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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #450 on: July 31, 2016, 04:49:13 AM »
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that's right!
another Vegeta fan  ;D
Vegeta is the best part of dragon ball thats why i gave his voice to bull demon in my monkey king dub  :P
anyway don't mock the lord of saiyans!
Umm, Thanks Cortez, but let's please get the topic back on the game...that was an old post...lol

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Offline Claimh Solais

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Re: Vamprotector fan Game
« Reply #451 on: August 01, 2016, 04:01:27 AM »
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Man, I have not been keeping up with fan-games at all. This one included. Glad to see it's still in the works, though!

Just a question about the top-down stages. Do you have any evasive maneuvers planned for them? Looking at them as they are now with simply walking (slowly, on top of that), it might lead to some unnecessary damage from enemies. Maybe something simple like a quick backdash or something? You could even add a delay to the end of it so it can't be overused to avoid damage. Then again, it's been a long time since I've played any Contra games so I don't remember if those actually had any evasive maneuvers to begin with, let alone which games they were in.
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Offline X

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Re: Vamprotector fan Game
« Reply #452 on: August 01, 2016, 11:27:12 PM »
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Contra never had any maneuvering in the top-down stages. You simply moved about the stage and that was it. but you quickly learned to work with what you got. It is all the more easier with a spread gun mind you.
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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #453 on: August 06, 2016, 10:28:22 PM »
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Death Valley:

Underground Mines:

Man, I have not been keeping up with fan-games at all. This one included. Glad to see it's still in the works, though!

Just a question about the top-down stages. Do you have any evasive maneuvers planned for them? Looking at them as they are now with simply walking (slowly, on top of that), it might lead to some unnecessary damage from enemies. Maybe something simple like a quick backdash or something? You could even add a delay to the end of it so it can't be overused to avoid damage. Then again, it's been a long time since I've played any Contra games so I don't remember if those actually had any evasive maneuvers to begin with, let alone which games they were in.
Thanks Claimh. The enemies in the top-down stages are placeholders for the time being. I wasn't planning on any evasive maneuvers i.e backdash. It's not beyond the realm of scope though as, you still have your whip and gun mode in the top down stages. If I was to incorporate it, I would do a new version of Richter's Backflip but obviously I would have to create new additional sprites. As of now it's just evasive movement as X mentioned.

Also, since I am on my last month of school (which is a butt load of hassle and work) I have managed to import 5 of Richter's stages into the Game Engine with 2-3 more coming right behind those. Once I am done importing all of his stages into the engine, ALL of the stages will be in the engine for both characters! Now I still will have to go back and add to some of them, but at least they are all in finally. The list is as follows (Depending on the Character you Choose):

Helsing:
Alien's Lair
Atlantis
Berlin
Cairo
Clocktower
Contra Base
Demon Castle Wars
Ghost Ship
Jungle
Snowfield
Stoker's Fable (Prologue)

Richter
1999
Alien's Lair
Ammunition's Factory
Botanical Lab
Death Valley
Neo City
Phanagoria
Prologue
Subterranean Bio Lab
The Athenaeum
Underground Mines

Now, this doesn't include any hidden stages as those will be incorporated after the entire game is built. Also since you do have a branching system of selecting stages in the game and 2 different character scenarios, you will not see every stage on your first playthroughs. Stages such as Alien's Lair are unique to each character!
« Last Edit: August 07, 2016, 12:14:58 AM by darkmanx_429 »

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Offline X

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Re: Vamprotector fan Game
« Reply #454 on: August 07, 2016, 04:49:12 AM »
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That's cool! It'll give the game some replay value for the characters to have their own unique stages and stage layouts.
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Offline Lelygax

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Re: Vamprotector fan Game
« Reply #455 on: October 12, 2016, 12:25:37 AM »
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Have some news?
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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #456 on: October 12, 2016, 02:59:59 PM »
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Have some news?

Ah good timing Lelygax, I was about to post an update. So I have been soul and job searching since graduation. I finally signed for a good paying job as a 3D modeler. It took 32 days. (Yes, I keep meticulous records.)

About the game, I even included my first hidden stage in engine as well. There is actually tons done. One thing is I am pretty invested with this title using Clickteam Fusion so it will be released for PC using that format.

Now the current news. I am still waiting on my start date to start my new job so in the meantime since graduation, but I have actually put together a team (since I have a whole new rolodex of talent I can pull from now)and started a 2 Month Production title on an educational title that I will be releasing on Steam and touch devices. I have an interesting take on Educational gaming where I feel they need to be entertainment game's first and then you happen to be learning something. I am already about halfway done and started closed Play tests.

I actually have a personal schedule of project's that I will be working on going into next year. Starting with this first game project and my new career job I will be starting my own Game Company. I plan on doing another educational type game that will take approximately 3-4 month Development Cycle and this one will be done about the end of this month and release under my company's label.

As for Vamprotector, it is current on hold as it's not priority on my list over my own original IP's. It's a passion project, but I have more important projects that take p residence as of right now even though I am continuing to work on it here and there when I get inspired I just haven't made or posted any new videos yet.

Now, after my 2 educational projects are done, I actually have 2 more projects that will be 6 months to a year to Development and are major projects that I want to work on. One being my WWE  themed 2.5 fighting game which is currently about in Beta being made in the Unity Game Engine. I am only doing a pitch demo of the game basically and I had to hold off on it while I was in school as I was Producing and couldn't give it the appropriate attention it needed. (I may still push it back as it's based on an established franchise.)

