Canceled Castlevania Collaboration

Project is halted prior to completion and will not receive further updates.
Does anyone have Maria that I ripped as the Playstation version as a character?  I remember that the PSP version was updated but I hate the sprites.  In addition, I am going to start working on a stage.
 
Going by the screens in Bloodbane's post, I take it OBoR isn't flexible enough for the "metroidvania" style of gameplay(lives counter and all)? Not that I'd have any complaints myself, the action platformers were my favorite anyway.
 
midnightrider said:
Going by the screens in Bloodbane's post, I take it OBoR isn't flexible enough for the "metroidvania" style of gameplay(lives counter and all)? Not that I'd have any complaints myself, the action platformers were my favorite anyway.

Not at all, the engine comes equipped with a stage hopping system out of the box that supports full scale labyrinths if an author chooses. It is open to script, meaning the limits of what can be done are pretty much your imagination. It does of course take a lot of work and planning to build that kind of layout.

Personally, I'd like to these sprites used to build a rendition of Simon's Quest. Palette swap Richter to make his coat red and you have Simon. No reason you couldn't have Alucard join up to help him out. The item collection mechanic and huge outdoor world of Simon's Quest would be a big undertaking to do right, but the engine can easily handle it if someone stepped up to the plate.

DC
 
OpenBoR is capable to make Metroidvania game. Though you won't see it in this demo cause it's not designed for that :)
 
I know I'm still working on D&D mod but once in a while I could use some break :).

Stone Circle

Castlevania mod : Stone Circle

Phew, after some time I'm finally able to complete this spell. It's Stone circle spell from Castlevania Portrait of Ruins, casted by Charlotte Aurin
As you'd expect this spell is both offensive and defensive. However, unlike in original game, Charlotte can shoot Stone Circle formation forward (like Megaman's Leaf Shield)
 
Oh, good to see this project alive. I need time to make a char for it :)

And about the code, I always wanted to adapt the code I use in mugen to openbor, but I never actually tried. Care to show the code?
Are you using cos and sin, right?
 
Care to show the code?
Are you using cos and sin, right?

No, each stone circling Charlotte revolves using different system.

As for showing the code..... it's complex. First of all, there's invisible entity bound to Charlotte when she casted Stone Circle. This entity is the one who summoned the 4 revolving stones. Each stone revolves around that entity instead of Charlotte.
When she shoots the formation forward, she unbinds that entity and give it forward velocity. Since revolving stones revolves around that entity, they follow the latter when it's shot forward

How each stone revolve? they simply move to coordinate around that invisible entity. It's much more complex in code than that actually
Ah, I should just upload this demo to show you :)

BTW about this mod itself, contributions are accepted :). If anybody wants to contribute edited levels (levels using same background set but different enemy settings), go ahead :)
 
First of all, there's invisible entity bound to Charlotte when she casted Stone Circle. This entity is the one who summoned the 4 revolving stones. Each stone revolves around that entity instead of Charlotte.
When she shoots the formation forward, she unbinds that entity and give it forward velocity. Since revolving stones revolves around that entity, they follow the latter when it's shot forward

hehehe you missed my point. I know how it works, its the same way I do in Mugen. Let me show you the mugen code so maybe it could help (its the Skullman weapon):

We spawn a mother helper (entity, in Mugen) and bind it to its root then we call 4 helpers to act as shield (4x).

Here is the magic - in each helper, we bind it to its parent (not the root) using COS and SIN:

first
[State 1150, 1]
type = BindToParent
trigger1 = 1
pos = cos((time-3)/25.0*pi)*40, -27+sin((time-3)/25.0*pi)*40
time = -1
ignorehitpause = 1

second
[State 1153, 1]
type = BindToParent
trigger1 = 1
pos = cos((time-41)/25.0*pi)*40, -27+sin((time-41)/25.0*pi)*40
time = -1
ignorehitpause = 1

third
[State 1154, 1]
type = BindToParent
trigger1 = 1
pos = cos((time+22)/25.0*pi)*40, -27+sin((time+22)/25.0*pi)*40
time = -1
ignorehitpause = 1

Fourth
[State 1154, 1]
type = BindToParent
trigger1 = 1
pos = cos((time-16)/25.0*pi)*40, -27+sin((time-16)/25.0*pi)*40
time = -1
ignorehitpause = 1
(The first coordinate is X, the second is Y - we don't have Z in Mugen anymore). We need 4 codes because each skull is positioned in a different quadrant or all would be at the same place

I know that OpenBOR can handle COS and SIN because I saw uTunnel using it, but I never tried to do it in OpenBOR yet.
But, from what it looks, its perfectly doable.

