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Castlevania - Rondo of 8-bit [very early alpha]
#46
[Image: 1CoBi]
#47
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.
#48
What happened to this? This looks yummy.
#49
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
#50
(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
#51
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.
#52
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
#53
Yeah, I'm probably going to edit those.


It's cool to see you carrying on though, I like them!
#54
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
#55
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.
#56
(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:
#57
[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
#58
I like the extra jump frames you put in there, I kinda expected to see a classic CV jump (crouch sprite)
#59
(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
#60
Out of curiosity what tool are you using to develop your game Lexou? GameMaker or something else?


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