Simon Belmont is Complete!
![](https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2FSimonBelmont-NewAttempt1-2-2x.png&hash=0f38387bfc4f880e44d0bff7c2c4272a)
And now for the 1:1:
![](https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.inverteddungeon.com%2Fjorgefuentes%2Fimages3%2FSimonBelmont-NewAttempt1-2.png&hash=c3b97d5553ea14933078827e66df59bc)
And now for the frame descriptions. **takes big breath**
Simon Belmont (inspired by Castlevania II : Simon's Quest Box Artwork)
Frame size: W56px x H64px
Anchor Point: Varies
Moves (by Row):
Walk1,2,3,4,5,6,7,8. You can supercede the Shield over them, still works.
Still (in Town), Still (in Field), Crouching, Crouch, Getting Up, Jump, Drop, Jump Straight up
Dropping down, Damage, StraightWhip 1,2,3,4,(5,6) <--substitute the last two for SubWpnAttack
Climbing Stairs Up 1,2,3,4,5,6,7,8
Climbing Stairs Down 1,2,3,4,5,6,7,8
SlideAttack (New!), CrouchDamage, CrouchWhip1,2,3,4,(5,6)<---same instructions for Subwpns.
Damage On Up Stairs(FrontFootUp), Still on Up Stairs(FrontFootUp), UpSt(FFU)Whip 1,2,3,4,(5,6)
Damage On Up Stairs (BackFootUp), Still on Up Stairs (BackFootUp), UpSt(BFU)Whip 1,2,3,4,(5,6)
DamageOnDownStairs(FrontFootUp), StillOnDownStairs(FrontFootUp), DnSt(FFU)Whip 1,2,3,4,(5,6)
DamageOnDownStairs(BackFootUp), StillOnDownStairs(BackFootUp), DnSt(BFU)Whip 1,2,3,4,(5,6)
Dying1, GROUND Diagonal/UpWhip 2,3,4, DiagonaUpOnlyWhip 5,6, UpWhip5,6
//Diagonal/UpWhip1 is the regular StraightWhip1.
Dying2, UpStairs(FFU) Diag/UpWhip 2,3,4, UpStairs(FFU) DiagonalOnly5,6, UpStairsUpWhip 5,6
//UpStairs(FFU) Diagonal/UpWhip 1 is the same as UpStairs(FFU) regular whipping 1.
Dying3, UpStairs(BFU) Diag/UpWhip 2,3,4, UpStairs(BFU) DiagonalOnly5,6, UpStairsUpWhip5,6
//UpStairs(BFU) Diag/UpWhip 1 is the same as straightWhip1 on stairs with back foot up)
StillBrandish1, DnStairs(FFU)Diag/UpWhip, 2,3,4, DnStair(FFU)DiagOnly5,6, DnStairs(FFU)UpWhip5,6
//DnStairs(FFU) Diag/UpWhip1 is the same as DnStairs(FFU)Whip1.
StillBrandish2, DnStairs(BFU)Diag/UpWhip, 2,3,4, DnStair(BFU)DiagOnly5,6, DnStairs(BFU)UpWhip5,6
//DnStairs(BFU) Diag/UpWhip2 is the same as DnStairs(BFU)Whip1.
StillBrandish3,4,5, CrouchBrandish1,2,3,4,5
JumpStraightWhip1,2,3,4,(5,6), JumpUpWhip5,6
JumpDiag/UpWhip2,3,4, JumpDiagonalOnlyWhip5,6, JumpBrandish1,2,3
JumpBrandish4,5, StairUp(BFU)Brandish 1,2,3,4,5, StairUp(BFU)SubWpn5
StairUp(FFU)Brandish1,2,3,4,5, StillSubwWpn5,6, StairUp(BFU)SubWpn6
StairDown(FFU)Brandish 1,2,3,4,5, CrouchSubWpn5,6, StairDown(FFU)SubWpn5
StairDown(BFU)Brandish 1,2,3,4,5, StairUp(FFU)SubWpn5,6, StairDown(FFU)SubWpn6
CrouchCrawling 1,2,3,4,5,6,7,8
WhipSwinging1,2,3,4,5, StairDown(BFU)SubWpn5,6, Defense(Shield)Stance1
SwingSubWpnA1,2,3,4,5, Diag/DownWhip1,2,3
SwingSubWpnB1,2,3,4,5, Diag/DownWhip4, DiagonalDownOnly Whip5(2frames), DownWhip5(2frames)
//The JumpDiagonalDown and JumpDown frames last twice as long as usual since there's no Frame6.
SwingSubWpnC1,2,3,4,5, Defense(Shield)Stance2, CrouchShield2
SwingSubWpnD1,2,3,4,5, RibShield.
//RibShield is super-imposed over the defense frames.
//WhipSwing+Subweapon Animations are tricky, and should be understood by looking at the frames vertically, instead of horizontally. Probably difficult to implement, too.
Warning: I'm not so sure I did a good job on the going-down-the-stairs animations. I think I was a few pixels off when I was drawing the legs. If you use these, make note of that. I may, once I see them in action, re-do the stairs-down frames to fix anything that's wrong. I will also periodically touch these up, but I won't really know what's wrong with them until they're used.
So use 'em! And give credit!