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Ripping out enemy graphics: progress log and information (UPDATED 1/21/13)
On a side note, I have to say how truly AMAZING it is the # of times this game uses the small and medium flame puffs (shown below) in this game for things from dust, to blood, to water splashes…. and yet each effect STILL looks AMAZING! It’s amazing how far a little scaling, rotation, additive, and subtractive blending can go (they also don’t double the # of frames by mirroring them they way they do for the flames; which is shown below).
Small:
Medium:
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Wassup Esco! I got an idea that might help! In the Underground Caverns or Muddy Tumbs how about allowing Alucard’s wolf form sonic speed to run on the water or sinking mud puddles that drop you bellow surface back to the previous floor or something… Or like to reach the Snorkel aka “Holy Symbol” it can be a unique thing to bring to the game. After all if the bat is going to have major use for higher traveling. Use the wolf’s speed to get to certain areas that you normal wouldn’t be able to walk on… Just an idea
That…….. is a VERY unique idea. I may just use it. Thanks for the suggestion.
No problem man.
Also I just found this while searching the web:
http://leomitsu.deviantart.com/art/Castlevania-SOTN-menu-redesign-324334222
Just in case you decide to give the menu for the characters a new look
I’m on to you… and it is awesome!
Wonderful news. I hope this project never dies.
Of course, like everyone, I eagerly await this project, but one thing I always like is learning about the process and some of the tricks (or blunders) used in the original game/code. Keep it up
Keep up dude your the best around!!!!!
Esco, you’re doing a great job, I’m looking forward to enjoying the end result of their efforts =D
this rocks. thank you for taking on this project!