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Offline Bloo

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Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
« Reply #15 on: December 24, 2014, 10:21:15 PM »
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Hey guys, project update. Started working on the Menu Screen / UI a while back. Here's a teaser:


Also, I'm looking for people who may be interested in joining the team and assisting with the project. As of now, here are the current positions available:

Beta Testers:
Mainly looking for people who have time to test and analyze early builds of the game to find bugs and make other gameplay-related recommendations. Will have early access to prototype builds of the game before public releases are available.

Spriters / Graphics Designers:
Create custom assets and make modifications to ripped Order of Ecclesia graphics. Right now I'm focusing on the start screen, and am open to suggestions here.


If anyone is interested, please send me a PM or reply in this thread. Feel free to post any questions you might have, happy holidays!

Dude, I'm open to Sprite and Design.
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Offline Dracula9

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Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
« Reply #16 on: December 24, 2014, 10:30:12 PM »
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I'd be open to beta-test, but I likely wouldn't be as regular as I'd like. If you're fine with a swing tester, I'm open for it.


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Offline ProjectDread

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Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
« Reply #17 on: January 31, 2015, 12:42:23 AM »
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Hey guys, been a little while but I'm back with an update! I've mostly finished the "key config" screen that allows players to input their own custom keyboard / joypad controls. Didn't think it would cause me this much trouble but it's a serious pain in the ass in Clickteam Fusion, haha. At this point, I'm not surprised most fangame developers just opt not to be arsed with it all.

Here's a screenshot of the functional key binding screen:

Offline Chernabogue

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Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
« Reply #18 on: January 31, 2015, 01:00:25 AM »
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I truly hope you finish this and allow a full editor mode. That'd be the dream: countless new OoE "hacks" :D

Offline darkmanx_429

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Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
« Reply #19 on: January 31, 2015, 06:55:49 AM »
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Hey guys, been a little while but I'm back with an update! I've mostly finished the "key config" screen that allows players to input their own custom keyboard / joypad controls. Didn't think it would cause me this much trouble but it's a serious pain in the ass in Clickteam Fusion, haha. At this point, I'm not surprised most fangame developers just opt not to be arsed with it all.

Here's a screenshot of the functional key binding screen:


Well dude you talking about enabling custom controls, that is never easy in any program to do from scratch!

Great job!

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Offline Aridale

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Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
« Reply #20 on: January 31, 2015, 08:14:35 AM »
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its not that bad if you plan for it from the very beginning

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Offline X

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Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
« Reply #21 on: January 31, 2015, 11:39:56 AM »
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Good job! I'm glad you're going through with Joystick customizations. It's become a chore messing around with JoytoKey or Xpadder when the option to play said games with joysticks should've been enabled into the games from the very beginning. At the very least you've taken a stand on it and deserve praise. Kudos to you ProjectDread.
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Offline darkmanx_429

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Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
« Reply #22 on: January 31, 2015, 02:10:16 PM »
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I can beta test.

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Offline Bloo

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Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
« Reply #23 on: January 31, 2015, 03:41:13 PM »
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I can beta test.
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Offline ProjectDread

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Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
« Reply #24 on: February 05, 2015, 03:45:45 PM »
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Thanks for the comments guys! I have some more updates on the game:

*Custom Controls are now completely implemented into the engine. The controls you bind are saved on your system so you only have to customize them initially and they will work for all future Windows versions of Dominus Engine.

*Screen resolution / game scale is saved after it's initially configured.

*A lot of the Shanoa rips online aren't quite animated correctly. For this reason, I've decided to rip them myself and replace / rework numerous animations currently in the game. So far I've redone the walking, running, turning, and some attacking animations and fixed issues with the sprite's center of gravity as well. Ultimately, this should mean animations look a bit more smooth.

*Tweaked direction code for the attack system. If you're facing one direction and attacking while holding the opposite direction, Shanoa will instantly turn around the moment she is next able to throw another attack. This should help with situations where you're surrounded by enemies on both sides and need to constantly switch your angle of attack.


For those of you interested in beta testing, please send me a PM with the best way to contact you (whether that be  email, Skype, etc.) and I'll send you the current prototype engine.
« Last Edit: February 06, 2015, 03:18:48 AM by ProjectDread »

Offline deadsanto123

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Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
« Reply #25 on: February 07, 2015, 08:05:27 PM »
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This looks amazing keep up the great work!

Offline ProjectDread

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Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
« Reply #26 on: March 30, 2015, 05:28:27 AM »
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Update on progress -

Because GIFs are fun.

Screenshots:
(click to show/hide)


Completely replaced all of Shanoa's animations with newly ripped and edited variants! My friend Kuro Kurome doubled the color palette and made some other modifications; it always bothered me how in-game Shanoa's hair was brown despite it being black in all of her portraits.

In addition, I've finished a implementing a Castlevania-styled camera system into Dominus Engine and it works great so far. Anyways, I'll probably be uploading another public test build shortly once a few more additions have been added. Please let me know what your thoughts are in the comments!
« Last Edit: March 30, 2015, 06:16:34 AM by ProjectDread »

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Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
« Reply #27 on: March 30, 2015, 09:55:25 AM »
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Quote
Completely replaced all of Shanoa's animations with newly ripped and edited variants! My friend Kuro Kurome doubled the color palette and made some other modifications; it always bothered me how in-game Shanoa's hair was brown despite it being black in all of her portraits.

Well according to the new vids her hair is still brown. Does that have yet to be changed? Other then that it looks good!
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Offline ProjectDread

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Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
« Reply #28 on: March 30, 2015, 03:12:31 PM »
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Thanks, the hair does look a bit brown in the GIF now that I look back at it.. I think that's because the color palette was optimized to keep it relatively small in size, leading to distortion like that. Figured I'd post a comparison picture of Kuro's modified Shanoa and the old one so it's more clear.


« Last Edit: March 30, 2015, 03:14:23 PM by ProjectDread »

Offline darkmanx_429

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Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
« Reply #29 on: March 30, 2015, 05:12:18 PM »
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Update on progress -

Because GIFs are fun.

Screenshots:
(click to show/hide)


Completely replaced all of Shanoa's animations with newly ripped and edited variants! My friend Kuro Kurome doubled the color palette and made some other modifications; it always bothered me how in-game Shanoa's hair was brown despite it being black in all of her portraits.

In addition, I've finished a implementing a Castlevania-styled camera system into Dominus Engine and it works great so far. Anyways, I'll probably be uploading another public test build shortly once a few more additions have been added. Please let me know what your thoughts are in the comments!
Castlevania-styled camera? Please elaborate.

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