Castlevania - Rondo of 8-bit [very early alpha] - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: Creative Zone (https://www.vg-resource.com/forum-86.html) +----- Forum: Games Development (https://www.vg-resource.com/forum-22.html) +----- Thread: Castlevania - Rondo of 8-bit [very early alpha] (/thread-21967.html) |
RE: Castlevania - Dracula NES [Programmer Needed] - Lexou Duck - 11-26-2012 DOUBLE POST This is the final product no more changes will be made the body is my favorite part, so much detail MORE STUFF hot dayum i'm on fire tonight Not too sure about that axe knight, i tried a few palettes, but blue+white seems like the most expressive in the end RE: Castlevania - Dracula NES [Programmer Needed] - Vanya - 11-27-2012 Cool idea. I totally support this. Two things I'd like to mention. 1) a PC game is a better way to go at the moment. As a hack, the graphics would be very restricted and hacking the order and lengths of rooms in either CV1 or CV3 is very difficult and poorly documented. 2) There's a dude at the Castlevania Dungeon Forums that goes by TheouAegis who is working on a CV3 engine for gamemaker8. He's currently studying the original code in CV3 so progress is slow, but he does have a beta available for download. RE: Castlevania - Dracula NES [Programmer Needed] - OverlordNext - 11-27-2012 wow, this is imperssive!! keep up the work!! RE: Castlevania - Dracula NES [Programmer Needed] - Lexou Duck - 11-27-2012 so thanks to c2b, i (we both) managed to make the sprites better and more consistent in general Also, for that CV3 engine guy, i'm not sure it'd be good, as i said, i like this to be much faster paced than the original Dracula X so adapting thel evel design etc would be necessary, but that way it's not just a copy-paste of the original game RE: Castlevania - Dracula NES [Programmer Needed] - TomGuycott - 11-27-2012 So basically would the game not really have NES limitations in terms of the gameplay? Or you want it to have that but still be faster paced than Drac X? RE: Castlevania - Dracula NES [Programmer Needed] - Lexou Duck - 11-28-2012 (11-27-2012, 05:27 PM)TomGuycott Wrote: So basically would the game not really have NES limitations in terms of the gameplay? Or you want it to have that but still be faster paced than Drac X? well im not sure what the limitations are gameplay-wise but look at the ninja gaiden games, they had complex controls, and cutscenes, yet they manage to abide to the nes limitations otherwise, there's stuff that would never work on an NES, like that behemoth sprite, it's waaay too huge, if it were to show up on an actual NES, all the sprites on-screen would blink n shit RE: Castlevania - Dracula NES [Programmer Needed] - Rosencrantz - 11-28-2012 (11-28-2012, 01:26 AM)Lexou Duck Wrote: otherwise, there's stuff that would never work on an NES, like that behemoth sprite, it's waaay too huge, if it were to show up on an actual NES, all the sprites on-screen would blink n shit You should include that. RE: Castlevania - Dracula NES [Programmer Needed] - Gors - 11-28-2012 OOOOR you could take the ingenious route and render the body as a fixed BG graphic, the heads/limb as sprites and them make the ground scroll automatically. RE: Castlevania - Dracula NES [Programmer Needed] - Lexou Duck - 11-28-2012 (11-28-2012, 05:01 AM)Tae Kwon Doug Wrote: OOOOR you could take the ingenious route and render the body as a fixed BG graphic, the heads/limb as sprites and them make the ground scroll automatically. i thought about that, but i'm pretty sure just the head, legs and richter are already more than 50 sprites RE: Castlevania - Dracula NES [Programmer Needed] - Chris2Balls [:B] - 11-28-2012 You forget that you're doing the Behemoth at the same size as the original sprites, whereas you could shrink it so that is to the scale of the reduxed Richter and enemies. RE: Castlevania - Dracula NES [Programmer Needed] - Lexou Duck - 11-28-2012 (11-28-2012, 04:11 PM)Chris2Balls [:B] Wrote: You forget that you're doing the Behemoth at the same size as the original sprites, whereas you could shrink it so that is to the scale of the reduxed Richter and enemies. i actually already shrinked it RE: Castlevania - Dracula NES [Programmer Needed] - Vipershark - 11-28-2012 It looks like they're roughly the same size in the comparison at the top of the page to me RE: Castlevania - Dracula NES [Programmer Needed] - Chris2Balls [:B] - 11-29-2012 (11-28-2012, 05:25 PM)Lexou Duck Wrote:Okay.(11-28-2012, 04:11 PM)Chris2Balls [:B] Wrote: You forget that you're doing the Behemoth at the same size as the original sprites, whereas you could shrink it so that is to the scale of the reduxed Richter and enemies. As you can see, this is a comparison between the three sprites and the respective protagonists of each game. In the top row, all the player sprites are 30px tall, and the behemoths are shrunk proportionally to each player. Second row, the sprites are at full scale. Third row are some examples of how big/small the sprites are between consoles. I hope this is useful and shows that it is possible to display the behemoth sprite if you make it smaller! RE: Castlevania - Dracula NES [Programmer Needed] - Gors - 11-30-2012 RE: Castlevania - Dracula NES [Programmer Needed] - Previous - 11-30-2012 Boobs. |