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Moonlight Requiem

Do you want to see more "developper's diary" video, instead of simple capture?

  • Yes - I like "behind the scene" stuff.

    Votes: 17 100.0%
  • No - I don't give a poo :) ( let's be polite)

    Votes: 0 0.0%

  • Total voters
    17
http://www.pictureupload.de/originals/6475/170808004552_sonstige_untitled.gif

Here the stance Sprite from that Woman.

I do not know who designed this character,
but he is very strong as Shanoa.

I have it changed a little because I do not know exactly how I should move him. ^ ^

I hope that's not bad.
 
well without the edit would have been better... And well , it's a quite simple animation:p but in that short time i guess it's normal,

If you really wanna help us make a run cycle in 12 frames^^ keeping the original design. Please.
And send me your work through PM.^^
 
12 Frames.  :shock:
a normal stance position?


The Stance Animatin has 5 frames like any other castlevania Stance animation.

And if I get the old design I do not know quite how you should move.
  or I have just misunderstood something. : P
 
lol
OK sorry. ^ ^
good 12 frames run cyclos is easy. ^ ^

And the Castlevania Sprite, I know too well pixel for pixel believe me. ^ ^
Can I use the design that I now have maintained?
 
hum sorry, but we don't really like it of it... a breath stance would have been just as good as well^^.  So please keep the original one.
 
hm ok I like the original although not so special.
In Castlevania Sprite because of today are more details in order to animation because more from the animation gets out.
But the original is difficult.
I will try to start so what if I do not hinbekomme you have unfortunately another. : <
 
Well :p it's just the edit we don't like
don't worry^^.
And we're trying to recruit other people too. So do your best, and you'll be on the team!
 
hm ok before I start I want to answer a few times.
If you have other people to take.
what you need me?
There are certainly better.
And what would I bring?
I also really well with my own game enough work. ^ ^
 
well first we don't have any answers yet , or good work offered. We just had a proposition from a friend of Wizard. And he didn't started anything yet.

So for the moment you're alone, trying to get the job! ^^ and he's alone trying to get the job too.
If you're both really good:p well we keep both, that makes less work for you if you share it. ^^

And doing a RUN cycle is a test to see how good people are. If we like it, you're in the team. that's all.

on those words, good night! Time to sleep for me.
 

mawk

Sponsor

The physics engine looks like it's still in a rather glitchy state, and the character sprites could definitely use a "beginning cycle" (a cycle that plays over once when you begin moving in which the cape begins to billow out, etc. There would also be a distincy cycle for if you began moving in the opposite direction you had been facing -- think Alucard in SoTN or Soma in AoS) to polish up the look, but I'm really impressed with the prospect and the prgoress that's been made so far. I'm a huge fan of the Castlevania series (albeit the nonlinear Metroid-style incarnations rather than the early chapter-based ones,) and I'm pretty excited to have another one out, fan-made or no.

This is why more people should learn RGSS -- with that extra freedom you can really go wild and do whatever strikes your fancy. If I ever get moderately skilled with Ruby my first order of business is making another Cave Story. :D
 
ah yes ^^ of course it's still glitchy lol still in dev after all and yes a beginning cycle is planned to be used :p i just need to improve my AnimatedCharacterSprite Class, being able to play a single animation and then a loop, shouldn't be too hard, especially with some methods to check if an animation is currently played.

Thanks for the Support!
 
Small update, but i'm quite proud of it:
the physics engine, made a good progress, here is a small video, showing 100sprites, of random sizes (up to 26*32) colliding with the collision map. Basically the difference is in the handling, some stuff was bouncing infinitely or going off screen. now they don't. :p they do what they supposed to.

Youtube Version
HQ version 23MB Xvid.


Enjoy!
 

Mirku

Sponsor

The physics are a lot smoother, good job. I can't wait to see it in action :D
I really look forward to this  :grin:, so keep up the good work.
 
ahah ^^ no, i just played with the bounce constant :p and set it to 99.99% and the friction value is around 0.1%... so pretty bouncy for quite long :p
 
That's really impressive trebor. I don't know a lot about Castlevania (I've only played Super Castlevania 4) but I'm looking forward to see more! Say, is there any connection between the platformer system in this game and your "Tales of..." CBS, like the physics engine or anything else? You really did a wicked great job on the physic.

Good luck on this!
-Dargor
 

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