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Offline Inccubus

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Re: My CV2 Remake DEMO
« Reply #30 on: July 23, 2009, 12:46:12 PM »
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In Reply To #30

The problem with your stairs and some ppl is pretty simple.
1) You are using a layout that was designed with passable stairs in mind. You'll probably have to make some significant changes to prevent problems.
2) The graphics you are using make ppl think they can go through the stairs. I strongly suggest changing the stair graphics to reflect this or most veterans will continue to have this issue. Another possible solution is to make the stairs to turn off collision detection if Simon is below a certain relative point.

My opinion on the night time darkness is that it is way too dark. And I can't agree with the argument that brightness of surrounding stuff effects visibility because my desktop is black. The background darkness is fine, but the blocks and objects shouldn't be as dark especially with such a bright moon visible on the screen. Also, the lanterns in the towns should be way brighter. They should provide illumination or not be present at all.
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Offline Aridale

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Re: My CV2 Remake DEMO
« Reply #31 on: July 23, 2009, 01:28:25 PM »
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So do you think the lanterns light should be bigger? or just brighter? And yes the light around dark things effects how dark they appear its an effect of the human eye. You can take a dark gray square and surround it with white and itll look black like 0,0,0 black. Theres plenty of examples in those visual gag flash animations and "IQ" tests. And every monitor calibration guide will tell you not to try to do it with light sources around the monitor or lights on in the room.

Anyway... you guys that think its too dark do you have CRT monitors? I shall tweak the darkness moar!

Offline Jorge D. Fuentes

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Re: My CV2 Remake DEMO
« Reply #32 on: July 24, 2009, 12:23:19 AM »
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Suggestion:  The walkable tiles in the stage should have a different brightness level.  That way, you can have that 'night-time' look on the background tiles, but Simon (or, rather, the player) will not have issues traversing the platform elements.  I'm not saying super-duper-bright, but just less dim so you can still see the flooring.

'cuz otherwise, those woods are gonna be damn difficult (as difficult as in real life without a lantern).

Or, put a lantern on Simon like how they did it with Link in Twilight Princess or Yoshi in Yoshi's Island in dark regions.

I agree with Incubbus that if you changed the tiles on the stair graphics, it might make veterans 'click' in their mind that these are SotN-style 'hills',  and not really stairs like in the oldschool games.

I think the whipping error happened because of a popup from another application that happened momentarily while I was whipping (perhaps).

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Offline Aridale

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Re: My CV2 Remake DEMO
« Reply #33 on: July 24, 2009, 08:58:55 PM »
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is this a better indication that you cant jump thru the stairs? (had to scrap the jumpthru stairs... waaaay too many issues)


And... monsters!! Ahh!!

Offline Inccubus

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Re: My CV2 Remake DEMO
« Reply #34 on: July 25, 2009, 02:49:50 PM »
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That's better, but it still needs a little something...
Like this maybe?


Also, about the lanterns. They should be brighter, not bigger.
They look like they are dimming as it gets darker. I totally agree with Jorge about keeping the ground blocks and Simon brighter as it gets dark. It just makes it too not fun when you can barely see anything.

Oh, BTW I'm on a CRT.
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Offline Aridale

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Re: My CV2 Remake DEMO
« Reply #35 on: July 25, 2009, 03:20:45 PM »
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wtf I replied and got some white screen with some gibberish on it and my reply never got posted...

Anyway yeah I like that I think Ill go with that it looks good ty.

Ive already tweaked the lanterns lights at night and adjusted the settings for night. Im thinkin about makin light come from the windows at night too. I know everyone locks themselves inside at night to be safe from dracs minions but surely they dont sit around in the dark right?

Heres 2 pics of the new night settings 1st is normal night 2nd is "witching hours" from 10pm to 2am when enemies are 3x stronger than day



Offline Jorge D. Fuentes

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Re: My CV2 Remake DEMO
« Reply #36 on: July 25, 2009, 03:25:44 PM »
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Damn, Incubbus and I both wanted to help and he beat me to it!
Here's what I was thinking about.

