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Romhacking => Personal Projects => Topic started by: Gemini on September 28, 2008, 09:43:17 am

Title: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 28, 2008, 09:43:17 am
(http://draculax.files.wordpress.com/2009/01/logo-big.png)
General Info
Genre: Metroidvania
Language: Multi 6 (Eng, Ita, Fra, Spa, Ger, Jap)
Developer: NO-Maki! (aka myself)
Platform: Playstation
No. of Players: 1
No. of Discs: 1

Description
This project was created a long time before Order of Ecclesia, and it was going to introduce the first female heroine ever in a metroidvania, but Shanoa stole Maria's spotlight. So what is it now? It's just a prototype with a cool main character who can blow up a demonic castle using only two fingers. Oh no, that was the Saturn version of Maria. :x Mine will be a lot more balanced and a little more complicated. She will be able to use items, and other goodies already implemented in the kernel database. It's also supposed to have a mini-world map, and I swear I didn't copy this from IGA's game.
At the moment I'm the only one working on the game. I really need a couple people for all the gfx (many monsters will be ripped from SOTN, fortunately), and somebody else for sound and music. :/ I wanna see Maria in her stabbing pose (she lacks the frames). Feel free to send me a PM if you're interested!

Features

Story
First of all, there's no Dracula in here! This game is supposed to be a gaiden, so it will take some elements of the original story, but without making up absurd stuff typical of homebrew projects.
The game takes place 1,5 years before Symphony of the Night, a few months before Richter goes missing. By pure chance, Maria finds a letter of her dad with a mysterious jewel called the Eye of Osiris, which is said to have an incredible mystic power. The letter also mentions a vampire castle in Serbia, so she decides to take journey to the Plains of Macka (where the castle is supposed to be located) to go and kick some vampire asses, and get more experienced in the process.
When she reaches the plains, a Behemot starts chasing her, and this is when Maria uses the Eye of Osiris to cast an incredibly powerful flame spell (prepare to see a Shenmue button-tapping scene here), which is unfortunately not very effective on the monster. The Eye of Osiris hasn't been used in a long time, probably centuries, so the tremendous amount of mana released cracks the jewel, so Maria's forced to run for her life, and that's when the game starts.

Screenshots
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/pieceafterpiece.png)
PC build of the engine, used for fast&simple debugging (very limited at the moment).

(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/maria320x240.png)
Trying to expand the display area from 256x208 to 320x208. The parallax is completely wrong, I know. xD

(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/equipsotnstyle.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/equipmock2-2.png)
Left: current equipment screen. Right: mock of what I want it to look like.

The main editor:
- Map editor (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/byakko_map.png);
- Item editor (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/itemeditor.png);
- Playing character editor (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/playereditor.png).
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Killa B on September 28, 2008, 10:30:19 am
That's awesome! ;D

Is this from scratch, or is it a hack of SotN? Or maybe a combination of the two? I'd love to help, but I suck at everything (graphics included  :-[)

And please tell me you don't speak French, Spanish, and German, too. It'll make my head explode. :banghead:
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 28, 2008, 10:50:17 am
That's awesome! ;D

Is this from scratch, or is it a hack of SotN?
Thanks! The programming is all from scratch. :D

Quote
And please tell me you don't speak French, Spanish, and German, too. It'll make my head explode. :banghead:
I can understand bits of French and Spanish, but I don't speak them all.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: RedComet on September 28, 2008, 10:56:33 am
This is really more appropriate for the Personal Projects board, so I moved it.

Also, this is further proof that you're completely insane, Gemini. :P
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Lleu on September 28, 2008, 12:18:33 pm
Awesome!
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Tomato on September 28, 2008, 12:36:50 pm
How do you make so much awesome in such short time  :o
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 28, 2008, 12:42:21 pm
How do you make so much awesome in such short time  :o
Well, the project started over 2 years ago, but I never had any collaborators so I had to interrupt the works several times. :-\ I hope I won't have to do that for the 5th time now. :p
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: RedComet on September 28, 2008, 12:47:31 pm
Are you coding this entirely in ASM or are you using a combination of C and ASM?
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 28, 2008, 12:51:10 pm
C++ under Windows and C for the Playstation build (only a couple small things are coded in ASM). Fortunately MIPS is C friendly. It'd be really crazy to code all that mess in ASM. :P
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Lilinda on September 28, 2008, 02:40:59 pm
How do you make so much awesome in such short time  :o

It's simple, Gemini is actually a Greek God masquerading as a human. His inhuman programming skills come from the fact that he's the God of Code.

>.>

Also, tap a button sequences= :(
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Square711 on September 28, 2008, 02:51:44 pm
So this was one of your secret projects, huh?

I was hoping to see another translation of a PSX RPG, but I wouldn't be honest to myself if I didn't admit this is better than any translation I could ask for. I have a huge soft spot for Castlevania and would love to see Maria have her own game, even more if it's playable on an actual console.

Needless to say, I'll be hitting F5 every 5 minutes until this is complete... well, maybe not that much, but you have all my support. :thumbsup:
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 28, 2008, 02:57:58 pm
Also, tap a button sequences= :(
They won't kill your fingers, promise.

