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Offline Kale

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3D alucard? I was talking more of 2d sprites on a 3d plane with 3d objects.
2dvanias make the protagonists so small its no use to make em 3d.
Ritcher's Update was only useful with cutscenes, otherwise, with a model that small, there would have been no use in all that effort.
Oh, the old school 2.5D. Like Doom... meh, I can't see myself nor many people wanting to work on that.

Here is a more realistic idea (since we all know no one here has the skill or time to redo all of SOTN's backgrounds, tiles, etc. in 3d): why not tell me what skills you have and help me with the remake/hack that I already have going for the game right now that is already going somewhere at a fast pace?  ;)

I'm just learning Unity. Having assets to play with would definitely help me get more motivated... I've touched GM, but only very little. I wasn't too much of a fan, of what I thought it could do, though you guys seem to figure out past that, which is awesome. But I've been getting into Unity, so I dont' want to side track, or else I would be looking into UDK and CryEngine. But Unity is free and cheap (in comparison to UDK and such) if I want the pro version so I want to get into it more.

EDIT: I'm also a semi almost there beginnner to moderate programmer, lol, long lousy title, I guess. I know java and c# a bit. But I haven't done that in a while, I've been doing unity script instead.
« Last Edit: August 24, 2011, 04:50:36 AM by Kale »

Offline KaZudra

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Yo Esco, I can rip the DXC HUD if you want for stage 0 and richter parts.
« Last Edit: August 24, 2011, 08:35:50 AM by Kamui Zero »

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Offline Esco

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Yo Esco, I can rip the DXC HUD if you want for stage 0 and richter parts.

No thanks, I have no use for it. If you want to help though, I have a ton of gfx stuff you could assist me with. Just send me a u2u if you are interested please.  8)
- Esco... the original New Yurican and creator of the Castlevania: SOTN Hacked Engine!

Link to the blog for the "hack:" http://sotnhacked.wordpress.com

Offline Inccubus

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I suck. I still haven't finished those enemy sprites I promised. =(
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Offline Jorge D. Fuentes

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Here's the Funnel BlackHole Download Files

And here's what mine looks like:


You would have to manipulate that PNG so that it's animated (and darker), and hopefully when you do that, you'll animate all of the polygons there...
« Last Edit: August 25, 2011, 10:04:27 PM by Jorge D. Fuentes »
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Offline KaZudra

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yo esco, are you gonna rearrange the sub-weapon locations, so that the Salt and Lightning subweapons apppear more often?

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Offline Jorge D. Fuentes

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Here is a more realistic idea (since we all know no one here has the skill or time to redo all of SOTN's backgrounds, tiles, etc. in 3d)...

It's not impossible... it would just take a long-ass time since it's a lot tougher to work on 3D.
Like this, which took quite a few hours even though it's possibly the plainest room in the game...



It would be a slow and arduous process though; so while I 'think' I can do it, I don't think I will. :P
That was actually harder than the Keep background! xD
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Offline Inccubus

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Yeah, people don't realize how much work goes into making a 2D video game much less a 3d one. And don't kid yourselves, 2.5d is a made up catch phrase. It's still a 3d game with all the problems that are present for all 3d projects. It's not simply a matter of making some backgrounds in 3d and just inserting them.
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Offline Kale

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Though I can't say for sure as I haven't had much experience with a 3D game yet in Unity. It probably takes roughly the same, barring model animation, which replaces sprite animation. (For unity, as in Unity, a 2d game is really a 3d game with planes instead of models.)

And yea, a 2.5d, be it Doom style (2d planes in a 3d world) or Maverick Hunter X style (3D Models with 2d play style), it's still 3D. But with 2.5D (2nd one) it shouldn't be too hard if you have 2D down.

Offline Inccubus

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I'm not referring to how difficultly. One is not really any more difficult than the other, however, take into consideration that in a strictly 2d game you have to take the time to do sprites and backgrounds (artwork) where as if you are doing any form of 3d you have to make textures (artwork) AND you also have to take the time to make the models as well. That is more time consuming and more work especially if you're just one person or a small group. Not to mention if you have models that rotate you also have to worry about what they look like from all visible angles which potentially could entail even more time working on textures.

BTW, I've never heard the term "Doom style" used in reference to 2.5d graphics before today. It's misleading to use it that way since Doom isn't even remotely like the games that spawned the term 2.5d. Doom is a 2d game which used for all intents and purposes an optical illusion to give the perception of a 3d-ish environment. 2.5d is a 3d game with 2d-style gameplay.

Somewhat back on topic...

@Jorge: Those mock ups look freakin' awesome! Well, done. ^___^
« Last Edit: August 26, 2011, 02:23:03 AM by Inccubus »
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Offline Kale

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Eh... that depends on the effort put into it, really. I do think 2d sprites take less time, but a game like with Odin sphere graphics would probably take the same amount of time as a decent to phenomenal 3D game in terms of content.

Offline KaZudra

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It's not impossible... it would just take a long-ass time since it's a lot tougher to work on 3D.
Like this, which took quite a few hours even though it's possibly the plainest room in the game...



It would be a slow and arduous process though; so while I 'think' I can do it, I don't think I will. :P
That was actually harder than the Keep background! xD

the second shot looks great, but it doesn't look too appealing at an angle, thx for the example, I plan to recreate the Depth effect but with a sprited floor and parallax movement.
I would love to have you on board on my CV2 project, but that's another Subject...

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Ive experimented in this case, ive found it easier sadly to make the stages 3d, and leave the character's 2d, a la paper mario, tho I used a modded Quake3 engine, tho after seeing the impressiveness of UT's engine lately, i may go to that
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A couple small questions for Esco: Since both Richter and Maria are going to have their own expanded modes, will you make it possible for them to fight Dracula? I was kinda bummed when I found out that the alternate player characters could only fight Shaft as the final boss in the original game. Oh, and are you going to give them their own Castle Entrance BGM like Saturn Edition (only this time using better tracks that actually fit SotN's general music style and feel)?
EDIT: One more thing; in the original game, Richter's fire whip still has the ATT value of 32 holy/hit (the same as the regular whip), as opposed to 64 fire/hit in the Japanese "PlayStation the Best" re-release. You plan to fix that, right?
« Last Edit: August 30, 2011, 01:32:30 AM by VladCT »
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Quote
EDIT: One more thing; in the original game, Richter's fire whip still has the ATT value of 32 holy/hit (the same as the regular whip), as opposed to 64 fire/hit in the Japanese "PlayStation the Best" re-release. You plan to fix that, right?

I wanna see this too. It made no sense to have the flame whip when it was the exact same strength as the straight-up Vampirekiller. I think the whip's strength should be at the most doubled when in fire mode.
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