Everything you ever wanted to know about the hack/engine:

A QUICK NOTE: I will no longer be posting updates on the Castlevania Dungeon Forums. Please check the blog here for all updates.

This post in particular is LONG, but will answer a LOT of the questions I have received about the engine in general. Things like gameplay, characters, weapons, concepts, etc. This post will be all about things planned for the engine, so feel free to glance thru it.

With my classes over for the next 2 months, I will actually have some free time to hopefully get a bunch more coding done towards the engine. For the last few months in my free time (which was very minute) I have been ripping sprites from SOTN, and coding in animations, including some of the multi-object enemies like stone rose, red slasher, diplocephalus, etc. that use primarily code to animate themselves (about 35 enemies total are done).  This has been a serious learning experience for me, and has helped me greatly in learning how to code the engine. I plan to continue pulling out sprites and setting up the offsets, hitboxes, and animations during my downtime at work as I have been doing, but I also now have free time to actually sit down and think about what should be in the engine, why, and then code it.
My biggest concerns for the engine when doing this is not “how hard is it to code something” (I figure that since I managed to code the hell that is wolf, as well as the mist, I can do ANYTHING lol) but instead I ponder things like “does this weapon/move have a good & unique use for the character,” “will including this make this character better than the rest,” “is this something the fans will miss if I take it out” and “can this be abused to make the game much easier than it should be.” These are things that I CONSTANTLY have to take into account when figuring out the characters and their sub weapons, special moves, familiars, relics, etc.
I also have to think heavily about the game’s systems; things like damage calculations, healing items, equipables, etc.. SOTN is over 15 years old, and a lot of the systems Konami used back then. are just plain outdated now. So here are some changes I have planned:
  1. New setup for resistances: enemies either take normal damage (1x), are weak to it (1.25x) or very weak to it (1.5x), strong (0.5x), immune (0x; rarely used), or absorb(+0.5x; this would be very rare).
  2. Possible elements: fire, ice, lightning, dark, holy, and spirit. There will be a few other ones (explosive, holy water, dive kick), but those would be rarely used and unique to 1-2 attacks only. Weapons will be either strike, cut or pierce (though this doesn’t matter much since VERY few enemies will resist physical attacks, with the exception of ones with armored status; more on this below).
  3. What about stone, poison, and curse? these are now status effects. Poison subtracts a set amount of life from an enemy for a set # of times. Curse slows an enemy down for a set amount of time. Stone petrifies an enemy; either forever, or once for a short time. And let’s not forget about the stopwatch too. I also added in 4 other “statuses:
    • Armored: existed before, but was just lame. It makes some attacks bounce off an enemy. Also most cut/pierce attack weapons (with a few exceptions) do reduced damage by 25-75%, and most others attacks do 10-20% less damage. This can be destroyed with an armor breaking move (each character has at least one). An example of something that can do this: the club weapons critical art. PLEASE NOTE: armor status is a separate entity from the defense stat for enemies so this won’t work on everything.
    • Critical Blow (NOT TO BE CONFUSED WITH CRITICAL ARTS; more on that soon): in SOTN you will notice that a  lot of enemies have a pain animation they go into when hit. This could be done over and over and made the game easy. Most of them now RARELY go into this. That is where critical blows come into play: they send an enemy into their pain animation. This doesn’t work on all enemies; and when it does it still CANNOT be used over and over infinitely. But this could save your skin if for example red slasher is about to stab you and kill you, and you knock him out of the attack. An example of something that can do this: Alucard’s uppercut critical art.
    • Purify: this is a rare one; I can only think of two enemies that would be vulnerable to this: red skeletons, and wraiths. Both are enemies I have set up to keep coming back to life. When hit by this status, then killed, they just do NOT come back. This is of course something that is rarely used in attacks, or it would defeat the purpose of having the resurrecting enemies in the first place. And YES BTW…. I did already duplicate the effect from POR for when a red skeleton dies. It was too neat looking not to. ;)
    • Paralyze: this…. might be hard to explain. Normally when you hit an enemy, a small amount of stun is done to it (which I reduced quite a bit from SOTN, since the amount in it is WAY too much). There are also some enemies that are immune to this stun (hippogryph for example). This is basically another type of stun, that can work on some enemies who would be immune to the normal kind. It also keeps them in place for longer. Of course, something like this is used rarely, and I can only think of 2 things right now that would use it: one is vibhuti (YES, that is the right spelling, lol), the other is the neutron bomb (which is a crash type attack now). I may also make some ice attacks use this, but for balancing reasons I am not sure yet.
