Outstanding addition! I think it's not just a "demake" project anymore and turning into a unique and solid concept. Personally I'm really happy with the results and see it even more close to the in game playstation version "feeling" of the game. To think, MD is quite powerful to handle it all :o
this is one of the most important games in my life . seeing the amazing work you are doing it just makes me smile as a kid. that death battle is looking really good . keep up the good work. it really inspires me to continue my own indie projects i left abandoned years ago. thanks for all man .
I think a simple add to Death's battle would be to have a 1 in 3 chance that he swoops low and attacks the position you were at on the screen about a second before, so it keeps you on your toes. Or something like that.
Brazil here! Man, Genesis version with dialogues? Sir, you rock! What a great time to be alive. By the way, i can help with brazilian portuguese translation.
Hi friend! Good idea adding the battle in the first encounter with death. I have two suggestions here; One is to have Death use the specific attack as soon as Alucard changes floors, making the alternating attacks less obvious. Second is to avoid spoken dialogue so as not to make the rom too big, there is no problem in adding just one dialogue box and keeping only the death laugh at the end. Excellent work and merry Christmas!
This is the first sub-boss of the game, so I wanted to keep things easy, although I might change things later. The other bosses will provide more of a challenge!
When time comes to do the localization work, I'll be more than glad to translate the whole game to Brazilian Portuguese (voluntarily, of course). If you'd like me to contact you, let me know. I reckon St1ka could also do it, but he's really busy nowadays (and PT-BR & PT-PT are completely different).
Congratulations on the achievements so far! I think it is better using the blinking reddening than the constant reddening for enemies being traumatized.
Mighty impressive progress, this is looking better and better all the time! I'm genuinely astounded at the voice samples too, knowing the MD infamously had... not great.. voice capabilities 😮
Sorry, I haven't commented in a while. So, when you're videos come up, they are usually on the weekends. I always check Saturday mornings and watch from my Xbox. I should say, I'm really excited about the progress you've made on SOTN. I can't wait for your Christmas Demo.
essa batalha contra a morte ficou imcrivel, as vozes tambem ficaram boas, talvez ainda seja possivel melhorar equalizando, uma pergunta, tera legenda e se sim tem como escolher idioma para o portugues?
Ele explicou no vídeo que quando a hora chegar ele vai sim adicionar legenda pros países latinos. Quanto ao som, não adianta equalizar, é limitação do hardware mesmo e sempre vai sair meio assim.
The assets and gameplay all look and sound great, though the fight maybe feels a little anemic theatrically? I know this isn’t the final version and am guessing that the final attack sfx will help a lot, though hoping you’ll also include boss’s pain and attack VO as well? (I think this type of VO generally gave SotN a lot of character that even the latter igavania games sort of lacked / would be great if they could be incorporated here). Some other random thoughts if you’re interested - a little knockback for Death after getting hit (similar to his 1st form later in the game); a different color palette for the sky in lieu of the vortex (so it can become “normal” again after Death leaves); Alucard’s attack VO might be a little *too* infrequent now? (Almost sounds like a glitch when it happens here / maybe there's a higher chance the VO plays when's he's in a new room or hasn't attacked for a few seconds?)
Pyron made a video a while ago talking about this project, he says that there will be a lot of cuts, especially in the songs that will have to be repeated so as not to waste space in the ROM, I imagine that it is not in the plans to have voices either, this is to fit on a normal cartridge of 4MB if I'm not mistaken, it would be good to make a Lite version that would be 4MB and a more complete one of 16MB to have more music, voices and maybe even more animations or extra content, what do you think?
The fight with death looks great so far! It does seem like it could be a bit easy, but for a first boss that's fine. Regarding sub-weapons, I definitely think simpler is usually better, though it would be cool if certain bosses were more vulnerable to certain sub-weapons. Stuff like the Holy Water seems like it should do more damage against certain enemies. That said I guess some of the sub-weapons will just be inherently more useful against certain bosses, so maybe that's enough. Great work as always! 👍
They are already pushing the Megadrive really hard already. They are likely pushing the limits regarding tiles and colors. Then again, they have been doing magic all this time...
