Castlevania on Godot Gameplay

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  • Опубліковано 13 лис 2022
  • I re-implemented Castlevania on the Godot Game Engine. Written entirely in GDScript (except for a few shaders).
    You can play in your browser at castlevania.tonycasale.net.
    (There are also standalone downloads available there).

КОМЕНТАРІ • 12

  • @SmumplytheF2P
    @SmumplytheF2P 11 днів тому

    Hi!
    I'm a beginner here, and I'm planning to make an NES Castlevania styled game as one of my first target games on Godot.
    I was wondering how long did this project manage to take and what nodes or scripts did you mostly use. This legitimately deserves more views, this is literally faithful and quite indistinguishable from the original NES game.
    Thank you, and amazing work!

  • @HallStudiosGaming
    @HallStudiosGaming 6 днів тому

    How do the stairs work?

  • @puzzud
    @puzzud 6 місяців тому +1

    Great intro!

  • @L1RA2077
    @L1RA2077 8 днів тому

    Download source pls

  • @TheExFatal
    @TheExFatal 2 місяці тому +1

    I am begging you on my KNEES to share the code for the stairs, I legitimately don't understand how to do them

    • @anthonycasale1625
      @anthonycasale1625  23 дні тому

      In retrospect, I would have done this differently, but here's a high level explanation of what I did.
      In the map editor, I identified tiles that are the different types of stairs and tagged them appropriately. Then, if the user goes up or down, I check to see if simon is standing on a stair tile. If he is, I transition him into the ON_STAIRS state, which changes the way his movement commands are processed. If he's not perfectly lined up, I make him walk into the proper position first, before I start the "walking on stairs" animation.
      For stairs that go off-screen, I just stick a collider right above them so that when simon hits it, it moves him and the camera to a different location.
      I'll probably release the code at some point - I just have to move it to github and I'd like to add more comments to it so that folks can learn from it.

  • @dominicballinger6536
    @dominicballinger6536 Місяць тому

    God damn, thats amazing! Howd you handle the whip btw? Im torn between making the whips part of the character's animations and instantiating whips on top so i could also use the whip animation for sub-weapons in my own go of a castlevania like game, but i dont know which would be better as im just really bad at this right now

    • @anthonycasale1625
      @anthonycasale1625  23 дні тому

      Thanks! I did the latter - the whip is a separate set of images from simon. I used an AnimationPlayer node to sync up the whip and simon's movement.

  • @PauloRoberto-qd1nt
    @PauloRoberto-qd1nt 6 місяців тому

    cool, would you be able to release the medusa and crow code?

    • @anthonycasale1625
      @anthonycasale1625  5 місяців тому +1

      I'll probably release all the source code at some point, but I would need to clean it up first. But, since you asked, here's the source code for both of those enemies. I have another Node that handles damage and getting hit by a weapon, but this has all the motion and lifetime stuff. Enjoy!
      pastebin.com/UDXzcmsR

  • @kadabra8
    @kadabra8 Рік тому

    Чудово виглядає! Де можна придбати картридж?🤔😏😉