I think one of the most interesting things about these hacks and homebrews for the Genesis/MD is color optimization. There's such a strict color limit, yet people find amazing ways to preserve color.
Amazing work !!! This will be definitely the best Castlevania game on Megadrive !!! I wanna listen to the 16 bit conversion of “Vampire Killer” from the Undergroung Garden. Hope it’ll be perfect 👍🏼
Everything looks fantastic. The speed of the clouds scrolling looks good. ( you could use merman, jumping out of the water, in that area as a possible enemy) The riding of the horse would make for a cool credit scene as well as the intro level.
Looks great, I think the independently scrolling two sets of tree chunks are a great idea, and the scene with the lake will look even better with line-scrolling in the water, no doubt. And next up is part 2 of the shadow and highlight mode demonstration? Looking forward to that a LOT. 👍
At 10:10 The Background is from the Telescope view of the Mountainous River from the Outer Wall (I worked a lot with that Background for my Belmont's Revenge Rebirth Edits :P)
Brilliant! What you're doing is perfect! When you get to the entrance of the castle, I recommend changing the drawbridge tiles from squares to circles. Since the Genesis doesn't have hardware rotation, it would probably be easier to animate the drawbridge closing with circles.
Truly epic, you and Esco are keeping my SOTN fix, though your videos are much better made and your tone is much friendlier! (no disrespect meant to Esco) I'm amazed by your work!
I love the idea of having an intro with the enemies on the horse ride and the scrolling effects are fancy and I love it. Will be something new on the game and add a lot of value.
I really like the Super NES's Mode 7, but I always thought the parallax was the coolest!! Shinobi 3 and the Sonic series on the Mega Drive always had these layers to give it depth and speed. Very nice to see someone today exploring this effect, even more in such an ambitious project!! I really hope you and your team make it!!
@Dean Satan really. Bad was what Probe did when porting the MKII to Mega, they didn't insert the chains that are in front of the characters in the pool level. I think Mega has a lot of advantage when it comes to parallax layers. At least it was better than the MKI port. A Brazilian even made a nice correction in this one. I think he will fix the MKII too.
This is absolutely stunning. Wow! I don't know if the hippogriff has galloping animations, but since it is so horse-like, it might make a good enemy for the auto scrolling section. I love what you're doing here!
Fun fact: Trees in the forground of the PS1 version (perhaps all) got at least 2 bugs on them crawling. They are different. Details like those are super fun if possible, or any kind of similar treat in any game development.
Incredible work. I could not see the difference between the color sprites from the original to Mega Drive, amazing work. I Love to see those dev diaries , its so exciting see the possibilities and things you have to do to implements such things like restriction color palette and animations.
Initially, it's pretty solid for a prototype, I mean, even if it still lacks a bit of content, we can say that the hardest work has already been completed, and my friend, what a excellent color palette! I think currently the speed is nice, but I would like you to take forward the idea of adding line scrolling to the lake in the background, even if it's slow or smooth, it would give a sense of interesting depth to the setting! #pigsy #megadrive #castlevaniasotn
That's awesome! The careful use of colors, the mix of background layers and sprites, add a dash of line scrolling and bam you've got excellent depth and motion. It would be great to get more tools to augment your already judicious use of color. Your flicker could be from per-line limit rather than total on screen limit. The water and reflections might benefit from some light wave/shimmer line scroll effects. Nothing as fast or vigorous as Ranger X, just enough to make the surface shimmer a bit.
Everything you've done so far has looked great! I'm excited to see the end result, but moreover, I'm excited to follow along the creation process! Keep up the good work!
I really enjoy this channel and checking it nearly weekly to see if there are updates ! Great to see progress. Even so I owned a SNES back in the day, I'm looking forward to see this great game come to fruit on the Mega Drive !
Excitedly waiting for this project to see release. It's absolutely stellar. With that said, reusing the front leg tiles is sensible for space saving I guess, but... That's not how they bend. They're z shaped. The front facing top corner is the knee. The rear facing bottom corner is the ankle. Saw that it had been pointed out, but not how it could be fixed. Sorry for the nitpick bro. These updates bring me genuine joy to see. Thank you for this incredible work.
