Elbobelo joins

Hi all, I am elbobelo a resident NES fan.  I found this site through Lost Levels and had to join since the release of the new Mike Tyson game.

My nes focus right now is on an 8-eyes hack I'm working on.

http://acmlm.no-ip.org/board/thread.php?id=3623

I'm turning it into a Castlevania engine and am planning on releasing another version this month.

Welll I'll be seeing you around.
«1

Comments

  • cool idea, the animated GIFs look good. I don't have the 8Eyes ROM though so I'll have to pass on playing it image (I don't keep any ROMs, so thanks to those who might offer, but I'll pass).



    Welcome and hope to see you 'round!
  • Huh, you're working on an 8 Eyes Castlevania hack too, how interesting, I've had this project in the works for several years now. Well, at least ours aren't the same. And well, at least it looks like your's is going to get finished, all I had were graphics changes to many of the characters, never did finish changing Orin to the guy that I wanted him to be due to complications with the sprite's tiles. And welcome.

    Also, after reading all the posts in that topic, I see you originally had the same thought of putting Alucard in place of Orin as I was working on, Alucard using a sword just like in Symphony of the Night, and having the Bat familiar in place of Cutrus, but of coarse my plan was to keep Alucard still looking like the classic Castlevania III sprites.

    Anyway, looks like your game has major potential, just make sure that its complete in every way before releasing it, I'd certainly look forward to playing the final product.
  • Originally posted by: Miss Clawful
    Anyway, looks like your game has major potential, just make sure that its complete in every way before releasing it, I'd certainly look forward to playing the final product.




    Yes I had the same idea about using the origianl castlevania 3 sprites
    of Alucard.  After I complete the engine I was going to maybe make
    several games, so Alucard is still an option. 

    I am into releasing the game in stages.  Every hack I release is a completely playable version with new features. 

    However once I start seriously changing the enemies and editing levels I won't release the game until it is finished.

    Is it possible for me to play your hack?
  • Welcome to the site!
  • No, because its a mess and far from finished, and well, I don't know a thing about the programming part of the hacking, just editing the graphics, so I've been at a stand-still for some time. Mostly, well I have all of the bosses done, and over half of the enemies, though whenever I decide to get back to it I'm sure there'll be a lot of updating to do with the graphics, such is the case with my earliest boss sprites, some of them have changed since then. Oh, here's an idea of what I have for bosses, there's still a few things that need working on, such as the Grim Reaper's hood so that its not broken in some frames, also, Igor has been through a lot of changes since my first one shown here, and Frankenstein ultimately was going to throw electrical orbs at you instead of cards. Also I had conflicts on whether to use Cyclops in place of the Africa boss, or a giant Axe Knight (not shown).


  • Welcome to NintendoAge!
  • Wow that is amazing work, it's funny how we've worked on 2 different halves of the game.  I've worked mainly on the programming and have done little work on the graphics.  I will send you my next patch release and you could probably swap all your graphics into it and have an amazing game. 

    My next release will have a random item generator and 7 subweapons.
  • Was just trying out what you've done with your hack so far, from the patch that you provided on that other site. Nice, like that it really feels like this could be a Castlevania game, at least as far as control and weapons are concerned, but all the challenge has been taken out of it, the bird is for the most part completely unnecessary as all enemies can be hurt by Simon. You see, what made 8 Eyes really stand out, the necessity of teamwork, forcing a new kind of challenge upon the player which was for the most part absent from other games. Its a good start, but as a serious gamer, and my love for both the Castlevania games as well as 8 Eyes, this has got to be tougher than what it is, I was kicking ass through a few levels without needing to try, and using a keyboard, that's pretty bad. And the bosses, because of such weapons as the axe, boomerang and especially the holy water, there's not much fight there. I think this is going to be the biggest obstacle of this project, trying to maintain a balanced difficulty level. Personally, I wouldn't change too much from the 8 Eyes gameplay, some things are there for lack of other things, such as being that while most foes can be defeated by Orin, some can only be defeated by Cutrus, while unlike the Castlevania series, there's no bottomless pits, its all a balancing act. But then maybe you're thinking of changing the stage layouts completely to balance things out between using Simon, and having to use the familiar. My problem is that somehow it makes me think of Symphony of the Night, which while a decent game in its own right, the game threw too much in there to aid the player, and the balance of the difficulty was thrown off. I wouldn't mind providing the graphics for this, but I want to make sure that things are heading in the right direction where I'd feel proud to be a part of it, meaning, I'd have to really enjoy playing this game.
  • I also enjoyed the unique game style of 8eyes, but if you want that than there is always 8-eyes.