See, Symphony has background objects as well as foreground tiles... which means it can create the illusion of 'hay guyz there's stairs here but they're in the background... the REAL Stairs/Hills are these'.

For example:


So I went and recreated this in your image from the Town.
« Last Edit: July 25, 2009, 03:30:23 PM by Jorge D. Fuentes »
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Offline Aridale

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Re: My CV2 Remake DEMO
« Reply #37 on: July 25, 2009, 04:29:40 PM »
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I get what your sayin about the visual clues but man those stairs are hideously ugly lol. No offense to you the sprite work is your usual fantastic job but they dont look good at all with the block colors. Right now Ive got it set up with Inccs suggestion and Im likin it.

The method you bring up is good but it looks a lil too cluttered for 8bit

Offline Giz

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Re: My CV2 Remake DEMO
« Reply #38 on: July 25, 2009, 04:49:23 PM »
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...They're better then what you already have and your edit so I don't see why you're complaining.  ::)
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Offline Jorge D. Fuentes

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Re: My CV2 Remake DEMO
« Reply #39 on: July 25, 2009, 05:04:36 PM »
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That's totally fine.  His stairs look pretty good as well.  I was just doing them the way the Castleroid games do them.  they make them very thick to purposefully let you know that they're solid objects.

Take a look at stair objects in AoS's "Inner Quarters", HoD's "Shrine of the Apostates", SotN's example above, or DoS, the area under the Condemned Tower, for other examples (DoS's area has the 'background stair' ones as well as the forground stair ones.

As for the quality of the stairs, I whipped them up (lol, vampire killer humor) in 10-15 minutes or so, so that's kinda irrelevant.  Ha ha ha!

@Giz:
Must you be an annoyance in every thread you reply in?  It's like you WANT to get banned.

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Re: My CV2 Remake DEMO
« Reply #40 on: July 25, 2009, 09:54:27 PM »
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Well I made my own version like the ones you did. Its an "8bit" recolored version of the stairs you posted from SoTN


I still think its hideously ugly tho =/

Offline Jorge D. Fuentes

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Re: My CV2 Remake DEMO
« Reply #41 on: July 25, 2009, 11:34:07 PM »
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Lawlz that's pretty good.
You gotta give the NES credit.  It's done some pretty stuff with only three colors per tile.

That's actually pretty alright, but I don't know if that type of stair would fit a town (might fit a mansion better).

Okay, so that's half of the problem solved.  The other half is how Simon rests on those stairs.

Right now you have him with his feet halfway out of the step, with his front foot on the stair.  I think for a more realistic look, you want to have him either with his sprite's center right on the stair, but such that the stair is in front of him (that's how SotN does it with Alucard when he runs up the stairs in some spots) or use his "Stair" NES animations only when he's on those slope platforms (like how Simon does it in Harmony of Dissonance's Boss Rush).
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Offline Aridale

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Re: My CV2 Remake DEMO
« Reply #42 on: July 25, 2009, 11:52:24 PM »
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I think I still like Inccs better so Im gonna stick with it til somethin better comes along regardless of where that somethin comes from lol.

Your right about the stair animations tho the biggest problem is detecting when the players actually on those slopes not so much the animations

Offline Jorge D. Fuentes

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Re: My CV2 Remake DEMO
« Reply #43 on: July 26, 2009, 01:13:27 AM »
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you have to program 'slopes' to be different objects than 'platforms' and assign them a collision point near their center, so that Simon knows when he's on one and no longer on one.

That'd also help with the animation problem.
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Offline uzo

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Re: My CV2 Remake DEMO
« Reply #44 on: July 26, 2009, 01:27:21 AM »
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Jorge hit the nail on the head with the stage redesigning. Follow Jorge's idea, and elaborate on it.

Also Jorge is right on the slopes. Honestly though, something so simple...

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