So this was one of your secret projects, huh?
No, but I'm completely pissed off because of the blog flame that I need to work on something entirely different.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Lilinda on September 28, 2008, 03:17:57 pm
Also, tap a button sequences= :(
They won't kill your fingers, promise.

So this was one of your secret projects, huh?
No, but I'm completely pissed off because of the blog flame that I need to work on something entirely different.

I just have poor reflexes. >.>

Sorry to here about the blog flaming.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: gadesx on September 28, 2008, 03:28:25 pm
amazing project!  :o
I have a question, what music you going to use for this project?
Exist some castlevania sotn remixes like "Dracula X MIDI Pro Power 6"
very good.  8)
If you wanna make exclusive remixes or music for this project
maybe I can help, I'm a music game remixer. (actually I have 2 remixes of Castlevania series)
Here I have some tracks: http://www.4shared.com/file/60292628/45241601/Eternal_Night_Videogame_Remixes_Vol3_By_Gadesx.html (http://www.4shared.com/file/60292628/45241601/Eternal_Night_Videogame_Remixes_Vol3_By_Gadesx.html)
but will be cool if other music game remixer wanna colaborate with me,

and other thing, please make a underground caves in the castle!!  :beer:

(http://img409.imageshack.us/img409/9540/stageucavern119766414yz3.png)
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: KaioShin on September 28, 2008, 03:32:37 pm
So this was one of your secret projects, huh?
No, but I'm completely pissed off because of the blog flame that I need to work on something entirely different.

Man those loosers.

Now get to work on Eithea slave >:(
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Lilinda on September 28, 2008, 03:50:01 pm
So this was one of your secret projects, huh?
No, but I'm completely pissed off because of the blog flame that I need to work on something entirely different.

Man those loosers.

Now get to work on Eithea slave >:(

That sounds like a BDSM Hentai PC game. (http://209.85.48.10/8994/149/emo/guh.gif)
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Square711 on September 28, 2008, 04:44:28 pm
So this was one of your secret projects, huh?
No, but I'm completely pissed off because of the blog flame that I need to work on something entirely different.

I see. I'm really sorry about that... though I didn't take part on it, I feel bad just for being there when it happened. If I were in your position I'd be just as angry. >_>

Oh well, at least something good came out of it. I wish I could help, but I'm a failure at drawing sprites. :P
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gideon Zhi on September 28, 2008, 06:15:17 pm
So this was one of your secret projects, huh?
No, but I'm completely pissed off because of the blog flame that I need to work on something entirely different.

Man those loosers.

Now get to work on Eithea slave >:(

That sounds like a BDSM Hentai PC game. (http://209.85.48.10/8994/149/emo/guh.gif)

This is what happens when grammar is left by the wayside!
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Lilinda on September 28, 2008, 06:41:10 pm
So this was one of your secret projects, huh?
No, but I'm completely pissed off because of the blog flame that I need to work on something entirely different.

Man those loosers.

Now get to work on Eithea slave >:(

That sounds like a BDSM Hentai PC game. (http://209.85.48.10/8994/149/emo/guh.gif)

This is what happens when grammar is left by the wayside!

 :laugh: :laugh:
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 28, 2008, 09:13:25 pm
Here I have some tracks: http://www.4shared.com/file/60292628/45241601/Eternal_Night_Videogame_Remixes_Vol3_By_Gadesx.html (http://www.4shared.com/file/60292628/45241601/Eternal_Night_Videogame_Remixes_Vol3_By_Gadesx.html)
Link's not working. :/

Quote
and other thing, please make a underground caves in the castle!!  :beer:
That was planned from beginning. ;)

And while we're at it, updated menu:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/menuupdated2.png)
Still missing the title bar, but it's visually pretty much complete. Woah, so many GPU tricks for a simple menu.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Dr. Mario on September 28, 2008, 10:14:42 pm
Everything is looking great, so far Gem. I guess I should post up the stuff I should be working on when school and Cadence don't have my attention.
(http://img98.imageshack.us/img98/4758/peterre8.png)
It's-a vampire! It still needs a ton of work and animations though.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: gadesx on September 29, 2008, 03:41:39 am
Here I have some tracks: http://www.4shared.com/file/60292628/45241601/Eternal_Night_Videogame_Remixes_Vol3_By_Gadesx.html (http://www.4shared.com/file/60292628/45241601/Eternal_Night_Videogame_Remixes_Vol3_By_Gadesx.html)
Link's not working. :/

Here other link of megaupload:
http://www.megaupload.com/es/?d=I1RNI08S (http://www.megaupload.com/es/?d=I1RNI08S)

Quote
and other thing, please make a underground caves in the castle!!  beer
Quote
That was planned from beginning. Wink

very cool  :thumbsup:
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 30, 2008, 12:42:14 pm
Little update time? I've been working a little more on menus, equipment in particular. This is how it looks right now:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/equipmemt30-sep-2008.png)
Flipping issues with flat polygons should be gone now. Currently working on pad input and lists. Scrolling can be really tricky. :/

Question for Spanish and French speakers: is the small font suitable for your languages?
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/font_ascii.png)
I think I've actually included more symbols than necessary, but you can never know with those pesky accents.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: creaothceann on September 30, 2008, 02:28:37 pm
Won't the larger font also need the extra symbols - or is it not finished yet?
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: gadesx on September 30, 2008, 02:59:05 pm
Little update time? I've been working a little more on menus, equipment in particular. This is how it looks right now:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/equipmemt30-sep-2008.png)
Flipping issues with flat polygons should be gone now. Currently working on pad input and lists. Scrolling can be really tricky. :/

Question for Spanish and French speakers: is the small font suitable for your languages?
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/font_ascii.png)
I think I've actually included more symbols than necessary, but you can never know with those pesky accents.

well im Spanish, :)
for spanish need "Ñ" in every size of fonts.