It's looking really good! Impeccable aesthetics. About passing the limit, negative, not passing the limit. I develop for Mega Drive and other consoles, I can tell you that when I go to the limit, the image turns into a jumble of scattered pixels, and not a beautiful image like the one seen in the case in question.@@Myako
Looking awesome! Something I feel should be tweaked with the Death fight is the visual feedback for dealing damage - I think a short flash would feel more satisfying than him staying red for the duration of his s. Smart move to have a boss fight there, though, since it still gives the encounter a purpose.
thatd be sweet! or a rolling intro with its own tune and dialogue, i wonder if the guy who voiced Alucard would help out with a few new voice samples? thatd be ball bustingly good 🎉
Interesting progress, and are you planning to have a transparent like image?(I know Genesis doesn't do transparent). Are you going to have after image effects?
Looking great as always! Have you toyed with the idea of being able to destroy Death's bubbles with attacks? It could make for a bit more dynamicness to the attack patterns.
i like the idea of asking a dev (yourself as the case may be) to be able to beat the boss damageless (or hitless) due to being overly experienced with the boss
Pigsy! i have a question 🙋♂️ have you approached Robert Belgrade voice actor of Alucard? maybe he could narate an intro for the megadrive eddition or give you a few new voice samples for boss encounters, this project may grab his interest 🎉 itd be bloody amazing if he gets in on this! having an Alucard Mirror boss battle with a little dialogue from the true son of dracula himself could be truly epic🎉🎉 (crack of 16bit thunder and lightening) Having mr. Belgrade Alucard style saying SEGA as the game boots up would be mind blowing 🦇❤🦇
Please consider having Death not turn his back on the player character. It might seem a suggestion for an insignificant aesthetic change, but when Death turns his back on the player it makes him seem like he doesn't perceive the player as a threat, and when he flies to the right wall and pauses for a few moments he currently looks like he's 'forgotten' why he's there and breaks the immersion imo. It just doesn't look good to me.
@@PigsysRetroGameDevTutorials Is Alucard's ghosting technically not possible? It doesn't have to be the same as the Play Station version, but since Alucard isn't a pureblood human, the ghosting could be a trait for him.
@@PigsysRetroGameDevTutorials These days I saw a video of a megadrive game that has a ghost, the name is Marvel land, it seems to be some skill because this effect is not present since the beginning of the game, I saw this in a video that shows 10 EXCELLENT GAMES on MEGA DRIVE that FEW KNOW, this is the link, go to 5:19 ruclips.net/video/MUevRNsKOUo/видео.html
love the progress, but I will admit that the truncating the dialog bit sounded like a cop out. When remaking, I think it's key to keep those table stakes pieces, gameplay, etc as close to the original as possible. This respects the skill and knowledge of the original designers who, let's be fair, are the experts who created the masterpiece in the first place.
If I had to guess, it was done as a concession to the smaller cart size. I think there are limits even with bank-switching, and audio is one of the biggest drains on storage space. So he'd either have to cut the voiceover and just have text, or truncate the dialog. I personally think he made the right call, but that's a matter of preference. Besides, this isn't a 1:1 remake, it's more of a re-imagining. The structure of the game is going to be fundamentally different from the original SotN.
@@GreyMatterShades That's fair. I woudl have respected an explanation more to the effect of "yeah - the memory constraints make porting this dialog very challenging" or such instead of "in action games, we want to keep the action flowing". No doubt memory is an issue - though I'd say not impossible with modern tooling.
More than happy to help on the Argentinian spanish localization.
"Alucard, ¿qué bardeás, pibe?"
"Cashate, esqueleto, ¡calavera no chilla!"
Thanks for the offer. It's too early yet, but it would be nice to eventually get different Spanish versions
@@PigsysRetroGameDevTutorials sure! I can help with the Latin American version, for sure.
No need to make an argentinian one, lol
Outstanding addition! I think it's not just a "demake" project anymore and turning into a unique and solid concept. Personally I'm really happy with the results and see it even more close to the in game playstation version "feeling" of the game. To think, MD is quite powerful to handle it all :o
Can be called a retroport similar to what DraculaX/vampire kiss is to Rondo of Blood but obviously this is better.
this is one of the most important games in my life . seeing the amazing work you are doing it just makes me smile as a kid. that death battle is looking really good . keep up the good work. it really inspires me to continue my own indie projects i left abandoned years ago. thanks for all man .
