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lecarde-2's Introduction

Hey πŸ‘‹ What's up?

My name is Katriel Lucas and I'm a Full Stack developer from Brazil specializing in building (and occasionally designing) exceptional digital experiences, I mainly work with Sveltekit and Astro in serverless environments.

About me

✨ Programming since 2007.
πŸ“š I'm currently learning LuaπŸŒ™ using Defold.
🎯 Disrupt the game industry with a more simple and lightweight approach on game development, funding and distribution.
🎲 A fun fact: besides liking retro-gaming and pixel art, I'm a cheese lover to the bone.

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lecarde-2's Issues

Localization: Recover progress of plain texts

  • English: 100%
  • French: 100%
  • Spanish: 100%
  • German: 100%
  • Italian: 100%
  • Japanese: 100%;
    Credits to:
    theplottwist (from Castlevania dungeon forum): Providing original Japanese script
    η‹ΌηŽ‹δΉ‹2εž‹ (https://space.bilibili.com/936194/dynamic): Redone translation
    Aceearly1993: Text adjusts; Additional graphics
  • Brazilian Portuguese: 100%
    Credits to:
    theplottwist (from Castlevania dungeon forum): Providing original Brazilian Portuguese script
    Katriel: Recover, retranslate and rework
    Aceearly1993: Additional graphics
  • the piano room's solution hint in Guernon university should also be corrected in every other languages

Direct X 11 compatibility

In fact most of the game's logic won't break in dx11, but unfortunately in dx11 every instance of original text object formats is destroyed. It's still mostly OK for non-Japanese language after changing the font to something else, but when comes to Japanese it's a whole other story. The dx11 mode Japanese texts are too big for LC2 equipment screen to handle. Even the new font candidates are available, the inconsistency to original UI pictures is kinda bad. I won't work on it further until if there's assistance of artists that can help forging a new set of UI pictures that fit the font compatible with CTF's DX11 mode recommendations to a narrow variation to the Japanese and Western fonts that works in Clickteam's dx11 mode.

Enhancement: Alucard main mode

Just heard from PalmyMKGames about this in recent months. It's a shame that this did not get realized in the original game.

One major issue is there's no animation associated with ring/rope grab for Alucard, so this will need sprite artists who can do the sprites from (almost) zero.

Enhancement: Enemy description

Swap and repurpose the large turquoise text on the top right of enemy bestiary as enemy description.

This way the enemy bestiary's quality is on par with most metroidvania type of games. It's completely doable in current shape of the base structure, but the problem is lack of original design document on that part to reference so the progress cannot proceed. And not to mention the game now having 8 languages, translate all 152 descriptions to 8 languages would be a long struggle.

Due to these given reasons, I cannot proceed any touch to it for now but if there's any material to reference, I can continue this task anytime ASAP.

Documentation: rename variables to more meaningful names

The source recovery process "unnamed" several variables, it's now only letters "A" and "B" for example. For easier modification, more understandable and legible code in the future, the variables should be renamed for more meaningful name on what they actually do/represent.

Balancing idea: make the illusionlist boss more fair

After he moved around the room in a circle, his real body suddenly appears somewhere. It cannot be precisely countered as the location where the real body would appear, is pretty much randomly decided. It would be better if there's some flashing on the boss' real body before it fully materialized.

Bug: Temporary Lost availability to air dash again if perform sword swing after double air dash in low midair position

A design oversight in original: If perform sword swing in the air after double air dash, the availability to perform another air dash is temporary lost until either the new jump is ended or wait a few seconds.

Chronicles of the Wolf offers fixes to this, but not an easy task to port the fixes back into LC2 unless the movement section of event file in Chronicles of the Wolf is acquired.

Balancing idea: recover from knockdown motion

Like in "Wallachia Reign of Dracula" and "Chronicles of the Wolf" (private demo), player can recover from knockdown to freefall after displaying the full knockdown animation process, and have some degree to control post-hit position.
I'm not sure if this is mandatory for future enhancement though.

Balancing idea: optimize global behavior/logic/whatever to prevent enemies snipering from miles away

This is especially bad in the skeleton gunman section in Guernon University in Ring of Fury mode. Skeleton gunmen snipers from so far away that the windows of reaction is close to none at all.