The other project that I am a bit more excited about is I started doing prep for an action based game made in Unreal Engine 4 based on the Vampire Hunter D Series starring Doris. There is some Castlevania inspired aesthetics in it but it's a total original title. It will play similar to games like the original DMC or Bayonetta and the main protagonist has an energy whip and I am really focused on the vampire lore and incorporating aspects of it into actual gameplay. There is also a Simon's Quest type Day and Night Cycle system.

I was really inspired by the indie game and developer who made, Lost Soul Aside and I know enough disciplines now to do something similar myself and I always wanted to do a full 3D action title in that style. I have already finished some of the smaller UI elements and screens for implementation into UE4. 

So as you can see I have a full plate and this is the 1st time in a long time that I don't have school anymore and while in school I had a treasure chest of game pitches and documentation that I managed to get on paper and now I am literally going through that list (having been Producing for everyone's projects) and getting things made.

Hopefully, this clears up some questions. I will make a conscious effort now though (since I have the time again) to post updates on the thread. I was trying not to give too much stuff away about Vamprotector, but there is still a crazy amount of content unseen on the game that has been done.

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Offline Lelygax

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Re: Vamprotector fan Game
« Reply #457 on: October 12, 2016, 08:45:19 PM »
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Good to hear these news, you got grasp on a brilliant future here  ;D
I find WWE games to be very funny, even more if it features some kind of multiplayer, let us know when you release it and your other projects.

It can take more time but atleast you plan to finish it someday, so no hurry. Also its good that you decided to stick with Clickteam Fusion, otherwise it would take even more time that you could use into something else.

Never heard about Lost Soul Aside but looking at it now and... HOLY SHIT! Its awesome.
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Offline BMC_War Machine

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Re: Vamprotector fan Game
« Reply #458 on: November 27, 2016, 08:39:09 PM »
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Hey folks!  It's been quite some time since i've posted anything regarding progress with Vamprotector lol, but i've needed a break from CV3 to keep my sanity  :P so i decided to start working on Richter's side of Vamprotector again.  Here's a quick video showing his basic movements (no gun implemented...yet!)


To summarize:
- Implemented base animations i.e idle, walk, jump, etc.
- Implemented wall system, included angles this time around
- Implemented smooth camera scrolling (surprised how much this benefited from it!)

To do (at least for this beta room):
- Adjust animation hot spot placement on angled surfaces (there is a 1-2 pixel gap between Richter and the surface at times)
- Add and implement gun system and animations
- Add and implement subweapons and gun types i.e machine gun, spread shot etc.
- Add pain and death animations (system is already good to go ;) )
- Misc (can't reveal too much but rest assured there are some REALLY cool weapon ideas DarkmanX and i have to add to this!)

Once i get all the extras added i'll run another vid with all the goodies past Darkman and we'll decide what we can show off at that time  8)
We are still using Clickteam Fusion for the game, but for my end i am experimenting with a custom platform engine i have made as opposed to some built in and 3rd party extensions.  This has been pretty tedious so far, but well worth it in terms of control.  So far it's making things much easier to track down and fix this way.  And it only took me 2 days to get this together in my free time, basically say it took about 10 hours approximately.  I know this isn't anything groundbreaking by any stretch, but i just wanted to show the smoothness in the gameplay and get the fire burning again on this thread ;)  Hope you all enjoy!
« Last Edit: November 27, 2016, 08:49:21 PM by BMC_War Machine »
But enough talk, HAVE AT YOU!!!!!!!!

Offline X

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Re: Vamprotector fan Game
« Reply #459 on: November 28, 2016, 03:51:32 PM »
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Nice vid! It's coming along very nicely  :D
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Offline BLOOD MONKEY

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Re: Vamprotector fan Game
« Reply #460 on: November 28, 2016, 07:52:20 PM »
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That looks really smooth! However, the walking looks way too fast for the animation; you might want to make that the running speed.
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Offline BMC_War Machine

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Re: Vamprotector fan Game
« Reply #461 on: November 28, 2016, 08:46:12 PM »
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Thanks for the comments fellas  ;D  As for the walk animation and speed, that's a really easy tweak, no biggie there.  Keep in mind though, this is geared more towards the Contra game play style so it's going to be more fast paced in terms of Castlevania than we're all used to, his run will be faster than that lol.
But enough talk, HAVE AT YOU!!!!!!!!

Offline ProjectDread

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Re: Vamprotector fan Game
« Reply #462 on: December 04, 2016, 07:53:42 PM »
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I see you've made a considerable improvement with using Spriter; I'm liking all of the new animations you've created.

Offline BMC_War Machine

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BMC_War Machine
« Reply #463 on: December 04, 2016, 08:36:31 PM »
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I see you've made a considerable improvement with using Spriter; I'm liking all of the new animations you've created.
Thanks dude, spriter is definitely a must have in my opinion  8)
But enough talk, HAVE AT YOU!!!!!!!!

Offline BMC_War Machine

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Re: Vamprotector fan Game
« Reply #464 on: December 08, 2016, 12:52:20 AM »
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Hey folks, i've been actively working on Richter's prologue stage, its about 50% completed.  With my new schedule at work, i'm getting 2 days off a week so i'll be crunching as much on this as possible.  With that said, i've just wrapped up Richter's prologue stage track and i thought i'd share with you all, hope you folks enjoy it!  8)

Calling to Destiy - Vampire Killer:
http://www.mediafire.com/file/a85sf4gclv6j0n6/Calling_to_Destiny_-_Vampire_Killer.mp3

As expected,this isn't the typical Castlevania/Contra track blend, considering it's based on CV originally so it's only fitting to have it as a solo CV track to kick it off.
But enough talk, HAVE AT YOU!!!!!!!!

 

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