(http://informes.files.wordpress.com/2007/09/letra_n.jpg)
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 30, 2008, 03:30:22 pm
Won't the larger font also need the extra symbols - or is it not finished yet?
It's unfinished, right. Both fonts will contain the same characters with different size. 8x12 the smaller font, 16x16 the big one.

well im Spanish, :)
for spanish need "Ñ" in every size of fonts.
That's why I said to check only the small font. Is that fine at least?
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Berion on September 30, 2008, 03:37:27 pm
Awesome project!  :thumbsup:

It's any chance of adding Polish special characters?
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 30, 2008, 04:02:17 pm
I don't really see the use of those in a multi 6 translation where Polish is not included. :p Unless they are only 3, or I'll have to fork the font file to use a brand new set (the current limit is 112 characters for each set).
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Nightcrawler on September 30, 2008, 04:12:35 pm
Gemini, you mentioned you need to do some GPU trickery for the menus. I assume you're referring to the Playstation port and not the Windows port. What specifically were you referring to? Myself only having a PC game programming background don't see anything that would be too difficult to do on a PC. Obviously a PC's capabilities are far beyond the Playstation though.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 30, 2008, 04:48:57 pm
I feel like a magician trying to explain his tricks now. :p

Ok, let's start with the menu texture:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/menutexture.png)
It's a series of 16 color images assembled into a 256x256 page (Psx vram is divided into 256x256 pages), uploaded in series when you open the menu through a simple load+decompression routine.
Let's go for a fast demonstration with the first trick: the stone background. As you can see from the image above, the texture (0,0,128,128) is completely gray, while it's dark green/blue in game, and it's also much bigger but not stretched. This is because I used the SPRT (Psx sprite primitives) color parameters to alter the rgb values (it will probably be customizable). I've also applied a gouraud shaded polygon to blend the light level differently for each corner of the texture. Now, the loop effect is a little more complicated because it uses a texture window. Texture windows (called DR_TWIN) are particular primitives used to alter the size of a vram page so that you can print huge repeated textures using a single SPRT (not sure if you can do the same with flat polygon, but I doubt it). Unfortunately DR_TWIN doesn't work with all w/h values, but only with powers of 2 (or was it 8?), so it's really trick to use sometimes.

And this is just one of the examples of the neat things you can do with the Psx GPU tricks. :) Source here (http://rafb.net/p/6vEg8o35.html) for those interested.
Now, if I could only get why stretched polygons are not working correctly on the Psp emulator. :p
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: FlashPV on September 30, 2008, 05:24:29 pm
Hi I'm french and I can tell you that you have all the necessary symbols for my language.
Now let me know if you need some help for the french script.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 30, 2008, 11:13:27 pm
Pixel artz!
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/swordstab-1.png)
I'm drawing myself the animation for sword/dagger attacks, but there's something wrong but I can't really tell what it is. Anybody up for some quick fixes? Also, anybody interested in making 3-4 frames for Maria in punching pose? I'd need that for knuckles. X_x

Now let me know if you need some help for the french script.
We need a complete script first. :p At the moment the only actual text can bee seen only in menus, and it's too much. :-\
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: tc on September 30, 2008, 11:39:59 pm
Seeing as there's no sign they'll ever bring SOTN to PC, this looks to be the next best thing. :o
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Hernan on October 01, 2008, 05:30:52 am
Pixel artz!
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/swordstab-1.png)
I'm drawing myself the animation for sword/dagger attacks, but there's something wrong but I can't really tell what it is. Anybody up for some quick fixes? Also, anybody interested in making 3-4 frames for Maria in punching pose? I'd need that for knuckles. X_x
Looks nice. In regards to the hair-> it will probably look better if you make the hair go up fast and make it flow down slowly.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Nightcrawler on October 01, 2008, 10:37:58 am
I feel like a magician trying to explain his tricks now. :p

Thanks for the info. Interesting stuff. I enjoy reading about such techniques. The more techniques and tricks you absorb, the better equipped you are to solve your own similar issues later. :)

I love when the light bulb goes off when I read about someone who used a different approach I never thought about before to something.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Lashiec on October 01, 2008, 12:57:46 pm
Question for Spanish and French speakers: is the small font suitable for your languages?

