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Offline KaZudra

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Konami make another SoTN with more stuff? (Laughs Head off)
That PSP version was a true Joke.
I would love for someone to at least make a PSP version of SoTN that both fills the screen and keeps Pixel Ratio, but that'll be too much work...

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Offline Esco

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Here are the pics of jorge's magnificent gfx in action; I have also implemented the 3d esque clouds at the top of the screen, and parallax scrolling as needed:



- 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 Jorge D. Fuentes

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Yay!  Awesome.  I see you went with the misty water. :)
Is the Clocktower in 3D or is it just a graphic?

'cuz I can probably give you 3D Objects as well...
What 3D Object extensions can GameMaker handle, by the way?  I never found out...
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Offline Esco

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Yay!  Awesome.  I see you went with the misty water. :)
Is the Clocktower in 3D or is it just a graphic?

Just a 2d sprite. Although it looks fine as is I would honestly prefer to make it 3d, but I know less than NOTHING about 3d gfx.

Quote
'cuz I can probably give you 3D Objects as well...
What 3D Object extensions can GameMaker handle, by the way?  I never found out...

Cool, that would be great!!!  ;D Gamemaker takes OBJ files; here is a link with a ton of info that might be useful to you: http://blog.martincrownover.com/examples-tutorials/3d-model-import-simple-uv-map/

In facy, I will tell you one that I could DEFINITELY put to good use; the purple whirlwind behind dracula's 2nd form. I used memhack to take a look at it, while it was zoomed out and frozen; it is basically a funnel that has 1 texture on it repeated over and over, and scrolled into the middle part of it infinitely. It is then slightly angled, and has it's rotation speed changed a little every so often.
- 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 Jorge D. Fuentes

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I can probably make a funnel.  I can make 3D objects, but I'm not sure I can export them to that extension without some kind of plugin.
Also I'm relatively new to texturing, so while I can make the object, I don't know if I can put the texture on it, hehe.

Would you happen to have the texture used in the funnel, as well as the textures used in the ClockTower?
I whipped up a basic ClockTower model, that is similar to the one in SotN, but I've no textures to put on it. Put a bridge on it, too.
« Last Edit: August 22, 2011, 04:12:38 PM by Jorge D. Fuentes »
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Offline Esco

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The link I sent should tell you everything that you need to do to export it as a compatible .obj file. :) Also here is the texture for the clock tower: http://www.spriters-resource.com/psx_ps2/cvsotn/sheet/15204

Sadly that bridge has to go. It would cause WAAAAAAAAY too many issues for me to even go into. lol I personally thought it was a nice touch though. You obviously have some serious artistic skills.

EDIT: here is the black hole's texture; the color might be slightly off and a (bit too colorful maybe), but I tried to get it as close as possible. It is just repeated over and over again:



I also noticed that on it in game the funnel also has some sort of gradient going across it. Later on tonight I will try to pull up memhack and take a video of the "black hole" form different angles with scrolling and warping shut off. then it should make it easier to see if it is something that is doable for you and also make it easier to duplicate.  8)
« Last Edit: August 22, 2011, 08:43:12 PM by Esco »
- 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 Jorge D. Fuentes

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That texture probably has some kind of palette-cycle thing going on in order to make it like the screaming souls it's supposed to look like.  That's why it looks all light like that, probably.

As for the Clocktower...


Made this today on my 3D program.  I haven't put the transparencies into the textures yet, but I did the UV mapping and this is what it looks like.  I can export to .OBJ (Wavefront) but I won't do so until I've got all the transparencies working.  Then I'll hand it to you and hopefully you can do something with it.

I was really hoping we'd get to use more complex models though; that bridge would've been killer.  I can also probably make the entire Castle Keep if you wanted it visible from a distance, from another stage... but we'll talk about that once we see whether we can even use these models...
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Offline KaZudra

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That texture probably has some kind of palette-cycle thing going on in order to make it like the screaming souls it's supposed to look like.  That's why it looks all light like that, probably.

As for the Clocktower...


Made this today on my 3D program.  I haven't put the transparencies into the textures yet, but I did the UV mapping and this is what it looks like.  I can export to .OBJ (Wavefront) but I won't do so until I've got all the transparencies working.  Then I'll hand it to you and hopefully you can do something with it.

