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Castlevania - Rondo of 8-bit [very early alpha]
#16
DOUBLE POST
[Image: 1uBam]

This is the final product

no more changes will be made

the body is my favorite part, so much detail



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hot dayum i'm on fire tonight
[Image: 1uFUu]

Not too sure about that axe knight, i tried a few palettes, but blue+white seems like the most expressive in the end
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[Image: E3DU8rS.png]
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#17
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.
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#18
wow, this is imperssive!! keep up the work!! Big Grin
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#19
so thanks to c2b, i (we both) managed to make the sprites better and more consistent in general

[Image: 1v1vQ]

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
[Image: E3DU8rS.png]
Reference
♥ ♥ ♥ LOVE ♥ ♥ ♥
Omega ; Phant Mmkay ; Baegal ; Gorsal ; Drakocat ; Chaoxys ; TomGuyCott ; Chris2balls ; Mighty Jetters ; Blueblur97 ; NICKtendo DS ;
Kachua (Secret Santa) ; and some more that i need to locate, save and link onto here
Thanked by: Tom Turkey
#20
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?
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#21
(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
[Image: E3DU8rS.png]
Reference
♥ ♥ ♥ LOVE ♥ ♥ ♥
Omega ; Phant Mmkay ; Baegal ; Gorsal ; Drakocat ; Chaoxys ; TomGuyCott ; Chris2balls ; Mighty Jetters ; Blueblur97 ; NICKtendo DS ;
Kachua (Secret Santa) ; and some more that i need to locate, save and link onto here
Thanked by: Tom Turkey
#22
(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. Smug
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#23
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.
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#24
(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
[Image: E3DU8rS.png]
Reference
♥ ♥ ♥ LOVE ♥ ♥ ♥
Omega ; Phant Mmkay ; Baegal ; Gorsal ; Drakocat ; Chaoxys ; TomGuyCott ; Chris2balls ; Mighty Jetters ; Blueblur97 ; NICKtendo DS ;
Kachua (Secret Santa) ; and some more that i need to locate, save and link onto here
Thanked by: Tom Turkey
#25
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.
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#26
(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
[Image: E3DU8rS.png]
Reference
♥ ♥ ♥ LOVE ♥ ♥ ♥
Omega ; Phant Mmkay ; Baegal ; Gorsal ; Drakocat ; Chaoxys ; TomGuyCott ; Chris2balls ; Mighty Jetters ; Blueblur97 ; NICKtendo DS ;
Kachua (Secret Santa) ; and some more that i need to locate, save and link onto here
Thanked by: Tom Turkey
#27
It looks like they're roughly the same size in the comparison at the top of the page to me
[Image: ndsMEF0.gif][Image: sig.gif]
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#28
(11-28-2012, 05:25 PM)Lexou Duck Wrote:
(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
Okay.
[Image: SMBIp.png]
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!
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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#29
[Image: pGM4V.png]

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If you like my C+C, please rate me up. It helps me know I'm helping!
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#30
Boobs.
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