Ungh, pink-induced blindness >_<

Yes, the font is OK for Spanish. Very cool project as well :thumbsup:
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on October 02, 2008, 08:23:21 pm
Font set is complete:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/font_ascii-1.png)
Added all the special 16x16 characters, as well as ¡¿ for both sets (used for Spanish). Now I've got to plan how to implement the Japanese fonts, since all I'm using is a 256x256 4bpp image with multiple palettes. I guess the old trick of the palette mask will do fine. It should grant me about 1200 12x12 symbols for the bigger set.

Still no news from any pixel artists. Guess I'll ask for help at Pixelation.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: andwhyisit on October 02, 2008, 10:53:18 pm
Now, if I could only get why stretched polygons are not working correctly on the Psp emulator. :p
POPS compatible? *worship*
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on October 24, 2008, 05:55:44 pm
Time to revive this thread, woo! Which means that it's also time to post more crap about the mechanics. :woot!: In the last few days I've been planning some new features for the game:

As for the actual updates, I can tell you the item database is almost complete. All data for weapons, food, status/recovery potions, armors, and helmets is set. I'm still missing icons for a few daggers, and I haven't decided yet what accessories and story-related things to implement. And speaking of accessories --- capes, rings, boots, and other misc items will be in this category.
Now the main editor part: I'm still working on it, and I think I finally went for the big step today: XML. Some things will be handled using this format (in a not retarded way), so that I can add anything when it's necessary. I should have done the same with the item database, but whatever. For the moment XML is going to be used for map data. Finally I'll be able to create the very first location with the map editor. :p

Eye candy:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/teststretch.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/006-4.png)
That's Richter with his Dracula X Chronicles outfit. He will appear in the intro, during the tutorial, but he has no animations so far, and he probably won't have any since they're not necessary. :p He needs several changes (I made the sprite myself, my bad) and he will probably not just show his back.

That's all folks!

POPS compatible? *worship*
It is, but I'm still having weird issues with menu loading and some stretched flat polygons.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Square711 on October 24, 2008, 06:21:59 pm
2.5D exploration. What does this mean? Well, you won't just move left/right and up/down, but also on parallel routes! Locations will feel a lot more real than those you've seen so far in metroidvania games, I hope;

How are you planning to change the map in order to show this? Decent 2.5D maps are pretty hard to make. x_x
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Kiyoshi Aman on October 24, 2008, 06:58:52 pm
Probably the same pseudo-3D look used in games like Rockman 8.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Killa B on October 24, 2008, 07:37:35 pm
  • Upgradable weapons! I haven't planned yet how to implement this, but it will make your favorite weapon not useless when you find a more powerful one (except for secret uber weapons). And it's not the crappy soul power-up system used in Dawn of Sorrow.
So do you mean it will actually upgrade the stats of a weapon, without changing it? Something like Disgaea's Item World would be awesome. ;D Though I doubt you'd do that (Or even want to :P)

How are you planning to change the map in order to show this?
I had the same question.

Probably the same pseudo-3D look used in games like Rockman 8.
What do you mean? :huh: Megaman 8 didn't have 2.5D maps. It didn't have maps at all. :huh:
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on October 24, 2008, 08:06:34 pm
How are you planning to change the map in order to show this? Decent 2.5D maps are pretty hard to make. x_x
I haven't decided yet, but the idea is: you're walking in an outdoor area, like a mountain path. Now, you find a cave entrance in the middle of the screen, so you can decide to enter there or continue. If you go for the cave area, the map will branch on a different direction, but the viewpoint will be always the same. For this feature, I'm thinking about using a 3D local map, instead of the typical 2D one.

So do you mean it will actually upgrade the stats of a weapon, without changing it?
They will be improved through Maria's magic. She's a magician after all, so she can infuse them with magic and increase their power. This option will probably be implemented in a smith shop menu or something and it will cost money, so that the player can't abuse it.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Kiyoshi Aman on October 24, 2008, 08:11:25 pm
Have it cost jewels instead, which Maria might be willing to sell you or you may find throughout the game. That way it won't just be a matter of hording cash. :p
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Dragonsbrethren on October 25, 2008, 01:26:18 am
You mentioned items and food, do you still have to equip them to use them? Sometimes I wonder if I'm alone, but I actually thought the way SotN handled item usage fit the style of the game far better than using things through the menu. Here are two posts I made about improving item usage a while ago, if you're interested:

Quote from: Dragonsbrethren
I'm probably one of the few that wish they'd go back to having to equip your items to use them, it fits with the gameplay style so much better - have a few reserve slots you could select items for and swap into your left hand at any time. Of course, they don't even have separate hands in the newer ones...made sense on the GBA, doesn't on the DS.

Quote from: Dragonsbrethren
Quote from: I.S.T.
I hated that part of SOTN. To this day I want to slap IGA up the head for that, even if he's not responsible as. you see, he's a good target for my useless angst.

Well, I'm not talking about exactly how it was done in SotN, there's certainly room for improvement. The reason I like it is it doesn't pull you out of the action like having to open the menu does, which is why I suggested reserve slots. Basically, give the player a few extra slots to stick different items in, then they could simply hit a button to swap through the items at any time without pausing. You could use it for healing items, or even for different weapons and shields. Additional slots could be added with a relic, maybe the Bangle of Holding Things, that's a cheesy enough name for SotN.

