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Author Topic: [Graphics] [NES] Castlevania 3 Art Help Needed  (Read 2131 times)

Toffi

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[Graphics] [NES] Castlevania 3 Art Help Needed
« on: December 13, 2020, 11:41:13 am »
Hello rom hacking world,
This is a CV3 WIP hack im working on called Aperture of Corruption, its a collaborative project striving to totally convert the original CV3 into something completely new.



Right now we are looking for some help with the games environments and stages. In short, we need all the help we can get 8)

Castlevania 3 runs on the NES using MMC5, which means we have quite a bit of room to build beautiful environments, threatening bosses, and dynamic animations.

We are looking for pixel artists to work together with the AoC team to create sprites, and backgrounds in a 16x16 grid pattern using a maximum of 9 colors to create screen demos, which will be implemented in engine to create the final game.

If you would be interested in helping us, or would like to ask any questions
feel free to PM me or post about it below:

(link to the Personal Project with more info)
https://www.romhacking.net/forum/index.php?topic=31918.0
« Last Edit: January 30, 2021, 01:08:52 pm by Toffi »

Toffi

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Re: [Graphics] [NES] Castlevania 3 Art Help Needed
« Reply #1 on: January 30, 2021, 01:07:36 pm »
Great news! The project is moving along smoothly, we are on our way to producing our first project demo. However we are still looking for help pixel art wise.

NiO

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Re: [Graphics] [NES] Castlevania 3 Art Help Needed
« Reply #2 on: February 05, 2021, 07:06:27 am »
Would help if you can show wich kind of sprites you want to get made, like some referencies or mockups.

Toffi

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Re: [Graphics] [NES] Castlevania 3 Art Help Needed
« Reply #3 on: February 10, 2021, 01:04:33 pm »
Apology's for the late reply. We have gotten some help with enemies so far, but still need help with character and background art. The link to the projects page has a lot more examples if your looking for a specific style. Below are some examples of enemies and environments.

On backgrounds, we are aiming for a similar style to Thaddeus's.


Even if you don't think you could match the styles provided, we would still love to chat with you.

ScaryJerseyGuy

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Re: [Graphics] [NES] Castlevania 3 Art Help Needed
« Reply #4 on: February 17, 2021, 12:43:53 pm »
Congrats on the progress. It's looking fantastic. When you get a demo rolling or need someone to test it out, Lemmie know. I'll get some eyes on it

Toffi

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Re: [Graphics] [NES] Castlevania 3 Art Help Needed
« Reply #5 on: February 26, 2021, 06:08:20 pm »
Will do.

Toffi

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Re: [Sprites] [NES] Castlevania 35th Anniversary Art Help Needed
« Reply #6 on: May 22, 2021, 01:23:33 am »
Hi! I'm back. To preface, since the projects foundation, we have inducted 14 development partners into our fold from across the globe. Including writers, musicians, voice actors, and pixel artists. To keep things brief, our artist collective (nicknamed the Forge Masters) is looking to bring on some new members to help animate the games hero roster. We are looking for some pixel artists to help with character animation using NES limitations. This ends up coming out to 3 characters in total. The team has created detailed concept sketches and 8 bit mock ups to help with the animation process for those willing to take up the challenge. If your looking to refine your pixel art skills, add something to your portfolio, want to finally break into game development, or have a passion for Castlevania, we would love to chat with you. If your interested, feel free to DM me on Discord at Toffi#6064 for more info, I will try to respond as soon as I can.

Updated Title

Mock ups have closed with the Port town, it has finally entered into a testable state. We are hoping to get a basic PB (public build) version soon.

NiO

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Re: [Graphics] [NES] Castlevania 3 Art Help Needed
« Reply #7 on: May 23, 2021, 07:07:51 am »
What exactly do you need for the characters?

Toffi

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Re: [Graphics] [NES] Castlevania 3 Art Help Needed
« Reply #8 on: May 25, 2021, 10:12:39 pm »
To put things simply, we need help creating implementable key-frame stills for basic movement options. This includes (but is not limited to): jumping, crouching, attacking, and walking. This is done simply and efficiently though a process we call 'blue boxing'. Essentially we have to fit each sprite into predetermined tile space, so the team uses a box to represent those tile limits which makes things easier to translate in the long run. Below is the assembled CHR space that Alucard takes up in the ROM, (excluding the bat transformation and cut-scene appearances). Most of the sprite work would essentially be using these stills (and their corresponding CHR space) creatively by re-texturing them to fit the original characters to the game itself.

Example: The red figure among the hero cast is Saint Germain. In theory, he would use Alucards bank space below. When using Alucards CHR table, one might notice the extra 8x8 used for his head could be re-textured to properly fit Germain's bold top hat.
(The hope is to re-texture the bank space in a way that is unique from the source material)

« Last Edit: May 26, 2021, 11:42:47 pm by Toffi »