I was really hoping we'd get to use more complex models though; that bridge would've been killer.  I can also probably make the entire Castle Keep if you wanted it visible from a distance, from another stage... but we'll talk about that once we see whether we can even use these models...

That looks amazing! A 2X Scale Version of SoTN would mean better 3D objects, and better animations

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Offline Esco

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As for the Clocktower...


Holy shit, that looks GREAT!  :o

I do have request with it, if it is not too much too ask: can you make 2 of them? The one that you have a pic up of appears to be a perfect length for the intro. But can you make another too that is about 3x longer on the bottom part? I could use it in the regular castle keep part later in the game.  :D

As for the vortex behind dracula, here is a video I made as promised. In the video I turn it in several directions, zoom in and out and freeze it in place. It moves in this order:

  • First 3 views are facing the top of it into the HOLE of the funnel (what normally faces the screen in the normal game); I do this from 3 zoom ranges.
  • Next I rotate it left on it's side, and right on it's side
  • Next I rotate it vertically both ways.
  • Now I slant it in one direction (which is how it looks normally)
  • Now I again change to facing the top of it; this time I slow down the animation some
  • Now I freeze the animation from 2 zoom ranges

If you need me to do any other angles to help you to be able to create it more easily let me know.

black hole from the intro stage of symphony of the night

EDIT: After looking at it closer, the black hole actually appears to be just a bunch of inner tube shaped objects placed close together that get smaller and smaller; that would also explain the black parts, and why it looks like it is scrolling like that, and why in the middle the texture just seems to vanish. Because the middle is hollow (I confirmed that the middle is truly hollow by placing an enemy BEHIND the object; it was visible in the middle).
« Last Edit: August 23, 2011, 05:46:03 AM by Esco »
- 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 KaZudra

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If you want to, you could slightly redesign the boss room so it can crumble away instead of "box out" when Transitioning to the black hole.

Also, you could add the pause chime Rondo has for Richter's Parts

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Offline Inccubus

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The Clocktower object looks freakin' amazing. Great job on it so far, Jorge.

I think the texture on the vortex to have an animated texture rather than a palette cycle. It probably wouldn't be very difficult to reproduce, but of course that depends what program you're using.
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Offline Jorge D. Fuentes

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Holy shit, that looks GREAT!  :o
Thanks!  :)

I do have request with it, if it is not too much too ask: can you make 2 of them? The one that you have a pic up of appears to be a perfect length for the intro. But can you make another too that is about 3x longer on the bottom part? I could use it in the regular castle keep part later in the game.  :D
Ummm... you do realize the clocktower in "Prologue" and the clocktower in the Castle Keep later on in Alucard's game use the same model, right?  All that changes is the perspective, since  Richter cannot fall it's assumed he's just 'up higher.

Anyway, here's the completed model (now a full picture; it's the same height as last night!), with all the transparencies and bump mapping in place.

Here are the files I used.  Enclosed is the OBJ file, as well as all the texture/transparency/bump-map files.
Clicky!

Lastly... I'm not sure how it won't work to have a bridge at the side of the clocktower?  You will be in charge of correct clocktower placement in your game using GameMaker, am I right?  Clever clocktower placement will make the bridge appear to be linking the Clocktower to the gameplay area in the foreground, but you should not see any issues if you place it in the correct area in 3D space.  Obviously if you place the clocktower in the 'center', the player will be able to see inside the textures/polygons (which we don't want to do) but if you keep the clocktower/bridge on the right side of the scroll all the time (you have to experiment with its location), the problem should never present itself.
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Offline X

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I was just thinking... Before finalizing the clock tower why not finish up the clock face. Ever notice how the clock face has no hour and minute hands? Why not put them in there.
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Offline Jorge D. Fuentes

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X:  That can easily be done.

LOL I just recreated the entire thing, bwahahaha!
« Last Edit: August 23, 2011, 04:44:30 PM by Jorge D. Fuentes »
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Offline Kale

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Wow... that tower is so out of place... everything else is pixelated but the tower looks like it has a decent texture on it.

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