I'm not sure if it's because skeleton gunman himself is designed badly or something else, but the animation of skeleton gunmen also need some tweaks to be in line with the thing in LC1. In LC2 his gun fires too quick before the frames of him rising the gun fully played, and did not sync with his animations well.

Bugs: Remaining graphic issue

  • La Tourvelle Castle - Area name did not show up
  • Transparency of little water drop in ice caves
  • Horror Gallery: Transparency of broken pieces of the specific mirrors
  • Castle Clockwork: Transparency of one specific portion of the pipe
  • Sub menu screen: if the game language is set to Spanish or German, there would be a visual break at the top right of "Guide" screen.
  • Maybe check multi language once again after all texts are recovered to ensure that everything did not break
  • One of Lucifer's effects breaks only in Direct X 8 mode

Bugs: Map location of Servigny mansion save point is initially indexed wrongly

A vanilla bug when opening map screen in the save point of Servigny mansion, the game will for some reason, load to Castle of Eternal Night first, but character's x/y index isn't on the screen of that castle, instead is in its intended correct space at Servigny mansion when manually navigating through the map page. This is most likely an oversight because in the game's data structure, Servigny Mansion's save point is the very last one decided and placed after all save points in Castle of Eternal Night.

Enhacement: fix Xbox controller compatibility problem

As Katriel seems ran out of possible method to implement a proper xbox controller support without rewriting the logic, if things get worse this task might need one or more additional programmers' help.

The reason behind it was:
On Windows 10, the game recognized Xbox controller as "controller 1", but on windows 7, the game recognized Xbox controller as "keyboard" for some unknown reason.

The workaround to this issue if you encountered it like me:
In control panel→ Devices and printers, find Xbox Controller, right click Xbox Controller label to find controller setting, then click "advance..." go to advance setting of Xbox Controller, and be sure the Xbox Controller is checked as the preference.

  • xbox 360 controller: d-pad working, but function buttons not working
  • xbox one controller: fully unfunctional

Balancing idea: improve action mechanics when grabbing on ring/rope

Ring/rope mechanics, in the current shape, are designed pretty badly. Players are not allowed to attack when directly grabbing on rings. Also players cannot throw sub weapons while going upwards on ropes. This would cause unneeded/unreasonable difficulty barrier for newcomers at some specific spots in Castle Clockwork.
One main problem is in Vanilla game there's no such animation data for these actions despite slots for these were prepared. So this task will most likely need sprite artists who can deal with them.

Bugs: Flitter effect lost from original

There's an effect similar to flitter in the original. But in the reworked versions this effect is lost, thus causing the in game text to look uglier if changed the resolution to something other than default 640x480 resolution, or in the "alt+enter" forced full screen.

J~{TM9}S1H`}N1OTGB$C@NL

image

Item idea: return to last save

Backtracking is pretty bad, specially at the beginning, a way to return to the last save by item usage (Return Scroll/Magic Ticket system, or the "saveroom" function in Harmony of Dissonance) would greatly improve this aspect of the game.

Fix texts that are wrongly aligned or garbled (English)

Places to fix

  • Text in new/load game data screen not centered
  • alucard 1st event/minor bugged text
  • university library: piano room hint text is bugged
  • Delbasse City/ Minor text break
  • Delbasse City/ Minor text break
  • Castle of eternal night/area transition rooms: arrow text broken
  • Castle of eternal night/castle library: text broken
  • Castle of eternal night/ machine tower: minor text break
  • Trianon/puppet show's entrance: minor text break
  • Altar (entrance to last fight guarded by 4 angels): minor text break
  • Servigny mansion/ statues: minor text break
  • Servigny mansion/ puzzle: minor text break
  • Servigny mansion/book shelves: text break
  • Servigny earldom/plate text: text break
  • Servigny earldom/bridge: text break
  • Servigny earldom/Saint Anselme Village: text break
  • Servigny earldom/Saint Anselme Village: text too high
  • La tourvelle earldom/Isigny Village: text too high
  • Albaret Earldom/Delbasse City: text too high
  • Ancient library: store text is too high

Bugs: Transparency effect lost after 0.3.1

Please list any transparency effect lost after 0.3.1 if possible.