Everything is looking amazing so far! The only slight change I would make is to bring the horizon line of the mountains/water to where it intersects Maria a bit. It would help give it some depth. Right now the water is surrounding her a bit too perfectly, almost giving the illusion that it’s a wall.
Very interesting video, as always! I love your dev diaries. As for the mountains, i think they're from an area outside the clock tower, iicr? What i remember more clearly is that The Tragic Prince was playing in the background. The scroll speed in that part looks quite good to me xD but you may be right in slowing it down a little bit. It's just that i like the speed feeling it gives. I also love how you reworked the color palette on the sprites! I barely can tell the difference. Btw, i didn't know you needed to do do a second set of sprites for the backgrounds enemies, i thought the Megadrive could enlarge or reduce sprites. Looking forward for the next dev diary!
Yep you're right, the mountains from the Clock Tower area. The MegaDrive doesn't have any hardware-based sprite-scaling capabilities, but it can be done in software on the CPU. I want to keep the CPU for game logic, so I think using additional sprites is the best option in this case.
I think flickers happen because of the horizontal sprite limits of Megadrive, maybe larger sprites would help fixing it, at the cost of more memory though. Keep the awesome job! Is a miracle 😆
The horizontal limit is 20 sprites, so I think we are well below that. Thankfully someone has pointed out a strange quirk of the hardware where a sprite being at a certain x position off-screen and cause flicker, so I hope to be able to fix this.
In that scene with the mountains, it would be a cool detail to see a squished down Dracula sprite appear at the peak, then do the gesture he did at the end of his talk in the original, where he is raising his right hand. as if to say, I see you approaching, and as a final detail his sprite won't reflect on the water, as he turns into a bat sprite and flies over the moon and finally either of screen, or to the castle, if that is planned to be a background element in that scene.
@@PigsysRetroGameDevTutorials It would be a surprise, considering he is not often seen outside of it, and it fits the night setting I think. Also as you get closer, reuse the weapons sprites, by lodging them into the ground, and maybe placing skeleton pieces, or a modified zombie sprite to look like a corpse. As a way to indicate that just getting to the castle, is a deadly endeavor.
Some Dragon Rider enemies (from the inverted castle) or riderless Bone Dragons splashing out of that lake would be clutch. On a more comical note: I'm imaging a scene where Maria crashes through poor Yorick and accidentally begins dragging his skull all the way to the castle - triggering the enemy units to advance on the player.
Duplicating the front tree would probably cause flicker, otherwise you could half and mirror it into a very large trunk that goes from top to bottom. :P And is really close to the "viewer". But I love your scrolling effects :). Thanks for sharing. :)
You said you had to reduce colors ..? What .?? 😱 ain’t no colors has been reduced . Amazing 🤩 The mountain in the water can sit at a shaper angle or be stretched . And yes add a little wave effect can be very subtle or little shimmering.. right now it look mirrored with a different tint
@Pigsy Really amazing work. I would be nice to see a transition between the Forest Scene and Lake Scene maybe (with some trees to occlude the view?) so it feels like Maria is really riding all that way and maybe the sun could be setting while riding towards the castle. Excited top see how this progresses. Keep up it up!
You've inspired me to buy a Sega Genesis, and a flashcart to give SGDK a shot. This is just such a cool and nostalgic project. Regarding some of the graphics stuff for SoTN: While watching a GBA speed runs of Aria of Sorrow, I noticed that many rooms in the castle, and many enemies are really similar to SoTN. For problematic rooms or enemies you might take a look at how they converted them to "16 bits" for GBA (yeah, I know, it's completely different than MD; but it's probably closer in HW limitations than the PSX version, and it might give you ideas).
In the scene with the moon in the background it may would look more dynamic if the clouds move faster. The speed of everything else feels fine... Maybe the moon could also move slightly faster. But just a tiny bit...
hola , esta quedando genial el port , te felicito sera una gran sorpresa cuando quede terminado 👍👏. tambien puedes hacer como lo hicieron con el juego pier solar , utilizaban el uso del sega cd para colocar el soundtrack del juego y quedaria mejor . saludos desde colombia
asi es, y el rock and roll racing tambien, pero para eso jugar a la version de ps o saturn. explotar el chip de la megadrive seria mejor, con toda su esencia
About the last scene, I think it looks really impressive and if it came out on Sega Genesis would be amazing and dynamic. My son thinks the clouds should have different spaces in between them so it doesn't look so repetitive. We both agree that the wave effect is running too fast and may be too dramatic, could be a bit more subtle.
