New Castlevania Platformer Engine Test

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2018-10-08に共有
WASD keys act as the D-Pad, IJKL keys act as ABXY buttons (move with A and D, crouch with S, pose with W, Jump with K, Attack with J). This also means that despite the game telling you to press the up arrow to talk, you must press "W", since that is what up on the d-pad would be. The only reason why the graphic shows keyboard-style buttons is because I reused the sprite from my last Castlevania test. Hold the space bar to run.

This is my newest platformer engine to date, and by far the best I have made. Most of the collision scripts were inspired by the tutorial made by @FUNUT, but I made a good amount of the code in the project, like the animations, crouching, sensors, attack animation, etc.

The sprites were all made by Konami (except for the arrow icons, made by me) and edited/compiled together by me, so give credit to Konami and me if used. Since these sprites take so long to make, I request that you ask for permission before use.

Thanks to the talented @Class12321 for providing the voice of Alucard.

The music tracks are arrangements from various Castlevania games. If you want to use them, give credit to Konami.

Richter sprite ripped by Serio, Alucard and stage ripped by Badbatman3. Give credit to these guys as well, especially Serio.

If you have any suggestions on how to make this script better and less buggy, feel free to comment, as I am open to your ideas. I'll soon have to tackle scrolling programming, interacting with enemies, menus, item acquisition, attack animations, weapon swapping, special abilities, multiple characters, double jumping, etc.

#Castlevania #Platformer #Alucard #Richter #Konami