The ironic thing about this is that I almost never use items in SotN anyway; when I do they're usually the full screen attack items to kill Legion and Beelzebub faster.


How are you planning to change the map in order to show this? Decent 2.5D maps are pretty hard to make. x_x
I haven't decided yet, but the idea is: you're walking in an outdoor area, like a mountain path. Now, you find a cave entrance in the middle of the screen, so you can decide to enter there or continue. If you go for the cave area, the map will branch on a different direction, but the viewpoint will be always the same. For this feature, I'm thinking about using a 3D local map, instead of the typical 2D one.

I'm not sure if I'm following what you mean here. Something similar to Order of Ecclesia's village map?
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on October 25, 2008, 09:36:22 am
You mentioned items and food, do you still have to equip them to use them? Sometimes I wonder if I'm alone, but I actually thought the way SotN handled item usage fit the style of the game far better than using things through the menu.
I'm not going for the SOTN item style. I find them pretty retarded and awkward to use, not to mention that you won't ever need them. But in this game some bosses will require you to use them, and if you don't heal yourself fast you're screwed. And it's easier to program it this way. :p

Quote
I'm not sure if I'm following what you mean here. Something similar to Order of Ecclesia's village map?
Really really similar to the village, yes.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on November 20, 2008, 11:21:01 pm
I found some spare time to make decent progress with the engine, even if it's not really as much as you or I'd expect to see. Anyway, this is the new stuff implemented:

Now I'm working on an event system to deal with regular map stuff you see in all CV games (warp triggers, enemies, dialogues, etc...), not to mention an actual animation management for Maria and all the other objects on screen.

Eye candy:
(http://draculax.files.wordpress.com/2008/11/final-hud-implemented.png)

And here (http://www.youtube.com/watch?v=Y9lDPPUa_rQ&fmt=18)'s a footage of the most updated version of the engine (but there's no HUD in there). Ignore the broken collisions with the map... I was using an incorrect tile collision file when I recorded the movie. :p Here (http://draculax.wordpress.com/) you can also find a blog that I created for this project, which will probably be updated when I get enough material for a decent news.

PS: Still looking for pixel artists. :P
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: RedComet on November 21, 2008, 01:48:27 am
I want your babies. Also, the sound effects on the equip screen are really annoying. >_>
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Geass on November 21, 2008, 06:19:45 am
  • A new hud for the field module, as you can see from the screenshot below. I tried to make it somewhat similar to the one in Ecclesia (the heart comes from there) having it to use a gold palette;

Im lovin the new HUD.
Looks much better.
Also whoever did that dragon pixel art did a great job.

Good work, i look forward to playing this in the future.
(and lol at "SUCK" in the background in your video at 0:21)
[/list]
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Djungelurban on December 04, 2008, 07:12:22 pm
Are you planning to recycle any old sprites from past Castlevania games except the Maria sprite and artwork? I'm mostly thinking about iconic enemies like Medusa Head or Death, although there are other enemies that could be worth adding. Personally I have trouble imagining a Castlevania game without those two, even though a part of me wishes that there will be no Medusa Heads in there...
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on February 08, 2009, 04:43:34 pm
(http://draculax.files.wordpress.com/2009/02/sketch12.jpg?w=212&h=300) (http://draculax.files.wordpress.com/2009/02/sketch12.jpg) (http://draculax.files.wordpress.com/2009/02/sketch11.jpg?w=212&h=300) (http://draculax.files.wordpress.com/2009/02/sketch11.jpg) (http://draculax.files.wordpress.com/2009/02/sketch07.jpg?w=212&h=300) (http://draculax.files.wordpress.com/2009/02/sketch07.jpg)
Many thanks go to sin_batsu (aka Ari) for drawing these sketches. Moar news here (http://draculax.wordpress.com/2009/02/07/the-project-must-go-on/) and here (http://draculax.wordpress.com/2009/01/05/ive-got-a-new-book/).

Are you planning to recycle any old sprites from past Castlevania games except the Maria sprite and artwork?
The plan is to recycle as much as possible to reduce all the spriting work. Of course, some old sprites will probably have to be changed as they don't fit with the game style at all (who said Ecclesia's new enemies!?).
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: nerothegamernerd on February 23, 2009, 07:05:31 am
Hey

Props goes to you for having Maria being able to use weapons.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: justin3009 on March 01, 2009, 08:44:12 am
Hold crap.  Gemini, you are officially my god of Castlevania.  I love you D:
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 25, 2009, 08:46:00 pm
Bibbidy, bobbidy, bump.
(http://draculax.files.wordpress.com/2009/05/entity-kitteh-party.png) (http://draculax.files.wordpress.com/2009/07/branch-at-draculinas.png)
(http://draculax.wordpress.com/files/2009/09/3d-cube.png) (http://draculax.files.wordpress.com/2009/09/psx-ecclesia-it.png)

What's new:

You can read the full thing here (http://draculax.wordpress.com/2009/09/26/what-the-buck/). Enjoy. :beer:
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: DarknessSavior on September 25, 2009, 09:03:40 pm
You're a fucking beast.