  4. Elements and how they are taken into account for damage: It makes no sense that you cut an enemy strong to fire with a flaming sword, and HEAL it, or do almost no damage. It’s a SWORD! The flames might not work, but I’m sure that the gaping wound you would leave in it would NOT tickle, lol. I redesigned this in a manner so that if you are using something like a club, sword, knife, etc. while the element attached to it can do extra damage, it will NEVER detract from the damage of the weapon itself. UNLESS, the enemy is strong to physical attacks (if I use that it will be VERY rare), in which case then the element attached can either result in the attack doing half damage, or if weak to it, extra damage, thus negating the physical attacks defense.If an enemy is IMMUNE to physical attacks (I could think of maybe ONE enemy that would use this only) then the element attached is irrelevant.
    Of course, that is for a weapon that lets say does some kind of elemental damage too as part of its attack, but generates no extra separate objects. If a weapon emitted flame objects (for example), the weapon itself might do physical with fire attached, but the flames it produces would hit separately and be just magic only. Thus you can inflict normal damage with the sword, but those flames might still do less damage (or more).The point behind this? Keeping time you used to waste switching equipment and weapons to a minimum. This means less trips to the menu and more fun action platforming time.
  5. Sub weapons/limited use items: there are NO more limited use items (ex. shuriken, bommerang, pentagram). 95% of them are now sub weapons or crashes. The only ones I have so far omitted are the monster vials (we have enough bats as is, the skeleton one is like a shitty axe, and the merman one was just……. useless). The rest have been divided up between the characters (more on that below). Sub weapons can level up now BTW, and they do so pretty quickly.
  6. Healing items and status curing items: how annoying is it to keep going in and out of a menu to equip then use these? How about when you had a fairy waste one and you didn’t need it? Both of these things SUCKED. So what did I do? First simplified what you have: potions, high potions, super potions for healing HP, antivenom and uncurse for status effects, and heart refreshes for hearts (now a pickup only like normal hearts but they restore 20; bye bye LONG animation). MP restores MUCH faster now, so there is no manna prism. Second, I set it so you can only have 9 of each (except high/super potions: you can hold 3/1 of these only.) Lastly you now have 2 options to use these:
    • You can still go into the menu and instantly use a  healing item it by clicking on it as needed.
      Or better yet:
    • You can set up something in the menu that will let you auto cure poison and curse (if you have the items), and also something that will heal you instantly and automatically when you get below a certain % of life or hearts. You can also choose what order to use the healing items in (in case you first want to use potions for example).
  7. Having unique colored capes: you now can choose one of 2 options in the in game menu: using the colors of the cape you are wearing, or a unique one that you pick yourself.  And yes, other characters besides Alucard have this too (though the color changing parts may not necessarily be a cape). This means you can be wearing the twilight cloak and get the boosts from it, but still have your bright blue colored custom cape.
  8. Relics & Moves: less relics. Period. And you get most of them & your moves earlier in the game so you can enjoy them sooner. You will need to use them more strategically too if you want to survive. I limited overpowered ones, and strengthened weak useless ones. Due to how fast MP recovers now, it will be limited to use for critical arts, backstepping, the charging move (ex. teleport, frenzy whip), high jumping, dive kicking, healing moves, familiar specials, and a handful of other things. This means that Alucard’s spells are now either sub weapons or crashes, so that he doesn’t have a HUGE edge over other characters.
  9. Weapons, armor, helms, etc.: I have gotten rid of all the redundant trash (there were literally 40 swords that use the EXACT SAME ANIMATION). Some weapons are now just for critical arts, some went to another character, etc. I will be setting these up so each weapon/armor/helm is an upgrade over the previous one (with a few rare exceptions). I will also be putting in an auto equip system, so that when you get a better item, it is automatically put on (this feature can be turned off). I also intend to change a lot of the accessories to actually have unique and powerful effects. This will also greatly cut down trips to the menu.
  10. Familiars: no longer have 99 levels; they may have 3-5. And they do much less damage. They also have specials that you can use on command. Maria’s are the strongest since she relies on them more than other characters.
  11. The HUD: needs to be changed. The old one is ugly and won’t work. I have already gotten one or two submissions for this, and while their makers did great work, I just wasn’t feeling them. I am open to suggestions here.
  12. In game pause menu: same as the above. Anyone who wants to try their hand at this, let me know. I already have 75% of it done, but will need someone to help with a design for the monster encyclopedia.
  13. The map: will be changed slightly. I will now have some kind of indication on where revealed items (meaning if something is in a wall, you have to break the wall “revealing” it) are that you have missed similar to metroid zero mission.
