Pigsy finally speaks! The automatic English language subtitles seem to have done a good job, so please turn those on if my cold-congested London accent is causing any difficulties :) Please let me know how the foreign language subtitles (Spanish, Portuguese etc) are. You can find a link to Danibus' website in the video description. Have a great weekend everyone!
Oh it's absolutely, It was easy to understand for a regular english speaker. But I would like to suggest if possible brazilian portuguese subtitles, due a massive Mega Drive fans in Brazil, and a lot of them os following step by step. Please keep going...and God bless you all guys
As everyone else has noted, your voice-over quality is excellent (despite the congestion); London accent is the quintessential "tutorial" voice anyways. 😆 This progress with S/H is very exciting, even with its limitations. Have you given any consideration to flicker transparency? It's a very effective method, though even more annoying to program for than S/H, but avoids the disappearing sprite issue.
Amazing work as always. I was already amazed at how well this 32-bit masterpiece translated onto the Sega Genesis and all the hard work that has been put in this project
I've been very pleased with how the hardware is handling the game so far too. I'm sure we'll run into into more and more difficulties as time goes on, but I think we can produce a decent version on the MD.
@@PigsysRetroGameDevTutorials i know you can. I very much look forward to it. Thank you for documenting and sharing all of your hard work! (Ive made games for the NES using tools, i know how hard it is lol)
Excellent work on Murry :D I just knew you would show the Saturn version before showing the Mega Drive one. You've done a really good job there. Some more animation and that will look great. Also, the MD colour pallet is looking very nice now. Oh, love that you are now doing the voice over. Don't worry, sounded great!
Some parts of the Saturn version were a right mess, but thankfully some talented modders are slowly setting things right (although I don't think they have sorted out poor Murray yet). That was my second attempt at a voiceover, the first (deleted) one was pretty bad, haha.
As someone who dreams of making a Mega Drive game as a life goal and a huge fan of CSOTN I can't quite put in words how greatly interesting and presenting your videos are. Please never stop.
So glad you're digging so deep into Mega Drive's capabilities. It's possible to set Alucard sprite in high prioritiy whenever an "highlight" enemy touch in? This could avoid the player sprite dissapearing. For intro and transitions screens S&H can provide valuable resources too.
The hardware sprite table is 64 or 80 entries ( each up to 32x32px ... ) and is actually a linked list - any sprite further down the list is strictly behind, and only the first scanline's worth of sprite pixels are rendered... So making sure Alucard or any other visual element is always visible isn't really an issue... and this is beside having the 'priority' bit set on the sprite, which affects where it is layered in with the 2 background planes... I only got into Mega Drive homebrew dev a month ago and just been loving all the things Sega built into the hardware to make life bearable for the dev..
This is essential viewing for any true Mega Drive fan and the most elaborate demonstration and explanation of (sprite-based) shadow and highlight mode I've seen on RUclips yet. The skull lord is particularly convincing and impressive. Looking forward to your follow-up videos on background-based usage of both modes and some examples which commercial games actually used all of that back in the day to what effect and how it was achieved. "I'm interested in this." 👍 P.S. Your RUclips voice is spot on, great not to have to read subtitle-style text anymore, helps with focusing on the graphics shown off. 😊
Que bueno escucharte Pigsy! La narracion se escucho perfecta, muy amena. Impresionante lo que estas logrando con Castlevania y muy interesante ver como se desarrolla. Te deseo todo lo mejor loco un gran abrazo :)
Genesis does what Saturn(often)don't Of course, the biggest highlight of all is the inclusion of your voice. Though, in my opinion - it was much easier to absorb all of the information when it was in text form, so i'd recommend having both the text on screen and the voiceover.
Really impressive to see you dabble in these more advanced tools of the system! I think the effect allready comes of great on the torch man and would be interesting to see it implemented on the invisible sword vielder. On the giant skull I think I would personally prefer a flickering effect to fake the whole thing being sort of see through. LOVE the updates on both this project and the Shinobi one, and great to finally hear the voice behind it!
The Skull Lord Shadow highlight looks amazing, I think the Shadow Highlight will be very useful on the Cave area especially at the Waterfall. And congrats for your narration, the video is even better.
Cool, the highlight/shadow mode will be used here. Though the Skull Lord's Genesis conversion looks good, maybe slightly dithering the highlight color on some of the midtones would improve the translucency without looking as iffy as the Saturn sprite.