Wish someone would do a homebrew port of Rastan to the Genesis. I have no idea why Taito ported Rastan II (which sucks) and not the original in the first place.
Underground Garden will be level two for Maria. Cursed Prison only has a coupe of screens, so probably not enough for a whole level. We may look to expand that ourselves.
@@PigsysRetroGameDevTutorials Just a thought...the Cursed Prison is a small section that's exclusive to the Saturn version but the layout would be perfect for an interesting boss battle or an anxiety situation, like a flooding section that you have to outrun (a classic Castlevania scenario) or "lights out" situation, with all of those creepy torches. Put those coding skills to the test.
@@AtariBorn Thanks for the ideas :) With Maria's adventure I think we can be a little be more creative as not so many people played it, plus many who did thought that he moveset didn't really suit the levels. With Alucard I'll probably be a little more conservative in sticking closer to the original.
Harpies in the woods would work nicely I think, they have green hair & goldish/ yellow feathers so that would make for a nice contrast and at the same time reuse the colours you already used in that scene…and man, you need to make this a mega cd game sou you can do a full orchestral soundtrack 😅😉🤘
I think it would be cool if her bird flew around to protect her under your control even though I know the bird doesnt exist in the Saturn version. It would make more sense in my head instead of maria jumping up and down on a horse.
No offense intended for the amazing Pigsy/Pyron work--especially since this flaw goes back to the original Konami art in Nocturne of Moonlight--but the physiology of Maria's horse's back legs bothers the heck out of me; The hocks ("ankle/knees") bend the wrong direction, and it looks like it has front legs for back legs--and appears as though the original artist just "copy pasted" the front legs to save time. Contrast with the Shinobi horse whose hind legs are animated properly and the effect is startling... Probably not worth fixing on your amazing Megadrive port, but it's funny to me all the same. 😂
Haha, I admit that I didn't realise this until a few people pointed it out. I guess that's down to me being a city boy! I even had to check some horse photos to confirm what horses' back legs looked like :) I think we may fix this ourselves in a later version, as it's starting to bother me too now.
@@PigsysRetroGameDevTutorials There's no doubt in my mind that whoever animated that originally for Konami was a city boy as well; "If wheels on a cart are interchangeable, why not legs on a horse?" 😂
I think the Saturn version, although I haven't 100% decided yet. When I come to really do her next year I'll replay both games. Maybe I can take elements from both.
What are you doing is so creative and it’s amazing I would like to do the cover art for you and I have an idea can you guys grab Frankenstein from Castlevania bloodlines and actually add him as a boss he was one of the best looking Frankenstein‘s I have ever seen on the video game it would be nice to add him as level boss old school level bosses
Don't like that gradient effect in the water, looks like there's some magical entity emanating from it which is probably not the intention nor appropriate. Everything else is really cool though :DDD
I didn't want to use too many sprites in this build, but once we have that background tile mapping software I mentioned I think I'll be able to include some clouds too, as I should then be able to use background tiles for this instead.
What about just making an adapter like the Gameboy adapter on the gamecube, so it can also play Genesis, and Backup discs as a drive, that way we can have the Castlevania games all of them in a single game on the gamecube
If you want can I drive you some background if you can add the mummy bring the money back old school all the way the werewolf bring them back your doing a great job god bless you
One small comment: The entire Saturn game is stretched horizontally with an awful column doubling technique. Every so many columns of vertical pixels are just doubled. If you're using Saturn- only sprites like Maria, you might want to un-stretch them so they are not as messy.