  14. Experience, Leveling up, and stats: I intend to put in a LOT less life max ups, and add in MP max ups. I also will have little pills sitting around to boost yours stats by +1 (str,con, int, lck, and the new mnd stat) that you will be able to find. Instead of gaining levels with exp it can be used to bring up your 5 stats, or familiars, and whatever else I implement however you chose. So you can basically customize your character to hit really hard with attacks, but have a low defense, or make one that does quite a bit of damage with subs. This would be similar to circle of the moon’s many extra modes. Each stat WILL have a cap for balancing purposes though based on what stage you have reached.
  15. Stages and Lives: yup, there will be a stage system in the game. You will have lives, and there will be pitfalls and other instant death traps. You will see crumbling and spinning platforms, and a bunch of other classic Castlevania traps. There will be checkpoints, and saving still, but it will be different. And yes, you will still be able to explore the castle looking for rare stuff and replay beaten areas.
  16. The librarian: going back and forth to the library would be annoying. Instead I plan on making a shop menu pop up after each stage is beat as well (once you find the library card, which will be given to you the first time you visit the librarian). Most items will also be sell-able, and he will have better stuff as the game goes on. The bestiary will be accessible from the start menu instead, as will a music test. I am unsure, as to whether any boss strategy vids will be done at this time, as now we have youtube for things like that.
  17. Enemies and Bosses: there will be new ones. Most old enemies will also have new attacks and quirks. Bosses will all have new moves and patterns.
  18. Enemy drops: I mentioned what I call a guarantor system before; this means basically after killing an enemy a certain # of times you are guaranteed a drop. But this only happens once. If you grab the drop, and you want more of it, it’s all about luck grinding again. This will save people HOURS grinding for that one item that just wouldn’t appear. Also, the game will auto save your drops, in case the power goes out, or something else accidentally resets your game, or you just plain die.
  19. Scoring and an in game timer: yup! I’m taking it back to old school. These will both be in game as well just like the old Castlevanias. And yes, there will be a ranking system based on performance. This will hopefully add even more replay value to the game.
  20. The Arena: NOT the Colosseum stage; but a collection of challenges, extra bosses, and other things that just don’t make it in game. You might even see some reverse castle areas here, and some boss rushes.
  21. A new 2nd castle: yup. All new areas.Anyone who thinks making the 2nd half of the game a reversed version of the first was brilliant, doesn’t truly have a grasp on why Konami did this or is just in denial. It was a cost, time and resource saver for them, and the beginning of what I call their “lazy age.” The ideas I have for stages here as follows, but these are open to change as needed and I will gladly take suggestions for things to put in here:
    • Sky Walkway: a series of aerial platforms and break away ledges. You will acquire bat mode here, and then have to negotiate traps as the bat to get thru here; all while being chased by the massive darkwing bat.
    • Muddy Tombs: a mix of CVIII’s swamp, and underground tombs. You will have to deal with tons of toads, wakwak trees, mudmen, ghouls, slimes, mummies and other horrors in an attempt to get to the tomb of the twin Akmodan mummies.
    • Garden of madness: green horrors everywhere! Stone roses, skeleton farmers, venus weeds, and other plant life abound. Mandragora’s can make your life VERY unpleasant here, as can the elevators found within it’s walls. At the end of it all you still have to deal with Medusa, and she isn’t happy you made it thru her garden.
    • Cursed Prison: a forsaken place, with torture chambers that have deadly equipment, and cells filled with the remains of their victims. The halls are lined with flesh experiments, the worst of which is the Creature itself.
    • Skeleton Cave: a cavern made of bone and rocks. Skeletal enemies abound here, and it is rumored that the remains of zombified dragon are found here. One can assume that Death is well aware of this fact as well, which does not bode well at all.
    • Ghost ship: a series of abandoned ships, and underground caverns & temples. This will be one of the rare areas of the game where you get to walk around underwater a bit. Be careful not to drown in the process. And then there is the fact that you will have to face yourself in a battle to the finish at the end of it all.
    • Center of evil: the dark halls where Shaft performs his rituals to revive count Dracula. Powerful enemies reside here, and shaft himself will venture out to ensure that you never make it to your goal. And even if you do, you still have to overcome death itself if you want to get anywhere near Shaft and his master
    • Treasury (extra): a place filled with wealth beyond your dreams. One can assume that this much money is guarded VERY well.
    • ?????? (extra): Galamoth calls this place home, and you just stepped right into his turf. IF his minions don’t tear you limb from limb, you still have to deal with their master. Good luck.