Nice video as always! Nice hear your voice, it's sounding nice to me and make your videos more dynamic. Congratulations and keep going with your exciting work
Turning the skull into a mid-level boss that shoots smaller skulls is a fantastic idea! Great to finally hear your voice man. The work you're doing is amazing. I absolutely adore watching these videos! :)
I'm very glad to see this progressing the way it does, and even more so that you envision this to be its own thing and that you are enjoying the process so much. Bravo, Pigsy. And thanks for sharing this with us. 👏🏻👏🏻💪🏻💪🏻
As soon as I saw the effect being demonstrated in the opening shot, I immediately thought: "Aha! This must be how they do those cool tricks in Ranger X and Bloodlines!" So I was quite happy to hear you'll be examining those. Can't wait! 😄 Excellent video, as usual! Your progress is always so fun and inspiring to watch. And great to hear your voice, too! You have a very natural, engaging way of speaking. 🙂
Amazing! Maybe you could set the collision detection so that a transparent sprite would knock back Alucard, so he would never disappear. Then just give other enemies a movement path that never intersects the transparent enemy.
Yeah, unlike a brawler like Guardian Heroes, in a platformer like SotN, the player and enemy sprites won't ever be crossing over anyway due to collisions, as you said.
sempre achei interessante o assunto de transparencias no mega drive, o shadow/highlight foi muito util nas sombras do MK1 e alguns achavam que era transparencia. teu trampo é foda, continue em frente!
@Lucas Molessani e outra, vi um comentário seu que dizia que conseguiu cerca de 100 cores em tela. Será que o motivo de não ser usado frequentemente era pela dificuldade, orçamento, tempo ou outros fatores?
Excellent to see you gain real life XP. Inspiration maxxed. Heading into Unreal Engine myself in January, have put this year since January into making music for my game project. Fun stuff.
Good job! This shadow and highlight effect deserved more attention then it got from developers back in the the day (although it is messy with the priorities and only being able to use 1 pallet for it while sacrificing 2 colors). About the skull pulsating effect, you could probably implement it with a pallet color cycle to have smoother animation (but that is also messy if this pallet is being shared with anything else). You use 2 or 3 colors for the outlines and then cycle them (not sure in this case what the timing would be, maybe every other frame)
wooo an update! This is is so exciting to follow! Great to hear from you again. PS: Is it an incredible coincidence or what. I was just watching Roomie reviewing microphones and he reviewed the one you got? The red Hyper X one. haha
I remember being told by others that Shadow-Highlight Mode COULDN'T be used with sprites and motion, that it could only be used for still images. I knew that it wasn't true, but didn't have the proof until finding this video.
Amazing Work!!! I glad listen your voice.I think that the mode Shadow and Hightlights will be very useful for you on somes stages of the game. Keep doing like this!!!
Nice, good to hear your voice finally. That's pretty creative use of the S/H mode, very cool! Ecco: Tides of Time used it well, but for more shades of color on some parts of the background and sprites instead of this effect. Edit: Toy Story used it like this for still images only: /watch?v=1LkEPyTQsHs
Just from the start, I'm already liking the spritework more here; than in the original. Slogra and Giabon look much more vibrant, and I'm 100% here for it! Also, good to finally hear you! You've got a great narrating voice!
A cool idea for a boss could involve various gravestones uprooting (each grave stone different in design) before grouping together to form a monstrous face or giant beast. As for the shading-thats great and I never realised the mega could do that, but in retrospect I believe the amiga could do the samething in 8 colour dual playfield mode.
Shadow/highlight mode is neat! It got used in a really clever way on Haunting for the Gen/MD for a punk ghost's transparent leather jacket/body. Since you're working with limited monochromatic B&W colors for transparency, it's a nearly ideal application of it without just sticking with a boring black and white ghost design
Oh wow! I’ve been trying to learn how super Mario 64 works to make my own rom hack of it and didn’t expect to see the book I’ve been using in this vid. Also I really like this project so far
So the Skull Lord (aka "Large Ghost") will be a mid-boss, eh? This is so damn cool! By the way, I have some few questions about your "Castlevania X2": • Will all the areas of the game (not necessarily all rooms and making exception of that "Underground Garden", of course) make their appearance? • If so, will certain bosses become mid-bosses or cooperate with each other to reduce the amount of boss battles? • Plus, will the Reverse Castle be a single stage full of mid-bosses until the battle against Shaft and accessible if a certain condition is met, like fighting Maria? Sorry if I'm being bothersome with these questions, but congratulations anyway for the effort of the whole team!
