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Offline X

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Re: CASTLEVANIA BRAWLER
« Reply #15 on: September 18, 2012, 03:04:14 PM »
0
You could also smash up a weapons stand for either whip power-ups or subweapons.
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Offline DragonSlayr81

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Re: CASTLEVANIA BRAWLER
« Reply #16 on: September 18, 2012, 07:24:11 PM »
+1
You could also smash up a weapons stand for either whip power-ups or subweapons.
There could be special attack orbs(maybe like the ones you get from bosses) or glowing hearts that once you collect enough(kinda like the magic jars in Golden Axe or the transformation orbs in Altered Beast) you can unleash your Item Crash special abilities. Damn, the thought of a CV brawler's working my imagination into a frenzy! The possibilities are ridiculous!

Offline Lelygax

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Re: CASTLEVANIA BRAWLER
« Reply #17 on: September 18, 2012, 08:52:06 PM »
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What about add ropes too? They can be static like in GB or swinging, so the others players without a whip can complete these stages too, if swinging mechanics be implemented. Also a moving stage like in a ship or a horse could be cool too. (yeah, yeah, I know that Im wanting too much things, but ideas doesnt hurt anyone right? :) )
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Offline Lelygax

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Re: CASTLEVANIA BRAWLER
« Reply #18 on: September 19, 2012, 07:52:31 PM »
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 Well, this is not a brawler, but have nice concepts for multiplayer and enemy placements, also it never gets old to me:
Castlevania Online

 I think it would be 10x better than HD, but I could be wrong since I never played this, since I didnt have a PS3/360.

edit: Sorry for the randomness, but since I remembered of this I want so much to show everyone this:
Resident Koopa Outbreak

I have one time tried to do this Resident Koopa become true in MMF1, but since it doesnt support "layers" its very difficult to do a 4 player game beat'em up, but now with MMF2 its possible, maybe I will try again someday...

If someone liked this RE Koopa, you will want to check the other 2 videos that exists in this serie.
« Last Edit: September 19, 2012, 08:18:29 PM by Lelygax »
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Offline TheouAegis

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Re: CASTLEVANIA BRAWLER
« Reply #19 on: September 20, 2012, 01:46:25 AM »
+1
Layers? You just use x and y for a brawler. Don't need depth or anything like that, although it does help.
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Offline uzo

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Re: CASTLEVANIA BRAWLER
« Reply #20 on: September 20, 2012, 11:06:06 AM »
+1
Any good brawler would be coded to keep track of actual 3D space, even if the rendering is strictly 2D.

Offline Lelygax

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Re: CASTLEVANIA BRAWLER
« Reply #21 on: September 20, 2012, 10:24:56 PM »
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Any good brawler would be coded to keep track of actual 3D space, even if the rendering is strictly 2D.
Exactly, so it can keep track of which sprite appears in front and which appears behind, in a 1P brawler its can be done in a more easy way, but when we are talking about a 4P the things change and turns into a mess.
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Offline uzo

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Re: CASTLEVANIA BRAWLER
« Reply #22 on: September 20, 2012, 11:20:01 PM »
+1
Not always for that though either. You have to track 3D space for terrain mostly. Take "Mighty Final Fight" and "River City Ransom" for example. Their sprites on the NES didn't always match their coordinates. I'm not sure if this is a console limitation though, as I recall specific layering of sprites in the Megaman games.

What they do however, is have uneven terrain; Holes, stairs, layered terrain, platforming, etc. These all need strict 3D coordinate processing. It's pretty amazing if you think about it. Those games were using basic 3D processing, even if they didn't have 3D rendering.

Offline Lelygax

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Re: CASTLEVANIA BRAWLER
« Reply #23 on: September 20, 2012, 11:59:46 PM »
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Yeah, now that you mentioned that, its true! If they not did it the game will have terrain flaws like in Cheetahmen.
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Offline Johnny Alucard

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Re: CASTLEVANIA BRAWLER
« Reply #24 on: September 26, 2012, 02:02:58 AM »
+1
Depending on how MoF turns out, it could come pretty close since it's a combat oriented platformer on a 2D plane.

Offline TheouAegis

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Re: CASTLEVANIA BRAWLER
« Reply #25 on: September 26, 2012, 02:05:51 PM »
+2
Wouldn't be too hard. Every instance would have a variable for x, a variable for y, and a variable for jump. When you press left or right, change x. If you press up or down, change y. If you press jump button, increase jump and y, next step process jump flag, increase jump and y, next step process jump flag, increase jump and y, next step process jump flag, decrease jump and y, next step process jump flag, decrease jump and y, next step process jump flag, decrease jump and y, clear jump flag if 0. That's all there is to it for an NES brawler. But yeah, you need more than x and y, you're right, but it's just a simple variable you'd process separately. Castlevania 3 was actually already coded to allow this if they had wanted to. The method should have been pretty common in the 90s.

RCR probably "messed up" by using the wrong y-differential allowance. You would think logically you'd just check if two instances have the same y, but this isn't realistic and would make handling very difficult, so you allow for some flexibility by letting the player/enemy attack opponents at different y levels.
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Offline TheCruelAngel

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Re: CASTLEVANIA BRAWLER
« Reply #26 on: September 26, 2012, 02:22:24 PM »
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Sounds like a pretty awesome idea. I'd be down on a fan developed project too to fill the niche. I'm not super amazing at programming but skilled enough to do it professionally with a software giant.

Though like with the post earlier by Johnny Alucard, MoF sounds like it may head in this direction (reading through your guy's enormous thread on it and seen it come up multiple times as a negative point, so I find it interesting that everyone here sees it possibly being positive). Regardless, I think the concept is sound and could be incredibly fun.

And for those talking about 3D spaces, TheouAegis has it right. It's a faked 3D space, your characters are still only moving up and down on the y-axis (no z-axis here folks!). You'll find a lot of the games back then were a lot of smoke and mirrors to make it seem like the hardware was doing something awesome.

Offline uzo

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Re: CASTLEVANIA BRAWLER
« Reply #27 on: September 26, 2012, 03:06:23 PM »
+1
@TheouAegis

That's over-thinking it really. Just keep track of XYZ for a brawler. X is your left and right, Z is your up and down, and Y is for your jumping and other applicable functions.

renderPositionX = X
renderPositionY = (Z * 0.5) + Y

'* 0.5' is arbitrary, presuming you're rendering the scene with the viewpoint that it is at an angle to give it 'depth', and thus Z movement wouldn't be the same visual 'speed' as X.

Offline Lelygax

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Re: CASTLEVANIA BRAWLER
« Reply #28 on: September 26, 2012, 04:45:13 PM »
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When I tried to do that in the past, the colisions are handled by the character shadows lol
I only made the char always be in the right position of the shadow, since it game not have jumps its much easier, my only problem at the time is that these layers things that doesnt existed in MMF1, so I cant adjust it correctly. :)
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Offline uzo

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Re: CASTLEVANIA BRAWLER
« Reply #29 on: September 26, 2012, 11:40:27 PM »
+1
There was a layer object that arranged active objects. Just always arrange by their Z and you're set. You'd have to use Alterable Variables to get all three X Y and Z though.

In this way you can use Alterable Variables A, B and C as X, Y and Z in ALL of active objects for consistency, and have them layer accordingly.

Although, I will admit that MMF, with any version, wouldn't be all that good at making any sort of 3D space enabled brawler.

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