    I am creating a whole new Castlevania game and you expect the main character to play and control like Simon. It's true that now it's just Simon ripping through the 8-eyes game, but once I start working on other aspects of the game besides controls, (stage puzzles, enemies, bosses) the difficulty will increase tremendously.



    But right now it's 8-eyes still with a bad-ass character, and it's up to you if you want to hack the graphics, I wouldn't mind seeing how it would look, I bet it would look awesome.



    As far as being part of a worthy 8-eyes project, I believe I am the only person who has reverse engineered 8-eyes to this extent, and you should expect an amazing product. Most likely when the game is fully converted, these bosses may change anyway.
  • Sounds like you have a master plan. My project ain't going anywhere, probably never will, so why not, I'll see what I can do to help out.

    Give me some time, I'll open up the rom when I get a chance and see about adding in my bosses. At least it'll spice up the look of the game, really get everyone hyped and looking forward to playing it even more. But I still have to make up my mind about a few things, as well as try to fix some things that I'd mentioned earlier as well.

    If you do like them and decide to use my sprites, I will be credited for it right?
  • Welcome to the site Patrick! You have a nice little project going too.
  • Welcome to the site image
  • Nice to have another programmer type around. Good luck with your project. Welcome to NA.
  • Welcome aboard.
  • Originally posted by: Miss Clawful

    Sounds like you have a master plan. My project ain't going anywhere, probably never will, so why not, I'll see what I can do to help out.

    Give me some time, I'll open up the rom when I get a chance and see about adding in my bosses. At least it'll spice up the look of the game, really get everyone hyped and looking forward to playing it even more. But I still have to make up my mind about a few things, as well as try to fix some things that I'd mentioned earlier as well.

    If you do like them and decide to use my sprites, I will be credited for it right?



    Before you start editing, download the new version I attatched here instead of the one you're playing. 

    So
    far I've done practically no enemy sprite editing, so if you want
    you're free to edit any graphics, even the main player.  If I keep any
    of your graphics I will credit you wherever I am credited in the main
    title.

  • That download didn't work for me, dead link or something. It doesn't matter, I don't understand these patch things anyway, finally figured out when I had played the version that I did on how to attach it to the rom, but have no idea how to make one, nor how to edit such, as I work in Tile Molester when doing the graphics and it don't seem to read patches the same as it does regular rom tiles. Still going through fixing some animations and details on the bosses that weren't quite perfect anyway, so it'll be a bit.

    Hey, if say any enemies that I do, take up say one tile more than what their original donor sprite consists of, do you have the knowledge necessary to  make adjustments, and give them the extra space needed, for instance my Grim Reaper in some frames his hood is broken due to Nari Tanotos' shortage of tiles in that space. Also if I opt to do the axe knight instead of the Cyclops in place of King Amin, going to have problem fitting his shield in there, and if I do him, the shield is a must to complete his look. Basically, make a sprite bigger so long as we have something not being used that we could used towards this. I hope you understand what I mean about what I'm asking, I don't know the technical jargon for any of this, so I explained it the best I could.?
  • Welcome, I will have to download it when I get the chance.
  • Originally posted by: Miss Clawful

    That download didn't work for me, dead link or something. It doesn't matter, I don't understand these patch things anyway, finally figured out when I had played the version that I did on how to attach it to the rom, but have no idea how to make one, nor how to edit such, as I work in Tile Molester when doing the graphics and it don't seem to read patches the same as it does regular rom tiles. Still going through fixing some animations and details on the bosses that weren't quite perfect anyway, so it'll be a bit.

    Hey, if say any enemies that I do, take up say one tile more than what their original donor sprite consists of, do you have the knowledge necessary to  make adjustments, and give them the extra space needed, for instance my Grim Reaper in some frames his hood is broken due to Nari Tanotos' shortage of tiles in that space. Also if I opt to do the axe knight instead of the Cyclops in place of King Amin, going to have problem fitting his shield in there, and if I do him, the shield is a must to complete his look. Basically, make a sprite bigger so long as we have something not being used that we could used towards this. I hope you understand what I mean about what I'm asking, I don't know the technical jargon for any of this, so I explained it the best I could.?

    To download it right click and do 'Save link as' then save the .ips file.  After you've downloaded it, you want to patch it onto an '8-eyes (U).nes' rom.  Once you have this patched rom, you should be able to edit the graphics in tile molester.  Trust me you want to try this version, it's much better.