Thanks! Good luck with your own projects. It's hard work, but fulfilling
I think a simple add to Death's battle would be to have a 1 in 3 chance that he swoops low and attacks the position you were at on the screen about a second before, so it keeps you on your toes. Or something like that.
loving the death fight, the voice samples and visuals rock, awesome work! 🎉🎉🎉✊️✊️✊️
Thanks, I was quite happy with how the console handles the voices
@@PigsysRetroGameDevTutorials also loved how death bowed out of battle with the we'll meet again line, looking really classy 👌👌
Brazil here! Man, Genesis version with dialogues? Sir, you rock! What a great time to be alive. By the way, i can help with brazilian portuguese translation.
Hi friend!
Good idea adding the battle in the first encounter with death.
I have two suggestions here;
One is to have Death use the specific attack as soon as Alucard changes floors, making the alternating attacks less obvious.
Second is to avoid spoken dialogue so as not to make the rom too big, there is no problem in adding just one dialogue box and keeping only the death laugh at the end.
Excellent work and merry Christmas!
This is the first sub-boss of the game, so I wanted to keep things easy, although I might change things later. The other bosses will provide more of a challenge!
When time comes to do the localization work, I'll be more than glad to translate the whole game to Brazilian Portuguese (voluntarily, of course). If you'd like me to contact you, let me know. I reckon St1ka could also do it, but he's really busy nowadays (and PT-BR & PT-PT are completely different).
I think Pyron has some ideas of who could do the voicework, but it's too early to be doing that right now anyway. Thanks for the offer :)
@@PigsysRetroGameDevTutorialsterá dublagem em português?
@@mariajosesantos3514sim
@@PigsysRetroGameDevTutorials dublagem?
Congratulations on the achievements so far! I think it is better using the blinking reddening than the constant reddening for enemies being traumatized.
Looking forward to a swedish Alucard performed by Mikael Persbrandt (j/k)
Looks great!
Mighty impressive progress, this is looking better and better all the time! I'm genuinely astounded at the voice samples too, knowing the MD infamously had... not great.. voice capabilities 😮
every progress video is a treat
I was quite surprised too how good the voices sound on the console
@@rafaelantonio6765 uh... SF2 Special Champion has the WORST voices in any video game ever. On any system ever.
Sorry, I haven't commented in a while. So, when you're videos come up, they are usually on the weekends. I always check Saturday mornings and watch from my Xbox. I should say, I'm really excited about the progress you've made on SOTN. I can't wait for your Christmas Demo.
and a great Christmas gift for us, I'm really looking forward to playing ^_^
I look forward to sharing :)
Outstanding work. Keep it up.
The demo is already incredible. Nice progress, Pigsy
Which demo?
The demonstration shown in the video. It will be released close to Christmas, according to Pigsy himself.@@Myako
Thanks!
The death move-set is so cool! Congratulations
eparabens meu amigo, otimo trabalho, ainda planeja adicionar modo coop? seria otimo ter um castlevania coop
I'm focussing on single player for now, but I hope to add some kind of two player mode somehow
@@PigsysRetroGameDevTutorials ok
Always though how that scenario was perfect for a frenetic boss battle against Death. ⭐⭐⭐⭐⭐
This was just a warning shot, the real battle with death will come later in the game!
It looks amazing, keep it up!!
Wow that's looking impressive the way it is.
Nicework
essa batalha contra a morte ficou imcrivel, as vozes tambem ficaram boas, talvez ainda seja possivel melhorar equalizando, uma pergunta, tera legenda e se sim tem como escolher idioma para o portugues?
Ele explicou no vídeo que quando a hora chegar ele vai sim adicionar legenda pros países latinos. Quanto ao som, não adianta equalizar, é limitação do hardware mesmo e sempre vai sair meio assim.
There will eventually be a Portuguese version with voices etc
@@PigsysRetroGameDevTutorials otimo
The assets and gameplay all look and sound great, though the fight maybe feels a little anemic theatrically?
