Update 12/25/17 – MERRY CHRISTMAS EVERYONE!!!!

Happy holidays peoples! It’s been a bit since I put up an update so I wanted to take a few minutes to drop one today as I tend to do most years on Christmas day. As a way of me saying thank you to all the fans who have been so patient with this project!

First up: here’s an intro for the first stage of the game that MeadTree created. I intend to implement this in at the start of the graveyard/besieged town stage which takes place before the castle entrance stage –

Second: MeadTree has also been hard at work creating new icons and weapon animations for Alucard. Here are a sample of some of those:

And also a video of some of the weapons in action. Besides 2 of his normal slash attacks, I also show off his 2 handed sword/club attack (on the ground and in the air), along with his launcher as well:

Credit goes to Jacob Woodruff for making the new Alucard animations. He greatly expanded Alucard’s sprite set from being in the 250-300 range to him having over 800 sprites and created sprites for the project for well over a year! His dedication and contributions are truly appreciated.

There are also two new tracks in this video: Mad Forest by LashMush and Dwelling of Doom by Jason Spishock. Two extremely talented composers who created these tracks specifically for the Castlevania: SOTN Engine. I wanted to take a moment to thank each of them for their generous contributions!

Lastly: Classic Richter’s animations have been completed as well. This is the version of Richter that will be used during the intro stage, NOT the main game. Many thanks again go to Meadtree who has diligently been working on animations for the last 2-3 months and has created a large number of AMAZING sprites for the project in a short time. He not only managed to improve the overall animations themselves and make them look more fluid. But he also gave Richter a more detailed upgrade that is a mix of his classic Rondo attire and his DXC version!

I also wanted to take a moment to thank each and everyone who made a donation to the project this year on my Paypal account at esco1979@cfl.rr.com! While I generally only give shoutouts to anyone who contributes $20 or more, please know that I do appreciate each and every little bit I get in. It really does help considering the fact that I am not a rich man at all. :mrgreen:

And on that note, since it’s Christmas day, I am going to hop off here and go spend some time with the fam partying! Stay tuned here for more updates. And in the meantime, Merry Christmas everyone. And a Happy New Year to you and yours as well! :mrgreen:

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61 Responses to Update 12/25/17 – MERRY CHRISTMAS EVERYONE!!!!

  1. Andrea says:

    Dead game.

  2. Pedro Gallacio Gomes Ferreira says:

    Oh man, this project is so good! Don’t let it die!

    First, I’m sorry for my bad english, I’m brazilian.
    I love this game, and this development has so much potential, perhaps more than the Unity version of Harmony of Despair. I’ve never seen something of this quality.

    I just want to let an idea for you. There is something that I really don’t like in Castlevania Symphony of the Night: the fact that when you equip an armor or an helmet, for example, the equipment doesn’t apper in Alucard’s sprite. For me, that was always SO freaking weird. And I really searched for a mod or a fan game that corrects that, but I’ve never found one. Imagine how cool it would be a sprite of Alucard wearing a God’s Garb?
    I know it would be REALLY hard to do that, but if you think you can do and have time to do it… Man, I’ll probably pay for it!

    Even me, a poor dude living with his parents in Brazil will try to do anything to pay for that.
    (Adding up the salary of my parents, they receive less than R$2,000 per month, and 1 Dollar is equivalent as 4,05 Real, so you know…)

  3. Felippefms says:

    Are You still Making the game?
    I’m a new java developer,do you think that c++ it’s better to do graphically better games than java or c#?

    • Esco says:

      I honestly don’t know as I have never used Java. In unity, it doesn’t matter which you use as far as I know. I’d research it more on google and youtube to be sure though.

      • Felippefms says:

        I want to do an complete game of Aladdin and The Lion King of the snes but i think theres no map editor out there,how can i get the sprites and maps or i’ll need to do everything by myself???

      • Esco says:

        You will need to rip the graphics. Multiple emulators have ways to disable the various background/foreground/sprite layers. You can use those to get the graphics you need much easier. There is a tool called animget that will take a screenshot everytime something on screen changes. You can disable all the background layers and leave only sprites showing, set it up and use it to get all the sprites you need much easier like that. You will, of course, need a good image editing software as well. You will need to look around to find some kind of tool to let you rip all the tiles, but there are multiple options out there. You just need to do some research on your particular game.