I'll be releasing an FAQ video sometime next month where I will be answering these kind of questions in detail, but for now: - I hope to eventually include all areas - not sure yet - I don't think I'll be including the reverse versions of the stages, as the game is already pretty huge as it is!
The funny thing your accent and tone already gives u a youtube voice😊 I love the work you doing cos its on the megasis i like you doing lil different things too make not a straight port... But something unique too the system.
I’ve been following up on this project and I gotta say this seems more like if it were done for the 32X and not the Genesis alone. Funny fact there was a Castlevania game in development for the 32X that eventually became SotN so it’s very fitting for this project. It’s kinda hard for me to accept SotN on genesis when compared to other Konami side scrolling games like Bloodlines especially character and enemies sprite detail which look thicker and don’t animate as smoothly. Now maybe making genesis games with modern tools would allow this to happen but for back in the 90’s, I doubt it would be possible
Shadow and Highlight was actually not that rare and was used in many more games than you would think. Here are a few examples: Donald Duck in Maui Mallard The Haunting Ecco the Dolphin & The Tides of Time Ranger-X Toy Story Castlevania Bloodlines Pinocchio Red Zone Mortal Kombat Puyo Puyo 1 & 2 Sonic 2 Ristar Art of Fighting ... By the way, the Mega Drive has a bug that causes color 15 of palettes 1, 2 and 3 to always be displayed normally in sprites. You can see this in the Sonic sprite in your video.
That's amazing! And thank you so much for explaining how this technique works! In addition, as far as I can see on the original Playstation version, Skull Lord seems to behave as if those highlighted parts (frontal bones) are almost opaque, while the darker areas have translucency. Am I right? In any case, this demo is really outstanding. I am looking forward to it!
Murray the Skull Lord! love the semi transparencies damn he looks fine! as a boss he could vomit up more than skulls, fire balls skeletons bats depending on health, maybe Murray could heave n cough slime enemies before he dies ^_^ he looks great!! love lighting effect on torch guy too. Recently saw an area missed out of psx version that was present on sega saturn, was it underground garden or nocturnal garden? Near the draw bridge at the start below that dodgey stone.... some great looking lanterns in there like burning stone animal heads, and the skeleton warrior boss looks great! he could even be good in your shinobi project ^_^ nice animations check that dude out ✊ also some skellys with skelly dogs ^^ Nice to hear your voice, sorry u feel rough, get well soon sir. As always regarding this awesome project, I am interested in this! 🦇🖤🦇
Nice video and explanation :) Hope you can use S/H but remember, you have to think a lot before use S/H as palettes, sprites and backgrounds have to be done with less colors than in non-S/H mode. Also sometimes regular color is OK but in shadow mode too dark or not correct one. Castlavania is the perfect game to use S/H. Note you can make "different" thinks with S/H, no only light effects (like torch) or transparent effects in skull (like you done), pls remember in Castlevania : Bloodlines / stage "Versalles", they used a complete background to create a nice effect.
Nice to see you here :) Thanks again for the S&H tutorials, they were a lot of help. I did run into a little issue where the compiler wasn't recognising ".map", but everything was fine once I changed it to ".tilemap" (just something to do with me using the newer version of SGDK I guess). Yeah, there are a lot of trade-offs when working with S&H mode, so you definitely need to make some tough choices about when to use it and when not to.
@@PigsysRetroGameDevTutorials yeah MAP system changed from old 1.41 sgdk version to actual one. I think better to use s/h in specific stages, not in hole game.
I see a new video I like! Also, I didn't knew what the function was for, this was also used on the "Collision Debug" mode of Sonic 2 and 3 right? I remember that there were codes for a "night mode" which did this kind of stuff. Good to hear you too, it gives us a much better understanding for sure!
I recognize the Escape from Monkey Island reference you made by naming the demonic skull Murray. Not because I've played the games, but because Neil Cicierega made a song which repeats his voice lines in the game so many times that they're ingrained in m head. Look up Murray Mix by Deporitaz, not to be confused with the Murrayless Murray Mix which is the instrumental version or the Sugar Rush Mix which is the same song but sped up.