I know this isn’t the final version and am guessing that the final attack sfx will help a lot, though hoping you’ll also include boss’s pain and attack VO as well? (I think this type of VO generally gave SotN a lot of character that even the latter igavania games sort of lacked / would be great if they could be incorporated here).
Some other random thoughts if you’re interested - a little knockback for Death after getting hit (similar to his 1st form later in the game); a different color palette for the sky in lieu of the vortex (so it can become “normal” again after Death leaves); Alucard’s attack VO might be a little *too* infrequent now? (Almost sounds like a glitch when it happens here / maybe there's a higher chance the VO plays when's he's in a new room or hasn't attacked for a few seconds?)
interesting, I missed some reaction from death when being attacked, especially in the last attack for her to escape
Pyron made a video a while ago talking about this project, he says that there will be a lot of cuts, especially in the songs that will have to be repeated so as not to waste space in the ROM, I imagine that it is not in the plans to have voices either, this is to fit on a normal cartridge of 4MB if I'm not mistaken, it would be good to make a Lite version that would be 4MB and a more complete one of 16MB to have more music, voices and maybe even more animations or extra content, what do you think?
As I saw in the video 3 weeks ago, even now it's almost 4MB...
I like the idea on creating death fight. I suggest changing the fire attack with green or blue to give more evil style
or purple! purple fires gotta be evil 😈
Awesome work. Following this one closely.
Thanks!
Spectacular yet again. Moar demos, plz?😊
The fight with death looks great so far! It does seem like it could be a bit easy, but for a first boss that's fine.
Regarding sub-weapons, I definitely think simpler is usually better, though it would be cool if certain bosses were more vulnerable to certain sub-weapons. Stuff like the Holy Water seems like it should do more damage against certain enemies. That said I guess some of the sub-weapons will just be inherently more useful against certain bosses, so maybe that's enough.
Great work as always! 👍
I am from Argentina, my voice its at your service, sir!
Another superb video. Game is looking better & better - can't wait for the next update. Keep it up :-)
Thanks!
Once again, I can't wait for the demo. I can help with the Spanish translation, if and when the moment comes!
Thanks!
Awesome. I was waiting for cages to drop down in the doorways. This is gonna be a fun adventure. Great work!
No doors or cages programmed in yet, but you still can't run away, haha
man, wonderful addition.
It would be really cool to add chandeliers to the levels, in good Rondo of Blood style.
They are already pushing the Megadrive really hard already. They are likely pushing the limits regarding tiles and colors.
Then again, they have been doing magic all this time...
It's looking really good! Impeccable aesthetics. About passing the limit, negative, not passing the limit. I develop for Mega Drive and other consoles, I can tell you that when I go to the limit, the image turns into a jumble of scattered pixels, and not a beautiful image like the one seen in the case in question.@@Myako
@@raycastello2532 oh, I know your skills, I follow you on Twitter. If you say it can be done, I trust you.
@@Myako Push it harder, make me install a cooler and overclock the CPU! /joke
I will be taking some inspiration from Rondo, but I don't know if the chandeliers will be in there or not
Looking awesome! Something I feel should be tweaked with the Death fight is the visual feedback for dealing damage - I think a short flash would feel more satisfying than him staying red for the duration of his s. Smart move to have a boss fight there, though, since it still gives the encounter a purpose.
Looking awesome Pigsy!
Can we have an "Attract Mode" in the game - The same as retail games and arcade games have?
thatd be sweet! or a rolling intro with its own tune and dialogue, i wonder if the guy who voiced Alucard would help out with a few new voice samples? thatd be ball bustingly good 🎉
Interesting progress, and are you planning to have a transparent like image?(I know Genesis doesn't do transparent). Are you going to have after image effects?
Goood job! ❤🎉😮
Looking great as always! Have you toyed with the idea of being able to destroy Death's bubbles with attacks? It could make for a bit more dynamicness to the attack patterns.
