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Project: Castlevania - The Bloodletting
Project Started: 21st December, 2007 Last Update: 19th February, 2010
Project Owner: Piscesdreams Project Members: Piscesdreams
Project Type: Action / Retro / Platformer Project Progress:
More Info: http://forum.chapelofresonance.com/index.php/topic,1134.0.html Faves: 10

BETA V1.2 NOW AVAILABLE!!!
Posted 11th Aug 09, by Piscesdreams  
BETA VERSION 1.2 AVAILABLE HERE
http://www.mediafire.com/download.php?njmztzgkmkt

This is not the final release, however it is the full game, multiple endings, codes, secrets and all. I have fixed a LOT and polished a lot since v1.0 but I still need a little bit of beta testing. If you find any please report them to me and you will receive beta tester credit in the final game!!!

Posted by Shiru 11th August, 2009

Awesome ! I had already the Beta version from Chapel of Resonance... This is awesome, I just get some bugs when you climb upstairs. Remix from Vampire Killer, Dance of Illusions are cool.
 
Posted by Piscesdreams 11th August, 2009

What kind of bugs when you climb upstairs? and what block?
 
Posted by aphant 11th August, 2009

37.68MB? That seems like a lot for some reason.

Edit:
The first boss isn't fun. Hitting the arm in the back isn't the first thing that comes to mind when you destroy the one in front.Comment edited by Adam Phant on 8/11/2009

Also, I found that if you crouch or whip repeatedly, you slowly move forward, one pixel at a time.<br />Comment edited by Adam Phant on 8/11/2009

There needs to be a faster way to skip the splash screens to the menu.
Comment edited by Adam Phant on 8/11/2009

Final edit:
I'm going to make a topic in the project forum for bugs. Editting this comment is getting to be tedious.
Comment edited by Adam Phant on 8/11/2009
 
Posted by Piscesdreams 11th August, 2009

37.68 MB because the game's entire soundtrack is embedded in .ogg format. There are over 15 tracks of music in the game as well as sound effects. The music alone before compression is 45 MB.

I agree the first boss could be a little more fun but I don't want him to get too over technical considering the player hasn't even fought regular enemies yet, he is a training boss basically. You're the first to say that the other arm doesn't come to mind considering you destroy one before the other.

I agree on the splash screens, I've fixed that as well.

As far as the moving one pixel at a time, this is a limitation of the engine and is because the player is holding the crouch button plus a directional button simultaneously causing this to happen.
Comment edited by Piscesdreams on 8/11/2009
 
Posted by Iamjot 11th August, 2009

Yes, yes, yes, yes ......(4 hours later) yes yes, yea! 34 % of download, caint wait to play. I´m pretty sure this will rock and hope your monsters will kick my transylvanian ass!
 
Posted by Iamjot 11th August, 2009

And its a big YES!! i played 1 min now and it feels fine. ok just wnted to tell you. i will play on now! good work...in the first minute already!!
cheers

j
 
Posted by Blue66 12th August, 2009

I played until after the second boss.

Overall I must say the graphics were really good (of course they're not original), but I also find you've done a great job with the backgrounds paralaxing and the water effect etc... really good.

The game almost feels like a real Castlevania, which is also a great plus. However I think the backroll jump was awful and sometimes executed while I was just attacking in air. But for some strange reason I managed to do all backroll jumps over cliffs on first try

Some bugs appeared to me, like when I was falling in a hole in stage 2, I was able to stick into a wall and jump up again. This is a known bug of the normal platformer object (which shouldn't be used... EVER!). The other thing was the second boss. What was he doing?? He was just shooting in the air for some unknown reason and took like 200 hits. This battle should be more challenging.

I quit on stage 3, because the maniacs with the pike take like 6 hits and this is just rediculous. I remember them in normal Castlevania games take about 2 or 3 max but I could be mistaking here. They were really frustrating to kill and after the upper part with unfair placed enemies, I quit.

Overall it's really a good attempt to make a Castlevania game. Fix the unfair (and unfair placed) enemies in stage 3, boss of stage 2 and make a custom platform engine and it's a very good Castlevania clone.
 
Posted by Piscesdreams 12th August, 2009

I'll say this, more graphics than you realize ARE original. Yes rips are in there, but so is a lot of originals and I don't mean edits of other things.

I think you've been playing the game with the basic leather whip, because that's the ONLY way the boss would've taken that many hits to kill and even still with the basic, he only has 150 HP. Utilize the subweapons and item crashes.

Also, change your jump button to something besides right next to the whip button. That's strictly user error, there is no way the whip activates the backflip, as it is only triggered by the jump button during the climax of the jump and only the climax, not ascending, not descending.

I'm not trying to be rude, I just think that you're making the game harder on yourself than it really is. Over 50+ people has beta tested for me and said the game was extremely hard, but not unfair, including enemy placement. Things will happen though, like flying medusa heads and pits.

But I have no clue what you mean with the pike taking 6 hits? nothing takes 6 hits to kill in stage 3 except the mini boss and boss, and they take more than that. However if you mean the spear guards, yeah they'd take 6 hits or more with a regular leather whip. Collect them upgrades. They make a world of difference

I also used the movement engine I did because with the difficulty of the game, the player will sometimes misjudge their jumps and using a ledge to jump back up to me is not a bug, but a blessing.
Comment edited by Piscesdreams on 8/12/2009
 
Posted by C Atherton 25th August, 2009

Just out of curiosity, does this game use the built in movement or is it in fact a custom made engine? - the previous post just had me wondering (you didn't actually say what kind of engine you had)

i'm currently hoping to make my own castlevania tribute game that closely resemble castlevania's controls,weapons etc but i'm using the PMO object extension for my base engine at the moment.

oh and i can second the 6 hits with the pikemen (those spear dudes who poke and swing at you)- definately had the chain whip too, can't say much else about the game yet though, i'm still trying to beat the the second boss (or is it the third - well - the giant skull thing that flies around in a circle real fast).

Looks pretty decent so far, though to be completely honest i would have rathered a near rock solid engine before you put all the levels together
Comment edited by C Atherton on 8/25/2009
 
Posted by zezmoo 28th February, 2010

If the movement engine is custom, couldnt you just add a "negative-repeat well joystick down is pressed" to the moving left and right code to prevent him from sliding when crouched?
 


 



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