Now that we have talked about the game itself, let’s talk characters, starting with our main star, Alucard:
  1. His personal sprite sheet is 100% done. I might need a frame or 2 for the wolf’s pain animation, but otherwise he should be done. It would be nice to give him better “slashing” animation for swords that involve a combo (same for knuckles), but that is optional and something to do MUCH later.
  2. Weapons wise he will have knuckles (the critical art will be an uppercut similar to blue knuckles but with a new animation), knives (unlike other cut weapons, these aren’t reduced in damage; it’s critical will be the holbein dagger’s attack improved), spears (javelin toss will be the critical), great swords (rune sword will be the critical), clubs (armor basher for a critical), and swords (valmanway slashes/firestorm for the laevatin[sp?]). I was going to include new katana types, but they would be just extra, and fairly pointless and instead have given another character long swords. He will also have several other extra critical arts that were in the original SOTN.
  3. His sub weapons are the shuriken, boomerang, stopwatch, hellfire, summon spirit, pentagram (low damage, inflicts curse and stone status), bat fire (bat mode only), and wolf’s howl (wolf mode only). I am considering giving him a new black lightning sub, but this is still up in the air and probably not going to happen since Richter has the agnea aleady.
  4. His Crashes are Tetra spirit, dark inferno, Power of sire, Sword Brothers, flaming razorang, crescent moon, and flaming stars. I was also thinking of giving him another crash: either blood cross, or demonic megido but as of now there is no point.
  5. Alucard moves quicker now, but his form changes are limited in some areas, so he can’t abuse them. The wolf is much quicker, has a double jump, can bounce off some objects, can charge, and has a better attack. The bat is quicker, and better attacks, but the form change time is limited (so is the wolf, but not as much). Getting hit once no longer knocks you out of a form change (though the bat takes extra damage).
  6. two of his familiars do not need to be equipped: the fairy automatically can still make you resistant to elements (if you have the resist item needed), can point out some secrets, and still uses the hammer, but with auto healing being possible and extra lives her other moves are useless and omitted. The bat only appears in bat mode, and spits smaller bit fireballs with you.
  7. You can select between a sword and demon familiar (see 3 characters down for who got the ghost). The sword still has it’s spinning attack, and the higher level attack is now a special. Upgrading him teaches sword brothers, gives him a holy edge, and eventually makes him the ultimate great sword. The demon learns more specials as he levels up (thunder spear is now dark element BTW). When you use his special, he will pick whichever one will damage the enemy the most based on it’s defenses.
Now for Richter:
  1. Thanks to Moon_man a.k.a. bullockDS (and his girlfriend, who has been a huge help to him), his new sprite sheet is about 90% done. He will need several new animations including a double fisted strike, animations for punching combos, whip swinging, and for his 3rd weapon set (see below), but other than that he is mostly done. I will also need new whip animations for his different whips, as well as animations for his 3rd weapon set.
  2. Weapon wise he will have knuckles & the tonfas (better than Alucard’s; the critical art is pummel which is the original one from SOTN), whips (the critical art is a critical blow with the whip that can be spammed, similar to Johnathan’s from POR), and combat crosses. These will be similar to in Mirror of fate; meaning you will have a long range horizontal attack, and a more vertical one; though they will be  quicker and longer range than whips, they are weaker and not as good as them defensively. It’s critical art will be the Chain Saw move from LOS.
  3. For sub weapons he will have the usual: daggers, axe, holy water, cross, stopwatch, bible, rebound gem, and agnea. However, there will be 2 ways to use each one. An example of this would be the blue holy water wave, and the green one that stays in place but lasts longer and does more damage. Another one would be the classic bible, and the SOTN one that encircles you.
  4. His crashes are the same as before with the exception of the rebound gem ( I will be modifying it to NOT be so useless) and stopwatch (ditto here).
  5. Since the characters move faster, he no longer has a dash. But he does have a full move set now and specials. For blocking he uses Cyclone whip (coincidentally this is very similar to the one MIG used in his awesome game; great minds DO think alike) and can brandish his whip. He also has two types of MP similar to LOS: one for healing and defensive moves which recovers slow. And one for attacking that restores really quick, making Richter an offensive beast.
  6. He doesn’t have familiars. Instead he can use one of 4 stats boosts: one that increases the power of normal attacks and martial arts moves. One that increases defense and increases his blocking gauge slightly. One that increases sub weapon damage and lowers heart costs slightly. And lastly, one that raises magic defense and makes him heal more HP from healing moves. These normally stay on constantly, be he can also use a booster special to increase their effect for a little MP.
  7. Richter’s game WILL have a story.
Now for everyone’s little favorite blond vampire hunter, Maria:
  1. With the amount of sprites she has in both the DXC version, and the saturn one, added to the custom ones LASUNDER made for me (thanks a ton again man), she should be about 97% done. I may need a new animation for her magic shots attack from the saturn version, as well as one for when she uses fencing swords, but that’s pretty much it for her. I WILL NEED animations for her new attacks themselves though; this includes bows and arrows, and different flying animals, etc.
  2. Weapon wise she will have fencing swords which have the shortest range but do the most damage (these act similar to the one’s soma uses, but quicker; the critical art will be the one used for the rapier and werebane in SOTN originally), flying animals which are just like her white owls in the dxc version, but also include stuff like the chakram and heaven sword (the critical art will be swarm, which is similar to the dual heaven sword special in SOTN), bows and arrows which do less damage the further from you the arrow hits (it’s critical will be triple arrow, which fires straight up and rains downward if you are on the ground, or fire downward at a 45 degree angle in the air), and magic bracers/firearms; these act similar to her magic blasts in the saturn version, and are a kind of shooter mode (the critical art will vary for these).
  3. For Sub weapons she will have the bird, turtle shell (acts like a divebombing attack if used in the air too), cat, dragon, stopwatch, music book, egg (heavily changed) and a fairy (acts kind of like the one in LOS).
  4. For crashes she has the 4 from DXC, and also a new one for the music book that acts like her version of 1000 edge, her egg one from drac x, time stop, and a new one called Aurora Borealis.
  5. She also has a full move set now, and uses either the turtle shell to block (costs hearts) or turtle familiar which becomes a shield. Though since she is mostly long range she has the smallest # of specials. But that is also because of………..
  6. Her familiars being so useful. They each have a powerful special move, and their normal moves are just as useful. Including an exploding fireball, Tiger scratches, a shield, and lethal icy breath. For specials they have explosion, chain lightning, rock riot, and a move where seiryuu circles you; making it a kind of stone circle special.
  7. Her game WILL have a story.
Last but not least, we have a character that I have wanted to see get a full game for some time. The Axe Armor Captain:
  1. He still needs just about all of his animations. Haven’t even touched him yet.
  2. For weapons besides his usual axearmor voulges, I was planning to use great axes, warhammers (these would be swung the same way hammer shakers swing them in OOE), utility weapons (gurkha, drill, razor disc, etc.), and longswords (these would act similar to the original great swords in SOTN, but with more speed, and wider slash. For critical arts: shockwave (similar to the one Serio has in his game), giant’s axe (similar to shanoa’s heart using special), ball and chain (similar to heavy armors/plate lords or Johnathan’s from POR but improved), a charging forward move for utility weapons, and a spark that creates a whirl of blades for long swords (originally from Katanas). I am open to suggestions here though too.
  3. For sub weapons: bwaka knife, axe, bommerang axe, stopwatch, rock/dynamite/bomb, iron ball, stonewall defense, and vibhuti.
  4. for crashes he will use shield rod spells; armageddon (dark), ethereal beam(skull), salamander(fire), petrifying rays(medusa), twin edge (knight), and summon axe armor(axearmor). Other shields would just give him an elemental defense boost for a limited time (way better than the one the fairy can give Alucard). He also uses a neutron bomb as a crash too.
  5. I have already figured out what most of his move set will be. He will still have puppetmaster doll, but it is now a special. I am also considering give him a moving crouch similar to Simon in CV4 instead of a slide. I am also thinking about giving him some form of wall climbing similar to grant from CV3 but using a grappling hook; but this is still up in the air. He also has the best shields and blocking ability, and is able to walk around with a shield up like Alucard, but with more vertical range to them.
  6. So far I want to give him the ghost familiar, that would be used as a special move to curse enemies, and drain a small bit of life. I am also thinking of giving him a black panther familiar, whose special could be a wind shield around him similar to the one in POR and DOS, since his specialty is defensive abilities. Possibly a saintess faimilar that could have attacks similar to Sypha, but I am unsure here. I am open to suggestions here that would more fit his theme with being a knight for familiars/boosts.
  7. I have NO CLUE how I could give him much of a story; maybe just a few silent cut scenes here and there.
PHEW! That was one HELL of a long write! But I think I covered just about everything I could think of that I have planned, or already worked on. Although this list sounds HUGE, a lot of this isn’t that hard to do; just time consuming.
I also know that a lot of this stuff sounds different from the original SOTN, and might even scare some people that I will “ruin” it. But the fact is that the game is 15 years old and needs an update. One that will make it even more fun, and mix old school Castlevania, with the metroidvanias, as well as throw in some fun new surprises. If any of you have doubts of my ability to do this: just play the demo. It speaks for itself I hope. :)

