12-18-2012, 01:22 PM
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Castlevania - Rondo of 8-bit [very early alpha]
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12-18-2012, 06:41 PM
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.
02-03-2013, 10:25 AM
What happened to this? This looks yummy.
02-04-2013, 03:24 PM
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".
02-04-2013, 05:30 PM
(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". 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
02-12-2013, 05:12 PM
It's kinda embarrassing, but I've never actually played a Castlevania game
![]() 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.
04-28-2013, 08:59 AM
well the guy just above my post never replied to my PM
![]() if you thought this project was dead well you're right ![]() two more enemies that chris is probably gonna edit
04-28-2013, 03:01 PM
Yeah, I'm probably going to edit those.
It's cool to see you carrying on though, I like them!
11-03-2013, 12:48 PM
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 ? ![]() try and guess which one's an enemy and which one's a boss
11-06-2013, 06:34 AM
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.
11-06-2013, 09:05 AM
(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 Well unless you are changing gameplay in the series, I KNOW which is which because I've seen the game played. I:
11-25-2013, 04:08 PM
![]() 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
11-26-2013, 06:29 AM
I like the extra jump frames you put in there, I kinda expected to see a classic CV jump (crouch sprite)
11-28-2013, 09:11 PM
(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. 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
11-29-2013, 11:47 PM
Out of curiosity what tool are you using to develop your game Lexou? GameMaker or something else?
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