  4. Hi Esco,

    I’m gamedev too myself, and I’m really, really struggling to reproduce the turning around that it’s an Alucard’s trademark, so I came to ask you.

    Could you please share that piece of information? I use Unity as well.

    • Esco says:

      Sure…. rip sprites, code them with correct timings. Done.

      Any more questions? 🙂

      • I’ll be more direct. That turning around that happens when Alucard changes the direction he’s facing, there’s kind of a delay before you flip the sprite, and that’s pretty cool. Could you tell em how you do it?

      • Esco says:

        I already did. As for flipping him, you would do it at the very start of the turn animation. Exactly as the first sprite is shown.

        Alternatively, if you want to pay me to do it, I can code something in Unity and send it to you.

    • Matheus Savioti says:

      I thank you for the offer, but it’s school projects, I’m still a beginner.

  5. Hello! I just registred and I have no idea how to message you so I will leave a comment if thats okay. I love SOTN and played it for ages, even finished it few days ago for god knows which time. I produce music, and I am new to production, but the feedback I get for it is that it sounds like its made for games, and after seeing your project I really really really wanna contribute with music if possible. I hope you need some music. I will leave you my youtube channel link here, also there is a track I made in first days of my production learning that includes one of SOTN soundtrack reworks in it so I would like to share that too. Please let me know if I can help you somehow and I will do my best. I couldnt pick the better game to share my music with.
    And for the end I just wanna say that your project is a dream come true even after all these years, I still want and need more of SOTN, this is more than I hoped for! Thank you so much for this.

    Here is my youtube channel, I made this track when I just started so Im sure I can do even better now if you need anything of this nature. SOTN part starts at 1:50!

    If you need me here is my mail: EDITED
    Keep going!

    • Esco says:

      Thanks for the offer. First, let me say that I don’t use email. I only use skype. Second, I checked a few of your things out and you seem to have potential. At the moment, the only song I still need re-done is Riddle from Castlevania III. If you want to try your hand at it, you are welcome to. I’m not sure what I’m looking for here, other than a remake of the original NES one that would fit into SOTN and is just as fast and upbeat. This is one of those things where I would just need to hear a remake of the track and either I would like it…. or I wouldn’t

    • Idk if I already posted this but Im so lost around this website.

      Here is what Ive made, let me know if you want anything changed, like tempo, instruments, loudness of the each instrument etc. Also let me know if you would like a different version if this is not what you had in mind.
      Btw I forgot to remove that sound at 1:00 but maybe you will like it 🙂

      • Esco says:

        Thanks for the attempt. It’s not a bad remix…. but it doesn’t really sound like what I’m looking for. It sounds like either it needs more instruments or the quality of the ones used aren’t that great. It might be just me, but it sounds slower than the original one too. It doesn’t “hit” hard enough either.

        Here is a link to all versions of riddle in Castlevania: the first one, in particular, is the one I want an update of. It is the Famicom (Japanese nes) version. I really like this song and just want it to use updated sounds/instruments to fit into SOTN. The order of ecclesia version is pretty good too but just wouldn’t fit into SOTN with the instrumentals used.

        Sorry that I can’t be more specific and detailed. But I know literally NOTHING about composing sounds/music. And I appreciate your attempts at this.

      • No problem! I will take another attempt soon and will take a listen to the version you posted. I dont see any link, but I will see famicom version of riddle and try to recreate it in a modern way but keep it as similar as possible. Will post another link when Im done! 🙂
        Dont worry about your descriptions, Im happy to do my best to help you with this project no matter how many versions I have to create to make it right!

      • Esco says:

        I appreciate your dedication. Here is the link for riddle that I was referring to: https://www.youtube.com/watch?v=S0tR-ZeQqMo

  6. pkScary says:

    Hi esco,

    First of all, I just want to say that it looks like you’re producing great work – very high quality and true to the original game, while raising the bar on some of its lower quality assets.

    I’m interested in helping out. Do you have a checklist of things that need to be done? If so, I’d love to take a look at it and see where I can help. I am an artist (mostly abstract, but I have done pixel art before) and a programmer (Python, Perl). I am a bit concerned that this project may never happen, because it seems like such a monumental amount of work for one person to do, and even if it is finished, Konami will likely hit us with a cease and desist.

