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Author Topic: CastleVania BoR  (Read 44256 times)

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Offline Darkmanx_429

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Re: CastleVania BoR
« Reply #30 on: June 10, 2009, 04:52:38 pm »
:(

you didn't like my mega Frankenstein idea? *sniff*

nah, actually it's cool. Frankenstein with armor and a chainsaw actually feels pretty appropriate for an upgrade.
Actually I did like the idea, just not for Frankenstein, maybe Legion perhaps? I don't think I could actual use the idea though for a boss maybe a smaller character because of the spriting aspect of it. Frankenstein still needs some work done to it so it looks far different than its original source. I am currently still spriting Zombie Samus at the moment. As I mentioned in a previous post if anyone wishes to provide sprites or ideas please do so in this board. So far alot of people have come up with so great ideas for me to use! Thanks for everyone's input!
"What a horrible night to have a curse"

Offline elliott20

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Re: CastleVania BoR
« Reply #31 on: June 10, 2009, 10:13:19 pm »
Well, frankenstein, no matter what you do with him, should never be agile. So, I like the idea of giving him a crap load of new armor upgrades, and maybe a lot more obscene muscle.

Offline Bloodbane

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Re: CastleVania BoR
« Reply #32 on: June 11, 2009, 04:37:07 am »
Quote
I think the hardest part of this mod is thinking of ideas for enemies and bosses yet still be original, familiar, and new at the same time. Well here are some of mine.

 :laughing: Yeah, that's why my Rainbow mod took long time to progress. Most of the time is getting the ideas instead of scripting them.

 Hmmm... let's see, what about medusa head which shoots laser from her eye or missile from her mouth? battle chopper which drops skeleton soldiers? armor with jetpacks? skeleton formations (remember the cool soldier formations in Hardcorps?)?

Quote
I also decided to only have 5 stages with an alternate route hidden in all of them. So that makes the game 10 stages long (with the hidden routes.) I know 5 stages doesn't seem long, but the scale of the stages and the alternate hidden routes should make up for it!

 Watch the 100 levels limit per game mode!

 BTW, don't know why I'm itching to script something for this mod. I feel like I have to show something.
« Last Edit: June 11, 2009, 05:35:41 am by Bloodbane »
OpenBoR Manual

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"The more often enemies attack, the more open they are to counter attacks"

Offline Darkmanx_429

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Re: CastleVania BoR
« Reply #33 on: June 11, 2009, 12:51:08 pm »
Quote
I think the hardest part of this mod is thinking of ideas for enemies and bosses yet still be original, familiar, and new at the same time. Well here are some of mine.

 :laughing: Yeah, that's why my Rainbow mod took long time to progress. Most of the time is getting the ideas instead of scripting them.

 Hmmm... let's see, what about medusa head which shoots laser from her eye or missile from her mouth? battle chopper which drops skeleton soldiers? armor with jetpacks? skeleton formations (remember the cool soldier formations in Hardcorps?)?

Quote
I also decided to only have 5 stages with an alternate route hidden in all of them. So that makes the game 10 stages long (with the hidden routes.) I know 5 stages doesn't seem long, but the scale of the stages and the alternate hidden routes should make up for it!

 Watch the 100 levels limit per game mode!

 BTW, don't know why I'm itching to script something for this mod. I feel like I have to show something.

If you are interested in scripting for my mod, I would be happy to have you on board. I am still very new to BoR. Right now I am still in the process of just getting all the sprites done. But if you are serious and want to be able to get something out to show for regualar updates, hit me up on the PM and we can work something out. Let me get the first stage completely sprited 1st and then we can go from there.

 
"What a horrible night to have a curse"

Offline Darkmanx_429

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Re: CastleVania BoR
« Reply #34 on: June 11, 2009, 04:37:40 pm »

Here is the official title: Castlevaina 20XX. Still working on tentative title. Maybe, "Recital Of Blood." Trying to incorporate Contra in the title somehow...
"What a horrible night to have a curse"

Offline Orochi_X

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Re: CastleVania BoR
« Reply #35 on: June 11, 2009, 04:43:47 pm »
Quote
Trying to incorporate Contra in the title somehow...

