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Castlevania - Rondo of 8-bit [very early alpha]
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So, after making this chiptune and seeing Gors' awesome 8-bit Richter sheet, I thought it could be fun to make an 8-bit version of Castlevania Dracula X (originally on SNES)

So yeah i started making sprites, and a mockup

Enemy comparisons
[Image: 1twVJ]
Left - SNES | Middle - mine | Right - NES


Mockup comparison
[Image: 1tyF5]




So yeah, not much more to explain, besides the code...
Well I thought of 2 ways to go about this project, either :

1. A NES Romhack

Well since Dracula X's physics and engine are pretty much the same as the NES Castlevania's, it should be pretty easy (there's also a neat castlevania nes level editor program called Stake).
The problem here is that creating new enemies will be complicated. One could either make the AI himself in Assembly 6504 language, or he could try and steal the AI from the SNES game, but I'm not sure how that would work.


2. A PC based game

In this case, finding a programmer should be easier seeing as the language is pretty much free choice. In this case, now, we won't have to adher the the NES restrictions at 100%
What i mean by this is that we could even try and innovate in the game, make it pretty different from the SNES version. (I was thinking maybe have it be a linear-type castlevania, but much faster-paced, with good controls and richter's special moves as seen in SotN or Por. The final result could resemble the NES ninja gaiden games)



Soooo, why don't you all tell me if you're interested in being the lucky programmer or what type of game you would prefer (between the 2 possibilities)

Thanks in advance !


EDIT: so yeah the engine is working, building the player atm, here's what the sprites are like:
[Image: OzBqiJi.png]
[Image: jljnFTE.png]
[Image: E3DU8rS.png]
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Castlevania - Rondo of 8-bit [very early alpha] - by Lexou Duck - 11-23-2012, 07:35 PM

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