Vamprotector

Die_In_Fire

Well-known member
Guys do you remember the Vamptotecor? That project that is a mod between Castlevania and Contra, and had a topic back in Lavalit (which some of us thought the nes name should be Contravania). Well, I thought the project was dead but to my surprise they just changed programs... They stopped using openbor and changed to multimedia fusion.
http://castlevaniadungeon.net/forums/index.php?topic=3623.0

What do you think guys? It was so impossible to accomplish what those guys want that they had to switch to multimedia fusion? Or maybe not impossible but more easy to do on multimedia fusion rather than openbor?
Or is openbor the best alternative?

Some videos:
https://m.youtube.com/watch?v=ISA9jRE4sqc
https://m.youtube.com/watch?v=4TGE8XMXPPs
https://m.youtube.com/watch?v=3K25ol66AdE

 
A week ago or so the author told me that the project is alive and they are working on it. It is a good thing to hear, I'm definitely looking forward to this, Contra is my favourite series and I like castlevania for its special atmosphere. I hope they will handle everything right. Alas the project looks far from perfect right now. Animations are all too stiff, but I guess it is going to be alright in the end.
 
I see they have basic problems like strange offsets between frames and characters jumps around like crazy during walk animation.
 
I think this would be way better on openbor whatever program they are using makes it look like a bad bootleg genesis game from brazil :P  You guys know they ones im talking about.. But it has a great concept music and sprites they should do it on openbor
 
Well the Noitu Lovr series were done on multimedia fusion and those games looks amazing!!
https://m.youtube.com/watch?v=T4GVQLDENow
 
hmm maybe its his recording software then or a bug who knows lol i just think for games like that openbor is the best way to go because it can be ported to consoles "P
 
Aah, I can see their progress, great! :D

It was so impossible to accomplish what those guys want that they had to switch to multimedia fusion? Or maybe not impossible but more easy to do on multimedia fusion rather than openbor?
Or is openbor the best alternative?

I don't know about multimedia fusion so I can't give comparison but I can't say for certain that OpenBoR is missing couple features to replicate Castlevania games (platform related mostly)

Though I wonder if they made platforms and level structure in hardcoded way cause if they did, we could do similar thing with OpenBoR (not saying it's easy)

For bike mode, I don't see anything new compared to what I have done in Contra mod

In general, I don't know how to mix Castlevania and Contra gameplay into one cause each of them has totally different basic gameplay. I'm really curious how they are going to do it  8)
 
Good to see they are still working on it. I know little about Multimedia Fusion, but I can say everything they have so far is more than doable on OpenBOR and not even particularly difficult. Everyone has their preferences though. Either way though I wish them luck.

DC
 
Hi guys,

It's Darkmanx creator of Vamprotector.

Thanks for all the feedback guys!

Yes, there are some minor bugs. That is just the ongoing process of development, they are getting fixed as we speak. There is also no gravity, enemies, or collision set.

As for switching from BOR to MMF2 (And now 2.5) it was just a preference thing don't read so much into it. It was suggested to me by my pal BMC_Warmachine and we decided we wanted to learn that program. We have both become quite good with it.

There is still lots to do. As for current progress, I only have 4 more stages for the Helsing portion of the game and all the main stages are done. There will be a couple of hidden ones though for some replay value and Easter eggs.

My pal BMC Warmachine will be working on Richter's Portion of the game.

There will be a demo released pretty soon and a soundtrack that will also be released upon the game's release. It will be a PC release only for now.

In the meantime , my bud Warmachine is working on Castlevania Chronicles: Dracula's Curse. A remake and upgrade of Dracula's Curse on the NES with suped up graphics, new challenges, etc. A couple of small demo's have already been released for bug testing.  I've been helping a bit with his game as well but I am mainly on Vamprotector.

If you are interested in joining my closed beta for Vamprotector PM me your e-mail and I will send you the link upon it's release. I am making a list.

I am also still open to ideas, sprites, etc. so keep em coming!

Vamprotector PC Release Preview Trailer
 
este juego se ve genial me encantan todos los videos sobre este juego los veo desde hace tiempo en tu canal de youtube, me gustaria proba la version beta, si es posible. saludos.  ;D ;D ;D ;D
-------------------------
google translated:
------------------------
this game looks great I love all the videos of this game in a while I see your youtube channel, I would like to then try the beta version, if possible. greetings.  ;D ;D ;D ;D
 
Vamprotector: Cairo 1 - 1 UPDATED

Back on the game and finishing the stages. Updated Cairo with a new palette and background elements. Will add my traps, heat haze, and sandstorm on my polish phase for all my stages.

Ignore the lifebar stuff (even though I have it working with the hazards i.e. cacti) I know I need to adjust it's layers and I am not on that yet. Same with the character bugs. You guys have done a great job pointing those out so they are on my to do list. Right now I am just strictly doing the stages and I only have a couple of more to do before all the bases are in engine. Then will come the polish pass for all of them because there are also gameplay elements that are involved with them that need to be coded in. Once those are done then on to the character stuff. (Which will be a tedious process because the characters have the most parts to work on. I.E. Animations, Specials, Attacks, etc.)

