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Offline Long John Silver

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Re: Castlevania (Working title) - Screenshots & Videos
« Reply #15 on: February 14, 2008, 05:08:01 AM »
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Of course with zooming in. How do you think people edit/draw sprites? :P

Offline Kale

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Re: Castlevania (Working title) - Screenshots & Videos
« Reply #16 on: February 14, 2008, 06:14:23 AM »
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Well, yea, but they zoomed in on the video?

Offline Sonic_Reaper

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Re: Castlevania (Working title) - Screenshots & Videos
« Reply #17 on: February 14, 2008, 01:24:57 PM »
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You won't notice those while playing the game because the animation plays too fast.  I think it worked in the artist's favor.  It creates a certain visual style.  All the missing pixels and strange proportions create a greater sense of speed.  However, what Serio was saying was that when he zoomed in to edit the sprites, these things were more noticable.  It wasn't until I saw a sprite sheet for Richter that I too noticed those oddities.

Offline Donvermicelli

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Re: Castlevania (Working title) - Screenshots & Videos
« Reply #18 on: February 15, 2008, 03:57:37 AM »
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It's just having a keen eye for such things, not that I have one but some people just get used to spotting such things.

Offline uzo

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Re: Castlevania (Working title) - Screenshots & Videos
« Reply #19 on: February 15, 2008, 11:05:49 AM »
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New friend for Maria.

Offline Kale

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Re: Castlevania (Working title) - Screenshots & Videos
« Reply #20 on: February 15, 2008, 03:50:49 PM »
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oO why a new friend for maria when she's just a test character.

Offline Dark Nemesis

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Re: Castlevania (Working title) - Screenshots & Videos
« Reply #21 on: February 15, 2008, 06:37:26 PM »
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In Reply To #21

Maybe, because she's going to be an unlockable character!! :D
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Offline Long John Silver

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Re: Castlevania (Working title) - Screenshots & Videos
« Reply #22 on: February 16, 2008, 10:42:34 AM »
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In Reply To #21

Quote
Please note Richter and Maria are only test characters. They are not a part of the four playable characters mentioned above. I will probably include them as a bonus mode though.

:o

Offline Omegasigma

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Re: Castlevania (Working title) - Screenshots & Videos
« Reply #23 on: February 19, 2008, 09:45:40 PM »
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impressive it looks like a prequil or even sequal to sotn, nvm, i just saw the first stage of rondo, its like a combo, but impressive. i'll be waiting for the release of this one.
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Offline Long John Silver

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Re: Castlevania (Working title) - Screenshots & Videos
« Reply #24 on: February 19, 2008, 09:55:38 PM »
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Also, these are just test maps and will not be in the final game.

So nope, those maps won't be in. They're used only during the engine's development to implement features, squish bugs etc. while still having something nice to look at rather than boring debug tile room.

Offline uzo

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Re: Castlevania (Working title) - Screenshots & Videos
« Reply #25 on: February 20, 2008, 04:25:45 PM »
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Offline The Last Belmont

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Re: Castlevania (Working title) - Screenshots & Videos
« Reply #26 on: March 16, 2008, 05:18:53 AM »
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Looks cool, are you guys gonna eventually have the water running and the fire in the background in Jova like Rondo? I think that would be cool and really make SOTN feel like an extension of the PC-Engine title.
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Offline Long John Silver

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Re: Castlevania (Working title) - Screenshots & Videos
« Reply #27 on: March 16, 2008, 10:46:18 AM »
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Quote
Quote
Also, these are just test maps and will not be in the final game.

That said, animations for backgrounds aren't implemented yet. So far it's only possible to make static backgrounds with paralaxing layers, but no animation, no moving layers (like clouds) etc are possible yet.

Offline A n t r a x x

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Re: Castlevania (Working title) - Screenshots & Videos
« Reply #28 on: May 11, 2008, 04:15:31 AM »
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Aside from the holes in that sprite sheet, most of the errors you point out, Serio, are due to representation of foreshortening. It's not inaccurate when you think of it in that sense. The arm looks skinny to give it depth from the body, and make it look like it's extended away properly. Also maybe the sprite size limit is why they couldn't shade that arm.

In frame 8, the really skinny wrist is due to not wanting to crowd the shape to the body and confuse things.

Just saying.

Anyway, I'm excited to see what this turns into.
« Last Edit: May 11, 2008, 04:17:39 AM by A N T R A X X »

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Offline Long John Silver

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Re: Castlevania (Working title) - Screenshots & Videos
« Reply #29 on: May 11, 2008, 07:27:33 AM »
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Also maybe the sprite size limit is why they couldn't shade that arm.
Er, what? This makes no sense. :o

Sprite size limit doesn't have anything to do with shading, since the shading is done on existing parts of sprites already.

The sprites in sotn (those that aren't compressed at least like richter, alucard, weapon sprites etc) are stored in normal binary format (meaning 1 pixel = 1 byte ranged from 0 to F), so no matter if it's empty or completely filled, it'll still be the same size.

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