I don't think I mentioned it in the video, but I will be releasing this little demo along with the SotN demo at Christmas. There's not much in terms of gameplay, but I hope you enjoy it anyway! Hopefully someone will come along and do a proper port of the game. If no one has by the time SotN and GG are finished, then maybe I'll consider continuing with the project then
Woohoo! It's incredible to think how far you've come. I've been following and supporting from the very beginning and am excited to see where this goes. Looking forward to the demo. Merry Christmas, Pigsy!
I never cease to amaze us, Pigsy! The parallax experiment will definetely pay dividends for SotN and all this sprite work practice will help with GG Shinobi. Can't expect anything but great ports of these games whenever you finish them! A future port of CV3 (or the entire NES trilogy) would be incredible, as well.
2 дні тому+33
You beautiful bastard, your work just gets better and better. That parallax, chef's kiss. And you're being very humble about your pixel art, you've come a long way in a relatively short time, with nothing but your own motivation.
Thanks, I was really happy how to parallax turned out. I've worked hard at the pixel art this year and it has definitely improved, but I still have a lot more practice to do until it's at the level I want it to be. It's a fun hobby anyway :)
Oh my god! Imagine it now. Getting a Castlevania NES trilogy remaster on the Genesis. Kinda like Ninja Gaiden Trilogy on the snes but it's actually good! Yea....Same like that 1 group working on Mega Man - The Sequel Wars. This is awesome!
Thanks, I wanted to avoid using background sprites as much as possible in order to leave plenty of room for regular enemy sprites. I think it worked out quite well
Thanks! After having had more practice doing these graphics I'm really looking forward to retouching some of the GG stuff in the new year and getting all the gameplay in
Awesome stuff as usual Pigsy,seriously we need a CV3 remake & I hope someone dose it,maybe they can take inspiration from it's fan game counterpart Super Castlevania 3. :)
Homebrew devs: make some demos for the fun of it, just wanting to exercise their skill Non-dev retro fans: I WANT IT I WANT IT I WANT IT, FULL GAME WHEN yeah, I'm very much guilty of being like that myself.
Now THIS is what I'm talking about. Damn, this looks fantastic. I'll definitely be following this project for sure. I would welcome a version of this for the SNES as well.
That scrolling at the area around 4:30 is really impressive! I do however think it kills the world logic and mood a bit in that specific area. In the NES version I read the ground blocks as being attached to the closest background houses. With the parallax effect they are just floating blocks (Well ok, with bearing staircases in some cases.) Not that the NES CV games are strangers to floating block platforms in general, but they're usually in front of a pure black background that indicates that they are probably held up by something hidden in the darkness. With the parallax houses that little magic is lost. No hating though! These are really cool effects and I love the way you try to tackle challanges where the easy option would be less layers. Really inpiring!
I had the same feeling when putting the level together, but I think the new taller Trevor makes the houses look smaller in comparison and so it seems they should be further away in the background and so scroll at a slower pace. If I were to continue the project in the future then I may add some kind of extra supporting structure graphics so that the platforms don't look quite so floaty
As per usual, some really great work there on the genesis. 4:41 That's some very nice trickery with the two backgrounds, BG priority, row/line scrolling, and some sprites to create the lovely illusion of lots of overlapping parallax there. It truly makes me wonder what some really talented artists and designers could achieve if they pushed the SNES' up to four full background layers along with BG priority, row/line scrolling, and some choice use of sprites to the limits similarly. I expect they could go far beyond anything I've done with my own Mode 0 tests. 😲 6:23 I would say that's not so true of SNES games, as I think most of them actually used a chunk of the additional 2bpp background 3 layer to have a properly overlapping HUD the majority of the time. The very first game to launch with the system, Super Mario World, is an immediate and good example of that trend there. But, yeah, I think it was the norm on most other consoles of the time to use an opaque bar for the HUD. Not entirely sure about Neo Geo, as that thing had so many sprites to spare that I expect it could get away with using them for big overlapping HUDs in just about any game. Now we just need the proper user-friendly SNES dev tools that will allow the SNES community to join the genesis community in making a bunch of new games and demos like this for the SNES too. Fingers crossed for "SNESMaker" delivering on that front....
