Castlevania: Simon's Destiny [V1.4 OUT!]

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Re: Castlevania: Simon's Destiny [31/10/2017]

Postby ∞Phantasm » Mon Oct 23, 2017 7:36 am

sherberttcat wrote:
∞Phantasm wrote:Any possibility of a Zandronum version for co-op support?

Hasn't online multiplayer ruined enough things already?

So someone having the option to play something co-op with their friend(s) ruins things for you? Multiplayer has been in DOOM since 1993.
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Re: Castlevania: Simon's Destiny [31/10/2017]

Postby sherberttcat » Mon Oct 23, 2017 1:57 pm

Online Multiplayer is why I have to pay $60 for a game and get a glorified training mission for my troubles, while all the good stuff is locked behind multiplayer only.
That little "option" is why companies are forsaking those of who play games to get away from people. I don't want to wait in a lobby, form a squad, chat with people. I just want to play a game.
Online Multiplayer can go die in a fire.
Do I sound bitter? Maybe that's because that "fun little extra" has evolved into a monster, that has consumed and destroyed nearly every game franchise I enjoy. It's even creeping into RPG franchises.
Before long its gonna be nothing but MMO Everything.
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Re: Castlevania: Simon's Destiny [31/10/2017]

Postby wildweasel » Mon Oct 23, 2017 2:28 pm

Regardless of your argument, the author has stated their intention for this to be single-player-focused due to the level design. I don't expect that arguing about it is going to change his mind.
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Re: Castlevania: Simon's Destiny [31/10/2017]

Postby ∞Phantasm » Tue Oct 24, 2017 7:20 am

Just to clarify guys, I wasn't asking for Batandy to change anything about the single player experience (and wouldn't want him to). Basically was just curious if there were co-op spawns.
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Re: Castlevania: Simon's Destiny [31/10/2017]

Postby Batandy » Tue Oct 24, 2017 8:41 am

Well, in any case, as written in the Faq, you will be free to do whatever you want with this mod, so if someone wants to make a multiplayer version of it, why not?
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Re: Castlevania: Simon's Destiny [31/10/2017]

Postby ∞Phantasm » Tue Oct 24, 2017 10:46 am

Batandy wrote:Well, in any case, as written in the Faq, you will be free to do whatever you want with this mod, so if someone wants to make a multiplayer version of it, why not?

How long did this take you to make, by the way? Seems like you pumped it out fairly quickly with perfect execution. I'd love to get into making stuff like this. There are so many possibilities for retro conversions that you can tell would work great.
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Re: Castlevania: Simon's Destiny [31/10/2017]

Postby Batandy » Tue Oct 24, 2017 12:23 pm

∞Phantasm wrote:
Batandy wrote:Well, in any case, as written in the Faq, you will be free to do whatever you want with this mod, so if someone wants to make a multiplayer version of it, why not?

How long did this take you to make, by the way? Seems like you pumped it out fairly quickly with perfect execution. I'd love to get into making stuff like this. There are so many possibilities for retro conversions that you can tell would work great.

Almost exactly 2 months, the candle sprites were the first thing i've done and i made them in late August/early September, i wasn't even going to make a full mod, it was just a "coding speedrun", then i got carried away, doesn't help that i sorta had the whole thing in mind so i was pretty hyped to work on it. At the same time i really needed a break from Golden Souls 2, i've worked on that single mod for 2 years, and last summer i made 4 maps in one months, things were getting pretty stressful.
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Re: Castlevania: Simon's Destiny [31/10/2017]

Postby ∞Phantasm » Wed Oct 25, 2017 10:06 am

Wow, 2 months is good time for something so amazing. What sprite editor do you use to draw sprites? 2 years for Golden Souls 2 is nuts... I imagine getting burnt out myself, for sure.
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Re: Castlevania: Simon's Destiny [31/10/2017]

Postby Goonies85 » Wed Oct 25, 2017 7:00 pm

Batandy wrote:Well, in any case, as written in the Faq, you will be free to do whatever you want with this mod, so if someone wants to make a multiplayer version of it, why not?

You sir a gift from above for all of us Doom and Vania fans!! I do have a question: Where did you get the castle map and accompanying music that you added in between the levels? They are awesome! I would love to have the music as a download if possible.
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Re: Castlevania: Simon's Destiny [31/10/2017]

Postby Wivicer » Wed Oct 25, 2017 11:12 pm

Goonies85 wrote:
Batandy wrote:Well, in any case, as written in the Faq, you will be free to do whatever you want with this mod, so if someone wants to make a multiplayer version of it, why not?

You sir a gift from above for all of us Doom and Vania fans!! I do have a question: Where did you get the castle map and accompanying music that you added in between the levels? They are awesome! I would love to have the music as a download if possible.


Here.
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Re: Castlevania: Simon's Destiny [31/10/2017]

Postby Goonies85 » Thu Oct 26, 2017 5:38 pm

Thank you!
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Re: Castlevania: Simon's Destiny [31/10/2017]

Postby SamVision » Thu Oct 26, 2017 7:43 pm

Have you considered adding grappling-like features for the whip?
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Re: Castlevania: Simon's Destiny [31/10/2017]

Postby Batandy » Fri Oct 27, 2017 2:06 am

SamVision wrote:Have you considered adding grappling-like features for the whip?


Yeah i did, but decided not to implement something like that to avoid interrupting the flow of the game

New Simon's Destiny stream by Mike, this time he's playing the final build of the game!
(Obviously it's the whole thing so if you don't want spoilers and prefer to wait for the official release next week, don't watch it)

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Re: Castlevania: Simon's Destiny [31/10/2017]

Postby panzerhi » Fri Oct 27, 2017 12:55 pm

Can't wait to play this mod
Spoiler:
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Re: Castlevania: Simon's Destiny [31/10/2017]

Postby kiukle » Fri Oct 27, 2017 6:05 pm

I've tried to limit what I see in videos but it looks amazing! Of course I leave for work for a week on Halloween so it'll have to wait until I get back... torture. One question is why didn't you use the classic CV1/CV3 money bag sound, it's so iconic!
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