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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #225 on: April 20, 2013, 02:30:18 PM »
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Huh, suit yourself I suppose, though you still should avoid bundling it with the game itself.
I really need to get a paypal account soon... >.>
I will take your opinion into consideration. We are working on 2 ost's at the moment. (The other being Castlevania Chronicles: Dracula's Curse) Maybe it would be better to keep the ost's seperate from the title's and not bundled with the package's themseleves.

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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #226 on: April 22, 2013, 01:35:14 AM »
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Cairo 1-1
I revamped this map from the previous beta. About half done.

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Offline Lelygax

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Re: Vamprotector fan Game
« Reply #227 on: April 22, 2013, 01:53:17 PM »
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That pyramid near the breakable cactus (The nearest/greater) is a bit cartoonish IMO if you compare it with the rest of the stage. Apart from that its perfect :D
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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #228 on: April 22, 2013, 02:27:11 PM »
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That pyramid near the breakable cactus (The nearest/greater) is a bit cartoonish IMO if you compare it with the rest of the stage. Apart from that its perfect :D
I was afraid of that! lol I liked those pyramids too. They actually were from SMB3! Any ideas of some games from the 16bit-32bit era's that have some nice pyramids that I can take the sprites from?

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Offline X

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Re: Vamprotector fan Game
« Reply #229 on: April 22, 2013, 02:51:30 PM »
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There's a awesome Egyptian temple in the game Super Adventure Island II. It's not a pyramid but the graphical representation is well done. In Portrait of Ruin the first Egyptian painting has a pyramid in the background the you could use. Another game to find a pyramid is Star Gate for the SNES at the start menu.
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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #230 on: April 22, 2013, 11:19:00 PM »
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There's a awesome Egyptian temple in the game Super Adventure Island II. It's not a pyramid but the graphical representation is well done. In Portrait of Ruin the first Egyptian painting has a pyramid in the background the you could use. Another game to find a pyramid is Star Gate for the SNES at the start menu.
I'll check all the sources in a bit! Thanks X!

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Offline Lelygax

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Re: Vamprotector fan Game
« Reply #231 on: April 23, 2013, 12:44:11 AM »
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They actually were from SMB3!

So my guess was right, I recognized it but preferred not say it. (what if I was wrong? lol)

If you want to use pyramids from Mario games, here you can find games with better ones.

http://www.mariowiki.com/Pyramid
« Last Edit: April 23, 2013, 12:54:38 AM by Lelygax »
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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #232 on: May 05, 2013, 01:40:26 PM »
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Started working and experimenting with various whips and item crashes. Alternate Whips are created using the combo system. Depending on what Contra Weapon you grab will determine not only what you shoot in Gun Mode but when you switch into Whip Mode it determines what your whip effect will change to into Whip Mode. When the MP bar is at max you are able to use an Whip Crash for maximum damage. If you grab no Weapon Icon's then you will just have your regular Vampire Killer. Grabbing a Rifle Icon also changes your whip back into Vampire Killer Mode.
Flame Crash:

*Engulfs Helsing in flame. Created with Flame Thrower.
Ice Whip:

*Creates a Ice Whip that can freeze various enemies like in Dracula's Curse. Created with Machine Gun.
Ice Crash:

Thorn Whip:

*Creates a Thorn Whip. Created with Barrier.
Thorn Crush:

*Creates a Thorny Barrier that doesn't turn off automatically like the timed Contra Barrier.
Lightning Whip:

*Strong and long ranged. Created with Spread. 

There are more whips being made such as a Laser Whip and Garlic Whip. As for the standard Castlevania items, there will be 3 levels of item usage depending on if you grab a double or triple shot. Each level will become more devestating than the last and physically change your item. I will post the progress of those soon.
« Last Edit: May 05, 2013, 01:51:21 PM by darkmanx_429 »

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Offline VladCT

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Re: Vamprotector fan Game
« Reply #233 on: May 05, 2013, 01:47:11 PM »
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It is precisely because it never cared, that people do care.  It's something which it's lacking, because that which it has, it has lackluster of.
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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #234 on: May 05, 2013, 01:52:11 PM »
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lolwut?
It would make sense to have a Garlic Whip on hand. It probably stinks to high-heaven though! lol

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Offline Belmontoya

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Re: Vamprotector fan Game
« Reply #235 on: May 05, 2013, 04:03:32 PM »
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The sprite on that thorn whip looks odd because it doesn't fully extend. It doesn't have to extend perfectly straight, but that looks a little bit too crooked.
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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #236 on: May 05, 2013, 10:56:27 PM »
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The sprite on that thorn whip looks odd because it doesn't fully extend. It doesn't have to extend perfectly straight, but that looks a little bit too crooked.
Noted, I was trying to keep that thorn shape as much as possible to be visually different than your regular whip.

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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #237 on: May 08, 2013, 11:50:23 PM »
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Cairo 1-2 Base is Completed.

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Offline Las

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Re: Vamprotector fan Game
« Reply #238 on: May 09, 2013, 12:20:00 AM »
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Darkkmanx429 wow man Cairo level is looking awesome! Plus i love what you've done with Hanz's weaponry the whips and  powerups. Totally awesome! Cant' wait to play a demo!

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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #239 on: May 09, 2013, 01:13:35 AM »
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Darkkmanx429 wow man Cairo level is looking awesome! Plus i love what you've done with Hanz's weaponry the whips and  powerups. Totally awesome! Cant' wait to play a demo!
Thanks man. Since I am not in school anymore I am trying to knock things out now. Especially with the strides my bud Warmachine has done in the time with Castlevania Chronicles: Dracula's Curse. Even your project had come along way from where it was at in the past. Well, Vamprotector is pretty indepth. The longest stuff involves Richter and Helsing with all the basic moves, specials, and such. The level design is actually waay easier because I don't have to think much about all the coding and such right now it's just a matter of importing it into the engine which is time consuming but not too bad. I am really concentrating on getting the character stuff down, but the engine itself is shaping up to become playable pretty soon.

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