    I do have the ability to edit sprites how your saying, however inorder to change the size of the sprite (like I would for axe armor) I would have to erase all boos sprite information and rewrite it, I don't have the time to do that right now.  However for Death I can fix the empty tile, as long as the tile doesn't go beyond the Height or Width of the sprite.  If the tile is within the rectactgle of height and width, I can replace it no problem.

  • Spent nearly an hour trying to figure out what I was doing wrong with this patch, but I couldn't get it to work at all, FCEU does automatic temporary patching and while it did do it for the first one that I downloaded, not this one, so I downloaded a program ISPWin, didn't work, said the patch was invalid. Not going to mess with this no more, unnecessary frustration. But I'll continue to try to work with what I have for graphics, if I do succeed in what I'm looking to do with them I'll post them as an image in such a way where they can easily be copied and pasted into the rom.
  • Welcome to the site. It's nice to see some love for "8 eyes". The execution wasn't fantastic, but I really like what the game was trying to do.
  • Originally posted by: Miss Clawful

    Spent nearly an hour trying to figure out what I was doing wrong with this patch, but I couldn't get it to work at all, FCEU does automatic temporary patching and while it did do it for the first one that I downloaded, not this one, so I downloaded a program ISPWin, didn't work, said the patch was invalid. Not going to mess with this no more, unnecessary frustration. But I'll continue to try to work with what I have for graphics, if I do succeed in what I'm looking to do with them I'll post them as an image in such a way where they can easily be copied and pasted into the rom.


    sorry about that, check your messages.  Thanks for supporting this project.
  • welcome image
  • Okay, now that is awesome! So, are you're putting Simon's shield in place of having a winged ally? Love the shield, works just like Castlevania II that when you're sitting still it blocks shots, but also even more, it damages enemies, nice, perfect way to defend yourself against medusa heads and such, made fighting the Egypt boss, Nari Tanotos more fair since of all bosses he's by far the hardest one. I only played 2 stages so far, Spain and Egypt. I noticed how you picked the same enemies that I did for some of the regular enemy replacements, I'll have to explore the rest of the stages later. Still working on the bosses, trying to revise them to make them fit within the tiles as much as possible so that barely any editing would have to be done, some bosses have been ready for a while, but I'd like them all to be complete before inserting them into the game.

    Curious, any ideas of what you want of the final boss? Because what you seen some posts above in that image, those were all of my ideas for bosses, and with Ruth having a whip I went straight for an evil Simon Belmont, only because of my lack of technical knowledge, it made the most sense. What's the story behind this game? What I have so far:

    Skull Knight King in Arabia (finished-lots of sword techniques and throws daggers)
    Dhuron in Spain (finished-various fencing slashes, perfect choice)
    Frank & Igor in Italy (not finished-Igor is set, all I have to do is give him a better looking jump frame, but Frank so far still only throws cards, but I've been thinking of something along the lines of throwing explosive vials and such like he does in Super Castlevania IV, he may take some work, I suppose you could change the behavior of the cards to make them act more like firebombs?)
    Grim Reaper in Egypt (almost finished-there's a chance that I may be able to make an adjustment to his hood, but if not, its only one extra tile anyway that would have to be added, also the weapon he shoots out will need to be bigger, as it those magic shots that Tanotos shoots only take up one tile each, we'll need a 2x2 tile so that Death can throw his classic sickles)
    Akmodan in Germany (finished I guess-not much to this boss, he looks okay, but still could probably use better details, but he throws wrappings at you as those mummies always do)
    Medusa in India (finished-disappears and reappears, tosses out snakes that are curled in a hoop, I like her, but perhaps there could be some added behavioral adjustments to the snakes that she tosses?)
    Axe Knight Lord in Africa (not finished-currently working on, I think I managed to get the shield to fit, but still the double-bladed axe in one frame will need an extra tile, the Cyclops was a cool choice, but didn't look right the way he used his hammer, plus my detailing on him was kind of sloppy, so I think I'm going to go with the Axe Knight; King Amin so far has been the only one where I've had conflicts of whom to put in his place, I like them both, been torn between this since I started this project)

    Also, one of the regular enemies in Egypt, the big green one with the horn on its head, this guy is going to be a werewolf, but I have lots of revising to do with him, trying to get everything to fit as well as giving him extra animation, he's been one of my most worked on ones aside from Igor, having a tough time with him but when he's done he should be great.


  • image glad you like the changes, I am still working on the 'player hit' animation and physics.

    also, the winged familiar is still in there, duck and press jump to summon.