However, I am definitely going to need a little help too. The biggest thing I need help with is coding graphics effects in game maker (I could use an adviser/tutor with those), and sprite making (I definitely need some people to do this). Unique stage layout ideas and things are always welcome too within reason. Normal coding is NOT an issue for me 90% of the time. Keep in mind too that I am willing to offer people decent pay for good help, as long as the person is reliable, and willing to put as much heart into their work as I try to do.

P.S. if you think this post took forever to read, imagine how long it took me to write it. O_o lol

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21 Responses to Everything you ever wanted to know about the hack/engine:

  1. maikson says:

    A question: The drop

    Every metroidvania game it’s a nightmare when you got the drop but can’t reach them, ou simply go out of the room, the drop will have more time to desappear? Will desappear when you go out of the room? Can a familiar go get the drop for you ?

  2. Andy says:

    Was reading this over again and I had a question: How will instant death pitfalls work alongside map exploration? I think most Metroidvania fans will instinctively jump into every nook and cranny just to reveal the entire map. Will there be a way to distinguish between death pits and an opening to say another floor/level?

    • Esco says:

      Yup. For one thing if there is no passage down on the map (which you can see in SOTN too), then it is a death trap. Also, I could set something up to make it look darker near the bottom when it is a pitfall. Then again, you won’t need to do so much rubbish now just to reveal a small square on a map that has nothing in it. :)

      • Andy says:

        You’ve really thought of everything! I am so excited for this game. All the new features you have planned sound incredible. This is what SOTN should have been all along.

  3. YuriSakaiUGX says:

    Hello Mister Escobar. i´ve searching for a skeletal animation engine example to my game and looking thru the Internet i found your´s.
    in how much time you will put it as a public release AND
    reading your others post´s i have discovered that you use a One Frame sprite system. can you ask me why ? and the advantages of this method ? i think that we can help each other in term´s of coding.
    and as a fan of CV that i am i must admit that your work is awesome.specially the way how you are App LoS spec´s on Sotn..this certainly will create a interesting atmosphere on the game.
    Best Regard´s

    • Esco says:

      Glad you like it, but as it says in the FAQ please don’t ask for releases; that code comes out when it comes out, that’s all I can say there.

      I use a one frame sprite system (if by this you mean each sprite is a separate entry in GM, instead of having 10 images under one sprite) because it let’s you adjust the hit boxes more precisely, and also minimizes use of the precise collision type (I use rectangle mostly and circle slightly) 95% of the time. In many games each sprite has it’s own hit box anyway; only when the sprites are all VERY close hitbox wise will I use multiple images for one sprite entry in GM.

