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Main - Posts by elbobelo |
elbobelo |
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Red Koopa Level: 27 Posts: 81/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by koala_knight Yes that is a familiar. Right now I am working on the exploding block pieces, splashing water effects, and points gained graphics. |
elbobelo |
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Red Koopa Level: 27 Posts: 82/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by Trax Yeah kind of like the gateways to all the mansions in CV2, you will approach the gateway to castlevania, and won't get access until completing some tasks |
elbobelo |
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Red Koopa Level: 27 Posts: 83/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by Gamma1227 How about an aging Australian actor who is leaving voicemail messages to his wife during a drunken rage. And a haunted jacuzzi. |
elbobelo |
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Red Koopa Level: 27 Posts: 84/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
This really is very clever! looks like you made all the right choices with this one. |
elbobelo |
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Red Koopa Level: 27 Posts: 85/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Here is a debugger I made for testing.
Here is the VK intro made perfect. Here are some ghouls. Here are some ghouls being pulverized by my Invincibility Ring oh and frozen werewolves to you all. |
elbobelo |
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Red Koopa Level: 27 Posts: 86/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
I figured out how to do parrallax scrolling and irq counters. Check it out. |
elbobelo |
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Red Koopa Level: 27 Posts: 87/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Here is a screenshot of what my game programming set up looks like. I'd be interested in seeing some other ways people organize their hacking.
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elbobelo |
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Red Koopa Level: 27 Posts: 88/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
This is how I converted the MSX graphics to NES. I pieced together the MSX tiles into a blank rom which I view in 16color mode. Then I dumb down each tile to only 4 colors while still viewing it in 16 color "MSX" mode. Then when I copy and paste the tiles into my nes rom, they appear as they should.
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elbobelo |
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Red Koopa Level: 27 Posts: 89/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by optomon Yes the new sound engine is in effect and works great, this game is now filled with authentic Castlevania sound effects... even the stop watch pauses the music. Right now I am working on martial arts, I have the slide and head stomps finished, next is the back dash. Next I will work more on the familiar AI so they are completely independent allies. Level design is on the back burner.. I want to program all the power ups and enemies first and build the levels around them. Posted by PrinceBatman I'd like for you to play it but I decided to not release anymore patches until I have the gameplay complete. Although more videos are on their way. |
elbobelo |
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Red Koopa Level: 27 Posts: 90/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by PrinceBatman I sent you a PM with a link to the most recent (over a year ago) patch located in the uploader |
elbobelo |
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Red Koopa Level: 27 Posts: 91/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Just finished the Faerie familiar graphics for my Castlevania game.
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elbobelo |
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Red Koopa Level: 27 Posts: 92/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Thanks for the comments, this sprite is actually inspired from a sprite I saw on the Symphony of the Night load game screen. There are lots of other 16 x 16 sprites there that might be useful to implement in the future. |
elbobelo |
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Red Koopa Level: 27 Posts: 93/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by angelus_04 Thanks for your comment. This project has become bigger than I imagined, it has turned into it's own game engine completely unlike 8-eyes or any Castlevania game. It is a mash of all Castlevania's to this date and so much of it's working features have not even been announced or seen yet. Thanks for everyone's patience. |
elbobelo |
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Red Koopa Level: 27 Posts: 94/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Well here is some progress. This video displays some of the special abilities gained. Run, slide, run-slide, back-dash, double-jump, head-stomp are all shown here. (I forgot to do the straight down head-stomp variation.) Right now I am working on pointers and enemy generators. The bulk of the game play is done. Still working slow and steady. Thanks for your support and interest PrinceBatman, I am not at a beta testing stage. I have enough I need to do before working out any quirks (there aren't many quirks btw). |
elbobelo |
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Red Koopa Level: 27 Posts: 95/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
I'm working on enemies right now. So far I have finished Gouls and Fishmen. I am going to try to recreate all the enemies from Vampire Killer and it seams easy so far (the challenge will be the white dragon of course). I also want to add extra enemies like Succubus and Witches.
Anybody have some baddies they would really like to see? Also does anybody have some great baddie art that has a retro fee (similar to OG CV)l that they would like me to spawn to life? |
elbobelo |
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Red Koopa Level: 27 Posts: 96/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by Kiokuffiib11 Actually planning on that already. They will be a GFX bank swap of the Castle Panther with slightly different behavior. I enjoy coding much more than doing custom graphics, I might just dumb down some Aria of sorrow graphics. Oh OPTOMON if you are reading. My music engine crashes the game at almost random times. I think I need to use a different engine if I can't fix it. Perhaps simply ripping the CV2 engine itself. Also, I am not opposed to adding some of your characters and graphics as cameos in my game if you agreed to it. |
elbobelo |
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Red Koopa Level: 27 Posts: 97/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by optomon I think I ported over the Kid Dracula sounds engine properly. From what I can see, when I ported over songs from Wai Wai World 2, it's the songs that are using the Kid Dracula Engine improperly. That's why I think it might be better to free up some zero page memory and use a different engine in the future. I'm not very satisfied with the way the music sounds now, it is taxing on the ears. @eternaldragonx - That's funny you mention Ms. Clawful, she let me use a lot of her graphics already. All the bosses now currently stand as Ms. Clawful graphics. Sadly I don't think they will stay that way because of the new direction I am taking. I am open to suggestions, I have so many ideas put into this thing already. This is truly a game that is overloaded. |
elbobelo |
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Red Koopa Level: 27 Posts: 98/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Posted by CelicePosted by Nicole You don't need an extra sprite to make a tile that uses a different pallet. When each sprite is built, each tiles probably has attributes next to them like vertical offset, horizontal offset, and pallet. So my suggestion is to find where the princess sprites are built tile by tile and remove the extra tile. |
elbobelo |
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Red Koopa Level: 27 Posts: 99/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Here is the full castle map I am working on. I managed to take all the Vampire Killer maps and overlap them onto the Original Castlevania map. Every room is accounted for. What do you think? How Could I improve it? |
elbobelo |
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Red Koopa Level: 27 Posts: 100/124 EXP: 107897 Next: 8262 Since: 08-16-07 Last post: 2176 days Last view: 618 days |
Here are some other variations, I will post palette variations later. I will try to make it so the white rooms are the ones that you've entered, the orange ones you see if you have the level map, and if you have not yet been there it will be black and unseen. Also it will eventually have the player location sprite and the Boss sprite. Soon I will show a picture of the pause menu that uses this. |
Main - Posts by elbobelo |
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