@@PigsysRetroGameDevTutorials True. And it's not like these games even need more than one background layer really anyway--see how good some PC Engine and even a few select NES games look with just one layer and some choice row/line scrolling--but having even more overlapping parallax is always better, at least imo. So, yeah, with SNES I'd like to see people use the up to four proper full background layers plus the other tricks just to see how much parallax they can actually make it look like is going on at once. The ideal for me here, as you are doing in your examples, is to go beyond the obvious limitations of the console rather than just stop at the standard stuff it does by default. Makes no sense to me if people are regularly pushing one system and not the other similarly, even if just out of curiosity to see what's possible. I like a wee bit of graphical flair and pizazz every now and then. I mean, just imagine the backgrounds in a game like Thunder Force IV 5:08 with another full overlapping background layer plus a proper overlaid HUD too for example, which would be possible on SNES. So I'd love to see people actually push the SNES in the same way you're pushing the genesis in your examples. I think we could achieve some really cool results if done with a similar level of skill and devotion. :)
@@PigsysRetroGameDevTutorials Ahh, the lovely overlapping background features of the snes, alongside a cropped resolution and letterboxed screen. Do tell us what you could do with such modern features, not to mention all the slowdown that will accompany gameplay? 🤔
I'd also love to see SGDK level dev tools for the SNES (I was definitely more of a SNES kid back in the day), but for now it's really cool to see how much people can squeeze out of the Genesis. I always thought it was underpowered back in the 90's, but these modern projects have dramatically increased my respect for the hardware (as well as the developers who are pushing it to its limits!). Regarding the Neo Geo, I was under the impression that it doesn't really have background layers at all, and everything is technically sprites, but I could be wrong about that.
This looks fantastic, especially for a side project/diversion from your main focuses. The parallax scrolling techniques in particular look amazing! I'd love it if you could cover more advanced parallax techniques like this, and line-scrolling, in a future tutorial. (I know you've already done parallax and background layers, so apologies if you already covered this stuff and I missed it or forgot!) Keep up the great work!
Thanks, but I already got what I needed from this for now (pixel art practice and trying some coding stuff), so I'm going to let it rest to one side for now
That's not done yet right? But Amiga to genesis ports are easier than most. The devs who have the source code could do it more easily than any other ports
Excellent programming and art work as usual Pigsy. You are too modest to admit it but your skill and progress are well above us normal mortals 😅 I've spoken to you a few times and i am a database programmer. Would it be possible to have a chat sometime ? Be nice to talk to you about programming. Take care
I find it very interesting that the scroll trigger for scrolling right (just as you pass into the right 3rd of the screen), seems to be in the same position as the left scroll trigger. Usually the left scroll trigger is in the left 3rd. I just can't figure out how the code might be written in a way to produce that behavior unless it was intentional? Because usually in my early scrolling code, I would have to go out of my way if I wanted that, iow the separate scroll triggers are actually easier to implement and would usually show up first in a new engine before more sophisticated behavior.
😮 me asombra el castlevania 3 también excelente !!! , yo tengo un castlevania 3 para Android que está muy bueno vamos a ver como va quedando ese excelente título 👍🎮👍
How come you never do the sonic 2/sonic 3 fake parallax method where they swap out tiles in the background on the fly, its more expensive on rom space but you dont run into any chance of sprite flicker issue.
I have already used that technique in my new version of the Marble Gallery corridor (the tile animations are in the window). You can see the short video on my x/twitter account
there are 2 castlevania 3 remakes fanmade on pc (pretty much looking like this) maybe you can simply take the elements from those "remakes" and port them to genesis (not sure if possible) About the scrolling trick, that is neat
You know. I would like someone to try to port Final Fantasy I to the Sega Genesis. I've seen homebrew RPG games for that console but not ports as such. Is it complicated to port an RPG to the Genesis?