      Coding wise, if you know how to code in 3d stuff (primitves, 3d views, etcs.) or lots of graphical effects (for example stuff involving blend modes in GM) then maybe we can help each other. Everything else I can handle fine. :)

      • YuriSakaiUGX says:

        Sorry for asking about the update.
        cool. this way you will save disk space and memory on the action^^.and make the collision physics of the game more accurate.
        sadly the 3d stuff of the game maker is limited only to a cosmetic. the problem relies more on creating a 3d effect than coding it.
        in sotn (if i remember correctly) the bat echo is a primitive but in itself have a separated object that do the collision and damage . the 3d effect is just … a effect.
        about the blend´s what you exactly want to create with it ? a new color system.
        an alpha mask effect on the background ?
        the function draw_set_blend_mode_ext is very straightforward.and have many thing´s to do with it.
        the interpolation on GM cause serious damage to the color system by using blend modes. i think this will be a problem to you. to fix this try to use a alpha mask to erase the background of Al´s sprite and erase subsequent´s areas of where the sprite will appear.
        when the image element´s combine on the blend with the new color capes .they will not have interaction and will fit perfectly.

      • Esco says:

        Sounds like you know your stuff pretty damn good. :D In my case, the issue with interpolation and the cape was easily fixed just using a surface. Other than that, interpolation makes the effects in game look AMAZING, even though they are so small and I rarely have issues with it.

        You are 100% right about the bat echo and 3d things; they all actually have no collision, that is on a separate invisible entity.

        I do not know how to use alpha masks or GM I comprehend why I would need one; But I would be happy to learn. :) The same with blend modes. Please send me your skype name and we can chat on there further.

  4. This is gonna be the biggest fan game made ever. Keep the good job!!

    • Esco says:

      Thanks, and I am glad that you like it, but next time please do not drop me 4 comments in one day just to tell me how much you like it. That is overkill; one would be enough.

  5. Rav says:

    I must say this is marvelous. Just the sheer amount of effort you are putting into “Symphony of the Night Hacked” is pretty extraordinary. However, I was hoping for more of an add-on hack, like, having the same exact game, but adding new enemies, content, stages, etc into it. I always thought it would be cool to have portraits like “Portrait of Ruin” added into Symphony of the Night that will take you to new areas to fight new creatures and bosses. Like, say for example you go to the Reverse Library and there is a portrait that you hop into were you fight the bizarre monkeys wearing the vest from the Wizard of Oz. I do love the direction you are taking with the hack, although I am slightly confused whether to expect a hack similar to “The Dracula X Chronicles” or a hack similar to “Symphony of the Night” with stage elements implemented into the game.

    Now I have a couple of questions.

    Will you add other enemies from other Castlevania games into the hack? Say for example, adding the Golden Skeletons from “Portrait of Ruin” or the Devil from “Circle of Moon”.

    Will there be save rooms in each stage or will you have to reload from checkpoints?

    Last question, will you need to replay an entire level in order to get rare drops or can you get rare drops and leave the stage?

    Nonetheless, I can’t wait to use the hack especially for the Ghost Ship stage (sounds very intriguing) and playing the revamped Axe Armor Knight. I wish I could contribute as I myself make mods for Elder Scrolls Oblivion, but I highly doubt that I could be of any help with the sprites and code. I do apologize if I’m giving you my fantasy Symphony of the Night Hacked game. It’s just that I never imagined that you could alter/recreate a game in such a way. I can’t even describe how impressed I am, just fascinating on a legendary scale. Thank you!

  6. J-dawg says:

    This project continues to sound more awesome all the time. I’m sure that your changes/updates will be welcome improvements. And I can’t believe all the hard work you’re putting into this!

  7. SS says:

    so No more katanas for Al ? = (

  8. buttersoft says:

    Wow, amazing! Thank you for the update, and for putting the effort into such an amazing vision. I can’t wait to play it when it comes out.

  9. Inccubus says:

    I like most of this. It’ll be interesting to have a version of SotN that is structured more like RoB. The only things I’m so enthused about is Alucard’s spells being sub-weapons and the LoS stuff on Richter. Solid stuff otherwise.

    • Esco says:

      Cool, thanks for the feedback man. BTW do you have skype? Don’t know if you saw my PM on the dungeon but I can no longer post there.

      BTW I saw that you added me on Deviantart too. I recognize that SN ANYWHERE, lol. :)

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