You can use the death of the 'rondo of blood'
I just wanna know how big the end game is. like once its done there's no way it'd fit on regular 16Mb cart
I did a video on ROM size last month, go take a look!
i like the idea of asking a dev (yourself as the case may be) to be able to beat the boss damageless (or hitless) due to being overly experienced with the boss
i think that another way to fake transparencies should be the same used for shadows in neogeo games, sprites flikering
Wish Savaged Regime could contribute to the music for this project
Que gran trabajo!
thanks!
Hey, Pigsy, just letting you know I would LOVE to work on a Brazilian Portuguese localization for this game!
Pigsy! i have a question 🙋♂️ have you approached Robert Belgrade voice actor of Alucard? maybe he could narate an intro for the megadrive eddition or give you a few new voice samples for boss encounters, this project may grab his interest 🎉 itd be bloody amazing if he gets in on this! having an Alucard Mirror boss battle with a little dialogue from the true son of dracula himself could be truly epic🎉🎉 (crack of 16bit thunder and lightening) Having mr. Belgrade Alucard style saying SEGA as the game boots up would be mind blowing 🦇❤🦇
could also use AI, even for other languages if that were the case
@@SCIN true ^^
Wow
Are you planning to play The Vampire Killer Theme Eli Afy
In One Pigsy Levels
Where can I find Pyron's video about Mega Drive sprite limitations mentioned at the end of this video?
It's not a Mega Drive, but a Saturn.
Se a sega continuasse com o mega drive teriam se saído melhores !
Very good but instead of spheres, I think Death should throw scythes at Alucard.
Scythes will be in the second form you fight later on
Is this game being done strictly for vanilla genesis specs or with the additional CD or 32X specs too?
My god its just more excellent as time pass. Sad its a fan rom, im ready to pay a cartmod!
👍👍👍👍👍
anyone got a link for the video he mentioned at the end about sprites on the genesis?
ruclips.net/video/9yvjGcdmhZc/видео.htmlfeature=shared
it looks like there's a reply to this but I can't see it, chrome is buggy as hell.
It's linked in the video, but you can also find it by searching "Como funciona os Sprites nos 16-bits ?"
@@PigsysRetroGameDevTutorials thank you thank you i'm blind
Please consider having Death not turn his back on the player character. It might seem a suggestion for an insignificant aesthetic change, but when Death turns his back on the player it makes him seem like he doesn't perceive the player as a threat, and when he flies to the right wall and pauses for a few moments he currently looks like he's 'forgotten' why he's there and breaks the immersion imo. It just doesn't look good to me.
Can't you throw the ax while you're in the air?
yess!!😅
Of course ! @@JEY74 😅
Is it possible add ghosting to character?
For death it would be possible
@@PigsysRetroGameDevTutorials Is Alucard's ghosting technically not possible? It doesn't have to be the same as the Play Station version, but since Alucard isn't a pureblood human, the ghosting could be a trait for him.
@@PigsysRetroGameDevTutorials These days I saw a video of a megadrive game that has a ghost, the name is Marvel land, it seems to be some skill because this effect is not present since the beginning of the game, I saw this in a video that shows 10 EXCELLENT GAMES on MEGA DRIVE that FEW KNOW, this is the link, go to 5:19 ruclips.net/video/MUevRNsKOUo/видео.html
love the progress, but I will admit that the truncating the dialog bit sounded like a cop out. When remaking, I think it's key to keep those table stakes pieces, gameplay, etc as close to the original as possible. This respects the skill and knowledge of the original designers who, let's be fair, are the experts who created the masterpiece in the first place.
If I had to guess, it was done as a concession to the smaller cart size. I think there are limits even with bank-switching, and audio is one of the biggest drains on storage space. So he'd either have to cut the voiceover and just have text, or truncate the dialog. I personally think he made the right call, but that's a matter of preference.
Besides, this isn't a 1:1 remake, it's more of a re-imagining. The structure of the game is going to be fundamentally different from the original SotN.
@@GreyMatterShades That's fair. I woudl have respected an explanation more to the effect of "yeah - the memory constraints make porting this dialog very challenging" or such instead of "in action games, we want to keep the action flowing". No doubt memory is an issue - though I'd say not impossible with modern tooling.
I actually think the Frankenstein room has more character/atmosphere than the PS1 game.