Haha, I'm glad that someone finally got the reference (there doesn't seem to be much shared Monkey Island/Castlevania fandom it seems). He first appears in Curse of Monkey Island, which is a great game, if you like point and click adventures
I was going to suggest using the sprit S&H mode for some background effects (clouds in the night sky for example). But now keen to see your experiments with the background S&H techniques.
In some ways it's similar, in that a sprite can brighten or darken a background but sprites will be erased. The saturn can actually perform the math for colored translucency though.
Not going to lie, this is a weaker counterpart to the SNES' translucency feature, but it's not too far off. As an artist I really wish there was something you could do to hue shift with this mode, but oh well.
You're definitely showing off some good usage of shadow and highlight. If you tweaked the pixel art on the skull to use it in a sort of dither-ish pattern I think you could strike a balance between retaining the defining opaque features and making more of the skull translucent. I always felt a number of games could have benefited from creative usage of these modes, even with the limitations. Edit: I know some games did use them. I mean to say there were a number of titles that didn't, that I felt should have.
Pigsy finally speaks! The automatic English language subtitles seem to have done a good job, so please turn those on if my cold-congested London accent is causing any difficulties :) Please let me know how the foreign language subtitles (Spanish, Portuguese etc) are. You can find a link to Danibus' website in the video description. Have a great weekend everyone!
Oh it's absolutely, It was easy to understand for a regular english speaker. But I would like to suggest if possible brazilian portuguese subtitles, due a massive Mega Drive fans in Brazil, and a lot of them os following step by step. Please keep going...and God bless you all guys
@@pablocampos1796 The option is already there. Just turn on CC and set the auto translation to Portuguese. I do this for Brazilian videos I watch.
BE > AE
As everyone else has noted, your voice-over quality is excellent (despite the congestion); London accent is the quintessential "tutorial" voice anyways. 😆
This progress with S/H is very exciting, even with its limitations. Have you given any consideration to flicker transparency? It's a very effective method, though even more annoying to program for than S/H, but avoids the disappearing sprite issue.
Can subtitles be selected in Spanish?
Amazing work as always. I was already amazed at how well this 32-bit masterpiece translated onto the Sega Genesis and all the hard work that has been put in this project
I've been very pleased with how the hardware is handling the game so far too. I'm sure we'll run into into more and more difficulties as time goes on, but I think we can produce a decent version on the MD.
@@PigsysRetroGameDevTutorials i know you can. I very much look forward to it. Thank you for documenting and sharing all of your hard work! (Ive made games for the NES using tools, i know how hard it is lol)
Really happy with the voiced narration, makes these videos even more enjoyable to watch.
Liking the progress with transparency and highlights.
Excellent work on Murry :D
I just knew you would show the Saturn version before showing the Mega Drive one. You've done a really good job there. Some more animation and that will look great.
Also, the MD colour pallet is looking very nice now.
Oh, love that you are now doing the voice over. Don't worry, sounded great!
Some parts of the Saturn version were a right mess, but thankfully some talented modders are slowly setting things right (although I don't think they have sorted out poor Murray yet).
That was my second attempt at a voiceover, the first (deleted) one was pretty bad, haha.
As someone who dreams of making a Mega Drive game as a life goal and a huge fan of CSOTN I can't quite put in words how greatly interesting and presenting your videos are. Please never stop.
I'll be starting tutorial videos next year, so I hope you'll be able to join in and make your dreams a reality!
you have a good voice for video talking, i feel you have a calm and casaul voice, good to be listeninig.
Thanks. It's difficult to judge if you're speaking too fast or too slow. I'm trying to go for a relaxed Coding Secrets vibe :)
@@PigsysRetroGameDevTutorials coding secrets came to mind. you already sound like a natural.
@@PigsysRetroGameDevTutorials And it works.
So glad you're digging so deep into Mega Drive's capabilities. It's possible to set Alucard sprite in high prioritiy whenever an "highlight" enemy touch in? This could avoid the player sprite dissapearing. For intro and transitions screens S&H can provide valuable resources too.
Anytime Alucard meets another sprite he is going to collide with it and lose health, so I don't think that will be an issue anyway.
