{WIP} Castledoom(or doomvania)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- xenoxols
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Re: {WIP} Castledoom(or doomvania)
Hexen version made.
- xenoxols
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Re: {WIP} Castledoom(or doomvania)
There are now new vampire killer sprites thanks to HornetZero and Eriance.
- xenoxols
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Re: {WIP} Castledoom(or doomvania)
In the hexen version, there are now health upgrades.
- xenoxols
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Re: {WIP} Castledoom(or doomvania)
Update! Fixed some buggy whip behavior.
- xenoxols
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Re: {WIP} Castledoom(or doomvania)
Added some screenshots.
Re: {WIP} Castledoom(or doomvania)
Except in 'old castlevania games' were hindered by it's limitations with 8-bit graphics which is not the case with FPS games, also the other factor when it comes to environmental blood/gore in 16-bit castlevania games they were censored in the US due to Nintendo America's policies. So I think you can scrap this and go with how enemies normally die with the blood intact.xenoxols wrote:There is no blood(Like old castlevania games), so enemies explode when they die.
- xenoxols
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Re: {WIP} Castledoom(or doomvania)
Except that's part of the charm of the old games.(and the snes could handle blood/gore.)
EDIT: The japanese versions of the first 4 used the same death animations.
EDIT: The japanese versions of the first 4 used the same death animations.
Re: {WIP} Castledoom(or doomvania)
Little suggestions..
1.. the idle whip have a bad position the chain should be on the right side and no as it look now
2.. the whip no feel as a whip, why? dont have a feeling of distance between the player and the enemy (need to fix the sprite to give impresion of distance and also the tip of the whip need to be fixed with angle)
3.. maybe make the player able to move while attack kind of hard to stay hold until the whip is back to normal state
1.. the idle whip have a bad position the chain should be on the right side and no as it look now
2.. the whip no feel as a whip, why? dont have a feeling of distance between the player and the enemy (need to fix the sprite to give impresion of distance and also the tip of the whip need to be fixed with angle)
3.. maybe make the player able to move while attack kind of hard to stay hold until the whip is back to normal state
- xenoxols
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Re: {WIP} Castledoom(or doomvania)
As much as you would like the whip sprites to be angled correctly, they aren't and I think they are fine the way they are. About the stopping while attacking, that's how castlevania works.
EDIT: Even if I wanted to, I couldn't change the whip sprites.
EDIT: Even if I wanted to, I couldn't change the whip sprites.
- xenoxols
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Re: {WIP} Castledoom(or doomvania)
Does anyone think I should include the whip flailing from Super Castlevania IV? If so, how would you like it to act?
Re: {WIP} Castledoom(or doomvania)
If you mean that feature where you could swing the whip all around freely with some neat whip physics, no.xenoxols wrote:Does anyone think I should include the whip flailing from Super Castlevania IV? If so, how would you like it to act?
That would require so many missiles and complex ACS that I don't even know where to explain. Moreover, why would you need such a feature other than to show off your coding skills?
- xenoxols
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Re: {WIP} Castledoom(or doomvania)
I was thinking more along the lines of repeated weak radius damage or something like a chainsaw. I want to do it because it's in Super Castlevania IV.
Re: {WIP} Castledoom(or doomvania)
I guess you could make it just be a simple animation and call the chainsaw action, but, once again, making it act like it does in Super Castlevania IV would be a pain. So, yeah, go with the chainsaw thing you have in mind.xenoxols wrote:I was thinking more along the lines of repeated weak radius damage or something like a chainsaw. I want to do it because it's in Super Castlevania IV.
Re: {WIP} Castledoom(or doomvania)
I tried what you had displayed on the DL link on the first page. First off, the not being able to move while whipping really is not going to work for this MOD. There is simply just too much stuff that attacks you and you don't move fast enough to really dodge effectively. The whip animation needs to look like it reaches as far as it does too. All in all I can see this getting stale pretty fast just using old 8-bit Simon from the 1st NES game.
What would be cool to see, is a CastleVania MOD using resources from other CastleVania games. Such as using the Simon's Quest version of Simon with all of his inventory goodies and whip upgrades. Or even have Richter, Julius, or Jonathan as playable character. Hell, why not include the rest of the 2D cast such as Soma, Alucard, Charlotte, Shanoa, Yoko, and Maria. Much more equipment, upgrades and replay value to be had if you decide to.
What would be cool to see, is a CastleVania MOD using resources from other CastleVania games. Such as using the Simon's Quest version of Simon with all of his inventory goodies and whip upgrades. Or even have Richter, Julius, or Jonathan as playable character. Hell, why not include the rest of the 2D cast such as Soma, Alucard, Charlotte, Shanoa, Yoko, and Maria. Much more equipment, upgrades and replay value to be had if you decide to.
- xenoxols
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Re: {WIP} Castledoom(or doomvania)
There are still a lot of issues with it I know. about the stopping while attacking, if you jump while attacking you won't stop. Also, your'e not supposed to doge, your'e supposed to jump. Also, when I get around to adding new monsters it'll work better. All of the resources that are from castlevania games are from Super Castlevania IV. And about the simon's quest like stuff, that's what I plan for the hexen version to be like. It already has some health upgrades, the rib, and you can carry all the subweapons at once.(More to come eventually})
EDIT: have thought about adding other characters but I will only add belmonts.(Maybe the morrises and eric lecarde.)
EDIT: have thought about adding other characters but I will only add belmonts.(Maybe the morrises and eric lecarde.)