Also, in the last clip with Dracula randomly spouting off shit. Is that from SotN/NitM? Why'd they record him using all of Alucard's moves (Soul Steal, Dark Metamorphesis) and new ones (Life Steal, Soul Blast, and others)? >.>

Edited because KillaB is a picky, whiny, woman anti-Japanese.

~DS
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Killa B on September 25, 2009, 09:09:55 pm
Are we still calling that game "Gekka"? :|
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 25, 2009, 09:49:38 pm
Is that from SotN/NitM? Why'd they record him using all of Alucard's moves (Soul Steal, Dark Metamorphesis) and new ones (Life Steal, Soul Blast, and others)? >.>
It's from Ecclesia. Most of those aren't even used in game, like Life Steal. Plus, Alucard was supposed to have Demonic Megiddo in Dracula X, but for some reason they didn't bother to implement that spell. :huh:

Are we still calling that game "Gekka"? :|
/me bashes KillaB with an iron spoon >:(
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Kronus_Arm on October 01, 2009, 09:49:26 am
Tell me Soma is in the game! Tell me!!!

Off-Topic Question and ramblings:

If Konami offers you a job would you accept it, and what would it be?

Honestly, you're good, care to tell me how you learned all these things?
I'm quite interested...

I think I might be stuck with the basics and hacking such simple things e.g. Metroid.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: SC on October 01, 2009, 11:54:14 am
I think this is the greatest project currently in the old PS scene.  :)

And if you still need a Spanish translator you can count on me.
Just give me the English text correctly dumped, and a few notes on
the storyboard/characters and I could have it done in a few days/hours.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on October 01, 2009, 01:32:42 pm
Tell me Soma is in the game! Tell me!!!
I was planning to have him in game at first, along with Jonathan Morris, but then I scrapped the idea in favor of a better cast of unlockables.

Quote
If Konami offers you a job would you accept it, and what would it be?
I wouldn't refuse, that's for sure, but I really doubt that could ever happen.

Quote
Honestly, you're good, care to tell me how you learned all these things?
I'm quite interested...
Experience is the answer. There's nothing you can't do with a good amount of experience gathered over the years.

And if you still need a Spanish translator you can count on me.
Thanks for the offer. I will keep you in mind for when I've got more text to translate (i.e. equipment, items, etc...).

While I'm at it, a little update (http://www.youtube.com/watch?v=3kDG_HbaMTE). From my board:
Quote
As you can see from the video description, it's a new sound engine for streamed music. This one replaces the old XA streams and allows more custom stuff, like slower/faster playblack, but it's also a lot better for organizing files on disk as XA is really an ISO mess (needs a fuckload of parameters just to play fine with anything that doesn't use 8 channels). It also offers real 44100 Hz support (XA is only 18900/37800 Hz), meaning that audio quality is just like CD track, even tho it's actually compressed as it uses the native Playstation SPU format.
Implementing this little beast took about a couple days to do, doesn't consume much memory at all (32 KB in regular ram, 16 KB in SPU ram), uses efficiently CD asynchronous reads, and it finally made me understand how to separate left and right channels in a WAVE track. :p
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Kronus_Arm on October 02, 2009, 06:10:28 am
So he's in the game and an unlockable character, yes?

I hope you get an exciting trailer or at least a teaser on either here or on your site soon, good luck with the project. Looking mighty well mate.

 ;)
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Lilinda on October 02, 2009, 06:29:35 am
I'd say
I was planning to have him in game at first, along with Jonathan Morris, but then I scrapped the idea in favor of a better cast of unlockables.
answers that question.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Garoth Moulinoski on October 04, 2009, 05:21:05 pm
Tell me Soma is in the game! Tell me!!!
I was planning to have him in game at first, along with Jonathan Morris, but then I scrapped the idea in favor of a better cast of unlockables.

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!

I liked Soma so much. :(

It would cool if the player can get a Samus-cannon arm. :P Want Metroid on PSP that runs well.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Dragonsbrethren on October 04, 2009, 05:51:22 pm
I don't know, provided the extra modes will be the same as/similar to the official CV games, Soma would suffer from the same problem as Alucard did in DoS. You're taking a customizable character and stripping them down to a few core abilities. All of the other extra characters, except for Richter and Maria, were planned as extras, so this was a non-issue. Richter actually kept all of his abilities in SotN and gained new ones, so he worked out really well.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Dashman on October 07, 2009, 02:39:42 am
it would be awesome if someone made a castlevania game in which the extras worked in a similar way to the main character (having access to a menu, equipment, items, etc.)

*walks away whistling*
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on October 23, 2009, 07:07:17 pm
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/kiddracula.png)
Yeah, that's really who you think he is. :-* Guess what I'm gonna use him for.

it would be awesome if someone made a castlevania game in which the extras worked in a similar way to the main character (having access to a menu, equipment, items, etc.)
Nice, yeah, but way too much work than necessary.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 08, 2010, 05:07:00 pm
Ouch, it's been way too long since my last update here. :-X I've been writing during the last year a news so long I probably won't even post it on my blog because it's incredibly boring to read. <.<

A few new things:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/rotate.png)
Toying around with geometric transformation is really nice, too bad there are still a few issues with rotation of segmented sprites. I've still got to find a way to fix the transposition matrix or whatever I'm gonna need to make all the pieces rotate correctly around the same point. Still, works just fine with player entities, since they are only one big chunk.