Please be very, very careful when porting graphics from the Saturn version over to this project, because if you put them straight in without any edits beyond reducing the colour palette, you will end up with the irregularly stretched pixels from the Saturn baked into them. This is in unpleasant contrast to the unstretched "raw pixel" style you seem to have settled on for the rest of the graphics and actually ends up making the Saturn-originating graphics look much too wide and squat in comparison to the PlayStation-originating ones. If for example you look at Maria's horse, you can see that its front half matches that of the Valhalla Knight's horse, just recoloured. However, every few horizontal pixels in Maria's horse sprite you will see an ugly vertical strip where all pixels in the sprite are twice as wide. This is from the stretching job the Saturn devs hastily applied to all the sprites and it not only makes the horse look somewhat low-definition and like it consists of unstable pixels, but also very w i d e compared to the Valhalla Knight's. To make these fit with the other graphics in the project, I very, _very_ strongly urge you to have a look at undoing this stretch job to these graphics (it should be quite straightforward, as the stretch only manifests itself as columns of doubled pixels, which can each be squished back to the one column they're supposed to be). You are clearly passionate about this project and have been doing an amazing job so far along with all the others involved, implementing an astounding amount of polish, which has caught the eyes of thousands who all hope to see it succeed as beautifully as it can. Because of this it would be a huge disappointment if small but rather impactful errors like this would remain unaccounted for. There have been four months of updates since this video so there is a good chance at least one person in the team has caught or fixed this in the meantime, and if so, I couldn't be happier that my advice here was unnecessary! If this hasn't been done yet though, I would be more than happy to lend a hand in adjusting these sprites as I have precisely in mind how to do this. I'm absolutely loving this project; I'd picked up on it through osmosis before but only today decided to sit through the whole development history. Loving every bit of it and can't wait to see what more you have in store for us!
I think one of the most interesting things about these hacks and homebrews for the Genesis/MD is color optimization. There's such a strict color limit, yet people find amazing ways to preserve color.
Not only you respect the original material, you improve it! I love how you explain everything, really interesting. Thanks for you awesome work!
The updates to SGDK sound very exciting. The possibilities will be many.
I couldn't tell the difference between the original sprites to the Mega Drive ones.
Fantastic work so far, you two!
Amazing work !!! This will be definitely the best Castlevania game on Megadrive !!! I wanna listen to the 16 bit conversion of “Vampire Killer” from the Undergroung Garden. Hope it’ll be perfect 👍🏼
Everything looks fantastic. The speed of the clouds scrolling looks good. ( you could use merman, jumping out of the water, in that area as a possible enemy)
The riding of the horse would make for a cool credit scene as well as the intro level.
Good idea about the merman and credits scene
the boat guy in the caverns of sotn could be a small black shadow on the lake going about his business
love that lake
This concept is very nice and promising…. The horse’s back paws animation could use some work tough.
Brilliant work, as always! Congrats
Looking great, pigsy. Looking forward to wherever this is leading us.
Looks great, I think the independently scrolling two sets of tree chunks are a great idea, and the scene with the lake will look even better with line-scrolling in the water, no doubt. And next up is part 2 of the shadow and highlight mode demonstration? Looking forward to that a LOT. 👍
At 10:10 The Background is from the Telescope view of the Mountainous River from the Outer Wall (I worked a lot with that Background for my Belmont's Revenge Rebirth Edits :P)
Right!
@@PigsysRetroGameDevTutorials Bingo!!
Brilliant! What you're doing is perfect! When you get to the entrance of the castle, I recommend changing the drawbridge tiles from squares to circles. Since the Genesis doesn't have hardware rotation, it would probably be easier to animate the drawbridge closing with circles.
Good idea!
@@PigsysRetroGameDevTutorials Ou en 3D texturée?
Truly epic, you and Esco are keeping my SOTN fix, though your videos are much better made and your tone is much friendlier! (no disrespect meant to Esco) I'm amazed by your work!
I love the idea of having an intro with the enemies on the horse ride and the scrolling effects are fancy and I love it. Will be something new on the game and add a lot of value.
The color is truly excellent. The green of the trees, the dark blue of the background and sky. Looks brilliant.
I really like the Super NES's Mode 7, but I always thought the parallax was the coolest!! Shinobi 3 and the Sonic series on the Mega Drive always had these layers to give it depth and speed. Very nice to see someone today exploring this effect, even more in such an ambitious project!! I really hope you and your team make it!!