  • Horror Gallery: The specific mirrors which artifact hands would break from them.
  • Garden of the Dead (entrance): the light degree of candles
  • Chamber of Illusions: at the center of the first large room there's a red ball object. Transparency lost here, although very very hard to notice.
  • Final battles: the white hand traps Efrain during Duke Guillecort's summon ritual has some degrees of transparency.
  • Castle Clockwork: The pipe containing iron ball should be transparent
  • Anna V.V's veil transparency.
  • Final battles: The color of event-only blue warp door.
  • La Tourvelle Earldom: All instances involving snow flakes effect.
  • Four Seasons Hall: Right after the large bubble activated and is about to move to player, it should have transparency like when its hitbox is fully intact.

Enhacement: better game resolution

  • Improve the current forced fullscreen (pretty bad), it should be optional
  • Resize the game display to fit the windows size, maintaining aspect ratio (black bars)
  • Add windowed mode

Enhancement: rework keyboard key mapping

Rework keyboard key mapping so that all function keys and direction keys can be remapped. As it doesn't seems like there's method to implement a proper keyboard adjust screen without rewritting the logic, this task would need one or more additional programmers' help in order to achieve.

Cuurently DragonX24 (Project lead of Shadow of Ecclessia) is dealing with the keyboard remapping function with Aceearly1993 doing the rest of keyboard remap UI cleanup.

Balancing idea: Ring of Fury mode

Compared in between the demo's data and the final's, Ring of Fury's parameter is drastically changed during the process.

Despite the fact that this mode was originally for a contest to win the very last of physical LC2 copy, the final parameter really needs to be rebalanced a bit as the -320 defence is a pretty bad design choice, if considering how the enemies' patterns and logic are designed.

Localization: add simplified chinese

I've been received quite a lot of requests about this.

Currently all the necessary plain text dialogue and embedded text are already translated, but this project needs pixel artists in order to help matching the general art style of embedded text used by other languages. Still, I can help the conversion of embedded text if this is deemed necessary, and when some artists found interests to this project.
If things get worse, there also exists an option to make a separate build and replace all the resources in language slot 5 (which originally serves Japanese language; English language being slot 0) so that it displays simplified Chinese in the alternate build.

Enhancement: Copy key config function to pause menu

Copy the key config function to pause menu so that players can quickly adjust key mappings in actions if control scheme didn't feel right in initial setting at title menu.
It's possible in theory, but the problem is main selection UI in pause menu having to be rebuilt to fit it (ala issue No. 40)

Localization: redo japanese translation

If set language to Japanese, all JP plain text characters are garbled and not displayed correctly.
This happens in initial refine builds, it's due to reverse engineering tools having problems with non-ASCII text.

Not only that, report says that japanese translation is not accurate, there're heavy signs of machine translation. Currently, Japanese plain-text re-translation is 100% done by: η‹ΌηŽ‹δΉ‹2εž‹ (https://space.bilibili.com/936194/dynamic) and adjusted by Aceearly, and inserted in the game ass of 0.5.0, but other embedded text as pictures still needs to be adjusted if this project gathered interest of pixel artists.

disable recovery potion usage at full HP

When Efrain's HP is full, for some reason the game still accepts usage of recovery potion, making recovery potions wasted.

Chronicles of the Wolf (mask data in beta versions) offered fixes to it, so it could be good to have the fix also applied to LC2.

PS4 controller - D-pad cannot be used

Latest report says there's minor confusion about PS4 controller that D-pad cannot be used to move.
Until somebody found the solution to this, we will leave this to 3rd party tools or steam's big picture mode.

Fix general transparency effects

Problem

Pretty much the same problem of #1, but it's not as serious.

Task

Document here on comments all the transparency effects that doesn't hinder gameplay.

