{WIP} Castledoom(or doomvania)

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Hornetzero
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Re: {WIP} Castledoom(or doomvania)

Post by Hornetzero »

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
I don't think the angle can be adjusted any better. They are sprites after all and not 3d models. What can be done of course is using code to adjust the offset and rotation of the animation. That's up to Xenoxols though.


Anyway, swell work Xenoxols. I do hope you plan to add the chain whip "flailing" attack is it can be useful for killing creatures right in front and back of you (I have already done the sprites for that attack anyway).
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AkumaKing
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Re: {WIP} Castledoom(or doomvania)

Post by AkumaKing »

Actually, you don't need to mess with code to change the sprite offsets. There's a feature in Slade3 that allows you to adjust the sprites' offsets directly.
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xenoxols
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Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

I think the whip animation is fine, although if someone can animate it better, I'll be glad to use it. About the flailing attack, I'm having trouble fitting it in the fighter's hands.
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xenoxols
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Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

There is now a poll about what character I should add next.
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xenoxols
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Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

I have Trevor's HUD sprites completed, and it will be hard to find hands(and sleeves) for the rest of the characters, but the second character I implement(First is Simon, already in the game), will be the winner of the poll.(which I will look at in a few days.)
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AkumaKing
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Re: {WIP} Castledoom(or doomvania)

Post by AkumaKing »

Trevor seems to be winning. This makes me a happy camper.
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xenoxols
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Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

Hmm, if Richter wins I'll have to figure out what hands and sleeves I should use.
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Re: {WIP} Castledoom(or doomvania)

Post by wildweasel »

I'm voting for Richter, but only if he gets his awesome blue longcoat from the Symphony artwork.
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xenoxols
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Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

If I do Richter, he will(preferably) look like he does in Rondo of Blood.
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xenoxols
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Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

Small update to the hexen version, the life bar is now different, and slightly changed life pickups.
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xenoxols
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Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

If I do Trevor, I'm thinking maybe you could find Alucard and switch between them. However, like in Dracula's Curse, Alucard would be pitifully weak, but has range and can fly.
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xenoxols
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Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

Next vote between Richter and Trevor decides it.(Richter will take MUCH LONGER to implement than Trevor.)
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xenoxols
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Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

Richter it is then. Hello item crashes, goodbye available sprites.
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xenoxols
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Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

Small update, new holy water sprites from hornetzero, and in the heretic version you now always pick up items(besides health).
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Hornetzero
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Re: {WIP} Castledoom(or doomvania)

Post by Hornetzero »

Well Done Xenoxol. Although I have few issues with this:

1, It seems the full length of the whip is not utilized. Perhaps if you can shift it a bit more to the right and slightly adjust it to offset at the bottom, it would look better. Also, the whip needs a little more power behind it, along with doing sweeping damage to enemies who are attacking the play from his right side.

2, The holy water flask projectile sprite is not as good as I had hoped. I will provide a better one. Also the flask sprite displayed on the inventory is different from the pickup one shown.

3, Once more, the secondary attack of flailing the whip would come really handy in dealing with those pesky bats who attack from behind and front (Which is exactly why the flailing motion was given in CV 4). What's the issue with this again?

4, Have you reduced the player's height? He seems... shorter for some reason.

5, The Axe doesn't move straight. It moves slightly off center.


All in all, this is great work regardless.
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