    Anyway, just looking to help out in any way that I can. Message me if you’re interested.

    • Esco says:

      Thanks for the offer. Please show me some examples of your sprite work and we’ll go from there. I only really need help with spriting and soon, stage design ideas. Programming wise I only use C#, so unless you have expert level knowledge of that you wouldn’t really work as an advisor in that respect.

  7. Nico says:

    Hi Esco! 🙂

    I recently watched the ‘”Devs Play” Special – Castlevania: Symphony of the Night’ from 2015, I’m sure you know it / watched it yourself?

    They’re talking about scrapped elements with Iga, for example Alucards own room in the castle (as it’s his fathers castle, so he should have an own room, which they planned on top of the Outer Wall)
    They also had some kind of “skeleton carpenter” which “decorates” / “levels up” your room.
    The idea of “Alucards own room” sounds cool, but I don’t know if it fits in well with your plans 🙂

    Great work by the way!

    I wrote a letter to a German retro magazine about your project (which they answered with “we don’t know the legality of this” – did you think about writing to an English Retro Magazine, for example “Retrogamer”?

    With an article like this, I think you would get many new followers / donators for your work!

    Greetings from Germany,

    Nico

    • Esco says:

      Thanks for the support. No, not until I put out a demo. Heck, I have been wanting to put up a patreon for a bit as I rarely ever get donations right now. But I really don’t feel ok with asking people for money, WITHOUT giving them something to try out. Nor do I feel like advertising the engine until people can actually play it in unity (hence why I haven’t update much in the last year or so). And I don’t just mean another demo of Richter like a did in gamemaker. But an intro stage with him AND then a stage for a fully functional Alucard. Since he just has so many new moves now. The good news is, I shoould be putting a demo outsometime this year finally.

      Great questions, BTW. And yes, I’ve seen that vid. While I may put in a room for Alucard, I doubt I’ll do any kind of upgrading to it. At most you may just pick up an item in it. I honestly don’t want to create some pointless furniture fetch quest like in Harmony of dissonance.

  8. Moses says:

    Randomly found your GDL modding thread through Google, and figured this was the only way to contact you about it. I actually wrote some tools for modding GDL myself. You can check out some of what I’ve done here:

    My editing tools can decompile all .ps2 files into models and textures, allow you to edit them, and recompile them. They can do more, but model and texture editing is the only thing that’s 100% perfect. Check out the link on that reddit page. If you would like a copy of my tools, just send me an e-mail. They were designed to work with the xbox GDL, but they should work with ps2 and gamecube as well.

    • Esco says:

      That’s pretty awesome. Thanks for the offer. Sure, if you want to put a link up here I’d be happy to DL them.

      I was really trying to change the physics of different characters moves to give them more unique abilities like in Gauntlet 2014. I used a tool called memhack (www.memoryhacking. com) to look up values in ram (most are in float format). If you DL the tool and it would help I can send you the file I was working on. The app would make tracking things down much faster I’m sure.

  9. JacobMIX says:

    -Thought it be better to do a reply here rather than clog up bug reports since it’s stated you only want bug reports there. The convo: https://sotnhacked.wordpress.com/2011/11/22/place-all-bug-reports-here/#comment-2337

    Ah, right. Probably should have gathered that from the Unity videos. Hope a demo of the new engine get’s a released sooner rather than later.. Quite enjoy the CV:HD Unity port project, and it’s community which seems to be growing. I’m looking forward to how this project will turn out. Maybe it’ll get it’s own Discord community at some point too. Tho just good luck with the project itself.

    • Esco says:

      While the game is too early in development for me to have a definite opinion, thus far it looks like more of the same type of Castlevania we’ve seen for years. While I really believe the potential for a moddable multi-player Castlevania game is HUGE, I also recognize that it also needs to be more modernized control wise and game-play speed wise. Or it will fail miserably.

      Regardless, I wish them success. It would be very nice to have a new Castlevania game to play that I enjoyed.

