, a variant of Basic called "Blitz Basic" (I believe Blitz3D is out right now), but later we migrated to Microsoft C++ with the DirectX SDK in order to get more effects, etc. done, since the BlitzBasic language was, at the time, very crippled (it was originally chosen because it was simple to code for, but later was abandoned due to its inability to do basic 3D objects and rotation/scaling efficiently).

Unfortunately, like most of us, John Morris developed a life outside of CVForums, with real-life matters taking up more and more of his time, until he reached a point at which he could not make time for the project, at which point we had to gather what we could and what we learned, and leave it on hiatus.

Since then, other people have been mildly interested in the project, but were either unwilling to work with John's Code (possibly due to a documentation problem), or they were unwilling to work with the system proposed (DirectX), or were unwilling to do something else related to its existing code.  Since it would have been a shame to re-start the project from the bottom up, with all this potentially useful source code, no one has taken up the reins of the programming side.

To be fair, I have not posted a request for a programmer in websites such as gamasutra.com, etc.  basically because I cannot pay, and most programmers deserve some compensation, and as such, they usually ask for it, though I did post such a request here.  Unfortunately, not many programmers frequent these forums.

I'm only replying to this since it's a thread regarding the game, so I'm compelled to talk about it.

It's fine with me if Johnny or anyone finds someone who might be interested in the project, since most people here at the CVForum, as well as the CVDungeon, are well aware of its existence and I've not gotten any calls from Konami with a cease-and-desist or anything like that.

Well, that's pretty much all I've to say at this point, I suppose.
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Offline Kale

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #2 on: October 03, 2007, 06:02:32 PM »
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I always have been interested but I'm not much passed basics >.> Still, if you can let me see it that'd be great, but I doubt I can do much....

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #3 on: October 03, 2007, 07:18:57 PM »
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I wish I actually had some useful skills in this area...I would totally be on-board.

I'm interested in playing it, if that helps...heh.  :P

Offline ringo

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #4 on: October 04, 2007, 01:14:50 AM »
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I could be of help.

Lately I've been retooling the engine of my Castlevania homebrew in order to make it easy for modifications to be made. You can do a lot from the map editor now with a minimal amount of coding. It supports rotation, alpha/additive blending, scaling, etc. I've got plans to port some 2D skeletal animation code I did for another project to it as well. I've also recently added joypad support to it. You can even import your own fonts into it for use.

Most importantly, it supports scripting which means that additional enemies and game logic can be added without messing with the C++ code. I am still working out how extendable I am planning to make it, but it should be enough to change the title screens, and add dialogue.

My goal is to clean out the bugs in the map editor and release it to the community so just about anyone can create levels. You'd basically map the level, set a few properties, and you're done. You could then import it into the game and play the level as it is or set it as a whole game with a bit of scripting that will determine the sequence of the levels.

As far as the coded stuff, enemies/items/bosses/etc, the engine will come with a fair few but it is extendable if you need to add more.

I could help you with more specific stuff, like writing a converter from the map format in your game to the one the engine uses or adding a CV3 like character system and other general things like that. Truth is you shouldn't need my help much at all, the engine is pretty powerful.

There are a few catches though. I made the mapper years ago, when I was still learning to program, and the interface may not be that well thought out. It might be a bit cumbersome and tricky to use at first. Also, the playable characters aren't very customizable at the moment, though it is somethign I hope to change in time. Besides that, you'll need the .NET 2.0 framework which most people should already have though also the Managed DirectX runtime which you may not.

As for a release date, just about everything is done now, except that there aren't many enemies and items implemented into the mapper. Also I still have to write up some more documentation for it.

If you're interested Jorge, I can send you a beta of the mapper along with an engine build that lets you play through the levels you make.
« Last Edit: October 04, 2007, 01:16:28 AM by ringo »

mgfcortez

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #5 on: October 04, 2007, 04:50:47 AM »
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In Reply To #5

now this sounds bad ass:)
not only could castlevania 3 be finish with this.
but you say your going to put it out for everybody one day.
this is very cool.
i'm not a programmer so i even have a hard time with gamemaker some times.lol
and takes along time to get anything to do right,to much time with life geting in the way:(
but your program sounds like it'll help alot of ppl make there games fast;)
can't wait to see you finish it so i can use it myself:P

i really hope Jorge takes you up on your beta and gets castlevania 3 done;)


also to Jorge.
i hope you'll use that trevor sprite you made in the game its bad ass.
you know the one in your sprite folder but its not used.
i was thinking it was just a re color at first until i looked at it better.
and seen it was a edit and a very cool edit i must say;)

Offline lovecastlevania

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #6 on: October 04, 2007, 12:35:31 PM »
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Really hope I can help you on your great project, but too bad I am not good at programing... ???
Making projects always takes time and hard work, but it brings players plenty of happiness.
Thanks for your great work and can not wait for experiencing it.

