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Offline Mikepjr

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Re: Spritework Request & Showcase Thread
« Reply #2115 on: October 21, 2024, 10:10:52 PM »
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Anyone know where i can get better quality assets from this thread from?
https://castlevaniadungeon.net/forums/index.php?topic=9249.msg201977#msg201977
Parasitus: Ninja Zero assets.. almost seem lost to time.
The images posted in that thread have lost their quality.

Offline Wecoc

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Re: Spritework Request & Showcase Thread
« Reply #2116 on: January 19, 2025, 05:45:42 PM »
+2
Here's some sprites I dabbled with.
I quite like what you've done here. They look more cohesive in general. Maybe Yoko and Charlotte are still a bit too bright compared to the others in the same set (compare, for example, Yoko with Jonathan), but it's hard to say... I'd suggest potentially reducing and unifying the palette.

I tried polishing some Saturn's sprites a bit, but I'm not great at animating, so I don't think this will go further than a simple "study".
If anyone wants to tackle these, please go ahead.



I've always found Saturn's sprites subpar compared to the rest of SotN's graphics, so I may try to do the same with a few more, since we have so many rips here...

Offline BLOOD MONKEY

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Re: Spritework Request & Showcase Thread
« Reply #2117 on: February 19, 2025, 04:10:57 PM »
+1


I've always found Saturn's sprites subpar compared to the rest of SotN's graphics, so I may try to do the same with a few more, since we have so many rips here...

These look quite nice, especially the added depth on the imp.

simon nes sheet with special moves n stuff
tried to stay as close to / in the spirit of the CV1 style and animations as I could, but kinda ended up with something a little higher fidelity out of necessity

version without the alignment guide
(click to show/hide)

some gifs







and a lil direct comparison
UPON THE COMPLETION OF ITS STATEMENT, THE BLOOD MONKEY LEAPS TOWARDS YOU, BARING TEETH. IT IS TOO LATE FOR YOU.

Offline VladOfWallachia

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Re: Spritework Request & Showcase Thread
« Reply #2118 on: February 20, 2025, 11:52:06 AM »
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Those are some pretty smooth looking animations.

Offline theplottwist

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Re: Spritework Request & Showcase Thread
« Reply #2119 on: April 05, 2025, 10:15:21 PM »
+1
These are mockups I made imagining what a Belmont's Revenge remake could look like. This is not a real game.

The images are on the spoiler tag. Use CTRL plus MINUS keys to zoom out and see the images better in case they are too big on your browser (use CTRL plus 0 later to return the zoom to normal).



(click to show/hide)
« Last Edit: April 10, 2025, 07:31:39 PM by theplottwist »
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Offline BLOOD MONKEY

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Re: Spritework Request & Showcase Thread
« Reply #2120 on: January 24, 2026, 12:31:07 PM »
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(click to show/hide)

Really excellent stuff. Huge step above any of the Rebirth titles imo. Definitely think Belmont's Revenge has a huge amount of untapped potential.

In less exciting news, I've ripped all the inventory assets from SotN with labels in mostly alphabetical order. Really looked around for clean rips of the head, armor, cloak, and accessory pieces but there just wasn't anything complete or with accurate colors. Everything here is a direct texture rip from the game. Not to brag or anything but this was done using my legit 100% completion files (every single inventory slot filled) for the 3 major different versions of the game.
(click to show/hide)
version with transparent background
(click to show/hide)

The reason I needed those is because of the more exciting thing I've got to share.

After Richter suffers a grave injury fighting Shaft, the brave Maria vanquishes Count Dracula. However, three years later, she mysteriously vanishes. When Richter's search leads him to the same castle he saw crumble 5 years prior, he knows it's time to finish what he couldn't last time.
This has been my project for some time now, but it's been slow burning until the past month or so. It'll be what Dracula X is to Rondo more or less. As it stands, my current goal is to fully redraw the SotN map in mostly GBC restrictions, while imagining it as an alternate-universe take on the original game. Long term goal, if I don't move on from this at any point, is to turn it into a fully playable game. Richter focused campaign mode with the castle fully explorable; revised Underground Garden with the addition of a Castle Shoreline area; Rival to replace Doppleganger fights with small cutscenes (sent by the Church after being convinced that Richter failed due to his own weakness and not Shaft just being OP.); Inverted castle to be compressed into an area like Chaos from AoS but more as a mini-metroidvania map instead of a straight shot level. Probably less items and enemies and bosses.
The GBC restrictions are something I put in place both to challenge myself to redraw the game and to add limits to what I can do. Don't wanna spend forever doing this, and creating assets in GBC size and restriction is kind of a breeze compared to PS1 size and color restriction. Here's some of the work I've done so far.




last one in a spoiler cuz it's big.
(click to show/hide)
UPON THE COMPLETION OF ITS STATEMENT, THE BLOOD MONKEY LEAPS TOWARDS YOU, BARING TEETH. IT IS TOO LATE FOR YOU.

Offline BLOOD MONKEY

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Re: Spritework Request & Showcase Thread
« Reply #2121 on: February 06, 2026, 03:38:16 PM »
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Ripped Simon's sprites from Chronicles since none of the rips online had correct colors or all of the poses.
Some notes; On the "Original" side, the bottom-most sprite is exclusive to the X68000 release. For the downward attack animation, the Original has 3 unique frames from the diagonal animation while the Arranged version has only 2. The whip sprites used during the wind-up of downward and diagonal attacks display incorrectly in-game but stored correctly in the tilemap; I kept the version in the tilemap.
UPON THE COMPLETION OF ITS STATEMENT, THE BLOOD MONKEY LEAPS TOWARDS YOU, BARING TEETH. IT IS TOO LATE FOR YOU.

 

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