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Full Version: Castlevania - Rondo of 8-bit [very early alpha]
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[Image: 1CoBi]
I know this is upposed to be NES and all, but are those waterfalls supposed to be in the foreground? If not, you should probably make them a darker blue to help signify that they're in the background. Otherwise they looks like some sort of pillars or something in the way.
What happened to this? This looks yummy.
It's been a while since the last update, I'd like to see more progress too. However, I think Lexou suffers from what we call in French "flemme". Wink
(02-04-2013, 03:24 PM)Chris2Balls [:B] Wrote: [ -> ]It's been a while since the last update, I'd like to see more progress too. However, I think Lexou suffers from what we call in French "flemme". Wink

add that to my recent discovery of starcraft 2 and i think kaboom's question is answered

i didn't forget this though, although it'd be nice to find a programmer before i get too serious about things
It's kinda embarrassing, but I've never actually played a Castlevania game Shy
But, I'd be completely willing to do some programming for this project of yours. Send me a PM if you're interested in enlisting my services.
well the guy just above my post never replied to my PM Sad

if you thought this project was dead well


you're right


[Image: 2IL11.png]
two more enemies that chris is probably gonna edit
Yeah, I'm probably going to edit those.


It's cool to see you carrying on though, I like them!
so yeah as some of you may know im taking programming classes this year in highschool
and they grade you on a project at the end of the year (for the baccalaureat)

sooo what better way to motivate me to finish this ?

[Image: Z1vPhaX.png]

try and guess which one's an enemy and which one's a boss
additionally, i have researched NES hardware and I noticed that Castlevania III, despite having a MMC5 chip, still uses 2A03 music. In other words, I cannot use 7 music channels and I should be confined in 5 tracks instead.

it's going to be really limiting but it'll worth the extra effort to make it as accurate as possible.
(11-03-2013, 12:48 PM)Lexou Duck Wrote: [ -> ]so yeah as some of you may know im taking programming classes this year in highschool
and they grade you on a project at the end of the year (for the baccalaureat)

sooo what better way to motivate me to finish this ?

[Image: Z1vPhaX.png]

try and guess which one's an enemy and which one's a boss

Well unless you are changing gameplay in the series, I KNOW which is which because I've seen the game played. I:
[Image: 8aUPRoN.gif]

so i got the basics working currently working on the slide jump kick and backflip which is why they're so glitchy

im quite happy with what i've got otherwise
I like the extra jump frames you put in there, I kinda expected to see a classic CV jump (crouch sprite)
(11-06-2013, 06:34 AM)Gors Wrote: [ -> ]additionally, i have researched NES hardware and I noticed that Castlevania III, despite having a MMC5 chip, still uses 2A03 music. In other words, I cannot use 7 music channels and I should be confined in 5 tracks instead.

it's going to be really limiting but it'll worth the extra effort to make it as accurate as possible.

Divine Bloodlines (Intro)
http://vocaroo.com/i/s0cL4uELqhuk

Requiem (Menu)
http://vocaroo.com/i/s1SjfOF2nCUM

Divine Bloodlines (Stage 1)
http://vocaroo.com/i/s0jgHImDI6aR

Cross a Fear (Stage 2a)
http://vocaroo.com/i/s1tXYSiHea3P

All in 2A03
Out of curiosity what tool are you using to develop your game Lexou? GameMaker or something else?
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