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Offline Corpsecrank

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Super CV 3?
« on: March 06, 2012, 03:54:32 AM »
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Anyone here know who is really working on super castlevania 3? I keep seeing so many people on youtube talking like they are the one making the game. I figured someone here might know who is actually working on it.
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Offline Kale

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Re: Super CV 3?
« Reply #1 on: March 06, 2012, 12:01:14 PM »
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AGAIK no one. I'm assuming you mean the game that Jorge started with some developers. It's been so long now that I even forgot the name of the person who was working on it most recently, converting all the code to C# I believe.

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Re: Super CV 3?
« Reply #2 on: March 06, 2012, 12:32:50 PM »
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Well there may even be more than one project with the name for all I know. I keep seeing different stuff all over and that was why I was wondering who was working on it and what the deal was.
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Re: Super CV 3?
« Reply #3 on: March 06, 2012, 02:07:37 PM »
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This is the newest I found, from last month. It seems to be active.

Super Castlevania 3 Hooded Sypha CV3 style skin beta test

Offline Belmontoya

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Re: Super CV 3?
« Reply #4 on: March 06, 2012, 02:10:34 PM »
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That looks like a blast! I hope it gets finished.
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Re: Super CV 3?
« Reply #5 on: March 06, 2012, 02:49:32 PM »
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The stairs are off. She snaps to th stairs when she steps onto them. Stairs worked as follows in CV3:

1) The character steps toward the edge of the stairs without changing direction (this can cause moonwalking)
2) The character changes to the mid-step sprite frame
3) The character moves up and over alternately using the climbing animation
4) Every 8 or 16 pixels (I forgot which), the character checks for input and stands ini stair idle if no input
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Re: Super CV 3?
« Reply #6 on: March 06, 2012, 03:06:39 PM »
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Oh yeah, I remember the guys on the site working on smtng similar. There was also a project called Super Vampire Killer, I believe, which has been abandoned into oblivion. 
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Offline Las

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Re: Super CV 3?
« Reply #7 on: March 06, 2012, 03:19:34 PM »
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Greetings young vampire hunters! Good topic thread to discuss! ;D ;D ;D Yeah i posted up that video.  I have been rather busy with quite a bit of stuff to be honest. Artwork for people's projects, tweaking things on the one i'm in, yeah i've been super active on teh forum lately too. Aha.... for SCV3 let me be rather blunt and direct with this. I am trying my best to keep it active and alive! Our coder,Obreck, has been MIA for quite some time. I do know there's been some personal things in his life going on that i dont' feel i should discuss on the forum. The same exact thing that happened to me in the late 90's which left me demoralized for a while. So i can relate. I personally have been active at this time mostly working on artwork and various odds and ends. I have not designed any additional levels yet, because the idea was to get more people involved with our team. Unfortunelty that has yet to happen. Lately, i've been attempting to code in some extra enemies and bosses and what not, though my experience with gml is very limited, and i'm not yet good at coding. But i'm chipping at it. I do know his plans for this game where quite big and vast. I know quite a bit of the bosses he was going to introduce,but not sure where. We had several long conversions late nights a few times. I guess his work schedule is unlike any i've ever had. I'm assuming too by the pm i got from one of the head admins at the other forum(FGF), that he may be coming back soon. But....i guess we'll wait and see. :-\  As for me, well i may just keep at chipping away with stuff. Ive built 3 of the levels in the game, ghosthip, mad forest, and atlantis. I defeintly feel too that i could rework mad forest better than i did.  Ghosthip i was almost their on and i really do like the way atlantis came out aswell. Well i wanted to tweak artwork on a particuler background in that level but other than that it was complete. Ah yeah and if you watch any other videos you'll probabbly see placeholder bosses and mid bosses that aren't gonna be their normally. This is just for show. Obviously a werewolf will not reshow up again in a later level after you killed him. Same with the merman boss. The only two bosses i've coded in were Medusa and Akmodon. I guess he wanted to do some particular things with Medusa, so the one i got it's just a placeholder for now. Akmodon....well it just would be nice if i could get him to come out of a damn coffin or something!!! Honestly if there is a monster parade bosses(3 bosses). I have coffins already sprited up on that forum. One for cyclops,levanthian(pazuza beast), and akmodon. I dont know that he'd want them for that stage or not. He's sort of particular where bosses and mid bosses will go in the game. Also i gave him one of the latest sources not too far back. It doesnt have hoody sypha yet, but it does have a more finalized Hair sypha after i tweaked her coding image_index animations so that it looked more natural with more frames. People were complaining about her on youtube previously about in his videos' that she didnt' look like she had enough animtions. Turns out they were right. So i tweaked the hell out of her. Doing my best to try to get her and other artwork i did as good as konami would make it. I think the artwork should be worked on as much as it takes,over and over again until it is seemingly perfected. That way people will be more inclined to wanna play it. As for the project leader,Obreck, well i don't know what to say on his whereabouts, but i am trying to keep the ball rolling in his absense. Not sure if he's going to come back and when, but if he can no longer finish the project, i wouldn't mind taking the lead on it, if he's cool with it. Also this is not Jorge's project. But in all honestly Jorge's game does kick ass for sure!! :) :) :) Sorry for any confusion, Jorge's game is Castelvania Chronicles: Dracula's Curse which is coded in c++, and the project i'm in is Super Castlevania 3: Dracula's Curse which is coded in gml. So as not too confuse people.

