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Offline Las

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Re: Super Castlevania 3 Project--Progress Report
« Reply #225 on: May 07, 2014, 09:17:20 PM »
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Not sure how we are going to do that..because it's all coded in the same..both for sypha hair and sypha hoody. I'll probalby just change the codes frame amount..so it will fit with both. I plan on the two sypha's having vast differrnces..Not that they dont already. As for sypha's item crash..funny you should bring that up. I am thinking of using Charlotte's sigils(pentagrams) for her various moves..probably on item crash though. Orange for her flame item crash..,green for her ice shards, blue for ice crystals..and off blue white for her lightning orb attack.. I talked to Retro on that..if i can add it in i will..i'll have to see how it looks..


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Offline Belmontoya

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Re: Super Castlevania 3 Project--Progress Report
« Reply #226 on: May 08, 2014, 05:26:42 AM »
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Maybe I'm a little confused or I need to read back more on this thread, but why would taking her hood off makes sypha vastly different? That just seems silly. She would still move the same and be the same person. It's just a hood.
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Offline Inccubus

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Re: Super Castlevania 3 Project--Progress Report
« Reply #227 on: May 08, 2014, 12:03:41 PM »
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I think he means from a game play point of view the 2 versions of her are being programmed to be different by choice, not that there is a logical reason why they should be different.
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Offline TheRetroArtist

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Re: Super Castlevania 3 Project--Progress Report
« Reply #228 on: May 08, 2014, 01:00:54 PM »
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Maybe I'm a little confused or I need to read back more on this thread, but why would taking her hood off makes sypha vastly different? That just seems silly. She would still move the same and be the same person. It's just a hood.
Sypha will still have the same moves, with or without hood. They're just going to be different skins if that makes sense. But other than the sprite changes, there won't be that much of a difference.

Offline reiko26

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Re: Super Castlevania 3 Project--Progress Report
« Reply #229 on: May 08, 2014, 01:37:26 PM »
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Sypha will still have the same moves, with or without hood. They're just going to be different skins if that makes sense. But other than the sprite changes, there won't be that much of a difference.

i. agree with retro. imho it doeant make sense to make both versions move different. after all its just hooded and no hood sypha. imho its a waste of time. time we could spend on something to move the game forward and close to getting a beta out. bit its whatever. i just feel from my perspective that its a waste and not necessary.

Offline Belmontoya

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Re: Super Castlevania 3 Project--Progress Report
« Reply #230 on: May 08, 2014, 03:01:12 PM »
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imho its a waste of time. time we could spend on something to move the game forward and close to getting a beta out. bit its whatever. i just feel from my perspective that its a waste and not necessary.

Being a guy who is also working on a game, I would have to agree. I would consider something like a hooded and no hooded version of Sypha to be a big waste of my time.

I guess maybe it's different when you are using mostly ripped graphics. But man...
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Offline Las

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Re: Super Castlevania 3 Project--Progress Report
« Reply #231 on: May 08, 2014, 04:09:29 PM »
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No the sypha's won't need to be coded differntly..it will remain the same.. The skins..well i can keep them the same..but then again..why? Let me elaborate. For one thing..[variety]..i find it a dull roar not to have it. I will try a few things and if they dont' work i'll just leave them be. If ideas pop into mind and something looks more suitable on one version than another i'll chance it.. After all it's "EPIC" we're seeking here. Not  looking to just slap something together for the sake of completing soemthing.... It's why you see me making tweaks from time to time. I'd prefer things "stand out", as if to say i could leave things more bare boned,..but wont' budge. Sometimes it's what you dont' see that can impress. I realize to make things great you must go above and beyond at times..even to the point of relentless pursuit. Sorry it's passion guys..gonna try whatever looks and feels right.. I still got the old skin sets..so no worries..worse comes to worse i'll just pop them back into place..

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Offline Belmontoya

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Re: Super Castlevania 3 Project--Progress Report
« Reply #232 on: May 08, 2014, 05:53:18 PM »
+1
Sounds cool Las!