(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/portraitnew.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/bluephoenix.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/bestiaryarboreng.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/custombuttons.png)
A couple new menus and some redesigned ones. I can't remember if I mentioned that I developed a tool to import SOTN enemies from the PSX build. :P But anyway, the good news is that this tool has also been expanded to export stuff from the Saturn port as well. While this is generally considered a bad thing (most of the Saturn additions were just horrid), I feel that a few elements should be exported so that they can be edited and turned into something decent enough for the "IGA standard". And yes, that tree is my sentimental favorite.

(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/inputstiletekken.png)
I've also been working on special move combinations. Still not working as expected, but I'm really close.

(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/3ditems.png)
Here you can see a 3D model on the background (it rotates as the map scrolls) and item drops.

(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/testmappa.png)
Minimap! Depth layers not implemented yet, got to plan a decent visual solution.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: justin3009 on September 08, 2010, 06:30:50 pm
Holy wow.  I'm absolutely loving this Gemini.  Totally making this worthwhile :D
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: odditude on September 08, 2010, 06:37:52 pm
bunch o' stuff
looks fantastic!
Minimap! Depth layers not implemented yet, got to plan a decent visual solution.
"near" depth could show on the map as blue, "far" depth could show as green, and both (or single depth) could be shown as cyan.  obviously, color choice is trivial, although using logical additive/subtractive colors would help.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Dashman on September 08, 2010, 07:10:37 pm
...I think I'm in love :o
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Azkadellia on September 08, 2010, 08:24:33 pm
Gemini, you rock! This game is going to be epic. Keep up the great work! :beer:
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 09, 2010, 11:49:55 am
Item drops now work:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/itemdropcollisions.png)
I need to re-elaborate the name tag a bit (it's ripped straight from Ecclesia, no good), but sin will probably take care of it as soon as we start redoing the HUD.

On a related matter, did you guys notice the black bands at the top and bottom of the screen? The current resolution is 320x240 for the whole screen area, while the drawing area (bands aren't included there) is 320x208. I was thinking about having some sort of 16:9 mode where the bands wouldn't appear at all, even though it would translate into vertical distortion. Still, this shouldn't be very noticeable as a real 16:9 resolution would be 320x180 (only 28 pixels, barely a problem). Maybe HD TV owners will be happy about this little feature, or maybe not. Thoughts?
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: justin3009 on September 09, 2010, 12:23:19 pm
If it's not too much of a hassle, I don't see why not but it's certainly not the most important feature.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Dashman on September 09, 2010, 02:56:47 pm
If it's not too much of a hassle, I don't see why not but it's certainly not the most important feature.
seconded. it would be nice considering there's a big bunch of people with HD TV and all that, but it's basically an extra detail. if it proves too complicated to do, you can leave it for v2.0 :P
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 09, 2010, 04:08:13 pm
It's actually a fairly easy feature to implement. This is the field function to change resolution:
Code: [Select]
static void SetResolution()
{
    // remove flickering
    ClearFBuffer(0,0,FRAME2_W*2,FRAME2_H);
    DrawSync(0);
    // set resolution to 320x240
    GsInitGraph2(FRAME_X,SCREEN_H,GsOFSGPU|GsNONINTER, 1, 0);
    GsDefDispBuff(0,SCREEN_Y,FRAME_X,SCREEN_Y);
    // lower resolution to 320x208
    GsDISPENV.screen.y=user_data.screeny;
    GsDISPENV.screen.h=SCREEN_H;
    GsDISPENV.disp.y=0;
    GsDISPENV.disp.h=FRAME_Y;
}
SCREEN_Y is 16 and SCREEN_H is 208. All I need to do is replacing those two macros with variables that change depending on some bit flag. Resulting routine:
Code: [Select]
static void SetResolution()
{
    int h, dh, y;
    extern DRAWENV GsDRAWENV;

    if(user_data.flags&FLAG_PANSCREEN)
    {
        // 16:9 mode, no black bands
        h=SCREEN_H;
        dh=SCREEN_H;
        y=0;
    }
    else
    {
        // 4:3, retain black bands
        h=SCREEN_H;
        dh=FRAME_Y;
        y=SCREEN_Y;
    }
    // remove flickering
    ClearFBuffer(0,0,FRAME2_W*2,FRAME2_H);
    DrawSync(0);
    // set resolution to 320x208
    GsInitGraph2(FRAME_X,h,GsOFSGPU|GsNONINTER, 1, 0);
    GsDefDispBuff(0,y,FRAME_X,y);
    // lower resolution to 320x208
    GsDISPENV.screen.y=user_data.screeny;
    GsDISPENV.screen.h=h;
    GsDISPENV.disp.y=0;
    GsDISPENV.disp.h=dh;
}

By the way, this change affects only the in-game mode. No menus or other screens are adapted to the 16:9-ish resolution, but considering most are just text and boring stuff you probably won't mind.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Dashman on September 10, 2010, 05:19:27 pm
this reminds me so much of OpenGL and the glViewport thingy... (currently working on a 3D game for a course at University) what libraries/toolkit are you working with? (if it's not too much asking)
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Azkadellia on September 10, 2010, 06:00:33 pm
He's making this game for the PSX.