Eu penso que, na versão 8 Bits, como não tem layers em paralax, usaram cores chamativas para destacar os "planos". As cortinas têm um vermelho mais escuro para diminuir dados das cores? Ou porque combinam mais com a cara do castelo? Você trabalha muito bem! Está muito bonito!
Hi. before you make a Castlevania 1 demo, i just want you to know that someone made an Amiga version of CV1. i bring that up because Amiga games are sometimes ported to the megadrive easilly. And even then, it's just a matter of time before we see someone making CV1 for the megadrive. Also, are you aware of that remake for the PC called Super Castlevania 3?
C3 No only SotN, but some of the GG Shinobi code would be easily adapted too (the different ninja abilities etc). I'll see how I feel once those two games are complete
Опять новая поделка... Зачем? Хотя бы один проект до конца доделал. Такое впечатление, что все это делается просто ради просмотров. Походу, сделать полноценную игру в планах нет.
I don't think I mentioned it in the video, but I will be releasing this little demo along with the SotN demo at Christmas. There's not much in terms of gameplay, but I hope you enjoy it anyway! Hopefully someone will come along and do a proper port of the game. If no one has by the time SotN and GG are finished, then maybe I'll consider continuing with the project then
Woohoo! It's incredible to think how far you've come. I've been following and supporting from the very beginning and am excited to see where this goes. Looking forward to the demo. Merry Christmas, Pigsy!
@@Write-Stuff Thanks! We've certainly come far, but there's still a long way left to travel
bro yes. I've always wanted a 16 or 32 bit remake of castlevania 3. CV3 deserves the CV4/Chronicles treatment.
I was going to ask exactly that: for these small Castlevania proofs-of-concepts. Thank you so much! 😊
Sure hope you do!
I never cease to amaze us, Pigsy! The parallax experiment will definetely pay dividends for SotN and all this sprite work practice will help with GG Shinobi. Can't expect anything but great ports of these games whenever you finish them!
A future port of CV3 (or the entire NES trilogy) would be incredible, as well.
You beautiful bastard, your work just gets better and better. That parallax, chef's kiss. And you're being very humble about your pixel art, you've come a long way in a relatively short time, with nothing but your own motivation.
Thanks, I was really happy how to parallax turned out. I've worked hard at the pixel art this year and it has definitely improved, but I still have a lot more practice to do until it's at the level I want it to be. It's a fun hobby anyway :)
You are the master of the scrolling parallax.
The moon in the intro of SOTN is fabulous too.
So much love for the genesis after so many years🤩
It's really great to see all the new games and demos being made
Oh my god! Imagine it now. Getting a Castlevania NES trilogy remaster on the Genesis. Kinda like Ninja Gaiden Trilogy on the snes but it's actually good!
Yea....Same like that 1 group working on Mega Man - The Sequel Wars. This is awesome!
That would be great! I'm hoping this little demo will inspire some people to do it
Well... let's just skip 2
@@JarlBarbossa Or could someone actually redesign 2 to be good? 🤔
4:17 Be proud of that work! It looks amazing both art wise and tech wise!
The parallax blew my mind. I was expecting a lot more sprites but you were so clever with the horizontal splits.
Thanks, I wanted to avoid using background sprites as much as possible in order to leave plenty of room for regular enemy sprites. I think it worked out quite well
Love that parallax room/area and the owl sprite remake, nice work
Thanks! After having had more practice doing these graphics I'm really looking forward to retouching some of the GG stuff in the new year and getting all the gameplay in
Okay, that parallaxing looks freakin' awesome. Nice job.
