Hey Corpsecrank. Thanks for posting!
I have been comparing my sprites to konami sprites along the way. I have made huge progress in that regard as you can see if you look at the original examples posted on this thread and compare them with the current uploads. It's not perfect yet but I feel that I'm headed in the right direction.
I'm not sure if I understand what you mean about the shading seeming smoother than the rest? Smoother compared to what? Other Castlevania games? I am going with a 16-32 bit era look for this game. With the huge improvements I've made in the past in week in mind, I am confident I will get this game where it needs to be visually. The important thing is that I know what NOT to do with it!
A Castlevania title with new sprites always takes a little getting used to. I remember when Dracula X came out on the Turbo Duo and I thought it looked terrible compared to CV4. But I warmed up to it (little did I realize I would still be seeing sprites used from that game in official CV titles almost 10 years later). This game will have a new look, and will likely take a little warming up to as well (but hopefully not too much).
I am interested in the game engine you are working on. If you're interested in combining our efforts let me know. Otherwise, your critiques, as always, are welcomed. I absolutely agree with you about the controls and physics being tight.
I have been talking with some people over this last week that are interested in making this a group effort. I feel that this is a really unique and cool take on this game as it relates to the Castlevania universe. I like to think of it as a alternate re-boot for the 2Dvanias. I want to bring the eloquence of CV4 and the cinematic elements of Dracula X together, along with a plethora of new ideas, to create a new vision of the ultimate CV 2d action experience.
You are on the right track with these graphics. You have the right idea. But I grabbed a screen you posted and made some notes in areas I would work on if it were me.
I am attaching the image to this so check it out and if your not sure what I mean just ask I will try to explain it.
One of the biggest things I think I notice after looking more closely is the palate is way off. What I mean is that there are lots of colors but no actual definitive palate of colors. That makes things look off. The background for example is much closer to having a set amount of colors as is the skeleton. Not perfect but closer. The plant on the left uses one set of green while the ground and leaves on the trees both use a completely different set from each other and from the plant. So three sets of green just in the environment makes it look out of place. The ground is super vibrant but the plant is washed out in comparison and the tree leaves are really dark compared to both. If you matched them to one another in brightness and contrast they would fit together much better even though the actual shade of green might be completely different.
Where I noted soft objects transitioning with hard edges you could make the edges of the soft objects more defined and then the transition wouldn't be so harsh. Those soft objects could use some more defined inner details like the plant on the left for example could use some hard lines inside of it to define the detail a bit.
Just basic polish though. It is really really difficult to create stuff like this from scratch and your not doing half bad with it really. It just takes going over the graphics again and again touching them up and polishing them until they all look exactly the way you want them to.
I don't normally critique other people's work so don't think I am trying to put down your efforts at all I just wanted to point out a couple things and hopefully help make this a success for you. It's hard to do good work without input from others on what they think after all