It's on the first page.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 10, 2010, 06:10:30 pm
Everything is based on Sony/SN's official SDK, which takes care of most low-level access such as DMA and other stuff. However the framework I've built is flexible enough to allow me to also build a limited version of the engine for Windows.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Dashman on September 10, 2010, 09:50:15 pm
whoa, I didn't even know those were available for non-developers (or at least non-official), except (maybe) those who had one of those black playstations supposedly meant for allowing users to make games (which name I can't remember). I guess it's not that surprising since the PSOne has been dead since... ok, now I feel old :P
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Rocket Science on September 19, 2010, 09:21:47 pm
whoa, I didn't even know those were available for non-developers (or at least non-official), except (maybe) those who had one of those black playstations supposedly meant for allowing users to make games (which name I can't remember). I guess it's not that surprising since the PSOne has been dead since... ok, now I feel old :P

What you're referring to is the Net Yaroze, which had an entirely different SDK. The "official" SDK is floating around on the internet, and while you're unlikely to ever find any of the hardware components, debugging stations (basically region-free PS1 consoles that can run CD-Rs and the like) tend to pop up on eBay from time to time.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Dashman on September 21, 2010, 08:27:03 am
... debugging stations (basically region-free PS1 consoles that can run CD-Rs and the like) tend to pop up on eBay from time to time.

that sounds just like modded playstations to me.
Title: .
Post by: creeperton on September 21, 2010, 11:04:34 am
.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Lilinda on September 21, 2010, 06:53:34 pm
You are a creepy, creepy little fucker.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: DarkSol on September 21, 2010, 06:55:04 pm
You are a creepy, creepy little fucker.
Well, his name is creeperton.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Esco on September 21, 2010, 07:00:55 pm

A couple new menus and some redesigned ones. I can't remember if I mentioned that I developed a tool to import SOTN enemies from the PSX build. :P But anyway, the good news is that this tool has also been expanded to export stuff from the Saturn port as well. While this is generally considered a bad thing (most of the Saturn additions were just horrid), I feel that a few elements should be exported so that they can be edited and turned into something decent enough for the "IGA standard". And yes, that tree is my sentimental favorite.

I thought you said to me some time ago that making a tool like that would be toooooo hard? ;) Or was that a tool that imports gfx back in that I am thinking of?

Oh and it looks like you have made some serious progress on this thing man. Keep up the good work.

P.S. A demo of my hack is out too.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on September 21, 2010, 08:29:27 pm
I thought you said to me some time ago that making a tool like that would be toooooo hard? ;)
It's not a magic tool to extract all the data, actually. I have to manually feed some parameters, then it does its magic and dumps all the relevant data to some bmp+xml output.

Quote
Or was that a tool that imports gfx back in that I am thinking of?
I really have no interest in importing gfx into SOTN, so nope.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Kyrael Seraphine on September 22, 2010, 12:08:06 am
You are a creepy, creepy little fucker.

He just wants to whip Fairuza Balk until she moans, shudders and disappears. Nothing creepy about that. At all. Yes. >_>
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: nukesheart on November 18, 2010, 08:57:09 am
 :woot!:
Hey gemini, I've seen on your wordpress that you're in need of a music composer.
And I am volunteering myself to offer you cool original OSTs.

Check what I can do here: http://nukesheart.webs.com

email me at nukesheart@live.com if you are interested on my composition and I'll be glad to fill up your Castlevania music needs.
: :angel:
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on November 20, 2010, 02:27:52 pm
I think I've seen you posting that good music somewhere else, or maybe it's just a déjà vu? Anyway, I really appreciate your work, especially Submerged Dreams (reminds me of some Megaman X song :thumbsup:). Unfortunately I've been kinda busy lately and I haven't done much for my projects. :/ Still, I'll make sure to contact you as soon as this busy period is over.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: nukesheart on November 21, 2010, 01:45:45 pm
Oh, I think I've emailed you before...  :laugh:
I will be very pleased to work with your CV game (or any other cool CV fangames out there, i think. :D)

and btw, I updated my webpage so you might want to give a view.

http://nukesheart.webs.com

cheers for this project!  :beer:
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Asylum on August 01, 2011, 05:48:44 pm
Is this dead? I really like the look of it.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Gemini on November 02, 2011, 09:42:26 pm
Maybe it's about time I post something new about this old project of mine. Should I start from the part where I say this is probably going to have a DS port?
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Opera%20of%20the%20Red%20Moon/wipdsport.png)
Really WIP stuff there, nothing actually important has been ported yet other than a few API functions to make the port an easy task. For the VWF maniacs out there (like myself), all text rendering is done with tile logic, but it's no more limited by tile boundaries.
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: Lilinda on November 02, 2011, 10:01:17 pm
:D Yay!
Title: Re: Opera of the Red Moon (my Castlevania game)
Post by: justin3009 on November 02, 2011, 11:22:08 pm
Have I ever told you I loved you? <3

But it looks beautiful on a DS screen like that.  Actually looks much more official o.o  As always, this is a fantastic job.