@Dean Satan really. Bad was what Probe did when porting the MKII to Mega, they didn't insert the chains that are in front of the characters in the pool level. I think Mega has a lot of advantage when it comes to parallax layers. At least it was better than the MKI port. A Brazilian even made a nice correction in this one. I think he will fix the MKII too.
This is absolutely stunning. Wow! I don't know if the hippogriff has galloping animations, but since it is so horse-like, it might make a good enemy for the auto scrolling section. I love what you're doing here!
Fun fact: Trees in the forground of the PS1 version (perhaps all) got at least 2 bugs on them crawling. They are different. Details like those are super fun if possible, or any kind of similar treat in any game development.
Incredible work. I could not see the difference between the color sprites from the original to Mega Drive, amazing work. I Love to see those dev diaries , its so exciting see the possibilities and things you have to do to implements such things like restriction color palette and animations.
Initially, it's pretty solid for a prototype, I mean, even if it still lacks a bit of content, we can say that the hardest work has already been completed, and my friend, what a excellent color palette!
I think currently the speed is nice, but I would like you to take forward the idea of adding line scrolling to the lake in the background, even if it's slow or smooth, it would give a sense of interesting depth to the setting!
#pigsy
#megadrive
#castlevaniasotn
That's awesome! The careful use of colors, the mix of background layers and sprites, add a dash of line scrolling and bam you've got excellent depth and motion. It would be great to get more tools to augment your already judicious use of color.
Your flicker could be from per-line limit rather than total on screen limit.
The water and reflections might benefit from some light wave/shimmer line scroll effects. Nothing as fast or vigorous as Ranger X, just enough to make the surface shimmer a bit.
Anybody making new Genesis content is a gentleman and a saint, especially content this good
Loving the layered graphics, and the reflection in the lake is cool.
Everything you've done so far has looked great! I'm excited to see the end result, but moreover, I'm excited to follow along the creation process! Keep up the good work!
Man, this thing is coming along nicely. I love seeing the explanations of how things are progressing. Excellent video series and excellent project.
Man this is so epic and interesting. Good work man.
Keep up the great work Pigsy! I love the idea of Maria's entrance as well. I look forward to more Shinobi videos as well as your SGDK videos!
Another fantastic video. Looking forward to the Tutorial videos too. Love this kind of stuff. Keep up the great work :-)
Looks incredible mate. Would be amazing to play this on the genesis
Graphic are great!... But the music is simply AWESOME 😱🤯
I really enjoy this channel and checking it nearly weekly to see if there are updates ! Great to see progress. Even so I owned a SNES back in the day, I'm looking forward to see this great game come to fruit on the Mega Drive !
Hi Pigsy, your videos gave me the inspiration to try a tech-demo of SotN on the Gameboy: ruclips.net/video/N4HuKm8NKuw/видео.html
This series really warms my heart ☝️🧙♂️....
Really looking forward to your tutorials.
Absolutely amazing! Can not wait to see the next update!
Excitedly waiting for this project to see release. It's absolutely stellar. With that said, reusing the front leg tiles is sensible for space saving I guess, but... That's not how they bend. They're z shaped. The front facing top corner is the knee. The rear facing bottom corner is the ankle. Saw that it had been pointed out, but not how it could be fixed. Sorry for the nitpick bro. These updates bring me genuine joy to see. Thank you for this incredible work.
I only just noticed that about the horse's back legs! That's how the Konami artists drew them, but maybe we'll change it in a future update.
wow! it looks amazing man...! Looking forward to seeing what else u got for us!
Everything is looking amazing so far! The only slight change I would make is to bring the horizon line of the mountains/water to where it intersects Maria a bit. It would help give it some depth. Right now the water is surrounding her a bit too perfectly, almost giving the illusion that it’s a wall.
Very interesting video, as always! I love your dev diaries.
As for the mountains, i think they're from an area outside the clock tower, iicr? What i remember more clearly is that The Tragic Prince was playing in the background.
The scroll speed in that part looks quite good to me xD but you may be right in slowing it down a little bit. It's just that i like the speed feeling it gives.