Hadar

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #7 on: October 05, 2007, 08:09:08 PM »
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I wish we had an editor for Castlevania that was somewhat easy to use like zelda classic but for Draculas Curse or IV. I do hope this remake someday gets more attention or reworked to finish the full game.

Offline Johnny

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #8 on: October 21, 2007, 01:27:29 PM »
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The biggest problem I felt is that myself and Jorge were very committed to working on the project and touched base very often at the time. John Morris did as well, however then just slowly lost interest until a point came where he's not even online anymore. And if he is he, for some reason wishes not to keep in contact with anybody from the Dungeon anymore.

All fine and well but if someone really wishes to help with the engine, I think at this point I wouldn't blame Jorge if he's not getting his hopes up about someone being committed to it. Thus far its unfortunate he hasn't had much luck in his efforts and in my attempt to help him find programmers it just doesn't seem anyone really wants to do it.

People can make promises and say "Yeah cool I'll do it" and "Sure why not" but it comes down to the fact that will you continually work on it and finish the project or will you just SAY you will. Jorge has done alot on his end and me on mine. We finished our part. So its just a matter of getting a committed programmer.

Offline Jorge D. Fuentes

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #9 on: October 21, 2007, 03:40:32 PM »
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In Reply To #9

Since JohnMorris, there have been other programmers who have tried, including two college friends of mine, and Quasar here at the Forums.

Quasar was going to develop a whole framework, but I never got a single code update from him.

He doesn't even come here anymore (or the other CVForum), or the IRC channel, probably because he knows that the minute he shows up he's gonna get messages from people (as well as myself) asking him for an update, or what happened.

Such has been my plight since John Morris left.

Ringo here offered to help at one point, but wanted to re-code the entire thing from scratch all over (this was a while back).  I don't think I could bear with another project started from scratched, then somewhere mid-project something would happen and the thing would get scrapped... again.

So I politely turned him down, then.  I need someone that can work with the current code and build upon it, or at least re-code based on current code so that it doesn't feel like we're re-inventing the thing all over.  The current stuff is a really good effort, and I'd hate to have it wasted for another one... plus there's the whole 'what if it happens again' thing.

If I had the money, I'd gladly pay a programmer to work on it... but I don't.
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Offline Fes

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #10 on: October 21, 2007, 06:32:16 PM »
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In Reply To #10

I haven't posted here much, but I've been visiting the dungeon for years. I always check the fan section for news on homebrews, this one in particular. As a programmer, I feel I should chime in with some advice about these recent developments. It's your project to do with as you see fit, of course, but I'm making these suggestions because I think it's a great project that deserves to see the light of day.

First, as disheartening as it might be, I think you should be open to the idea of abandoning the codebase and starting over. I can't speak for every programmer, but at least for me, the prospect of working with an undocumented, unfinished codebase is actually WORSE than starting from scratch. Programmers are as individual as artists, and unless the code is already "finished," the clash in style and unfamiliarity with the old codebase and a new programmer will be a significant stumbling block for the project, and almost certainly impair the final result. In short, trying to find someone to finish half-done code is like trying to find someone to finish a half-written story or half-drawn picture.

Of course, just because the old codebase might not be used doesn't mean it's of no value. The basic algorithms and game design could be extracted and replicated in a new codebase, depending on exactly how obfuscated the old code is. Also, you already have levels, art, music, sounds, etc. That's a HUGE amount of work already done, almost none of which would go to waste. As Ringo suggested, a level converter could be produced based on the old codebase to avoid loss of work previously done. In addition, any future assets should use open formats whenever possible, to prevent work dying with the engine.

Next, I can say that, from my perspective, committing to a project before being able to see the old code is not an encouraging prospect. If you want a new programmer, you should be as open with the old code as possible. Put it up on the site for people to look. This will allow any potentials to see if they have the skill and the will to continue the project before having to commit. If the old code is tangled up in some agreements that prevents it from being released, that is another huge reason to start from scratch. As a community driven, non-profit project, oppenness can only help. I'm not saying just anyone should be able to join the team, and you're right to choose carefully, but the more information you have up front, the more likely you are to get recruits.

I understand your positition about only wanting someone who is passionate about castlevania to work on it, and I totally agree with that. However, I can guarantee you that any recruit you'd ever get for this project will certainly believe in it, otherwise they wouldn't even bother in the first place. As for sudden dropouts, that's always a risk over the internet, and I doubt there's anyone who can ever promise with 100% certainty that they can/will finish it, but without any programmers at all, there's a 0% chance.

Anyway, all my ramblings aside, you should do what you think is right for the project, but I for one (and everyone else here I'm sure) hope that it will someday come to completion. Thanks for reading, and good luck.

