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05-08-24 08:26 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Castlevania hack on the horizon New poll | |
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optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6292 days
Last view: 6291 days
Posted on 05-03-06 10:09 PM Link | Quote
OK, I made this Castlevania game for fun. I'm planning on releaseing it soon, but I'm not sure how, and I feel rather innocent to come here and say something like that. I'm sure I'll get it figured out though.

I showcased a few screenshots in the progress thread. Here are some of them again for reference.







This what the game kind of looks like. I'm not big with graphics, so it's just graphics from the old Castlevania with a little bit of palette swapping. I tried rearranging the graphics so they didn't look too disorganised. But the point is the level design.

In addition to messing with the game's level design, I've been making an amateur attempt to entirely revise the soundtrack.

So far I've replaced

"Walking on the Edge" with "Bloody Tears"
"Wicked Child" with "Clockwork"
"Stalker" with "Monster Dance"
"Out of Time" with "Rising"
"Nothing to Lose" with "Within These Castle Walls"

Rest of the songs remain and some have been experimentally tweeked.

There is still remaining space and I think I couild theoretically jam in a few more songs or at least improve upon them. They are louder then they probably should be.


I would attach the nsf, but I don't know how exactly, and currently don't have a website.

Elbobelo

UFO








Since: 12-06-05
From: Maryland

Last post: 6336 days
Last view: 6325 days
Posted on 05-04-06 01:37 AM Link | Quote
do you plan on creating an .ips file and posting it on this forum as an attatchment??? because if you are I havnt found a way to attatch it after the thread has already been started, you have to do it in the beginning.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6475 days
Last view: 6475 days
Posted on 05-04-06 03:07 AM Link | Quote
As I said in the other thread it looks really good but maybe a little too hard, I'll have to play it to see. The music changes really interest me though, not many hacks bother with that.
optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6292 days
Last view: 6291 days
Posted on 05-04-06 04:19 AM Link | Quote
Originally posted by ImInvisible
do you plan on creating an .ips file and posting it on this forum as an attatchment??? because if you are I havnt found a way to attatch it after the thread has already been started, you have to do it in the beginning.


I'm having a difficult time comprehending this statement. Am I only allowed to attach ips files when I create a thread??

It's difficult, I wanted it to be intimidating but beatable. I guess its extreme to a certain degree, even I have trouble finishing some parts. It's certainly designed for the more experienced players, I'll say that.

I have made an ips for the game but not for the nsf. I could make one sure.

For example, let me try.

EDIT: Umm... sorry, this one is for the rom, and not the nsf. I guess you can use it anyway. I'll get an nsf one in a bit.

Attachments

cv68.ips (21241b) - views: 59



(edited by optomon on 05-04-06 03:59 PM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6289 days
Posted on 05-04-06 09:19 AM Link | Quote
So long as your gonna rearrange the level. Pallete changing is pretty lame when you have a tool to do it for you.
optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6292 days
Last view: 6291 days
Posted on 05-04-06 04:25 PM Link | Quote
Hehehehe,

Yeah it is rather lame, I'm not going to disagree with that. I just wanted it to look a little different somehow.

But don't worry, the levels are rearranged, and like I said, that's the point of the fun I intended.
Elbobelo

UFO








Since: 12-06-05
From: Maryland

Last post: 6336 days
Last view: 6325 days
Posted on 05-04-06 06:39 PM Link | Quote
oooohhh I didnt know you could attatch on a reply, awesome!
Googie

390








Since: 11-22-05
From: Corona Queens New York

Last post: 6291 days
Last view: 6291 days
Posted on 05-04-06 10:27 PM Link | Quote
This is pretty cool, I'm up to level 2 now.
Skreename

Giant Red Paratroopa


 





Since: 11-18-05

Last post: 6295 days
Last view: 6288 days
Posted on 05-05-06 12:03 AM Link | Quote
I just need to point out that you replaced the bone dragon screenshot with a swirly-blue-thing one.

Otherwise, it's rather cool that you replaced the music. Definitely don't hear of too many hacks doing that. (Yay for Bloody Tears!)
optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6292 days
Last view: 6291 days
Posted on 05-05-06 09:10 PM Link | Quote
I'm not sure what you mean by blue-swirlie-thing, I don't see any of that anywhere.

Here's the ips for the nsf of the game's soundtrack. Apply it to the Castlevania nsf.

Attachments

cv68nsf.ips (4585b) - views: 24
Skreename

Giant Red Paratroopa


 





Since: 11-18-05

Last post: 6295 days
Last view: 6288 days
Posted on 05-05-06 09:39 PM Link | Quote
Hmm... My mistake. Something went weird with my cache. Pretty cool soundtrack, though.
bluerum

Goomba








Since: 11-30-05
From: forest of silence

Last post: 6523 days
Last view: 6314 days
Posted on 05-09-06 07:16 PM Link | Quote
nice job with the music changes!

planning to make any modifications to the game engine?
optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6292 days
Last view: 6291 days
Posted on 05-10-06 05:44 AM Link | Quote
I haven't planned on changing much else in the game, really. Modifying the game's engine is a little advanced for me, but I do believe that I could wield that capability sometime in the future.

As for the songs there is still some marginal error. Musical phrases in some of the songs that are supposed to be in the dominant treble (not sure if its square 1 or square 2) I put in the other one that gets dominated by sound effects. This is especially true about the song I used for level 3. I'll have to restructure some of it when I get the time. I might add in another song or two because of some free space.
bluerum

Goomba








Since: 11-30-05
From: forest of silence

Last post: 6523 days
Last view: 6314 days
Posted on 05-11-06 03:45 PM Link | Quote
Originally posted by optomon
I haven't planned on changing much else in the game, really. Modifying the game's engine is a little advanced for me, but I do believe that I could wield that capability sometime in the future.


its not as difficult as it seems, a little hexwork can go a long way.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6331 days
Last view: 6288 days
Posted on 05-11-06 05:33 PM Link | Quote
I played through most of the first level - you may want to address the fact that Simon won't jump correctly when blocks are too low over his head. He awkwardly catches on them, causing him to lose all his velocity. Also, on a few different occasions, after getting hit by an enemy, I went *through* the bottom of these same blocks that are a bit too low and ended up on top of them.

That is a minor gripe though. From what I saw, it seemed alright, so keep it up.
optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6292 days
Last view: 6291 days
Posted on 05-11-06 06:24 PM Link | Quote
Actually, that is a bit of a gripe. I can see how this is a problem. This is mostly a problem in level 1 as far as I can tell. Out of all the levels I spent time creating, I probably spent the least time on level 1. I don't really mind Simon's head getting caught in the blocks so much as the getting hit and going over the blocks. In level one, bats cause this problem. Here's an example of a sequence that would allow you to skip a good deal of the level:



STEP 1: Wait for bat.




STEP 2: Get hit by bat at right time.



STEP 3: Level design ownage.

It would be a good idea to cut back on the bats.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6331 days
Last view: 6288 days
Posted on 05-11-06 06:54 PM Link | Quote
Well, in that particular case, a simple change to the blocks might stop a player from being able to skip such a large chunk of the level.
For example: (I just edited your pic using paint)



I've never edited Castlevania, so I don't know if there's some strange reason why you couldn't do this. You can see that I got rid of the last block at the bottom, to keep the pitfall intact. I don't think it looks as good either, but it may fix the problem in this particular instance.


(edited by Reshaper256 on 05-11-06 09:35 PM)
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