Just a side note: in Mugen, TIME is not the same as "elapsed_time" of OpenBOR. Time returns the state-time of the player - that is, the number of ticks that the player has been in the current state (Animation, in OpenBOR) so far. Game Time returns the total number of ticks that have elapsed in the game so far.
 
Contributions? Gorgeous! What themes you want? Any particular areas o something? Is there a storyline so we can have an idea what theme is it? I'd love to make some of mine.
 
@Don Vecta: Well, this mod was intended to be free of story so we're free to add levels or characters to the mod.
In fact, there are Lena (Super Valis) and Ray Poward (Contra Hardcorps) in the mod already
 
Alright, great. You plan to make this classic CV or Metroidvania? If MV style, shall I use vertical scenes? Please lemme know the sort of parameters you want. :)
 
i like this bloodbane maybe add some more gore and those chars I mentioned.  I always felt old castle series was great but didnt have the horror element they were going for and made it too kid friendly.
 
Hey Blood is the link in the original post the most recent version of the game, or are there more updated versions? I currently have two versions of the game, but I want the most recent version if possible.
 
Okay, have some ideas:

Enchanted Gallery. As the name implies, is a haunted art gallery. homage of the Castlevania Chronicles upper area of stage 7, SCIV gallery, Brauner's studio from Portrait of Ruin and Olrox Quarters from SotN. I wanna make a nice mix of a dreamy, yet dreary area. The boss I plan to create is a ghostly spirit of a portrait of Erzebeth Bathory (using Pretty Soldier Sailor Moon's Morga boss as a base). enemies I might suggest are Dancing Ghosts (SCIV), crazy paintings (Dracula X), the classic axe armors, gargoyle statues (SotN Saturn), etc.

Music for this baby should be definitely Etude for the Killer.
https://www.youtube.com/watch?v=M3cP9tKbbXk

Miracles Laboratory. Everything that involves science, experiments and whatnot. I wanna take elements from many CV's on this one... and must have those scary fetuses that break from the flasks, flying zombies, Harlem witches,
and of course, the boss... Frankenstein and Goliath!

Music for that one, I'd choose Poison Mind from Dracula X Chronicles for PSP.
https://www.youtube.com/watch?v=j9CBzsWJmZY

Bloodmoon Square. An outdoors stage in a small promenade inside the castle with lush gardens, fountains, classy sheds with awful things waiting inside, ponds, gazebos and some vegetation that in normal situation shouldn't be looking or doing stuff like that. I'm still thinking what boss would be great for that one.

Music I'd choose Finale Tocatta from SotN for it.
https://www.youtube.com/watch?v=6ROeW0YBK10
 
will try to come out with something anytime soon. How tall you need the resolution?

240 pixels in height. Length could be varied as long it is longer than 320 pixels
Oh yes, I just remembered that this mod is multiplayer as NickyP requested year ago so this is the main reason why we can't have vertical levels

Hey Blood is the link in the original post the most recent version of the game, or are there more updated versions? I currently have two versions of the game, but I want the most recent version if possible.

No, the most recent one is not uploaded yet. I still have couple things to be added before uploading :)

I´m working in Joe Musashi from shinobi III right now, if you want him to this project just tell.

Joe needs to be shrinked before he can be in. And since it's contribution, it's your call to add him or not

BTW all added characters will be given ability to throw subweapon (costs 20 MP). Charlotte and Maria are the only ones without this yet.
Should they be allowed?
 
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