I also love how you reworked the color palette on the sprites! I barely can tell the difference. Btw, i didn't know you needed to do do a second set of sprites for the backgrounds enemies, i thought the Megadrive could enlarge or reduce sprites.
Looking forward for the next dev diary!
Yep you're right, the mountains from the Clock Tower area. The MegaDrive doesn't have any hardware-based sprite-scaling capabilities, but it can be done in software on the CPU. I want to keep the CPU for game logic, so I think using additional sprites is the best option in this case.
@@PigsysRetroGameDevTutorials i see, very interesting, like everything else!
absolutely stunning work ^_^
The idea of Demake/Remakes is to add new, better touches that the original game didn´t have. You understand that perfectly, I love the damn horse!
Looks really good... Keep it up...🔥🔥🔥
It's getting ultra cool, on the lake scene, thats craps little skulls heads attacking Maria could be great!
I liked the subtitles only with music approach much better.
I love programming and desing of games
I think flickers happen because of the horizontal sprite limits of Megadrive, maybe larger sprites would help fixing it, at the cost of more memory though. Keep the awesome job! Is a miracle 😆
The horizontal limit is 20 sprites, so I think we are well below that. Thankfully someone has pointed out a strange quirk of the hardware where a sprite being at a certain x position off-screen and cause flicker, so I hope to be able to fix this.
I’d really love to create spritework and animation for this, I feel like this’ll be an amazing demake, it just gets better and better.
A true work of love.
In that scene with the mountains, it would be a cool detail to see a squished down Dracula sprite appear at the peak, then do the gesture he did at the end of his talk in the original, where he is raising his right hand. as if to say, I see you approaching, and as a final detail his sprite won't reflect on the water, as he turns into a bat sprite and flies over the moon and finally either of screen, or to the castle, if that is planned to be a background element in that scene.
I thought of maybe having Dracula's castle slowly come into view in the background, but having the man appear himself could be interesting too.
@@PigsysRetroGameDevTutorials It would be a surprise, considering he is not often seen outside of it, and it fits the night setting I think.
Also as you get closer, reuse the weapons sprites, by lodging them into the ground, and maybe placing skeleton pieces, or a modified zombie sprite to look like a corpse. As a way to indicate that just getting to the castle, is a deadly endeavor.
Some Dragon Rider enemies (from the inverted castle) or riderless Bone Dragons splashing out of that lake would be clutch.
On a more comical note: I'm imaging a scene where Maria crashes through poor Yorick and accidentally begins dragging his skull all the way to the castle - triggering the enemy units to advance on the player.
Thanks, some nice ideas there :)
It will have Maria Mode? That is good to hear! xDDDD
Duplicating the front tree would probably cause flicker, otherwise you could half and mirror it into a very large trunk that goes from top to bottom. :P And is really close to the "viewer". But I love your scrolling effects :). Thanks for sharing. :)
I love your progress and skill rising :-)
Nothing particular to say just idea to add a water effect to the Moon réflexion is a very good idea.
shinobi 3 "whirlwind" song is one of the best of all videogames!
I agree, you'll argument from me there :) Yuzo Koshiro is very talented, but the people who did the Shinobi 3 soundtrack did an amazing job too.
You said you had to reduce colors ..?
What .?? 😱 ain’t no colors has been reduced .
Amazing 🤩
The mountain in the water can sit at a shaper angle or be stretched . And yes add a little wave effect can be very subtle or little shimmering.. right now it look mirrored with a different tint
Everything you have done is amazing and great stuff your awesome and great video 👍 Pigsy’s Retro
oh yes, i was missing your videos.
@Pigsy Really amazing work. I would be nice to see a transition between the Forest Scene and Lake Scene maybe (with some trees to occlude the view?) so it feels like Maria is really riding all that way and maybe the sun could be setting while riding towards the castle. Excited top see how this progresses. Keep up it up!
Great work i love it!
Amazing 👏 I still play the xmas ❄ castle 🎁 rom
You've inspired me to buy a Sega Genesis, and a flashcart to give SGDK a shot. This is just such a cool and nostalgic project.
