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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
well anyway we didn't released it for june...:)
but we have good faith this time ( as we're pretty much all in summer break ) for the end of summer.


All I hope now, is to not be attacked with dildo's in the street.


BIG ANNOUNCEMENT, because I'm a bit fed up with stuff I see around : We're a team, as being 9 people working on this game. Even if I'm the most active member of the team here and the one who created the topic on this forum, doesn't mean this is my game. Because it's not, it's a team effort, that came up originally from Wizard. He's Dracula, I'm the Death :) if you see what I mean.

Also, whoever did nominated us, I need to speak with him. :)
 
Thanks for the votes! :) We won woot!! :)

Wizard told me he'll have some stuff to show us in the next few days, :) So I guess we should see some new screenshots :D
 

mawk

Sponsor

it's actually really cool to see behind the scenes like this. I would have assumed that a collision mask would just be a solid Jena-shape -- I didn't know it was actually individual blocks. it doesn't sound like an impressive revelation, but I liked getting that extra insight into things all the same.

looking mad cool so far, man. keep up the mad cool.

p.s. plip ploip
 
Yeah double posting...

tiny news that will only interested other scripters, I've fixed a non existent bug xD... WHat do I mean by that?
well I thought the bug(the one you can see in the last video) I had was caused by scripting problems... where in fact, it was due to bad generated data... -__- searching for hours... for nothing.

Basically, as strange as it may sound, the shapes used in the mask can't exceed the size of 32px (nor equal to; wide, or tall). Else the engine bugs, that's what I had to use "several tiny" shapes, instead of a big one. It's the way the engine works, and not a problem at all...Now going to put a restriction in the Mask editor.. so it never happens again.

I've also made a pretty "mask trail" :) - (the mask used when jumping is a default one, and it's not yet defined properly that's why the squares in this screenshot aren't on the character) -
Screen11.png


It's for me a big milestone, as the basic physics are pretty much done!(1thing to fix I think). There are still dynamic physics that need to be sorted but that will be for later on. I can move on on other stuff now, like.... the battle system?
 
We're still :)... But way slower than we were. I'm doing a master this year and I can't spend much time on Castlevania...Same for Wizard, he's in Uni now, and he doesn't have much time either.

We have a new music been made by Aeternia :)

We're also pretty much going soon to change the library of development, or very high chances for that to happen. ( Going for Gosu + Chipmunk for the physics engine ), and go with a new engine that would hopefully work better.
being free from RMXP could offer the possibility to migrate to ruby 1.9.1 whose like way faster( average of at least 6x faster ) than the 1.8 branch.

But we would still use RMXP for generating the data :), Though I'm thinking of creating my own map editor specific for Castlevania. But still, other DB stuff like items , weapons etc... could still be made with RMXP. And I haven't thought of the event creation with the editor either...

I'm also looking at the progress that vgvgf does with his ruby-embedded ARGSS. Cause it'd make things much easier , no need to rewrite the engine, only edit the physics engine to integrate chipmunk.

On the other aspects of the game:
.Story made some progress over summer, had a big slow down, and now will restart slowly.
.Spriting haven't progressed in ages.
.Music, a new track has been made in september. need to ask news from the other composer.
.Game Design :) I had an idea just a few days ago (chat about it with Zeriab to ask his opinion) And it should make things a bit more interesting.

Why so much buzz and complications with the physics engine?
- I'm not as good as people may think I am with programming especially when it comes to Physic and Math.
- We wanted to be able to design levels quite freely without having to worry if i put a slope leading to nothing....
- But also to have some more interesting gameplay, with fairly realistic effects... Destructibles, puzzles and such. It would made big bosses easier to animate as well IMO.
So we went through different solutions, offering more or less freedom and complexity. The current version is not as cool as our 1st videos, which was taking a bit too much ressources. It's now smoother, and collisions with the map works pretty well for most like 80% of cases but you can't do yet as in those videos.

That's about it.
 
Since I've joined the team, I've seen how diligently they've all been working. I've been slowing them down a bit, but I'm catching up slowly. Don't worry, all of you will see this game come to fruition.
:3
 
I'm still playing with Gosu and Chipmunk with Ruby 1.9.1, and the more I play with it, the better it gets... xD
I'll remake the castlevania Engine, with it :) I'm working on it.
-> Gosu is awesome, and a framework called Chingu, that helps making things easier, allows me to work pretty fast.
-> I got the basics of Chipmunk, how to generate bodies, static or not, remove them. :) Have to learn to play with their properties and see how it goes.

Today, Made a quick test to implement the camera :) (pretty much a copy paste from the rmvx version)
And glad to say that it works well :) no "complications".

Battle system might become easier to do than I thought, thx to chipmunk, as you can set up blocks of code for specific pairs of collision type :) as well as setting up collision groups, where stuff from the same group doesn't collide with themself ( like collision_group "enemies" or "projectile" )

What I need to do is to re-create a basic framework similar to what rmvx offers, meaning "scenes" mainly, and windows & sprite class... in order to not go crazy when porting our menus :)

Anyway, remaking the engine, is going to be a good opportunity to clean my code :) and make it clearer !

I'm not going to work crazy on it (though it's pretty motivatiing when things work) as Uni is more important to me right now!
 
Hey there, i jes wanted to let know that spriting has been slowed down a lot by a series of misfortunate events in my personal life, but do not fear, i still plan to make the best of my work in the weeks (maybe months) to come.

I am still alive and well, but i have gone trough a really rough couple months now, i'm really sorry to be slowing down the prod because of my personal life, but there was really nothing i could do to make things easier. I am slowly rebuilding everything up in my life, and i will be working on the project really soon.

To everyone waiting on us, be aware that in no way i am leaving this project, unless someone can pick up on my work and continue forward, but as far as spriting goes, different people, different working styles, it doesn't always work out.(lol and I for one have a really odd workflow i have been told...)

Once again, very sorry for the delays. Always remember, a great fruit needs to be ripe before you can enjoy the sweet taste and greatness of it. And in this case this fruit might just need more time to get to the ripeness we all want to see and enjoy !
 
Here's an illustration I've made for a uni project, a new 3D representation of Jena Cross :)
A fan art of our own Main character xD

( click to see the larger version )

I used mainly Zbrush, and Photoshop for the rendering. Also used 3DsMax to create the base meshes for the clothing, armour, and hair. :p
 

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