  10. Paddy says:

    Hi Esco,

    Hope you’re doing well with this project.
    I’m currently working on my own personal project which has some similararities with symphony of the night. I’m also using Unity to develop my game too. I was wondering how you managed to implement the weapon animations for Alucard. I.e. when you change weapon, how you have the animator update what weapon sprite to use for your engine. At the minute, the only solution I can think of is to have animation files for each of the different weapon variations that my character can have. Is this the same way you did it, or did you find a way to use just one animation and change the weapon sprite in said animation at run-time? I understand how busy you must be, so if you can help, I’ll be sure to transfer you some money to your PayPal for compensation.

    Many thanks for your time!

    • Esco says:

      Yeah, they are a pain. Sadly this is NOT something I can go into detail on here. Since it has a # of steps and would be hard to explain here.

      If you want to make a reasonable donation I can then send a simple demo project with my setup. If this works, send me your skype address here and I will message you on it.

  11. RandomBelmont says:

    Your work is amazing . I don’t even remember when I’ve started following this project ( since ASM mod I believe). I’ve saw other projects, like cv fighter and fan made cv games. I hope everything is going well. By the way, do you have an estimate when the next update will come?

    Thanks and Regards!

  12. A fan from Brazil. Can’t wait to see it’s done. Amazing job.

  13. Arcatar says:

    Fucking amazing. Just bumped into this place and had to say it. It’s gonna be a blast when it’s done.

  14. Chris says:

    Are all your new bosses just enemies from other Castlevania games? Are there any completely unique ideas being used in this hacked SoTN?

    • Esco says:

      Possibly…. but I would really like to use bosses that already exist in the lore but with new moves and surprises added to them. The fact is I have a LOT I can work with as is already without having to make all new stuff.

  15. Angels says:

    First let me say I respect you what are you doing, seriously you are doing gods work and for that… thank you. Now I have an suggestion, have you ever though of adding “new” mechanics to this game in the making? now there’s only one thing in my mind for that, something that I would seriously think would be an interesting and amazing feature… Parrying, ward off and if done in a perfect frame follow it with a countermove… I see that you are making animations for attacks coming from above, mid and low right? Metroid: Samus Returns come to play, but that would be too simple, so then Ubisoft “For Honor” come into my mind… of course if enemies can also do this (parrying)…… every single one of them, now imagine that? :-O

  16. FeralGangrel says:

    This is AMAZING! I am in love with the backswing animations for the weapons. I look forward to future updates and the finished product.

  17. Mar says:

    Great work on that intro. It looks amazing. It would be very interesting to see what happens before entering the castle.

    But I came here with a goal. I’m looking into editing some values in the game of an already existing hardtype rebalance mod. I heard you have made tools to edit the ps1 version of the game. So would I be able to use those?

  18. Tremis says:

    DUDE! It’s surreal to see my suggestion about the intro actually become reality! Thanks for putting them in.

    Wow! It’s implemented so well!

  19. NEO-SIMPSON says:

    Hi, I’m Brazilian and I’m communicating with Google Translate. I would like to know how I could help with sprites. I’m afraid to make a mess when Death takes his items and he gets his pajamas in an initial form.

    • Esco says:

      Hello, thank you for the offer. If you wish to assist with spriting please show me some examples of your work. 🙂 I saw the video but I do not speak Portuguese and have no idea what it is about.

  20. darkmanx429 says:

    Glad to see you keeping it up Esco!!!!!!!

  21. Jango says:

    This game’s looking better and better with each update. It’s so crazy (crazy awesome) seeing such familiar sprites and animations suddenly doing things that are totally new. It’s pretty surreal.

    Not sure where’s best to post this sort of thing but if you need any other new themes composed I’d love to take a stab at it. No pun intended. haha Feel free to shoot me an email at **EDITED** if interested. I’d be more than happy to help, if I can.

    • Esco says:

      Thanks for the offer Jango. At the moment the only one left that I want redone is riddle from Castlevania 3 (Doppelganger’s stage).

      If you want to setup skype we could talk there. Email is sadly just too slow for a project like this. Especially with music since communication is a major key in creating a product that will fit in with what I am looking for. 😀

  22. Juan Aguilera says:

    nice!

  23. kaliber64 says:

    Those sprites and animations look great.

  24. Alucard says:

    Great work!

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