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Offline KaZudra

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X:  That can easily be done.

LOL I just recreated the entire thing, bwahahaha!

wow, those clouds look like shit in Hi-res lol

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Offline thernz

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You should keep everything in resolution. Instead of scaling things using Game Maker's regular view, you should create a surface from which to recreate the screen at a double scale. Of course, you're using 3D too. You'll have to use the 3D Surface fix dll.
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Offline Kale

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Can gamemaker utilize Eagle scaling?

Offline Esco

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Thanks!  :)
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.

That is right... I don't know what I was thinking last night when I made that request.  :-X

Thanks for the clock tower though. I have to now learn how to put 3d objects into the game, which shouldn't be too hard. I will try it out and if there are any issues I will let you know. :)

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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.

Not doable since the clock tower would move up with the player to some extent due to parallax, but the floor to the great stairway would not; the bridge would ending up leading into thin air or appearing to lead into the side of the floor to the stairs sometimes, and being lower to it at other times. Either way, it wouldn't work. I still thought it was a good idea though.

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EDIT: How in the hell did you get the clouds to look like they are really going OVER the tower like that? I have been trying to duplicate the effect and so far I have been somewhat successful, but not as much as in your pic. What effects did you use to achieve that?
« Last Edit: August 23, 2011, 10:02:28 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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I put a 3D flat square far above the tower and tiled it with the clouds.  Then I rotated it about 45 degrees so that the clouds are scrolling slightly to the right (of course, in my 3D program I cannot actually do animations, so it's all theoretical).

It's too bad you don't want the bridge...



The way I see it, if you put the bridge in the correct spot in 3D space, although the side of the bridge DOES indeed lead out 'into thin air', the player would never see that because the camera combined with the tower's location in 3D space plus how it would scroll, would never allow the player to see that, much like the player never sees the 'bottom' of the clocktower, even though it should just 'chop' out at some point; the camera never allows the player to see that happening, no matter how it scrolls.
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Now that looks nice! It looks far more complete then the original SotN. And I've noticed that it's a covered bridge just like the area is in-game. See Konami? We fans 'notice' things like this. The fans know man...the fans know.
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@Esco: I'm not sure if it would be different if the Clocktower is a 3d object instead of the 2d image you're using as a place holder, but getting the clouds to be 'behind' the tower is just a matter of setting it and the tower to the appropriate layers.

@Jorge: That last version of the Clocktower with the bridge, rocks!!
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Offline Esco

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Hey Jorge, if you want to send the tower with the bridge I could always give it a try and see how it works out. Since that is obviously a pretty big thing to you.  Consider it my way of saying thanks for your help. ;)

As for your sky, believe it or not that is exactly what is done in sotn; there is a pattern to it, but the sky appears to just be a 3d object that is constantly scrolling forward and slightly right, but has the same 2 patterns over and over using 2 clouds. I have managed to duplicate it a descent amount but it looks different from in SOTN. I will have to put up a video soon so you can see it. And if you have any suggestions I will be all ears.
- 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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You don't have to do anything you don't wanna do.
Again, I'm just pitching ideas.  I'll make a new ZIP though, feel free to use it if you wish.  Or not.  It's cool either way.  Just glad to help.
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Offline KaZudra

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Idea: a 2.5D Remake of SoTN using 95% of its own resources.
Backing it up: the Cathedral Room in the Chapel Area as an 2.5d example.

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Offline Claimh Solais

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Jorge. Your tower is more than brilliant.
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Offline Kale

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Idea: a 2.5D Remake of SoTN using 95% of its own resources.
Backing it up: the Cathedral Room in the Chapel Area as an 2.5d example.

Make the assets, I wouldn't mind trying... like a 3D Alucard for starters.

Offline KaZudra

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Make the assets, I wouldn't mind trying... like a 3D Alucard for starters.
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.

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Offline Esco

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Quote from: kale
Make the assets, I wouldn't mind trying... like a 3D Alucard for starters.

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?  ;)

You don't have to do anything you don't wanna do.

You of all people here should know that I am definitely not doing ANYTHING I don't want to do.  :P But I am also not afraid to admit when someone has a good idea; and your artistic suggestions are not only excellent ideas, but are exactly the type of stuff I need. Not just because they are realistic and fit into SOTN well, but because you are also willing to produce on your ideas rather than expecting me to do it. (graphics are my weakest point; I have no skill with them, nor do I understand much about them)

I honestly wish more people had your drive and attitude; much more would get done a lot quicker on this game if other people did.

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Just glad to help.

It's appreciated; for sure.  Please keep doing so whenever you can. 8)
« Last Edit: August 24, 2011, 04:18:22 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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graphics are my weakest point; I have no skill with them, nor do I understand much about them

that Makes us opposites, i'm great with graphics (When I make new ones) but I suck at programming

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