The hardware sprite table is 64 or 80 entries ( each up to 32x32px ... ) and is actually a linked list - any sprite further down the list is strictly behind, and only the first scanline's worth of sprite pixels are rendered...
So making sure Alucard or any other visual element is always visible isn't really an issue...
and this is beside having the 'priority' bit set on the sprite, which affects where it is layered in with the 2 background planes...
I only got into Mega Drive homebrew dev a month ago and just been loving all the things Sega built into the hardware to make life bearable for the dev..
Freaking incredible project! Your voice sounds natural for narration btw.
This is essential viewing for any true Mega Drive fan and the most elaborate demonstration and explanation of (sprite-based) shadow and highlight mode I've seen on RUclips yet. The skull lord is particularly convincing and impressive. Looking forward to your follow-up videos on background-based usage of both modes and some examples which commercial games actually used all of that back in the day to what effect and how it was achieved. "I'm interested in this." 👍
P.S. Your RUclips voice is spot on, great not to have to read subtitle-style text anymore, helps with focusing on the graphics shown off. 😊
Que bueno escucharte Pigsy! La narracion se escucho perfecta, muy amena. Impresionante lo que estas logrando con Castlevania y muy interesante ver como se desarrolla. Te deseo todo lo mejor loco un gran abrazo :)
Thanks, it's always nice to see you pop up in the comments :)
Hey es cofre!! Como andas??
I love that Guardian Heroes music! What a great soundtrack. Your work is impressive as always, Pigsy.
Genesis does what Saturn(often)don't
Of course, the biggest highlight of all is the inclusion of your voice. Though, in my opinion - it was much easier to absorb all of the information when it was in text form, so i'd recommend having both the text on screen and the voiceover.
Better tagline
"Genesis does what Saturn should've done"
Really impressive to see you dabble in these more advanced tools of the system! I think the effect allready comes of great on the torch man and would be interesting to see it implemented on the invisible sword vielder. On the giant skull I think I would personally prefer a flickering effect to fake the whole thing being sort of see through. LOVE the updates on both this project and the Shinobi one, and great to finally hear the voice behind it!
This simple transparency is GLORIOUS!
🐺🐺🐺
The Skull Lord Shadow highlight looks amazing, I think the Shadow Highlight will be very useful on the Cave area especially at the Waterfall. And congrats for your narration, the video is even better.
So far the progress is really great! The transparency study is interesting already as well. Can't wait for the next update again.
Cool, the highlight/shadow mode will be used here. Though the Skull Lord's Genesis conversion looks good, maybe slightly dithering the highlight color on some of the midtones would improve the translucency without looking as iffy as the Saturn sprite.
Yeah, I maybe went a bit overboard with the trans effect in order to show it clearly. We will probably use it more subtly in the finial version.
Nice video as always!
Nice hear your voice, it's sounding nice to me and make your videos more dynamic.
Congratulations and keep going with your exciting work
Thanks :) I hope that together we can create a game that will make everyone happy and do the MD justice!
That intro deserves a "holy shit" chant. Just fantastic stuff...
Turning the skull into a mid-level boss that shoots smaller skulls is a fantastic idea! Great to finally hear your voice man. The work you're doing is amazing. I absolutely adore watching these videos! :)
the king is back
Awesome & fascinating stuff :) hope the project continues to go well,keep up the great work. 👍
I'm very glad to see this progressing the way it does, and even more so that you envision this to be its own thing and that you are enjoying the process so much.
Bravo, Pigsy. And thanks for sharing this with us. 👏🏻👏🏻💪🏻💪🏻
Got excited for a bit for the Guardian Heroes lol. My top favorite 3 games of all time next to Sonic 3 and Panzer Dragoon 2.
It was amazing! Maybe someone else will attempt a port to the MD in the future :)
As soon as I saw the effect being demonstrated in the opening shot, I immediately thought: "Aha! This must be how they do those cool tricks in Ranger X and Bloodlines!" So I was quite happy to hear you'll be examining those. Can't wait! 😄
Excellent video, as usual! Your progress is always so fun and inspiring to watch. And great to hear your voice, too! You have a very natural, engaging way of speaking. 🙂
Great job… this projects is getting bigger and bigger
I would love to have a copy of these game, great work!
Amazing pseudo transparency effects man! Fantastic results on the Skull @15:00 kudos and can’t wait to play the end result!