That's a really good choice of a game to port to the Sega Genesis! I can't wait to see how the VRC6 songs will be translated to the Yamaha!
first extract :) ua-cam.com/video/LdqqC81UHAU/v-deo.html
This looks great 👍 I would love to see a mega drive Castlevania 3 game as well.
Awesome stuff as usual Pigsy,seriously we need a CV3 remake & I hope someone dose it,maybe they can take inspiration from it's fan game counterpart Super Castlevania 3. :)
Homebrew devs: make some demos for the fun of it, just wanting to exercise their skill
Non-dev retro fans: I WANT IT I WANT IT I WANT IT, FULL GAME WHEN
yeah, I'm very much guilty of being like that myself.
I'm like that too with other people's projects, haha
Now THIS is what I'm talking about. Damn, this looks fantastic. I'll definitely be following this project for sure. I would welcome a version of this for the SNES as well.
You are doing some amazing work! Castlevania 3 is my favorite classic CV game. This really is some fantastic stuff.
You’ve managed to create some anxiety again! Hope someone with the skills, time and patient needed carry on this beautiful project!
Beautiful parallax, Pigsy man! ⭐⭐⭐⭐
This is sick!!!
🙏
That scrolling at the area around 4:30 is really impressive! I do however think it kills the world logic and mood a bit in that specific area. In the NES version I read the ground blocks as being attached to the closest background houses. With the parallax effect they are just floating blocks (Well ok, with bearing staircases in some cases.) Not that the NES CV games are strangers to floating block platforms in general, but they're usually in front of a pure black background that indicates that they are probably held up by something hidden in the darkness. With the parallax houses that little magic is lost.
No hating though! These are really cool effects and I love the way you try to tackle challanges where the easy option would be less layers. Really inpiring!
I had the same feeling when putting the level together, but I think the new taller Trevor makes the houses look smaller in comparison and so it seems they should be further away in the background and so scroll at a slower pace. If I were to continue the project in the future then I may add some kind of extra supporting structure graphics so that the platforms don't look quite so floaty
@@PigsysRetroGameDevTutorials Oh ok. Yeah, I can see what you mean upon watching it again.
Bro. Just thanks for your work. Keep on going!
As per usual, some really great work there on the genesis.
4:41 That's some very nice trickery with the two backgrounds, BG priority, row/line scrolling, and some sprites to create the lovely illusion of lots of overlapping parallax there. It truly makes me wonder what some really talented artists and designers could achieve if they pushed the SNES' up to four full background layers along with BG priority, row/line scrolling, and some choice use of sprites to the limits similarly. I expect they could go far beyond anything I've done with my own Mode 0 tests. 😲
6:23 I would say that's not so true of SNES games, as I think most of them actually used a chunk of the additional 2bpp background 3 layer to have a properly overlapping HUD the majority of the time. The very first game to launch with the system, Super Mario World, is an immediate and good example of that trend there. But, yeah, I think it was the norm on most other consoles of the time to use an opaque bar for the HUD. Not entirely sure about Neo Geo, as that thing had so many sprites to spare that I expect it could get away with using them for big overlapping HUDs in just about any game.
Now we just need the proper user-friendly SNES dev tools that will allow the SNES community to join the genesis community in making a bunch of new games and demos like this for the SNES too. Fingers crossed for "SNESMaker" delivering on that front....
With the SNES already having a 3rd layer there is less need for these kind of tricks, but I'm sure some interesting stuff could be done
@@PigsysRetroGameDevTutorials True. And it's not like these games even need more than one background layer really anyway--see how good some PC Engine and even a few select NES games look with just one layer and some choice row/line scrolling--but having even more overlapping parallax is always better, at least imo.
So, yeah, with SNES I'd like to see people use the up to four proper full background layers plus the other tricks just to see how much parallax they can actually make it look like is going on at once. The ideal for me here, as you are doing in your examples, is to go beyond the obvious limitations of the console rather than just stop at the standard stuff it does by default. Makes no sense to me if people are regularly pushing one system and not the other similarly, even if just out of curiosity to see what's possible. I like a wee bit of graphical flair and pizazz every now and then. I mean, just imagine the backgrounds in a game like Thunder Force IV 5:08 with another full overlapping background layer plus a proper overlaid HUD too for example, which would be possible on SNES.