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #11 on: October 21, 2007, 10:17:26 PM »
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Whoa what's going on here? I'm a little bit hurt, but I suppose that I deserve it because I've not been doing right. However, what Jorge said is not entirely true. Code has been delivered in the form of a SVN repository here:

http://eternity.mancubus.net/svn/halif/trunk/source/

And also in the form of two demos, the latter of which contains the source for the complete software polygon renderer I wrote so that the game would be able to have limited 3D backgrounds.

It is mostly my fault that more progress has not been made. I have bitten off more than I can chew trying to run multiple projects at a time in addition to working my job. Most of my time has been eaten up by the Eternity Engine, which is my Doom port. It's in a very critical stage of development right now and try as I may, I haven't been able to tear myself away from it since back in July after I finished the polygon engine for CVC. This was compounded by the death of my friend Jason in June, since I intend to devote the next EE release to his memory.

I have also suffered a serious lull in my interest in Castlevania. I've barely touched my fanfic since last spring until the start of this week, when I began a massive rewriting project on it with some suggestions from a friend. I have also been waiting for a new game to come out to give me some inspiration. It's hard to believe that the Rondo remake still isn't out. I'm just scratching my head over that, and also worried about what kind of bizarre storyline mutations IGA will pull on the SotN remastering.

I would like to continue working on CVC, as the word I gave means a lot to me, and the resources for this game are of an incredible quality and deserve an engine that can use them to their fullest potential. I've also already invested way too much time into the project, adding the sprite scaling and rotation, color modulation, polygon engine, palette/color-mapping routines, etc. to support it.

I'm not going to ask for more patience because I realize I have exhausted that now. If you want to kick me out and go for somebody else, I don't blame you. I've been slow and irresponsible in not keeping up contact. I'll just bow down right here and say that I suck for sidelining this. I hope that's enough to at least win a bit of favor back and keep me in the team.

I will also admit that the task of getting the tile engine up and running is quite daunting. I have very little experience with tile engines, and the original source isn't very helpful since it's so poorly documented. I am fully capable of creating a working tile engine, it just wasn't going to happen as fast as I wanted it to, or that I knew you wanted it to, and that contributed to me putting it off.

So, let me know what you think. But please don't say I never did *anything*, because that's not true :)

mgfcortez

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #12 on: October 22, 2007, 06:31:00 AM »
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well i can understand myself i'm not a programmer but just messing with gamemaker program dealing with its gml code.
is hell you put something in and it don't work or works partly .
after changing it so much or racking your brain to find out a way to do something.
it might take a whole days work to just do something so little as to make a sprite do right or walk left or some other crazy thing.
plus back in the day of supervampirekiller i was trying to see how to use his stuff *after he said i could*
to help my own game,copying and pasteing don't work so easy.lol
because everything is all tied up together in obj/scrips/etc
and finding out what parts do what are a pain and over whelming.
so you put it off because it might even give you a headache trying to mess with it.

now i know there not the same,but in a way it is :P

so what i'm saying is i understand and i hope you can work it out ;)
because i love this game so much and hope it'll get finish!

btw Jorge
if you had the money to buy an engine where would you get it?
and how much would it cost?
maybe take up some money for an engine $5 here $10 there and you have the money in no time.
plus if you had the programmer make it where other ppl could use it.
like build a stage outside the program in a jpg or build them in a program.
and add sprites and chose attacks from other bad guy in the game kinda mix and match to build there own bad guy, make it easy and have them be able to add code if they have skillz.
i'm sure alot of ppl be willing to give you more money to get the engine as fast as they could.;)
hit them where it hurts greed for there own stuff.lol
i know i'd be one of the greedy to throw down something to be able to use the engine :o
because alot of ppl want to play this game plus with an engine to do there own stuff easy it's like killing two birds with a stone.
i'm sure a pro who gets paid for programing could do all that easy.
then when you finish your game 100% you could let everybody download the engine as well sounds cool i think
just what i think be cool and good luck i can't wait to play it! ;D

Quasar

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #13 on: October 22, 2007, 08:22:47 AM »
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Yes, it's easy to underestimate the amount of work needed to do certain things. Adapting the polygon engine took me several months from start to finish. The code necessary just to draw some whirling cubes is all of the stuff in matrix.cpp, projection.h, zbuffer.h, inlinemath.h, and polygon.cpp. That's several thousand lines of code and some of it is very complicated (the edge-sort/scanline method of polygon rasterization is just ugh x_x)

Anyway I should still be further along than I am. We should be at the point now where at least Jorge could continue working on the maps while I'm adding stuff to the code. Unfortunately that's not happened and the blame's on me. I never meant to be away for so long either. A couple weeks turn into a couple of months really fast :(

Offline efin

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Re: Castlevania Chronicles: Dracula's Curse
« Reply #14 on: October 22, 2007, 02:19:15 PM »
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You know, you guys could just each take on different parts of the engine. I mean if there's a couple of you who want to work on the programming part.


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