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Ok, thanks! I eventually figured out how to make Simon descend down on the thin platforms (that's what I was having trouble with). I still don't exactly understand if it's like a quick motion of going from the up point on the D-pad to the down point to cause Simon to descend, but eventually he went downward, and I was able to purchase that needed chain whip. Thanks again

AA thats what you meant. It's double tap down. Same as in Terraria. As if its just pressing down you cant crouch with while on the platforms. If its the usual Castlevania go down then its down + attack but that prevents coruching attacks on thin platforms. So I decided to go the Terraria way AKA double tap down quickly (press down twice fast). I might add a tutorial or help for the movemetns ETC at some point in the main menu. There are reason for all the movements. Mainly trough my frustration for castlevania game controls.

Ok, thanks you, sounds good! Here's where I encountered another game crash. Just keeping you up to date o these as they happen.

___________________________________________

############################################################################################

ERROR in

action number 1

of  Step Event0

for object frog1_obj:

Variable frog1_obj.myspr_crouch_attackright(101001, -2147483648) not set before reading it.

at gml_Object_frog1_obj_Step_0

############################################################################################

gml_Object_frog1_obj_Step_0 (line -1)

(1 edit)

This is extremely interesting. As I have no idea why frog is trying to crouch =D =D Or how it even has such code. And I have not even touched frog code in a loooong time. Could be part of general movement functions. I will fix this for next update. Thanks!

EDIT: Its fixed for next version. Frogs now longer try to crouch =D

I had some previous versions of the game on my computer. I have no idea if that would cause the crash. Maybe pressing so many buttons while things were moving on the screen? I'm just beginning too grasp any knowledge of how coding works. I just did a video of myself playing the game yesterday! I'll paste the link on!Me playing Simon's Curse .71 Demo!

I gave .73 some paly today. I really like the changing sunbeams happening during the day! The spikes and marsh still seem a tad bit touchy. If you want me to make a video showing you what I mean, I can. The 8-bit remixes I was talking about for the Super CastleVania IV music are done by an artist named Loeder on YouTube. Here's a link to one of them to have a listen to.

Thanks for the info.

I would love to add more cool effects in the game. I also used my sunbeam effect I made for Simons Curse for the Skullball 2 campaign atlantis level. Currently trying to add shadows (actual shadows moving according to sun), window lighting indoor and out door and reflections. Having some problems with others and others just did not look good enough atleast not yet. Also would love to add heat distortions but I need to look in to that. When the game is nearly finished I will try to add weather and stars coming out at night. Maybe also to improve the lighting engine.

By the way did you like the new windows? 

Yeah I need a bit more info. I reduced the size of the hitbox of all the traps to smaller then the actual sprite. Which was a good thing to do as you could get hit standing on a ledge while spikes/poison below and that made no sense. I do know of a little bug thats on my list related to getting momentarily (pressing any movement related button/key releases you) stuck to roof spikes in some rare cases.

The music sounds good. I'm using optomons music at the moment. Check him out at optovania.

This one is my favorite:

Adding some shadow effects sounds cool! And more lighting from the windows and adding stars to the night sky would be nice! The way Optomon did them in his Holy Relics games, but with parallax movement sounds neat. The windows are fine. I wish there was one more option to stretch the screen just some, like to about 7:5, if I'm understanding the ratios correctly. Optomon has done some really great remixes and original tracks using the CastleVania II sound palette. It's amazing really how much he has been able to modify these old games. If Loeder is willing to have some of their remixes also be added to your game, along with what you've been able to use from Optomon's, that would be great in my opinion! Here's a video of me giving the Lost Castle area a try and seeming to still be tripping on those spikes. The video is an unlisted one since it's just for design helping purposes. Thanks again for allowing me to help! This is such a neat project!

I think maybe the three lives before the continue screen might be a good idea, like in the original game?

I have been thinking of adding save points before dungeons or hidden in dungeons. I will also think about what you said that might also come true depends on if I make things easier in the balancing update later in development near the end. But yeah continues dont sound bad but they would then have to have the penalty of gold and maybe heart lost (maybe not all but I was thinking of 1/3 and in NG+ maybe 1/2).

Ok, I see now thats a bit odd its like the hitboxes were totally off place. (the water push back form water is a trickky jump but i tested you can make it). I played that area last in 0.71 its was fine then. When I changed the collision masks I propably set the area wrong for some spikes. Thank you very much for the video and this info I will fix it right away.

The hit detection on spikes and the poison marsh seems a little off. Is making the sub-weapon menu have the weapons appear a little bit larger an option? I can see them, but they seem small. Granted the size you have them at looks like homage to the original game

(2 edits) (-1)

You can also increase the resolution it changes the screen size. Making everything bigger. Fullscreen support also returning. Had some problems with it with vertical sync and fullscreen so I removed it for a while and forgot about it. I fixed the marshes for the next update and will do the same for spikes. Thanks for the great info.

EDIT: all spike/trap etc mask size reduced by 2. It's now a bit smaller than the sprite.