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Offline Las

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Re: Super CV 3?
« Reply #8 on: March 06, 2012, 03:28:47 PM »
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The stairs are off. She snaps to th stairs when she steps onto them. Stairs worked as follows in CV3:

1) The character steps toward the edge of the stairs without changing direction (this can cause moonwalking)
2) The character changes to the mid-step sprite frame
3) The character moves up and over alternately using the climbing animation
4) Every 8 or 16 pixels (I forgot which), the character checks for input and stands ini stair idle if no input

@Theo. This was intentional so it was not intended to be exactly like the original as,Obreck, decided to make it easier to move up and down stairs. I do believe at least alucard can jump and if you hold up at the right time he can land on the stairs. Also alucard can jump on and off the stairs. Believe me when i say you will not be falling of any pits coming down stairs again like in the nes cv3. I had that happend way too often. He actually made the stairs alot more effecient imo!

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Offline Las

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Re: Super CV 3?
« Reply #9 on: March 06, 2012, 03:32:41 PM »
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Oh yeah, I remember the guys on the site working on smtng similar. There was also a project called Super Vampire Killer, I believe, which has been abandoned into oblivion.
Yeah sadly to say that seems to be  the case, and i really didn't wanna discuss that. I was not part of that project though. I would be rather dissapointed if the same thing happens to this one.  :'(

sorry for triple postsn i dont use qoutes much though
« Last Edit: March 06, 2012, 04:33:57 PM by Las »

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Re: Super CV 3?
« Reply #10 on: March 06, 2012, 04:12:37 PM »
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Can't wait for this game to come out  :) However I'd like to point out that the doors are a little on the short side (by one 16x16 block). This does bother me even though it's a minute detail, i just don't consider it to scale with the characters. I also noticed that when Sypha got hit on the stairs she was bumped off of them. This didn't happen in the NES CV3. The only time I've ever seen a character fall off the stairs is when they die after being hit for the final time. I can definitely see this being a problem in the later stages that require you to maneuver past enemies and bone pillars while climbing stairs. But for all it's worth I've played the previous release of this game featuring both Trevor and Alucard and it's dynamite! Don't quite.
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Offline Corpsecrank

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Re: Super CV 3?
« Reply #11 on: March 06, 2012, 04:58:49 PM »
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Well there you have it all my questions answered in a single post.