Contravania

Job done!  :laughing:


* Orochi_X says : " Sore ga doushita? " :looney:

Offline DarkWolve

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Re: CastleVania BoR
« Reply #36 on: June 11, 2009, 04:52:39 pm »
This I think is a good idea...I am interested on how it will turn out :)
"I don't understand what I know, but I know what I understand."
-Tom Green

Offline elliott20

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Re: CastleVania BoR
« Reply #37 on: June 11, 2009, 10:36:08 pm »
madusa that shoots lasers? sci-fi!

of course, when I thought medusa, I automatically was thinking about some kind of cthulu-esque reference...

Offline Jazari

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Re: CastleVania BoR
« Reply #38 on: June 11, 2009, 11:49:45 pm »
I must say the Idea is nice and I like the Zomibe Samus..lol ;D :laughing: Good work man, this is good stuff. can't wait to see how it all turns out. ;)

Offline elliott20

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Re: CastleVania BoR
« Reply #39 on: June 12, 2009, 01:22:34 am »
how about the bat boss that launches miniature robotic bats? and hell, even have the bat boss launch little missiles.

Offline Bloodbane

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Re: CastleVania BoR
« Reply #40 on: June 13, 2009, 07:23:05 am »
 That's good idea elliott! That reminds me to golden bat from Super Castlevania.

 Oh yes, here are other ideas:
1. Mecha Giant Bat. At 1st it appears and fights like Giant Bat but once it's defeated once, it shed its skin and show its robot body! It resumes the battle with extra power and posibbly extra attacks.

2. Hidden turret door which reveals dragon skull instead. In some Contra series, you can find doors which hide turrets in them. In this mod, when it opens, dragon skull appears instead and shoots like turret.

3. Skull Tower which shoots rocket or laser instead of fireballs. I'm sure you know the static dragon skulls which appear in Castlevania series.
« Last Edit: June 15, 2009, 01:51:31 am by Bloodbane »
OpenBoR Manual

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"The more often enemies attack, the more open they are to counter attacks"

Offline elliott20

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Re: CastleVania BoR
« Reply #41 on: June 15, 2009, 12:30:59 am »
I actually could imagine a lot of the turrets now instead of shooting small bullets or fireballs they shoot out a straight beam like the petrification trap in D&D shadow over mystara. of course, this makes these turrets probably quite a bit more dangerous...

Offline Bloodbane

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Re: CastleVania BoR
« Reply #42 on: June 15, 2009, 01:58:26 am »
Quote
a lot of the turrets now instead of shooting small bullets or fireballs they shoot out a straight beam like the petrification trap in D&D shadow over mystara

 :laughing:
 And I can imagine, instead of grenades, exploding skulls are thrown instead :laughing:.

 BTW Darkman, I've just read this:

http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Cameratype

 and realized that you can maybe you should use it to make higher level. IOW there's no panel height limit.
« Last Edit: June 19, 2009, 05:57:31 am by Bloodbane »
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline Darkmanx_429

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Re: CastleVania BoR
« Reply #43 on: June 17, 2009, 08:53:26 pm »
Thank everyone for providing such great ideas! Hopefully I'll have some new stuff I can show real soon!
"What a horrible night to have a curse"

Offline Vyck_St.Judas

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Re: CastleVania BoR
« Reply #44 on: June 20, 2009, 05:47:01 pm »
sorry i took so long. ive been a bit busy. but hopefully you'll see what i mean as far as modernizing the character.

that, and everybody uses Richter as a base.
i figured something new might be cool too.
« Last Edit: June 20, 2009, 05:55:55 pm by Vyck_St.Judas »

 



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