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Offline Claimh Solais

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Re: Castlevania: The Accursed Seal - a cv2 remake
« Reply #75 on: July 27, 2011, 03:44:27 PM »
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Yes, Uzo. We all can see they're edits. >.>
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Offline KaZudra

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Re: Castlevania: The Accursed Seal - a cv2 remake
« Reply #76 on: July 29, 2011, 01:58:25 AM »
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More like Simon, Richter, and Jonathan since 70% of Super's Sprites come from richter...
Anyways.... its taking longer to do stuff since I've decided to play the DS games on emulators to fish out some scenery via screen-shot and edit via paint. I'm doing this because I want every mansion to look use no texture that the last mansion uses or at least 99%, thus making a more detailed game when things don't get boring.
oh yeah, whips will be collected in the game along with tips. One whip being the Holy Whip (strongest in the game) being the same whip John Morris used in Bloodlines along with the Bullet tip to shoot projectiles.

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Offline Inccubus

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Re: Castlevania: The Accursed Seal - a cv2 remake
« Reply #77 on: July 29, 2011, 02:47:06 AM »
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More like Simon, Richter, and Jonathan since 70% of Super's Sprites come from richter...

??? Ummm...? Huh? You don't mean that the sprites from SCV4 are derived from RoB, cause SCV4 came out way before RoB. And besides that, none of the sprites from either are reused from a previous game.
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Offline KaZudra

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Re: Castlevania: The Accursed Seal - a cv2 remake
« Reply #78 on: July 29, 2011, 03:14:14 AM »
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??? Ummm...? Huh? You don't mean that the sprites from SCV4 are derived from RoB, cause SCV4 came out way before RoB. And besides that, none of the sprites from either are reused from a previous game.

lol I meant Super as in the Simon that Represents Super Castlevania 4 in my game

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Re: Castlevania: The Accursed Seal - a cv2 remake
« Reply #79 on: July 29, 2011, 03:29:30 AM »
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Aaahhh! I gotcha. Was a little confusing there. ^___^
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Offline KaZudra

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Re: Castlevania: The Accursed Seal - a cv2 remake
« Reply #80 on: July 29, 2011, 10:17:00 AM »
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Here we go, I haven't updated the map in awhile, considering that i was sick, I managed to get these done in good time.
this features some more detailed rooms along with the save room.

"I ain't gonna let it get to me I'm just gonna let it get to me" -Knuckles

Offline julianbelmontxx1

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Re: Castlevania: The Accursed Seal - a cv2 remake
« Reply #81 on: July 29, 2011, 07:44:29 PM »
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i´m impressed.
the save point looks cool,that angel fits perfectly.
i love the backgrounds and the mapping.

Offline thernz

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Re: Castlevania: The Accursed Seal - a cv2 remake
« Reply #82 on: July 29, 2011, 07:47:14 PM »
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I suggest taking out those rocket launchers in the boxes and hanging the paintings on a flat wall rather than pillars, it makes the pillar look less dimensional.

Offline KaZudra

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Re: Castlevania: The Accursed Seal - a cv2 remake
« Reply #83 on: July 30, 2011, 04:56:20 AM »
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I suggest taking out those rocket launchers in the boxes and hanging the paintings on a flat wall rather than pillars, it makes the pillar look less dimensional.

oh wow, I didn;t take a good look at the boxes till you mentioned it, I'll change that Right away, and as for the pillars, I had some time to think and I removed the ones with the Pictures since I intend for the Pillars to be Foreground and them being where they are conflicts with both the tables and the Paintings.

 Update: Speaking of Foreground objects, I'm gonna explain how stairs work in this game.
Darker Stairs = Climbable stairs via Up, you'll pass behind the lighter stairs until your done climbing, the upper stairs act as hills like the modern game, these can be passed through via Down+Jump for a quick getaway, I intend fighting to be done more on modern stairs to the annoyances of the NES titles would not continue.
« Last Edit: July 30, 2011, 05:31:55 AM by Kamui Zero »

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Offline Claimh Solais

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Re: Castlevania: The Accursed Seal - a cv2 remake
« Reply #84 on: July 30, 2011, 05:49:35 AM »
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 Update: Speaking of Foreground objects, I'm gonna explain how stairs work in this game.
Darker Stairs = Climbable stairs via Up, you'll pass behind the lighter stairs until your done climbing, the upper stairs act as hills like the modern game, these can be passed through via Down+Jump for a quick getaway, I intend fighting to be done more on modern stairs to the annoyances of the NES titles would not continue.