I was wondering what was used to put that one together. I think the artwork is pretty solid. It looks like there are a shitload of new frames for trevor. Sypha is pretty much all new looking too. I been wanting your trevor sheet since I first saw that lol. But yeah I can't wait to see where your project goes now that I know what the deal with it is. I definitely want to check it out some day CV3 is badass. Also the ability to move so freely with trevor is a really good idea. Being able to back up while facing enemies has major advantages.
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Offline Las

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Re: Super CV 3?
« Reply #12 on: March 06, 2012, 05:56:19 PM »
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Yeah their are things certainly beyond my capability for sure. I'll be honest the stairs feature in my opinion seems much better than in the original cv1 and cv3 to be honest. I thought it was oppostie like you can't get hit off the stairs but in nes version you can.???? Either way i do think he meant to code that in at some point because the pain/hurt strips for the players had them getting hit on stairs, standing,ducking, and even ones where they are flying through the air(possibly standing or even stairs hurt sprites). The doors ah...yeah i don't know. They seem fine to me. I guess if he wanted he could use sotn doors or some other games doors. I'm sure they'd work too. I don't think height in that case would affect code if a door image was swapped with another. But either way this is far less glitchy engine than it's predecessor, that engine had a major stairs flaw. But since has been fixed.

This is literally what i posted from the other forum, in terms of glithces or flaws in the game:

*A few  notable glitches - 1) when player is hit in mid air you can hit jump and bump yourself up allowing you to possibly fall to safety like at 4:10 in the video. I shoulda died at that point. So i just wanna have that be a notable for obreck when he's back.

2)sypha and grant can't move upstairs to a new room in some cases. Either my count is screwy(uncertain) or they are too short for the top of the stairs. Just something for he and i to look into.

3)if a foreground is put in the view of the player at the start of a room like i think in 7, the screen goes black for a split second. Maybe Obreck can do some coding to rid this problem, if not there's an easy fix around it. I could make an object instead of the foreground and bring the depth up(so as to see the player move behind it). This may eat up slightly more size of the game but probably not much especially if i pull out the background and just make it a sprite.

4)not a glitch but.....I have a slanted platform in room one which doesn't match up well with obreck's slopes. The player moves akwardly on them.Maybe i could change it or he could add code that would suit that platform for smooth walking transition.


Well honestly 3 and 4 i do think i've figured out a solution as i stated with 3. But recently i realize with the code for a slope i could just make the object larger(sloped) and it may be alright. I may have to tweak cooridinates but i doubt it'd be hard to figure. Either way imo his engine is coded alot more effecient than many out their. And these are small glithces that are easily fixable. Nothing to drastic

@ corpsecrank. Yeah honestly we all had a discussion on the basis of the players and their attributes. We wanted them to be all aswell rounded as possible. Meaning each player has their pro's and cons. We didn't want to make any player too much easier to play with than the others. I think trevor overall was the tank of the game(the stongest) with the most normal attacks and basic powerups. Not to much fancy stuff. With alucard he is next most powerful but he can fly,double,jump. That sort of thing. With sypha she is normally the weakest in terms of attack but when she has sub items she becomes the strongest(does mmost damage). With grant he has the weakest attack and weakest defense. Though his sub weapons do more damage than trevor's or alucrds. So he is somewhat close to sypha. Trevor is normal speed, alucard is medium fast, grant is very fast, and sypha is slow. YOu get the picture it's all about the balance of the players. They were mean to make the game more doable and fun. Sypha even has an item crash wish is hellish upon enemies. It is similar in alot of ways to the old nes game but alucard in particular can attack on the stairs, plus his main attack is the sword like in sotn. His old nes attack 3 way shot, hellfire etc become his sub items. Plus a shield and that invisible dash attack in sotn. So yeah they all have pro's and con's. And hell yeah i reworked sypha,grant, and even a tiny bit of alucard sprites from back a while ago to get them looking more fantastic and more playable. The most notible of course is the total revison of spritework and coding on sypha. Grant just got his attack tweaked so he didn't wabble when attacking. Alucard i think he just had pixel cleanup issues or somethings. Oh yeah and to whoever said Sypha hair version should be unlocked, i totally agree. I do believe we were aiming to get an unlockable skins in the game, plus downloadable content aswell.
« Last Edit: March 06, 2012, 06:07:21 PM by Las »

