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Offline X

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #135 on: June 08, 2011, 11:38:41 AM »
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I played the demo last night and it was amazing. The skeletons I thought didn't quite move as I've seen the in the NES games ie. they continuously move in one direction until they come to the end of the platform they're on before reatching the end, turning around and moving back in the apposite direction. I've also noted that Trevor functions as he should which was very nice to see and the controls felt solid too. However when I attack, even if I'm still holding the movement key, Trevor will stop and I'll have to let go of the key and press it again to make him move forwards once more. While this might not seem to be a real issue with some, I foresee problems in the future depending on the types of stages Trevor will progress through. For instance, the collapsing bridge. When the bridge starts to break up, you'll need to reach the end as fast as you can while enemies are in the way. You'll have to attack them but you will stop moving after attacking even though the movement key is still pressed. This scenario will ruin the natural flow of the game. Just to let you know  :)

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Offline Inccubus

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #136 on: June 08, 2011, 11:58:50 AM »
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@Theou: If you don't do a key config, I will. I totally hate not having that option personally. The current configuration in the demo is just my preference and doesn't reflect what will be in the final game. (How corporate sounding of me! =P) I didn't know Z & X caused an I/O error. That isn't the case wit A & Z is it?

@Claimh: I might just use an alternate control scheme in future demos. It'll cover all the bases.

@X: I wouldn't worry about the enemies. TheouAegis is still not done with them. And as for that wierd control issue, I have experienced it myself. However, for me it doesn't always happen, so I'm wondering if it's just a keyboard thing. At any rate, the next demo will be on the next version of Theou's engine which he promises is a marked improvement and feels even more accurate to the originals.

That said, I'm working on the rest of the graphics for stage 1 at the moment and mapping out Harmony of Despair's stage 10 at the moment while I await the nect version of the engine. Stay tuned guys! ^___^
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Offline darkmanx_429

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #137 on: June 10, 2011, 07:55:59 AM »
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More parallex please! ;D

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Offline Inccubus

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #138 on: June 10, 2011, 10:23:42 AM »
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I'll see about that. It'd be limited, though.
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Offline Inccubus

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #139 on: June 13, 2011, 04:03:50 PM »
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Offline Jorge D. Fuentes

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #140 on: June 13, 2011, 05:20:34 PM »
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Wow that's really nice.
Also, love "In the Castle", although it doesn't loop... :\

One thing that bothers me (very slightly) is that the dagger doesn't seem to go off-screen when you chuck it.  Rather, it disappears when it gets to the last tile (the very last 16x16 tile on the edge of the screen).  It looks really weird when it does that.  I don't know if people have pointed that out already.
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Offline Inccubus

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #141 on: June 13, 2011, 07:20:59 PM »
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Wow that's really nice.
Also, love "In the Castle", although it doesn't loop... :\

One thing that bothers me (very slightly) is that the dagger doesn't seem to go off-screen when you chuck it.  Rather, it disappears when it gets to the last tile (the very last 16x16 tile on the edge of the screen).  It looks really weird when it does that.  I don't know if people have pointed that out already.

I thought I set it to loop. Hmmm... I'll check on that.
The dagger thing is TheouAegis' department. I'm pretty sure that will be different in the next release of the engine.
There is an issue with the Axe disappearing at the top of the screen so fixing that may also fix the dagger.
At any rate go ahead and report about the dagger in his thread just in case.

Edit: It DOES loop!! It just takes like an eternity for it to start back up for some reason.

Edit2: Hey! Cross your eyes and focus on the wall in the background for a nice 3DS effect! :P

Edit3: Jorge. Check your PMs.
« Last Edit: June 14, 2011, 11:09:52 AM by Inccubus »
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Offline Inccubus

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #142 on: June 15, 2011, 09:41:28 AM »
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New WIP of stage 1-1. In hypothetical NE/SX terms there are 2 BG layers; the grass is on one layer, everything else is on the other. The second BG layer is split into 3 bands of parallax. In actuality I did it using 5 or so tile layers. Thanks to Esco thinking outide the box the music can now pause too.



If anyone can guess where I got the mountain graphics you get a cookie. ^__^
« Last Edit: June 15, 2011, 09:43:27 AM by Inccubus »
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Offline Claimh Solais

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #143 on: June 15, 2011, 09:43:49 AM »
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It's lookin' nice. Comin' along quite well. :D
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Offline Inccubus

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #144 on: June 15, 2011, 09:49:10 AM »
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I'm thinking of completely reworking the HUD with a more minimalistic approach.
For example, I might replace the big sub-weapon graphics with mods of the weapon icons from CV2 and shrink down the item box.
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Offline Claimh Solais

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #145 on: June 15, 2011, 09:52:11 AM »
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Yeah, that and you should probably add the black box behind all of the HUD like in CV1 and CV3. The HUD might be hard to see in brighter areas.
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Re: [Fangame] Castlevania: The Demon Castle
« Reply #146 on: June 15, 2011, 10:02:51 AM »
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Nah. I'm gonna add a black boarder to everything instead. I need the Hud to stay out of the way of the stage graphics since I'm taking advantage of the full screen area for this game. I might even have the HUD hide when there's nothing going on. That wouldn't be so hard to do in a pseudo-8bit system such as NE/SX. Also, I could make it into a simple menu system such as in CV2. Still minimalistic, but eliminating the clutter on the screen during play.
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Offline Claimh Solais

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #147 on: June 15, 2011, 10:08:35 AM »
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Nah. I'm gonna add a black boarder to everything instead. I need the Hud to stay out of the way of the stage graphics since I'm taking advantage of the full screen area for this game. I might even have the HUD hide when there's nothing going on. That wouldn't be so hard to do in a pseudo-8bit system such as NE/SX. Also, I could make it into a simple menu system such as in CV2. Still minimalistic, but eliminating the clutter on the screen during play.

Yeah, that makes sense. Also, is it possible to make an option to hide HUD the whole game? That'd make for some exciting boss battles. :D
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Offline uzo

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #148 on: June 15, 2011, 10:08:47 AM »
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HUDs should always be visible, unless you're in a cutscene. Also with a HUD like that, extending the play area into it sounds like you're inviting player frustration due to low visibility. There is a reason they did it on the NES the way they did.

Offline X

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #149 on: June 15, 2011, 11:31:41 AM »
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The screenshot looks good from where I'm sitting. But uzo does have a point. The game could get very busy up there and lead to some unwanted distractions. If you're using that amount of screen for your game, couldn't you then raise up the HUD so that it doesn't interfere with the gameplay?
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