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Offline Bloo

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Re: Super Castlevania 3 Project--Progress Report
« Reply #233 on: May 08, 2014, 06:57:27 PM »
+1
If you guys need any help with the hoodless Sypha sprites, just let me know. Id love to help this project in any way possible. Also, do you guys have a planned date for when the next demo comes out?
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Offline TheRetroArtist

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Re: Super Castlevania 3 Project--Progress Report
« Reply #234 on: May 08, 2014, 07:36:04 PM »
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If you guys need any help with the hoodless Sypha sprites, just let me know. Id love to help this project in any way possible. Also, do you guys have a planned date for when the next demo comes out?
We don't have any specific date yet. I mean there are still some thing that need to be fixed (dracula form 2, cv3 alucard, a few bosses, ect). But yeah if you want to help out with sprites and stuff I'm totally cool with that.

Offline Las

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Re: Super Castlevania 3 Project--Progress Report
« Reply #235 on: May 08, 2014, 08:43:47 PM »
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Hey ZeroSaberGreen! Thanks for the offer! I will pm you and from their we can discuss more. Sound cool?

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Offline Inccubus

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Re: Super Castlevania 3 Project--Progress Report
« Reply #236 on: May 09, 2014, 01:35:31 PM »
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Little details and thoughtful tweaks are what makes games memorable. Especially remakes, revisions, and redesigns. ;)
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Offline reiko26

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Re: Super Castlevania 3 Project--Progress Report
« Reply #237 on: May 09, 2014, 08:18:05 PM »
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Little details and thoughtful tweaks are what makes games memorable. Especially remakes, revisions, and redesigns. ;)

yes, I agree inccubus. @ las, I like the tower fixes you made but we should drop that skeleton with the sword. and the armored skeleton with the flail should 1 be either removed or reworked to look different and his number of hits should be like 3 hits and dead. flying skeletons need spaced out. and the ones that fly straight across screen should be taken out. they didnt have that movement in the original. its kool and all but that causes them to be over saturated for that level.


@ ZeroSaberGreen, we'd love to have you on board helping with spriting. we still have a little to do. thanks bud, we could use some good help in the spriting department.
« Last Edit: May 09, 2014, 08:21:13 PM by reiko26 »

Offline TheRetroArtist

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Re: Super Castlevania 3 Project--Progress Report
« Reply #238 on: May 10, 2014, 05:09:39 AM »
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@ las, I like the tower fixes you made but we should drop that skeleton with the sword. and the armored skeleton with the flail should 1 be either removed or reworked to look different and his number of hits should be like 3 hits and dead. flying skeletons need spaced out. and the ones that fly straight across screen should be taken out. they didnt have that movement in the original. its kool and all but that causes them to be over saturated for that level.

I don't know. I actually want to keep the extra enemies (and I'm not saying that because I made them lol). I mean I understand keeping it cannon, though I think it would be good to give it a bit more of a challenge. The skeleton flail could have less health than he does now and if you want to redesign him, I would be ok with that depending on how it looks.

Also for the flying skeletons I plan on changing it's movement. Las has been talking to me about that so I should get around to doing that soon lol.

Offline Las

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Re: Super Castlevania 3 Project--Progress Report
« Reply #239 on: May 10, 2014, 08:47:14 AM »
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Well..here's my take on it. Where as i think it is a great idea to keep Cv3 as canon as possible..their are areas of the old game..in which i feel had been redundant,more or less repeating, wtih the same enemies/bosses,traps. Plausibly i think it makes a bit more sense to make a remake/revamp because adding in more elements, so long as they fit, maybe a good thing..to much and it becomes a bad thing. I am all for keeping in the regular enemies mainly..but adding in a few new ones here and their for more of a challenge(the pirates in ghosthip are a great example of that. Another good exaple retro and i have talked about is cave trolls in cave areas.. Stuff that makes sense. Possibly a wak wak tree in a forested area.

Where as i dont think the game should stray far from the original on terms of design..i do think thinks can be added to help with the eye candy as well as difficulty of the game. 

As for what retro said..we are trying to keep the lore of vania strongly in place..so yes..though the flying skeleton's pattern is just a plain medusa one..eventually we'll fix that.  8) 8)

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