So I'd love to see people actually push the SNES in the same way you're pushing the genesis in your examples. I think we could achieve some really cool results if done with a similar level of skill and devotion. :)
@@inceptionalHey snes hero🦸
VR game's have overlapped your brain it seems🧠
😆
@@PigsysRetroGameDevTutorials Ahh, the lovely overlapping background features of the snes, alongside a cropped resolution and letterboxed screen. Do tell us what you could do with such modern features, not to mention all the slowdown that will accompany gameplay? 🤔
I'd also love to see SGDK level dev tools for the SNES (I was definitely more of a SNES kid back in the day), but for now it's really cool to see how much people can squeeze out of the Genesis. I always thought it was underpowered back in the 90's, but these modern projects have dramatically increased my respect for the hardware (as well as the developers who are pushing it to its limits!).
Regarding the Neo Geo, I was under the impression that it doesn't really have background layers at all, and everything is technically sprites, but I could be wrong about that.
omg this looks amazing! go Pigsy go!!🎉🎉🎉🎉
This looks fantastic, especially for a side project/diversion from your main focuses. The parallax scrolling techniques in particular look amazing! I'd love it if you could cover more advanced parallax techniques like this, and line-scrolling, in a future tutorial. (I know you've already done parallax and background layers, so apologies if you already covered this stuff and I missed it or forgot!)
Keep up the great work!
We'll, you've gotten this far, you may as well just add it to your projects. If it helps, I can pass you my Castlevania IV engine.
Thanks, but I already got what I needed from this for now (pixel art practice and trying some coding stuff), so I'm going to let it rest to one side for now
love the old castlevania from 8 and 16 bits! great work man!
I really enjoy seeing your work taking 8bit graphics (tiles/pixel artwork, especially) to 16bit. Results are looking lovely!
Your work is amazing
Cool. Hopefully there are Sega Master System ports/conversions in the future.
I'd like to see someone remake the Master System Disney games on the Mega Drive
Cool project! I hope to play it one day!
My favorite castlevania of all time. THIS IS SO DOPE!!!
I am jelly roll of your programing skills. I salute you.
Just absolutely fantastic! Best game series of all time and to give them a Sega overhaul keeps it alive and relevant
love it!
OMG😮 Awesome!
Belo trabalho. Seria maravilhoso se ele pudesse ser concluido. Sega Genesis e NES compartilham muitos games de suas bibliotecas.
OH YEAHHHHHH THIS ROCKS
Magnificent
Would it be possible to port Castlevania AGA, an Amiga game, to the Mega Drive?
That should be fairly straightforward, so hopefully we'll see that one day
That's not done yet right? But Amiga to genesis ports are easier than most. The devs who have the source code could do it more easily than any other ports
Shouldn't be too difficult for someone to do
Bring more games to the Genesis/Mega Drive. Any thought about trying something for the Super Famicom/Nintendo?
No, I'm already busy enough with the Mega Drive!
Excellent programming and art work as usual Pigsy. You are too modest to admit it but your skill and progress are well above us normal mortals 😅
I've spoken to you a few times and i am a database programmer. Would it be possible to have a chat sometime ? Be nice to talk to you about programming.
Take care
Will you make a complete versión of cv3 for mega drive?
I find it very interesting that the scroll trigger for scrolling right (just as you pass into the right 3rd of the screen), seems to be in the same position as the left scroll trigger. Usually the left scroll trigger is in the left 3rd. I just can't figure out how the code might be written in a way to produce that behavior unless it was intentional? Because usually in my early scrolling code, I would have to go out of my way if I wanted that, iow the separate scroll triggers are actually easier to implement and would usually show up first in a new engine before more sophisticated behavior.