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Offline darkmanx_429

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Re: Super CV 3?
« Reply #13 on: March 06, 2012, 07:09:12 PM »
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Greetings young vampire hunters! Good topic thread to discuss! ;D ;D ;D Yeah i posted up that video.  I have been rather busy with quite a bit of stuff to be honest. Artwork for people's projects, tweaking things on the one i'm in, yeah i've been super active on teh forum lately too. Aha.... for SCV3 let me be rather blunt and direct with this. I am trying my best to keep it active and alive! Our coder,Obreck, has been MIA for quite some time. I do know there's been some personal things in his life going on that i dont' feel i should discuss on the forum. The same exact thing that happened to me in the late 90's which left me demoralized for a while. So i can relate. I personally have been active at this time mostly working on artwork and various odds and ends. I have not designed any additional levels yet, because the idea was to get more people involved with our team. Unfortunelty that has yet to happen. Lately, i've been attempting to code in some extra enemies and bosses and what not, though my experience with gml is very limited, and i'm not yet good at coding. But i'm chipping at it. I do know his plans for this game where quite big and vast. I know quite a bit of the bosses he was going to introduce,but not sure where. We had several long conversions late nights a few times. I guess his work schedule is unlike any i've ever had. I'm assuming too by the pm i got from one of the head admins at the other forum(FGF), that he may be coming back soon. But....i guess we'll wait and see. :-\  As for me, well i may just keep at chipping away with stuff. Ive built 3 of the levels in the game, ghosthip, mad forest, and atlantis. I defeintly feel too that i could rework mad forest better than i did.  Ghosthip i was almost their on and i really do like the way atlantis came out aswell. Well i wanted to tweak artwork on a particuler background in that level but other than that it was complete. Ah yeah and if you watch any other videos you'll probabbly see placeholder bosses and mid bosses that aren't gonna be their normally. This is just for show. Obviously a werewolf will not reshow up again in a later level after you killed him. Same with the merman boss. The only two bosses i've coded in were Medusa and Akmodon. I guess he wanted to do some particular things with Medusa, so the one i got it's just a placeholder for now. Akmodon....well it just would be nice if i could get him to come out of a damn coffin or something!!! Honestly if there is a monster parade bosses(3 bosses). I have coffins already sprited up on that forum. One for cyclops,levanthian(pazuza beast), and akmodon. I dont know that he'd want them for that stage or not. He's sort of particular where bosses and mid bosses will go in the game. Also i gave him one of the latest sources not too far back. It doesnt have hoody sypha yet, but it does have a more finalized Hair sypha after i tweaked her coding image_index animations so that it looked more natural with more frames. People were complaining about her on youtube previously about in his videos' that she didnt' look like she had enough animtions. Turns out they were right. So i tweaked the hell out of her. Doing my best to try to get her and other artwork i did as good as konami would make it. I think the artwork should be worked on as much as it takes,over and over again until it is seemingly perfected. That way people will be more inclined to wanna play it. As for the project leader,Obreck, well i don't know what to say on his whereabouts, but i am trying to keep the ball rolling in his absense. Not sure if he's going to come back and when, but if he can no longer finish the project, i wouldn't mind taking the lead on it, if he's cool with it. Also this is not Jorge's project. But in all honestly Jorge's game does kick ass for sure!! :) :) :) Sorry for any confusion, Jorge's game is Castelvania Chronicles: Dracula's Curse which is coded in c++, and the project i'm in is Super Castlevania 3: Dracula's Curse which is coded in gml. So as not too confuse people.
Nice to hear from you again, Las I was just about to assist with helping educate the forum on the situation. Nice to see you still post from time to time...lol

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Re: Super CV 3?
« Reply #14 on: March 06, 2012, 07:31:35 PM »
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Las has been using some of my resources with my permission, as we've been discussing stuff on and off.
So that Sypha is an edit of my old CVChronicles: Dracula's Curse Sypha, though only in colors (at best).

I wish my programmer would continue my game, or that a C++ programmer could continue my code.
However, as it stands, mine is on hiatus.
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