Really happy to have a voice to listen to, makes the videos much more fun to watch.
Amazing! Maybe you could set the collision detection so that a transparent sprite would knock back Alucard, so he would never disappear. Then just give other enemies a movement path that never intersects the transparent enemy.
Yeah, unlike a brawler like Guardian Heroes, in a platformer like SotN, the player and enemy sprites won't ever be crossing over anyway due to collisions, as you said.
sempre achei interessante o assunto de transparencias no mega drive, o shadow/highlight foi muito util nas sombras do MK1 e alguns achavam que era transparencia. teu trampo é foda, continue em frente!
@Lucas Molessani Mas essa "transparência" funciona apenas com preto e branco? Pelo menos pelo que percebi!
@Lucas Molessani e outra, vi um comentário seu que dizia que conseguiu cerca de 100 cores em tela. Será que o motivo de não ser usado frequentemente era pela dificuldade, orçamento, tempo ou outros fatores?
@Lucas Molessani seria legal se mais jogos usassem
Excellent to see you gain real life XP. Inspiration maxxed. Heading into Unreal Engine myself in January, have put this year since January into making music for my game project. Fun stuff.
Good luck with your Unreal studies :)
So awesome, Pigsy! What a great work! You rock!
You are a natural. I enjoyed the commentary.
Good job! This shadow and highlight effect deserved more attention then it got from developers back in the the day (although it is messy with the priorities and only being able to use 1 pallet for it while sacrificing 2 colors). About the skull pulsating effect, you could probably implement it with a pallet color cycle to have smoother animation (but that is also messy if this pallet is being shared with anything else). You use 2 or 3 colors for the outlines and then cycle them (not sure in this case what the timing would be, maybe every other frame)
Yeah, palette cycling could be a better solution than extra animation frames
good to hear ya! :D
Legend with the Guardian Heroes soundtrack in the background.
Fantastic as always! Great project and really well explained for us non-programmers.
These updates are really interesting, keep it coming! You're doing a great job.
yay it's so nice to hear your voice! :D I've been thoroughly been enjoying your videos so far, and it's even nicer now with your voice!
Amazing vídeo as always! I'm Sterling tô play with sgdk because of your vídeos!
I like the build up to hearing your voice. Everything is fine, keep it up!
Very insightful video, thanks.
Great job with the commentary. The project is coming along nicely!
It's so fun to slowly witness video game history being made
=D
This is exactly what I expected you to sound like! cool!
Thanks for taking so much time for explaining your wonderful work :-)
wooo an update! This is is so exciting to follow! Great to hear from you again.
PS: Is it an incredible coincidence or what. I was just watching Roomie reviewing microphones and he reviewed the one you got? The red Hyper X one. haha
hmm maybe I should have said "Great to hear from you _at all_ " since this is the first time we hear you? :p
I am loving these updates so much and can't wait to try out the finished product. I like your idea of making the Skull Lord a mini boss, too. :D
Great voice! New sub here, can't wait to see more updates along with other content you've in store.
Welcome to the channel :)
Simply awesome!!!
OMG, a way better with your voice instead of the subtitles! Your English is really good, the voice is nice, keep doing that!
everything about this is brilliant
I remember being told by others that Shadow-Highlight Mode COULDN'T be used with sprites and motion, that it could only be used for still images. I knew that it wasn't true, but didn't have the proof until finding this video.
Just... WOW... It was impressive before but this is just nuts!
I feel like you could get a really nice pulsating effect on ol' Murrys sprite if you cycled the blue glowing part of his palette
Once again this is fantastic!
Amazing Work!!!
I glad listen your voice.I think that the mode Shadow and Hightlights will be very useful for you on somes stages of the game.
Keep doing like this!!!
Really cool to get all these updates as you move forward on this project. The voice narration it is nice, you have a good narrating voice.
Nice, good to hear your voice finally. That's pretty creative use of the S/H mode, very cool!
Ecco: Tides of Time used it well, but for more shades of color on some parts of the background and sprites instead of this effect.
Edit: Toy Story used it like this for still images only: /watch?v=1LkEPyTQsHs
Thanks, I'll take a look at Ecco 2 when I come to do that other S&H video.
Just from the start, I'm already liking the spritework more here; than in the original. Slogra and Giabon look much more vibrant, and I'm 100% here for it! Also, good to finally hear you! You've got a great narrating voice!
