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Offline Omegasigma

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Re: castlevania fighting game. this time for real
« Reply #30 on: September 24, 2008, 10:55:05 PM »
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another glitch again with same team simon and richter, if player 2 (richter dies) death's scythe in his second form vanishes and death will only float in the air. noyt confirmed if this happens 100% of the time but it makes him very easy to beat using a sacrafice
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Offline erimocard

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Re: castlevania fighting game. this time for real
« Reply #31 on: September 25, 2008, 06:15:36 PM »
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EASY!? HOW LAME! EASY IS FOR KIDS!

Yeah, I enjoyed it. Pretty cool stuff. I would have liked Olrox' 2nd form, but I know it's difficult to make.
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Offline Omegasigma

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Re: castlevania fighting game. this time for real
« Reply #32 on: September 27, 2008, 01:53:25 AM »
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another glitch is doubles, if you defeat the 1st cpu opponet the second will 90% of the time not bother fighting, cept dracula who will screw the entire game up if you defeat him when theres 2 dracula,s i've beated cpu1 in his second form your character willr un the castle will collapse cept dracula will teleport in the ending scene and continue the battle, also the credits will not roll and dracula can be heard teleporting and attacking at nothing
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Offline Long John Silver

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Re: castlevania fighting game. this time for real
« Reply #33 on: September 27, 2008, 09:37:05 AM »
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i know. 2 bosses mode is extremely glitchy and will break the game. i can't help with that.

i won't be fixing it until very late in development, since it requires a complete code rewrite for the ai and victory parts. i'd rather have everything finished to know how to recode it more efficiently than add more dirty hacks later.

Quote
I would have liked Olrox' 2nd form, but I know it's difficult to make.
yeah. the engine can't do rotating-part monsters efficiently.

it technically could do them, but you wouldn't be able to hit them since the collisions are unfinished in the engine itself and aren't affected by rotation at all. it wouldn't be possible to accurately hit him since they'd never change their positions.

then there's also the problem of joints to which the rotating parts are bound. the engine can only do one of those, the axis. the main body would require at least 6 of those.
« Last Edit: September 27, 2008, 09:40:38 AM by Serio »

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Re: castlevania fighting game. this time for real
« Reply #34 on: October 03, 2008, 02:40:23 PM »
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This game is truly awesome. Nice work, Serio and all who made it ;)
Ok, I got 2 questions
1st, When I was playing Survival Mood, I met ''Evil SOMA''?? o.O
God...one hit me 9999!! OVER NINE THOUSAND lol instant kill...haha, is there any chance I can use Soma?
2nd, how can I make my game screen look like urs.

Mine looks wired :-X

Thanks~

Offline Long John Silver

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Re: castlevania fighting game. this time for real
« Reply #35 on: October 03, 2008, 03:52:26 PM »
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This game is truly awesome. Nice work, Serio and all who made it ;)
Ok, I got 2 questions
1st, When I was playing Survival Mood, I met ''Evil SOMA''?? o.O
God...one hit me 9999!! OVER NINE THOUSAND lol instant kill...haha, is there any chance I can use Soma?

evil soma is a glitch. he isn't finished (lacks moves, and needs rebalancing), and for some reason sometimes appears instead of dracula. he was supposed to be locked out until he's finished.

the 9999 damage move can be avoided by either staying in air or crouching.

2nd, how can I make my game screen look like urs.

Mine looks wired :-X

i dunno, it looks normal to me, though kinda weirdly cropped. can you show the entire screen?

Rubyseeker

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Re: castlevania fighting game. this time for real
« Reply #36 on: October 03, 2008, 04:18:52 PM »
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Is it coz of the size of screencut? Images look more neat in smaller size. I wonder if I can change the screen size so tht it looks better xD


Original:
« Last Edit: October 03, 2008, 04:35:36 PM by Rubyseeker »

Offline Long John Silver

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Re: castlevania fighting game. this time for real
« Reply #37 on: October 03, 2008, 05:03:28 PM »
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the real screen size is 640x480, and if you want it to be like my screens, resize it to 50%, so that the ending result will be 320x240.

i made the game display itself on 640x480 because 320x240 is very small, and while decent for screenshots (they don't stretch the page as much) it's too small to play on it without having to strain your eyes.

plus full screen will work worse, since some monitors can't display 320x240 correct anymore.
« Last Edit: October 03, 2008, 05:05:20 PM by Serio »

Offline Jago

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Re: castlevania fighting game. this time for real
« Reply #38 on: October 08, 2008, 12:49:18 AM »
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how do you resize the game screen

Offline Venkman

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Re: castlevania fighting game. this time for real
« Reply #39 on: November 15, 2008, 01:00:35 AM »
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I know this is kinda old and almost dead but is their a mac download?
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Offline Long John Silver

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Re: castlevania fighting game. this time for real
« Reply #40 on: November 15, 2008, 11:57:45 AM »
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nope. it uses directx and other windows only libraries.

Offline Omegasigma

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Re: castlevania fighting game. this time for real
« Reply #41 on: November 15, 2008, 03:30:57 PM »
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curious if it'd work under a windows emulator on a mac tho
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Offline Long John Silver

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Re: castlevania fighting game. this time for real
« Reply #42 on: November 15, 2008, 10:53:58 PM »
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well you can try, though i guess it probably would have some serious problems, directx being the smallest of them.

Offline Long John Silver

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christmas release ohshi-
« Reply #43 on: December 24, 2008, 11:10:33 PM »
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new version is out
http://serio.piiym-net.com/CVBla/

gogogo

oh yeah, delete all of the old files. they might conflict.
btw. in case the game gives an out of memory error, there's one thing that could probably help (other than buying more ram).

open config.cfg in a text editor, find the line that goes like
Code: [Select]
[misc]under it there are few options, changing which might lower the memory cost in exchange for longer load times.

Code: [Select]
PlayerCache=4lowering this to 2, 1 or even 0 might help. it will instead read the player/boss data directly from files instead of the memory.

Code: [Select]
Precache=1setting this to 0 and disabling it will stop the game from trying to preload the player data as soon as possible and will extend the loading times between fights. this works with playercache.

Code: [Select]
BufferedRead=1setting it to 0 won't preload the sprite and sound data as fast as possible into the buffer, lowering the memory usage in exchange for slower loading speed.

Code: [Select]
UnloadSystem=0setting this to 1 will remove all the system files from the memory after each fight, as well as the menus.

changing some of those might help for the people who get the out of memory error.

also for those who got the original version, as well as for future updates.

http://serio.piiym-net.com/CVBla/leech/patch01.nou

patch ver 0.04
-stopped the max up limit from resetting
-several fixes to death's ai, so he doesn't start attacks while too low and his teleported version can now be hurt
-albus tweaks
-hugh's walking anim fixed
-everyone's backdash into superjump invincibility fixed
-lesser demon's death changed a bit
-fixed the corner ai bug for cerberus, olrox, shaft, werewolf and lesser demon
-boss richter's super item crashed in the mid fight for hard and nightmare modes switched around

the main archive was also updated with that.
« Last Edit: December 25, 2008, 07:41:18 PM by Serio »

Offline Jago

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