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Offline X

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Re: Haunted Castle
« Reply #120 on: October 04, 2013, 06:06:20 PM »
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I think it's high time the Stopwatch gained a little more importance than just stopping enemies. I think I'm gonna make it a full-on gameplay mechanic for potential alternate routes and hidden items/areas/bosses.

Kinda like they did in SotN?
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Offline Lelygax

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Re: Haunted Castle
« Reply #121 on: October 04, 2013, 07:17:57 PM »
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Also in DXC, they did a new room where you need to use the clock subweapon to enter, I think its in clock tower.
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Offline Dracula9

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Re: Haunted Castle
« Reply #122 on: October 04, 2013, 07:56:40 PM »
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That would actually be much easier to manage, since I don't have to make memory-check variables to remember the direction of movement (like the platforms have). I could easily just reverse direction when the global freeze variable is active. And, since I'm making the Monster a subboss and giving the Clock Tower's boss spot to Death, I can easily justify it as the Stopwatch still not having prevalence over Death's mastery of time.

Good idea, Lelygax. :)


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Offline Lelygax

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Re: Haunted Castle
« Reply #123 on: October 04, 2013, 08:03:43 PM »
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Thanks :P
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Re: Haunted Castle
« Reply #124 on: October 05, 2013, 10:37:27 AM »
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Also in DXC, they did a new room where you need to use the clock subweapon to enter, I think its in clock tower.

Forgot about that one too. Thanks for the reminder. And if I'm not mistaken you can't simply activate the stop watch in order to open the gates it because they close way too fast. You need to item crash it to even remotely have a chance at getting through the gates.
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Offline darkmanx_429

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Re: Haunted Castle
« Reply #125 on: October 05, 2013, 12:49:49 PM »
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What if you also gave the stopwatch multiple abilities? Maybe, you could also use it to speed things up not just slow them down. Maybe it also depends on the item button you use to activate it. Maybe assigning another button with the button press depending on if you want to stop time or speed it up...just an idea.

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Offline Dracula9

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Re: Haunted Castle
« Reply #126 on: October 05, 2013, 02:45:47 PM »
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Maybe. It wouldn't be hard, theoretically, but it would take a lot of time to program. Maybe, rather than have it be a subweapon effect, be a stage-object trigger effect?


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Offline Dracula9

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Re: Haunted Castle
« Reply #127 on: November 26, 2013, 04:07:18 PM »
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Well, now that most everything in the beta is working properly, I have time to polish.

Water shaders, bitches.



Can one of the mods please kill this post? I didn't know this one was still loading when I posted the other one. Dunno how that happened.
« Last Edit: November 26, 2013, 04:14:49 PM by Dracula9 »


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Offline Dracula9

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Re: Haunted Castle
« Reply #128 on: November 26, 2013, 04:12:43 PM »
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Now that most everything in beta is working (except Medusa because I haven't quite found a sheet of her I want to use yet), I have time to polish.

Water shaders, bitches.



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Re: Haunted Castle
« Reply #129 on: November 26, 2013, 04:16:27 PM »
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Now that most everything in beta is working (except Medusa because I haven't quite found a sheet of her I want to use yet), I have time to polish.

Water shaders, bitches.



Got a vid of it in action? I just made some water too for my Ghost Ship level....

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Offline Dracula9

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Re: Haunted Castle
« Reply #130 on: November 26, 2013, 04:19:13 PM »
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Not currently, no. I just finished up leaving YouTube for Dailymotion, so video progress is going to be stale for a bit.

It's simple enough, though. It draws a long water sprite and alters it by means of a sine, and each wave generates a subimage trail on whatever's coded to be underneath the water, giving the illusion of deep-water distortion.

For whatever reason, though, it doesn't want to distort the background. Haven't figured out why just yet.

EDIT: Forgot to post this one. The distortion gets stronger as the water gets deeper, though this gif is pretty shitty at showing that off. That's what I get for cutting out frames to loop it.
« Last Edit: November 26, 2013, 04:21:47 PM by Dracula9 »


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Offline darkmanx_429

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Re: Haunted Castle
« Reply #131 on: November 26, 2013, 04:33:26 PM »
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Not currently, no. I just finished up leaving YouTube for Dailymotion, so video progress is going to be stale for a bit.

It's simple enough, though. It draws a long water sprite and alters it by means of a sine, and each wave generates a subimage trail on whatever's coded to be underneath the water, giving the illusion of deep-water distortion.

For whatever reason, though, it doesn't want to distort the background. Haven't figured out why just yet.

EDIT: Forgot to post this one. The distortion gets stronger as the water gets deeper, though this gif is pretty shitty at showing that off. That's what I get for cutting out frames to loop it.


Ha, looks cool!

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Re: Haunted Castle
« Reply #132 on: December 01, 2013, 04:26:35 PM »
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Well, it turns out that the water shader goes apeshit when active during the Stopwatch's inversion code.

This is just one of the many things that go bananas.


It will do this forever. Ugh.

While I could probably fix it after a stupid long time of workarounds, I'm not going to. It's not a massive priority if the water is bendy or not. I'm going to miss it, but that's part of game design; you've got to be willing to make sacrifices and concede on shit you like for the better whole of the project.

So now the water's back to being this. It's not a horrible change, but still.

Sorry for the lag. Used GifCam rather than my record-to-video-then-convert-to-gif method. Not making that mistake again.


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Re: Haunted Castle
« Reply #133 on: December 01, 2013, 05:19:50 PM »
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If you're planning on actually adding story and dialogue, I can help you write it. I was rewriting the dialogue to Symphony of the Night a while back, but I didn't exactly finish it since I was stuck on what to change in the later scenes.

If you're interested, here's the dialogue writes I did.
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Re: Haunted Castle
« Reply #134 on: December 01, 2013, 06:10:00 PM »
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Well, the only thing I'd really be concerned about in regards to water animations would be splashes whenever you enter or exit a body of water. Do you have any plans for that?
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