I had no idea the Mega Drive could do this! Great vid, also great channel in general. :-)
Love your voice! It's really RUclips-ready! Don't worry! You're doing such an amazing job, an now you're narrating! 🤩
A cool idea for a boss could involve various gravestones uprooting (each grave stone different in design) before grouping together to form a monstrous face or giant beast.
As for the shading-thats great and I never realised the mega could do that, but in retrospect I believe the amiga could do the samething in 8 colour dual playfield mode.
amazing job..
Great Video as allways. Nice to hear your voice. Cant wait for next video. Hopefully a update on Shinobi?
I have been working on Shinobi and will try and get an update out before the end of the year - no promises though :)
Great monkey island reference @ 14:30 :) I love it
I think you may have been the first person to get that reference :) Monkey Island 3 was amazing!
@@PigsysRetroGameDevTutorials I do prefer Monkey island 1 & 2. But Murray is my favorite character.
This shadow mode is really have rare uses in games. I maybe see it in 2-3 games from the whole bunch of games
Splendid!!!!
I love this! How awesome!
Shadow/highlight mode is neat! It got used in a really clever way on Haunting for the Gen/MD for a punk ghost's transparent leather jacket/body. Since you're working with limited monochromatic B&W colors for transparency, it's a nearly ideal application of it without just sticking with a boring black and white ghost design
Thanks for the tip. I've never played that game, so I'll take a look.
Oh wow! I’ve been trying to learn how super Mario 64 works to make my own rom hack of it and didn’t expect to see the book I’ve been using in this vid. Also I really like this project so far
Awesome work! Really impressive.
So the Skull Lord (aka "Large Ghost") will be a mid-boss, eh? This is so damn cool! By the way, I have some few questions about your "Castlevania X2":
• Will all the areas of the game (not necessarily all rooms and making exception of that "Underground Garden", of course) make their appearance?
• If so, will certain bosses become mid-bosses or cooperate with each other to reduce the amount of boss battles?
• Plus, will the Reverse Castle be a single stage full of mid-bosses until the battle against Shaft and accessible if a certain condition is met, like fighting Maria?
Sorry if I'm being bothersome with these questions, but congratulations anyway for the effort of the whole team!
I'll be releasing an FAQ video sometime next month where I will be answering these kind of questions in detail, but for now:
- I hope to eventually include all areas
- not sure yet
- I don't think I'll be including the reverse versions of the stages, as the game is already pretty huge as it is!
The funny thing your accent and tone already gives u a youtube voice😊
I love the work you doing cos its on the megasis i like you doing lil different things too make not a straight port...
But something unique too the system.
Amazing! You're getting milk out of stone my friend!
Great video, you are definitely a crack!
I’ve been following up on this project and I gotta say this seems more like if it were done for the 32X and not the Genesis alone. Funny fact there was a Castlevania game in development for the 32X that eventually became SotN so it’s very fitting for this project.
It’s kinda hard for me to accept SotN on genesis when compared to other Konami side scrolling games like Bloodlines especially character and enemies sprite detail which look thicker and don’t animate as smoothly. Now maybe making genesis games with modern tools would allow this to happen but for back in the 90’s, I doubt it would be possible
Shadow and Highlight was actually not that rare and was used in many more games than you would think. Here are a few examples:
Donald Duck in Maui Mallard
The Haunting
Ecco the Dolphin & The Tides of Time
Ranger-X
Toy Story
Castlevania Bloodlines
Pinocchio
Red Zone
Mortal Kombat
Puyo Puyo 1 & 2
Sonic 2
Ristar
Art of Fighting
...
By the way, the Mega Drive has a bug that causes color 15 of palettes 1, 2 and 3 to always be displayed normally in sprites. You can see this in the Sonic sprite in your video.
Thanks for the list, I'll check those out
That's amazing! And thank you so much for explaining how this technique works! In addition, as far as I can see on the original Playstation version, Skull Lord seems to behave as if those highlighted parts (frontal bones) are almost opaque, while the darker areas have translucency. Am I right? In any case, this demo is really outstanding. I am looking forward to it!
Excellent job, congratulations👌👏👏👏👏
It's great to finally hear your voice!!!... What's your plan or strategy for the moments Alucard approach the Skull so he doesn't become invisible?