1) That's... kind of a pointless addition. Just saying.

2) If you'll do that, I suggest changing the color of the darker stairs. As they are now, they blend in with the background and aren't noticeable as interactive objects.
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Offline KaZudra

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Re: Castlevania: The Accursed Seal - a cv2 remake
« Reply #85 on: July 30, 2011, 06:25:24 AM »
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1) That's... kind of a pointless addition. Just saying.

2) If you'll do that, I suggest changing the color of the darker stairs. As they are now, they blend in with the background and aren't noticeable as interactive objects.

It adds a feeling of playing the Old game as well as a new game, plus it make map making easier to come up with design since just classic stairs cuts corners but adds annoyance, and Just modern buts alot of clutter in the stage or you'll have rooms solely based on climbing, SoTN is notorius for Climb only rooms and Cv1-3 is notorious for classic stair crippling, but when I combined them they cancel the negatives, as for color, Since they are all on the same layer, I can mask em to a new color quite easily, but I'm gonna go with a few shades lighter, since they are meant to be background-ishly placed.

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Offline BMC_War Machine

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Re: Castlevania: The Accursed Seal - a cv2 remake
« Reply #86 on: July 30, 2011, 06:38:05 PM »
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Here we go, I haven't updated the map in awhile, considering that i was sick, I managed to get these done in good time.
this features some more detailed rooms along with the save room.
Looks REALLY good man! only thing i would consider changing would be the entrance just a touch.  I like the choosing of the entrance you used, but maybe take out the stairs at the beginning to help start it and another entrance you could try playing with that COULD look cool IMO is the Wailing Way that was in CotM or maybe some of the elements of the entrance from AoS.  I havent seen many people use any of those (at least YET anyways lol).  Good work so far!  Keep it up!!!  8)
But enough talk, HAVE AT YOU!!!!!!!!

Offline KaZudra

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Re: Castlevania: The Accursed Seal - a cv2 remake
« Reply #87 on: August 02, 2011, 07:31:19 PM »
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The only Reason I do have the entrance room is simply a transition from outdoors to indoors, Plus I do plan on changing it for additional stuff involving a mirror and a HoD like alternate Mansion.

plus There will be checkpoints in the game, but only for Fall deaths, if you die by 0 Hp its a normal game over.

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Offline KaZudra

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Re: Castlevania: The Accursed Seal - a cv2 remake
« Reply #88 on: August 04, 2011, 12:35:05 PM »
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Quick update, Here is a list of plans to pour into this project as I'm actually making it (with help, thx mostly to Esco at the moment)

6- directional Aim on some Sub weapons only Chronicles Simon
Retro Simon as unlockable, Kinda like HD Simon and Getsu
II and III Upgrades on subweapons for Classic Simon
Bloodlines Mini crash for Super Simon
Retro Simon will have all abilities and Items available to him
Visible Fall blocks will have a signification of being there
experimenting with Depth in backgrounds and such
Castlevania Ruins Will have an added bonus, as well as a Legitimate Dracula battle at the end of that bonus.
You will fight Death twice in this game.
The Last Village and the Castlevania Ruins will have snow (since the last village is white and gray)
The Valmanwhip from CoTM makes a return in this game
Sun and Moon Cards will be useless until you get the clock sub weapon
a Planned bossfight includes slamming shutter doors on a Behemoth with legs
Each mansion will have a theme, mostly for creative obstacles and Completely different looking mansions
Towns and villages will also have completely different layouts, but look kinda the same in areas
Hard mode will feature monsters at thier peak strength at all times, the moon constellation will be a permanent Blood red full moon.
Endings will have a different way of unlocking, Probably by side quests and Challenges instead of Time trail

That's it for now, just gimme Feedback

"I ain't gonna let it get to me I'm just gonna let it get to me" -Knuckles

Offline Claimh Solais

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Re: Castlevania: The Accursed Seal - a cv2 remake
« Reply #89 on: August 04, 2011, 12:40:33 PM »
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I think Retro Simon should play as he does in the original Castlevania, just with the added stuff necessary for him to get around. It kinda kills the retro factor by giving him everything.

So basically...
Two-directional whipping.
Has only the five subweapons from the original game, and they function as such.
Gets the II and III Rapid Fires for his sub-weapons.

etc.

And then if Double Jump or anything is needed at any point, he gets those.
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