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Offline Inccubus

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #210 on: July 01, 2011, 06:30:29 AM »
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Archway graphics are done:
Yes, they are partly in the foreground.

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Offline Jorge D. Fuentes

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #211 on: July 01, 2011, 06:58:32 AM »
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I'm happy you got Hypercam working!  Seems you're having some framerate issues.  That could be the settings on Hypercam for record/playback, or it could be that your system cannot handle both the engine and hypercam at once.

Niiiiice bridge! :)
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Offline Inccubus

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #212 on: July 01, 2011, 07:13:58 AM »
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Glad you liked it. Maybe when I get the next demo out I can have someone give another video a try for me.
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Offline uzo

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #213 on: July 01, 2011, 09:52:24 AM »
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One of the things I like the most about that animation is that it would totally be doable on real hardware... it would just cause major flicker with all the sprite tiles it would require. ^___^

I hate to be the bearer of bad news, but no, it actually isn't doable on the real hardware.

The flickering you see on the real NES is caused by sprites occupying the same scan line. In other words, if a sprite is horizontally within the same range as another sprite. This is common in NES games, and causes a little bit of slowdown in some cases. Fun fact: this is why most candles in the NES Castlevania games were placed where you have to jump and hit them, to keep them off the same scanlines as the player and ground based enemies.

However, that is not the only limitation for NES sprites. The NES has a 64 sprite hardware limit per rendered frame. The NES defines sprites as; 8x8, 16x8, 8x16 only. Those are the only sprite sizes available. This wouldn't make sense cause you would say "well Megaman/Simon Belmont/Samus/Mario/etc are bigger than that!". Yes, that is also true. Typically player characters in NES games are comprised of multiple sprites. Common platformer player sprite sizes are 16x32, 16x24, 16x16 because they are easily built by drawing anywhere between 2 and 4 separate 16x8 sprites.

Each log of the bridge would be, I'm guessing, at least 5-6 sprites each? And how many logs do you have there? at least 10? That's pretty much topping the limit already.

Sprite limits being hit don't flicker either. They just don't draw period, lag everything, and or crash the game outright. The flicker is only a scanline correction.

Offline Inccubus

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #214 on: July 01, 2011, 07:55:01 PM »
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Well, then it's a good thing my game is assuming a hypothetical 8-bit system with features of both the NES and MSX systems and then some. Even then, I still think they could have figured out a way to do it. I've seen some NES tech demo's that can do a lot more than that drawbridge. but it's all moot anyway since this is a PC game with an enhanced 8-bit aesthetic.
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Offline uzo

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #215 on: July 01, 2011, 10:43:17 PM »
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You do realize those tech demos are only as advanced as they are because they don't have gameplay, right?

Offline Esco

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #216 on: July 02, 2011, 01:50:47 PM »
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Archway graphics are done:
Yes, they are partly in the foreground.



Looking good bro! Sometime this week you and me need to get together and talk about parallax. it's about that time man.  ;D
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Offline Inccubus

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #217 on: July 03, 2011, 03:24:38 AM »
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No problem, dude. The code turned out to be super simple. It aught to be a snap to implement it in your project.
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Offline Aridale

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #218 on: July 03, 2011, 08:18:10 AM »
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yeah parallax isnt hard at all you just move every bg by a small amount when the view moves. You move the "farther away" bgs more than the "closer" bgs. Its easy stuff

Offline Inccubus

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #219 on: July 03, 2011, 02:47:11 PM »
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Yeah, the only pain in the ass was that tiled bgs in GM don't have specific coordinates.
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Offline darkmanx_429

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #220 on: July 03, 2011, 04:46:04 PM »
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Archway graphics are done:
Yes, they are partly in the foreground.


Sprites look great! Colors look great! The only thing I notice is that you don't have any icon for how many lives you have remaining....love the 2.5D bridge! Hopefully, you'll use this effect for other stuff in the game as well! You should add water in the chasm and add some splash when the bridge falls to give the illusion of heaviness to it!
« Last Edit: July 03, 2011, 04:53:11 PM by darkmanx_429 »

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Offline Inccubus

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #221 on: July 06, 2011, 04:04:08 AM »
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Thanks. I'm gonna set it up like in Dracula X where when you press pause it switches the HUD to show lives & score.
I already have a plan for the drawbridge feeling heavy. I'm not feeling the water on this one. I'll see though, I could always rationalize it and change my mind. ^___^
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Offline X

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Re: [Fangame] Castlevania: The Demon Castle
« Reply #222 on: July 06, 2011, 11:15:50 AM »
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If you're not feeling the water on this one you could always save it for a later level inside the castle.
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Re: [Fangame] Castlevania: The Demon Castle
« Reply #223 on: July 06, 2011, 11:20:35 AM »
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It'd be pretty sweet to see an expanded NE/SX version of the Underground Caverns from SotN.
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Re: [Fangame] Castlevania: The Demon Castle
« Reply #224 on: July 07, 2011, 05:17:10 AM »
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I'm not touching anything from SotN, However, I AM doing a composite stage based exclusively on the cavern stages present in CV1, VK, & the X68k versions. Those stages all have water effects and the VK version even has a blue/grey palette. So I think things will work out well.
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