There will just be a collision between them and Alucard will be knocked back, so I don't think it will be a problem.
the game fits really well on 16 bits!
can´t wait to play it :D
Murray the Skull Lord! love the semi transparencies damn he looks fine! as a boss he could vomit up more than skulls, fire balls skeletons bats depending on health, maybe Murray could heave n cough slime enemies before he dies ^_^ he looks great!! love lighting effect on torch guy too. Recently saw an area missed out of psx version that was present on sega saturn, was it underground garden or nocturnal garden? Near the draw bridge at the start below that dodgey stone.... some great looking lanterns in there like burning stone animal heads, and the skeleton warrior boss looks great! he could even be good in your shinobi project ^_^ nice animations check that dude out ✊ also some skellys with skelly dogs ^^ Nice to hear your voice, sorry u feel rough, get well soon sir. As always regarding this awesome project, I am interested in this!
🦇🖤🦇
Lots of good, creative ideas there, thanks :)
Nice video and explanation :)
Hope you can use S/H but remember, you have to think a lot before use S/H as palettes, sprites and backgrounds have to be done with less colors than in non-S/H mode. Also sometimes regular color is OK but in shadow mode too dark or not correct one.
Castlavania is the perfect game to use S/H. Note you can make "different" thinks with S/H, no only light effects (like torch) or transparent effects in skull (like you done), pls remember in Castlevania : Bloodlines / stage "Versalles", they used a complete background to create a nice effect.
Nice to see you here :) Thanks again for the S&H tutorials, they were a lot of help. I did run into a little issue where the compiler wasn't recognising ".map", but everything was fine once I changed it to ".tilemap" (just something to do with me using the newer version of SGDK I guess).
Yeah, there are a lot of trade-offs when working with S&H mode, so you definitely need to make some tough choices about when to use it and when not to.
@@PigsysRetroGameDevTutorials yeah MAP system changed from old 1.41 sgdk version to actual one. I think better to use s/h in specific stages, not in hole game.
I see a new video I like! Also, I didn't knew what the function was for, this was also used on the "Collision Debug" mode of Sonic 2 and 3 right? I remember that there were codes for a "night mode" which did this kind of stuff.
Good to hear you too, it gives us a much better understanding for sure!
There does seem to be some weird debug thing where you can put Sonic into S&H mode
This a great!
Would love to see a Sega CD / 32X port after this is complete!
A M A Z I N G
Groovy
I recognize the Escape from Monkey Island reference you made by naming the demonic skull Murray. Not because I've played the games, but because Neil Cicierega made a song which repeats his voice lines in the game so many times that they're ingrained in m head. Look up Murray Mix by Deporitaz, not to be confused with the Murrayless Murray Mix which is the instrumental version or the Sugar Rush Mix which is the same song but sped up.
Haha, I'm glad that someone finally got the reference (there doesn't seem to be much shared Monkey Island/Castlevania fandom it seems). He first appears in Curse of Monkey Island, which is a great game, if you like point and click adventures
Algo que parecia ser impossivel no mega drive era o efeito de transparência mas vc mostrou que nao é, tu e foda man.
Porquinho fazendo um serviço limpo e brilhante....
You have a good voice!
I was going to suggest using the sprit S&H mode for some background effects (clouds in the night sky for example). But now keen to see your experiments with the background S&H techniques.
Amazing how the Mega Drive can do transparencies but the Saturn can't. BTW, great voice. 👌🏻
In some ways it's similar, in that a sprite can brighten or darken a background but sprites will be erased. The saturn can actually perform the math for colored translucency though.
Not going to lie, this is a weaker counterpart to the SNES' translucency feature, but it's not too far off.
As an artist I really wish there was something you could do to hue shift with this mode, but oh well.
You're definitely showing off some good usage of shadow and highlight. If you tweaked the pixel art on the skull to use it in a sort of dither-ish pattern I think you could strike a balance between retaining the defining opaque features and making more of the skull translucent.
I always felt a number of games could have benefited from creative usage of these modes, even with the limitations. Edit: I know some games did use them. I mean to say there were a number of titles that didn't, that I felt should have.
Good work Pigsy! You should open a Patron or kickstarter!
Pigsy, you are an amazing artist
Mine are just a rough first-draft. Everything is going to look even better once Pyron gets a chance to play around with it :)