    Once you summon the bat, use up and jump to make him attack.

    sounds like you're almost there, if at a point where you've done all you can, just give me what needs to be fixed graphics wise and I'll fit your sprite in there best I can.
    Like I mentioned before I will do what I can to make them fit, but if it calls for me to rebuild the entire graphic arrangement then I'd rather wait til I'm done coding.  I have a lot of idea going.

    Stories are still bouncing around now, I am constantly being restricted by what I can do, and opening other possibilities  I think I may be able to add different costumes depending on your subweapon (for instance you play as simon, but when you equip the Death Sickle, you wear deaths cloak, and your familiar turns into Deaths ghost following you around) I am seeing that this type of thing is very possible and am leaning to a "Death's apprintace" type of story.
  • Holy @#$%! That Bat usage is kick ass! I just added a bunch of my sprites to the game, going through checking it out, had to stop for a moment to post this message.image I'll let you know more about what's going on later.

    Okay, played all the way through it. Very good, all looks good so far, I have to tweak a few more things, then when I get the chance I'll see about PM'ing you the hack back with my edits so you can check it out, probably be sometime in the wee hours of the morning, if not then tomorrow sometime.
  • wow, this is a very exciting moment in the history of these projects. Each artist unknowingly working on opposite ends then colliding.



    I've been thinking more about how to use subweapons and familiars, right now I have it so you can only use one or the other, but I though of a doable way to have them both going at the same time. Not only that I am think more about the different costumes idea.



    aside from deaths cloak, what if there was a wizard costume with spells as subweapons, and a cat familiar. What if you have a farmer outfit with garlic subweapons and a crow familiar. This system could work kind of like the soul system in the newer Castlevanias. Hmmmm.
  • Yeah, that totally blew my mind, got me really curious as to what your version of the 8 Eyes Castlevania game was like.

    With the bat familiar and sub-weapons not being used at the same time
    is fine, you are questionably too powerful as is. The bat,
    there should be a limit or something to how many times it can be
    summoned, its cool using it, love it, but with it you don't even have
    to fight the boss yourself, just keep dashing the bat across the screen
    while you sit at a safe distance. Another, the stopwatch, just how it
    is with some of the stronger Castlevania bosses, I don't think it
    should have any effect on the bosses, it lasts too long and they're
    dead before even getting off many attacks. And obviously the enemies are going to have to have more hit points, at least certain ones, such is the case of the werewolf one that I did, at the moment, he's a one hitter, when it comes time his hit points as well as others need to be adjusted as well as the damage they do to you. And are you thinking of putting bottomless pits in this game?

    I don't know much about the newest Castlevanias, though I do know they stray too far from the original premise of what I like most about the early ones. I think you have too many ideas going on at one time for what should just be a straight forward simple hack'n slash platformer. As for the costumes, I dunno, sure there may not be all that much detail into Simon's background, but somehow I don't see this fitting what I'd always figured for his personality. Though multiple characters could fit, say for instance the merchant characters from Castlevania II that give you the oak stake, perhaps someone like him could use sub-weapons such as stake, garlic, and perhaps a couple magic spells like Syfa from Castlevania III. I've always pictured Simon and this guy possibly being allies and fighting side by side.

    As for different familiars, maybe a few, and certainly a black cat sounds like a good idea, as well as a ghost, but there needs to be some trade-off, some flaw to using them, and somehow, though crazy as it seems, I actually had the idea that perhaps each time you summon them (or attack with them) it draws a little bit from your health meter, I feel this would balance things out and keep anyone from over-using them to the point of abuse. An idea for some possible element of the story, this takes place after Castlevania II, Simon Belmont after the battle with Dracula is now cursed, possibly becoming a creature of the night himself, hence why he can use these familiars which are naturally evil by nature, also why they suck some of his health away when he wants them to act against what are essentially their own allies, and well, he's on a quest to rid himself of the curse before he is a slave of the darkness, but maybe you have something better in mind. Just some ideas I'm throwing out there.
  • Sounds Exciting!

    Welcome to NA elbolo.
  • Here are all of the images of all of the bosses (excluding Doppler Simon), every work phase that I went through, as well as the original 8 Eyes boss which each are to take the place of, and the source of the idea. Also are the images for how they look in the rom, all scrambled up. Some of these character aren't quite finished, but there here now so you have a better idea of what I have done so far.

    0


    0

    0

    0


    0

    0


    0


    0

    And here are some other enemy ones that I have ready (sorry, too tired to get the complete images together, but if you know these games well enough all the characters should be recognizable):

    0 0 0 0 0 0 0 0

    I'll see about PMing that rom back to you in a little bit so you can check out what I've done so far in action.
Sign In or Register to comment.