{WIP} Castledoom(or doomvania)

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
xenoxols
Posts: 2133
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

1. I will try and fix the sprites.
2. Oops, forgot to edit SBARINFO.
3. Yeah, that will be coming soon.(Finally figured out how to position the sprites.)
4. It is now what is was originally like in hexen, it was sort of an oversight how tall you were.
5. Hmm, haven't noticed this. I'll look into it.
User avatar
xenoxols
Posts: 2133
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

The whip flailing is in!! Also fixed the holy waters icon. Although the Hexen version hasn't been updated yet.
User avatar
Hornetzero
Posts: 312
Joined: Wed Dec 05, 2012 12:42 am
Location: Twighlight zone

Re: {WIP} Castledoom(or doomvania)

Post by Hornetzero »

Alright. I tried the Heretic version of this game and I have some correction sprites I designed for this:

Image

What it includes:

1, A better holster sprite
2, A new chain whip attack frame that is angled more upwards and with a smaller tip. This is so that perspective is corrected, but I need you to shift the arm and the whip to the bottom right corner of the screen and save as much center-left screen space as possible so that more of the chain whip length gets used.
3, A new projectile for the Holy water (I was kinda disappointed that you did not use mine (or even Blox's modification) of the Holster and thrown Flask perspective (First person up close).
4, Impact collision of the holy water flask. The Flames below are created according to how many you think are suitable in the radius of the affected area.


Last of all, the Whip flailing is pretty good, but its not at all how I envisioned the animation to look in game. As of now it looks too horizontal. Maybe if you cut the length of the chain in each frame after the first two frames (the frames with the visible morning star tip), it would correct the horizontal perspective and make it more towards the front.
User avatar
xenoxols
Posts: 2133
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

Sorry, the next version is complete but I can't upload it now, at camp and I have to use my slow phone connection. So expect to wait a bit.
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: {WIP} Castledoom(or doomvania)

Post by Mav3rick »

if this is the idle whip in hand, will no be better if the "red" part of the chain is on the "white" side ? you know like falling down since is been hold on the air
Image

and can you make the movement chain be more curved to make a effect of movement?
User avatar
xenoxols
Posts: 2133
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

Uploading it now. It might take a bit because I'm at 20-60 kilobytes per second up.
Jinal
Posts: 317
Joined: Sun Apr 06, 2008 2:51 pm

Re: {WIP} Castledoom(or doomvania)

Post by Jinal »

xenoxols wrote: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.
Charm or not, but it's unnecessary or taking it too far in a FPS game where you could might as well play the original game.

If a FPS Castlevania game would have been made, enemies would have left behind corpses.

Of course though I would like to see how gory the deaths are for the Castlevania enemies...
User avatar
xenoxols
Posts: 2133
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

This not supposed to be a "What if Castlevania was an FPS?". This supposed to emulate the early Castlevania games in Heretic/Hexen. Aside from bloodlines, NO enemies had violent deaths, and I'm keeping it that way. Also, I'm going to try and upload it again.(Last time failed.)
EDIT: AHHHHHHHHHHHHHHHHHHHH, why does my connection keep going out while I'm trying to upload this?!
User avatar
xenoxols
Posts: 2133
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!! I finally uploaded it, it turns out that my camp network does not block mediafire. Anyways, It includes new sprites including somewhat perspective fixed whip and Blox's holy water sprites.(Also put whip flailing in Hexen version.) Expect to see Richter sometime soon.
User avatar
Jaxxoon R
Posts: 772
Joined: Sun May 04, 2014 7:22 pm

Re: {WIP} Castledoom(or doomvania)

Post by Jaxxoon R »

I tried something
Can't you tell

Hastily-done perspective-corrected sprite (could use touching up), looks alright at a glance. Looks like shit when you use it really close to a wall or enemy, though. The only real way to fix this once and for all would be to use 3D models.

By the way, I'd recommend you use the Dracula X sound effects instead, if you can get your hands on them, of course.
User avatar
Hornetzero
Posts: 312
Joined: Wed Dec 05, 2012 12:42 am
Location: Twighlight zone

Re: {WIP} Castledoom(or doomvania)

Post by Hornetzero »

The more you distort the chain whip graphics, the more it ends up looking really bad. That sprite you have is good, but it sacrifices too much of the pixels with distortion.

Xenoxols, I think you have done great on the new update but I really miss the look of the whip from your earlier version (the one in which the arm is visible). Perhaps you could use the earlier version for the whip in its starting state and use the corrected version after you get the upgrade. Also, when I said move everything to the right and bottom, I didn't mean to hide the arms. That's when of the more visually appealing graphics you have designed.

As for the flailing. It looks MUCH better now. However, I was wondering whether you removed the removed the first two frames and hid the arm for achieving this effect (I was correct about the fact that shortening the length of the chain would make this look better). Is it possible to have the arm displayed, along with all the frames, but with shortened chain length?

Lastly, I think you got the wrong idea on how the holy flask sprites were meant to be used. The one that is shown as a projectile in your heretic version is suppose to be held in your arm while the player does the throwing animation, and then a different sprite (The projectile sprite) is launched.


Anyhow, I'm almost done with the Behemoth. Would you like to add that as a monster in this game?
User avatar
xenoxols
Posts: 2133
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

Thanks for the comments, I didn't really like not having the hand on the whip itself, so yes, I will add that back in. As for the holy water, that makes sense, because I thought that looked weird. About the flailing sprites, the first frame is barely visible, and I'll try and see if I can get the hands with it. Although that might not work with the sprites. About the behemoth, while I would like it, I can't see what monster it could replace/where it would fit in. Maybe a smaller version would work. Although the perspective on the distorted whip is better, it does look really bad otherwise.(Maybe have a version with and without.) Anyways, my top priority right now is finishing Richter Belmont, so the Simon's sprites may still look weird in the next release.
User avatar
Hornetzero
Posts: 312
Joined: Wed Dec 05, 2012 12:42 am
Location: Twighlight zone

Re: {WIP} Castledoom(or doomvania)

Post by Hornetzero »

Well, here is the distorted correction by jaxxoon R, now done by me, and without any distortions(my one is on the right). Try it out and let me know if it gives a better perspective. Perhaps it can be added as an additional frame or alternate attack frame to the upgraded whip.

Image
User avatar
xenoxols
Posts: 2133
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

Re: {WIP} Castledoom(or doomvania)

Post by xenoxols »

Thanks, added the fixed perspective whip sprite. Also added Richter Belmont!(Heretic) Although he doesn't have item crashes yet, so Simon is pretty much just better right now. Richter has less health, does slightly less damage, attacks faster, and starts with vampire killer fully upgraded.
User avatar
Hornetzero
Posts: 312
Joined: Wed Dec 05, 2012 12:42 am
Location: Twighlight zone

Re: {WIP} Castledoom(or doomvania)

Post by Hornetzero »

Urghhh... the tip of the whip looks wrong. I have got a new sprite for this, but its time I should probably let you work up on the engine and fix the bugs/make improvements before I bring more stuff in.

Either way, its going great. Just please try and fix the sprite usage for the holy water and the use of the "flail" attack for the whip (which is essentially the inclusion of all frames and the visibility of the arm). Speaking of visibility of the arm, I think more of it should be revealed in the screen (like in your earlier versions of this engine, with the difference being a slight shift towards the right of the screen). I think I was wrong with stating that moving everything to the extreme bottom right of the screen would fix perspectives, when it doesn't and instead, hides the sprite essentials.

Keep this up and you may win a cacoward for this xeno. :D
Post Reply

Return to “Gameplay Mods”