Regarding some of the graphics stuff for SoTN: While watching a GBA speed runs of Aria of Sorrow, I noticed that many rooms in the castle, and many enemies are really similar to SoTN.
For problematic rooms or enemies you might take a look at how they converted them to "16 bits" for GBA (yeah, I know, it's completely different than MD; but it's probably closer in HW limitations than the PSX version, and it might give you ideas).
Great to hear! Hope to see you in the tutorial video comments.
Perfecto 👍
Wow. Yeah. It's another episode of development Castlevania SOTN for Sega Mega Drive.
In the scene with the moon in the background it may would look more dynamic if the clouds move faster. The speed of everything else feels fine... Maybe the moon could also move slightly faster. But just a tiny bit...
Bitterfly / Butterfly are only in Inverted Castle yeah, and they got an invisible feature that makes them disappear once in a while.
hola , esta quedando genial el port , te felicito sera una gran sorpresa cuando quede terminado 👍👏. tambien puedes hacer como lo hicieron con el juego pier solar , utilizaban el uso del sega cd para colocar el soundtrack del juego y quedaria mejor . saludos desde colombia
asi es, y el rock and roll racing tambien, pero para eso jugar a la version de ps o saturn. explotar el chip de la megadrive seria mejor, con toda su esencia
Great 👍
Exelente capo 🖒🖒🖒
This is awesome
this is awesome
Eu já dou like antes do vídeo começar #fanboy
Much appreciated :)
About the last scene, I think it looks really impressive and if it came out on Sega Genesis would be amazing and dynamic. My son thinks the clouds should have different spaces in between them so it doesn't look so repetitive. We both agree that the wave effect is running too fast and may be too dramatic, could be a bit more subtle.
Wish someone would do a homebrew port of Rastan to the Genesis. I have no idea why Taito ported Rastan II (which sucks) and not the original in the first place.
Here's hoping that the Underground Garden and Cursed Prison levels end up in the final Symphony of the Genesis game.
Underground Garden will be level two for Maria. Cursed Prison only has a coupe of screens, so probably not enough for a whole level. We may look to expand that ourselves.
@@PigsysRetroGameDevTutorials That's great!
@@PigsysRetroGameDevTutorials Just a thought...the Cursed Prison is a small section that's exclusive to the Saturn version but the layout would be perfect for an interesting boss battle or an anxiety situation, like a flooding section that you have to outrun (a classic Castlevania scenario) or "lights out" situation, with all of those creepy torches. Put those coding skills to the test.
@@AtariBorn Thanks for the ideas :) With Maria's adventure I think we can be a little be more creative as not so many people played it, plus many who did thought that he moveset didn't really suit the levels. With Alucard I'll probably be a little more conservative in sticking closer to the original.
may be god with you
CI VORREBBE UN NUOVO CASTLEVANIA CHE SOMIGLI AL SYMPHONY OF THE NIGHT CON SUONI SIMILI IO L ASPETTO
Harpies in the woods would work nicely I think, they have green hair & goldish/ yellow feathers so that would make for a nice contrast and at the same time reuse the colours you already used in that scene…and man, you need to make this a mega cd game sou you can do a full orchestral soundtrack 😅😉🤘
Yeah, harpies could be good. I'm also thinking of including the witches.
👍👏👏👏
BTW, I think you should incorporate a stationary moon in the background. You can probably do this using a sprite.
I think it would be cool if her bird flew around to protect her under your control even though I know the bird doesnt exist in the Saturn version. It would make more sense in my head instead of maria jumping up and down on a horse.
No offense intended for the amazing Pigsy/Pyron work--especially since this flaw goes back to the original Konami art in Nocturne of Moonlight--but the physiology of Maria's horse's back legs bothers the heck out of me; The hocks ("ankle/knees") bend the wrong direction, and it looks like it has front legs for back legs--and appears as though the original artist just "copy pasted" the front legs to save time.
Contrast with the Shinobi horse whose hind legs are animated properly and the effect is startling... Probably not worth fixing on your amazing Megadrive port, but it's funny to me all the same. 😂
Haha, I admit that I didn't realise this until a few people pointed it out. I guess that's down to me being a city boy! I even had to check some horse photos to confirm what horses' back legs looked like :) I think we may fix this ourselves in a later version, as it's starting to bother me too now.
