AuthorTopic: castlevania - rondo of 8-bit  (Read 4930 times)

Offline Lexou Duck

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castlevania - rondo of 8-bit

on: November 08, 2013, 05:15:54 pm
hello people so i just made an account here cause i think ill be able to get to some good c+c on my sprites here

the deal is im making an 8-bit demake of castlevania rondo of blood though for simplicity's sake im gonna ditch some limitations (like amount sprites per scanline and stuff)

so yeah gimme all you got


(the richter sheet was made by gorsal who's helping me with the game)

Offline Lexou Duck

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Re: castlevania - rondo of 8-bit

Reply #1 on: November 25, 2013, 09:13:29 pm
if you guys dont reply is that because there's nothing to say cause they're perfect (very unlikely) or cause i just dumped too much stuff at once which scared you people off ?

in any case, i got the engine to work and i'm quite happy with what i've got


currently working on the slide jump kick and backflip which is why they're so glitchy

Offline PypeBros

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Re: castlevania - rondo of 8-bit

Reply #2 on: November 28, 2013, 09:27:39 am
you might want to update the collision box so that the hero doesn't hit the ceiling with the rear of his head when climbing stairs. Something very curious happens when you're doing that dash/slide-jump attack and end up in a wall, too.

It's a bit sad that the hero's torso is mostly a plain-blue-square. the tiny L-shaped highlight doesn't suggest anything really specific to my mind, either. Possibly the shadow tint could be used to sculpt the shape a bit more.
« Last Edit: November 29, 2013, 02:41:02 pm by PypeBros »

Offline Parkerbaby

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Re: castlevania - rondo of 8-bit

Reply #3 on: November 28, 2013, 03:28:53 pm
It is hard to critique the animations when they are not displayed animated. That could be why people are not replying.
I think the character animations look great, except for the walking one where his feet never appear to leave the ground. I don't know the limitations but if that could be fixed, it would be better.

Offline Redshrike

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Re: castlevania - rondo of 8-bit

Reply #4 on: November 28, 2013, 06:00:16 pm
I think you've done a great job translating the sprites to the lower color count.  In a number of cases I think you really improved readability while maintaining pretty high detail density.  I think the reason you're not getting so many comments is precisely for that reason: they're already doing very well within rather restrictive limitations.  For the most part you've already gotten over the major nes-style issues with trying to outline everything or with noisiness.
Though perhaps the exception to that would be the, uh... bladed minotaur-looking guy.  You probably have too much internal outlining going on there, to the point that it gets a bit overwhelming.  I had a go at simplifying it, though I'm not sure my solutions are the most elegant:
« Last Edit: November 29, 2013, 01:41:10 am by Redshrike »

Offline Chris2balls

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Re: castlevania - rondo of 8-bit

Reply #5 on: November 29, 2013, 03:22:06 pm
Looking good!
I'm not satisfied with the Gaibon either, so I edited it:

You may note that I upped the contrast to separate the sprite into parts that read a bit better.
Also, for the werewolf: using the same area of pixels but with differently arranged tiles (also cheating by using a reduced sprite as a base), I have this:


Keep up the good work! :)
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Offline Lexou Duck

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Re: castlevania - rondo of 8-bit

Reply #6 on: November 29, 2013, 07:58:55 pm
thanks for the feedback everyone :)

Redshrike i really like your edit, i further modified it and got something
Chris yours is great too except im not sure how dark the background may be
i think ill choose the heaviness of shading accordingly, so he pops out from the bg



a few quality improvents and a new enemy

Offline Lexou Duck

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Re: castlevania - rondo of 8-bit

Reply #7 on: February 09, 2014, 11:54:19 pm
so yeah im bumping this because here's the deal

there's this programming class i take for the baccalaureat (in france)
and we have to make it in python so i got this for now
a friend of mine is gonna make the AI for the boss


and i also did a little mockup