Any chances you could do a Faxanadu makeover?
I've never played that game before, so I doubt I personally will, but maybe someone else will
@PigsysRetroGameDevTutorials nobody knows this game so the chances are slim. But thanks anyways, I appreciate the work you do.
😮 me asombra el castlevania 3 también excelente !!! , yo tengo un castlevania 3 para Android que está muy bueno vamos a ver como va quedando ese excelente título 👍🎮👍
How come you never do the sonic 2/sonic 3 fake parallax method where they swap out tiles in the background on the fly, its more expensive on rom space but you dont run into any chance of sprite flicker issue.
I have already used that technique in my new version of the Marble Gallery corridor (the tile animations are in the window). You can see the short video on my x/twitter account
Unlike my NES, I won't have to mod my Sega to hear the music in this game
That should have been released on it, sales put that out of the question but it was a much better platform than trying to push the nes to it’s limit.
Most of these games works so much better on the sega genesis 😊
beauty.
😍
🙏
there are 2 castlevania 3 remakes fanmade on pc (pretty much looking like this)
maybe you can simply take the elements from those "remakes" and port them to genesis (not sure if possible)
About the scrolling trick, that is neat
You know. I would like someone to try to port Final Fantasy I to the Sega Genesis. I've seen homebrew RPG games for that console but not ports as such. Is it complicated to port an RPG to the Genesis?
😮😮😮
Eu penso que, na versão 8 Bits, como não tem layers em paralax, usaram cores chamativas para destacar os "planos".
As cortinas têm um vermelho mais escuro para diminuir dados das cores? Ou porque combinam mais com a cara do castelo?
Você trabalha muito bem! Está muito bonito!
It was more of an artistic choice
@@PigsysRetroGameDevTutorials Legal! Pensei que tinha algo haver com algo técnico (ex.: poupar memória)
make for master system with 8 way whip !
I really hope you make the hud like on the NES, Will look like if Konami Ported it on the Genesis Back in the day
NES version is just awesome.
I would buy a CV 1 , 2, 3 remake,remaster like MegaMan willy wars, if it available.
Ask Konami for a multiplatform job , for ps, xb, SW, pc
It looks damn outta and all over the place.
I wanna play this
I'll release a demo this Christmas for everyone to play
Wait! This can’t be real! An unlicensed unnecessary port to the MegaDrive? You should get the Nobel Prize!
Does it include an Office Reference?
Hi. before you make a Castlevania 1 demo, i just want you to know that someone made an Amiga version of CV1. i bring that up because Amiga games are sometimes ported to the megadrive easilly. And even then, it's just a matter of time before we see someone making CV1 for the megadrive. Also, are you aware of that remake for the PC called Super Castlevania 3?
I saw that just recently, it has an interesting 2.5d look to it
Hi Pigsy!
At the 3 layer parallax scene you are using SGDK MAP functionality or is it your own implementation?
I'm just using two regular backgrounds, no MAP
Any chances where you'll use CoD Trevor's sprites?
I needed to do Trevor's SotN sprites at some point anyway for my actual, which is why I used those ones. Isn't CoD a 3D game anyway?
@PigsysRetroGameDevTutorials Ah I mean suppose if anyone made the CoD Trevor sprites with those moves
Wish it was for master system
Me gusta todo menos el sprite del personaje, lo siento pero lo veo muy tosco
With so much stuff ready that you already have from SOTN, you can make this game in very little time.
C3 No only SotN, but some of the GG Shinobi code would be easily adapted too (the different ninja abilities etc). I'll see how I feel once those two games are complete
Опять новая поделка... Зачем? Хотя бы один проект до конца доделал. Такое впечатление, что все это делается просто ради просмотров. Походу, сделать полноценную игру в планах нет.
very good
Thanks!
Steal tiles from Rondo, Dracula X and Bloodlines
And your SOTN port