@@PigsysRetroGameDevTutorials There's no doubt in my mind that whoever animated that originally for Konami was a city boy as well; "If wheels on a cart are interchangeable, why not legs on a horse?" 😂
Looks amazing love the fact you are adding I. Maria , will she play like the Saturn Sotn Maria or PSP Sotn Maria ?
I think the Saturn version, although I haven't 100% decided yet. When I come to really do her next year I'll replay both games. Maybe I can take elements from both.
What are you doing is so creative and it’s amazing I would like to do the cover art for you and I have an idea can you guys grab Frankenstein from Castlevania bloodlines and actually add him as a boss he was one of the best looking Frankenstein‘s I have ever seen on the video game it would be nice to add him as level boss old school level bosses
Awesome. I bet a Neo Geo could have output a SOTN in the early 90's easily.
that horse has only front legs look at the sprites
Don't like that gradient effect in the water, looks like there's some magical entity emanating from it which is probably not the intention nor appropriate. Everything else is really cool though :DDD
is it possible to have the clouds reflect in the water?
I didn't want to use too many sprites in this build, but once we have that background tile mapping software I mentioned I think I'll be able to include some clouds too, as I should then be able to use background tiles for this instead.
What about just making an adapter like the Gameboy adapter on the gamecube, so it can also play Genesis, and Backup discs as a drive, that way we can have the Castlevania games all of them in a single game on the gamecube
Sound for the game ruclips.net/video/6ncSx0fL-3I/видео.html
🖒
Just crossed my mind: If you'd target for Mega CD, you could re-use the CD music, couldn't you ?
If you want can I drive you some background if you can add the mummy bring the money back old school all the way the werewolf bring them back your doing a great job god bless you
One small comment: The entire Saturn game is stretched horizontally with an awful column doubling technique. Every so many columns of vertical pixels are just doubled. If you're using Saturn- only sprites like Maria, you might want to un-stretch them so they are not as messy.
It's gonna have Mario too? I'm a Nintendo fan myself, but it'll never get an official release on Sega hardware.
This not exist in playstation
So precisa corrigir a animacao do caralo, as pernas estão estranhas, de resto esta bom parabeñs
Please be very, very careful when porting graphics from the Saturn version over to this project, because if you put them straight in without any edits beyond reducing the colour palette, you will end up with the irregularly stretched pixels from the Saturn baked into them. This is in unpleasant contrast to the unstretched "raw pixel" style you seem to have settled on for the rest of the graphics and actually ends up making the Saturn-originating graphics look much too wide and squat in comparison to the PlayStation-originating ones.
If for example you look at Maria's horse, you can see that its front half matches that of the Valhalla Knight's horse, just recoloured. However, every few horizontal pixels in Maria's horse sprite you will see an ugly vertical strip where all pixels in the sprite are twice as wide. This is from the stretching job the Saturn devs hastily applied to all the sprites and it not only makes the horse look somewhat low-definition and like it consists of unstable pixels, but also very w i d e compared to the Valhalla Knight's. To make these fit with the other graphics in the project, I very, _very_ strongly urge you to have a look at undoing this stretch job to these graphics (it should be quite straightforward, as the stretch only manifests itself as columns of doubled pixels, which can each be squished back to the one column they're supposed to be).
You are clearly passionate about this project and have been doing an amazing job so far along with all the others involved, implementing an astounding amount of polish, which has caught the eyes of thousands who all hope to see it succeed as beautifully as it can. Because of this it would be a huge disappointment if small but rather impactful errors like this would remain unaccounted for. There have been four months of updates since this video so there is a good chance at least one person in the team has caught or fixed this in the meantime, and if so, I couldn't be happier that my advice here was unnecessary! If this hasn't been done yet though, I would be more than happy to lend a hand in adjusting these sprites as I have precisely in mind how to do this.
I'm absolutely loving this project; I'd picked up on it through osmosis before but only today decided to sit through the whole development history. Loving every bit of it and can't wait to see what more you have in store for us!