Vamprotector: Ghost Ship 1 - 1 UPDATE (SOUND FIX)
Soooo just so we are on the same page this is my pipeline:

Phase 1: Environments - Designing all the stages and importing them in engine  75%
            2nd Pass - Polish stages, imputing all the effects, traps, etc. 10%
            3rd Pass - Choose Your Destiny, make sure map screen works correctly, implement stage selection 0%

Phase 2: Characters - Richter and Helsing. Fix all the animation issues. Implement all the regular stuff. 8 direction firing and whips. Specials and Item Crashes. Add item usage and weapon upgrades. 40%

Phase 3:  Lifebar - Overhaul of lifebar for Gun and Whip Modes. Implement weapon and Item fusion system. Make sure the lifebar corresponds correctly to all weapon/special/item usage. 20%

Phase 4: Enemies - Add enemy types to all the stages and make sure they spawn/work correctly. 0%
            2nd Pass - Bosses. Code all the Bosses. *Implement Boss Rush Mode which is separate from main game. 0%

Phase 5: Design all endings and final credits. *Thinking about making an internal clock that depending on how quickly you can beat the game determines the ending that you will receive. 0%

Phase 6: Hidden Stages. 0%

Phase 7: Hidden Bosses. 0%

THE END




And there you have it. I Had to take a break and do some 3-D stuff for a little while so I could come up with some fresh ideas for my game. I have been doing here and there though so there are new videos coming of some more stages as well.
 
I love this project. :)
It's great to see updates popping up.

There's probably nothing to read into here, but I find it interesting that you are doing stages first, when (it's my impression that) most modders here seem to go characters first, stages later - and sometimes get bored with them and project development slows down.
 
  I'm not sure about what you meant by polish but I'm hoping you include these feedbacks:

1. You need to adjust shading or colors of objects in your game. In Ghost Ship stage, I have problems telling which objects are 'touchable' & 'steppable' and which are just background decorations. I almost think the destructible barrels are just decorations until you smash it

2. For Cairo level, you should change the rib cage you're using for ladder with something else. It looks like spikes to me instead of ladder

3. Also for Cairo level, you should use same styled platforms. Don't use different kind of platforms. Having same styled platforms would make it easy for players to tell that they are platforms :)
Same goes for the moving platforms. I almost thought that the bug shaped platform is enemy until he stepped on it

4. I hope you allow players to step on that alien throat platform (I named it like that cause in Contra 4, it's location is in Throat of Black Viper). In Contra 4, player can step on that platform so you should allow that in your game too

Overall, you have done great work compiling materials to construct these huge levels :). I really want to see how the levels would play with enemies around :)
Oh BTW, will your levels be single huge level or multi levels aka interconnecting rooms?
 
Vamprotector: Jungle 1-2 Preview
Vamprotector: Ghost Ship 1-1 (Music Revamp)
Vamprotector: Berlin,Germany 1-1
Vamprotector: Base 1-1 Preview
Almost done with most the stages. Then will come the polish pass.

Phase 1: Environments - Designing all the stages and importing them in engine  80%
            2nd Pass - Polish stages, imputing all the effects, traps, etc. 10%
            3rd Pass - Choose Your Destiny, make sure map screen works correctly, implement stage selection 10%

Bloodbane said:
  I'm not sure about what you meant by polish but I'm hoping you include these feedbacks:

1. You need to adjust shading or colors of objects in your game. In Ghost Ship stage, I have problems telling which objects are 'touchable' & 'steppable' and which are just background decorations. I almost think the destructible barrels are just decorations until you smash it

2. For Cairo level, you should change the rib cage you're using for ladder with something else. It looks like spikes to me instead of ladder

3. Also for Cairo level, you should use same styled platforms. Don't use different kind of platforms. Having same styled platforms would make it easy for players to tell that they are platforms :)
Same goes for the moving platforms. I almost thought that the bug shaped platform is enemy until he stepped on it

4. I hope you allow players to step on that alien throat platform (I named it like that cause in Contra 4, it's location is in Throat of Black Viper). In Contra 4, player can step on that platform so you should allow that in your game too

Overall, you have done great work compiling materials to construct these huge levels :). I really want to see how the levels would play with enemies around :)
Oh BTW, will your levels be single huge level or multi levels aka interconnecting rooms?

I will be providing private beta out. You just have to PM me and I will add you to my Beta List so that I can receive proper testing from so many people.

I will take all your suggestions into consideration. Thank you for the great feedback!

The levels will vary from traditional Castlevania levels where they are pretty straight-forward with enemies and a boss.

Some are SOTN type, with interconnected rooms and exploration elements.

And yet, others are more Contra type levels, fast paced, run and gun sections etc.

Finally, there are special varied stages, such as Jet Ski's, Sci Fi Bikes, and Contra Base stages, for a varied change of pace and gameplay!
 
Very impressive platform and stage work. I think you should look into more layers though. The fog/clouds should be separate from the play field, and a couple more background panels couldn't hurt. You don't have to spend a ton of time on each. Look how SOTN does it - lots and lots of very simple layers rather than a few complex ones.

DC
 
Damon Caskey said:
Very impressive platform and stage work. I think you should look into more layers though. The fog/clouds should be separate from the play field, and a couple more background panels couldn't hurt. You don't have to spend a ton of time on each. Look how SOTN does it - lots and lots of very simple layers rather than a few complex ones.

DC
Thanks DC. I have the clouds and fog are on a separate layer so that's not a problem to adjust the x coordinates per your suggestion.

I just haven't touched it up yet because I need to program a fog loop for the background.

I should have another video up of another stage before the end of the week.
 

Vamprotector: Demon Castle War Stage 1-2[/url]

Another stage in engine!
 
Back
Top Bottom