Places

  • Title screen: The fog should have transparency
  • villagers and villages: the daytime cycle coloring of the screens will have to be corrected to the normal color
  • Probably several light effects and ilumination have this issue, more investigation/searching is necessary
  • Servigny Earldom/abandoned (Gondre) mine: no water transparency
  • Gondre mine: lamp lighting have to be fixed
  • villagers and villages/Saint Anselme: lighting correction outside and inside all houses in the village
  • La Tourvelle earldom/Sautelle cemetery: The tears from this enemy should be transparent
  • La tourvelle earldom/Forest of Isigny: a small portion of water should have transparency
  • enemy/skeleton gunman: gunshot should have transparency
  • St Justine/Count Albaret boss fight: the light should have transparency
  • Warp rooms: color having differences to the original
  • Horror Gallery: general background mirrors should have transparency
  • Four season hall: running water in background should have transparency
  • horror gallery: This room should have the skull phantom trap transparency
  • four season hall: after defeating nightmare plant, the glass should have some transparency
  • Castle garden: near the trianon entrance, the curtain should have some transparency
  • castle garden: near the exit to altar, water should have transparency
  • La tourvelle earldom/Ice cave: before and after the rope of thorns the lights have to be fixed
  • La tourvelle earldom/ villagers and villages: Lighting needs to be fixed
  • La tourvelle earldom/ villagers and villages: Lighting needs to be fixed
  • La tourvelle earldom/ice cave: Lighting needs to be fixed
  • Garden of the Dead: water running in background should have transparency
  • La tourvelle earldom/ice cave: after the first secret passage there is a lamp to be fixed
  • La tourvelle earldom/ice cave:lamps to be fixed at the top
  • La tourvelle earldom/ice cave: after climbing the rope there is a lamp to be fixed
  • enemy/hunting girl: this enemy should have periodly transparency, on her body only
  • La tourvelle earldom/ice cave: lamps to be fixed in the first part below
  • La tourvelle earldom/ice cave: lamps to be built in the second bottom part
  • La tourvelle earldom/ice cave: lamp to be repaired in the second secret passage
  • The "choose your death" room in main castle/princely rooms: this small portion of insta-death water should have transparency
  • Castle under gound cave: mirror warp door should have transparency
  • horror gallery: mirror warp door should have transparency
  • Garden of the dead/ paths to black armor: mirror in background should have transparency
  • Garden of the dead: running water in background should have transparency
  • Castle of eternal night/ princely rooms: mirror warp door should have transparency
  • main Castle/ Altar/ escape section after defeating shadows of 3 counts: running water in the background should be transparency
  • final room before lucifer rfight: running water in background should have transparency
  • La tourvelle earldom/Sautelle cemetery: lighting to be fixed in the red skeleton room
  • La tourvelle earldom/Sautelle cemetery: lighting to be fixed in the second room of the red skeletons
  • La tourvelle earldom/La tourvelle castle: lighting to be fixed in the first room where the statue is located
  • La tourvelle earldom/La tourvelle castle: lighting to be fixed in the second room which is the hallway
  • La tourvelle earldom/La tourvelle castle: lighting to be fixed in the room with the skeleton on the ceiling and statues glowing
  • La tourvelle earldom/La tourvelle castle: lighting to be fixed in the room above after climbing the first ladder
  • La tourvelle earldom/La tourvelle castle: lighting to be fixed in the room after climbing the second ladder
  • La tourvelle earldom/La tourvelle castle: lighting to be fixed in secret passage with ectoplasm
  • La tourvelle earldom/La tourvelle castle: Lighting needs to be fixed in areas with overhead spike traps
  • La tourvelle earldom/La tourvelle castle: lighting has to be fixed in the area where the save point is
  • La tourvelle earldom/La tourvelle castle: lighting has to be fixed in the area to the left of the savior, where there is the opening below
  • La tourvelle earldom/La tourvelle castle: lighting has to be fixed in the area where the puzzle is
  • Albaret Earldom/Delbasse City: the lighting that is in the window and in the doors has to be darker
  • Albaret Earldom/Delbasse City: lighting of the poles outside and the lamps inside the houses have to be fixed
  • Albaret Earldom/Delbasse City: the light that appears in the afternoon in the church has to be fixed
  • Albaret Earldom/St Justine: lighting has to be fixed in the first room where the statue is
  • Albaret Earldom/St Justine: lighting has to be fixed in the hallway
  • Albaret Earldom/St Justine: lighting has to be fixed in the room with ectoplasm on the right
  • Albaret Earldom/St Justine: lighting has to be fixed in the room where there is a giant spider and a copy of the university statue
  • Albaret Earldom/St Justine: lighting has to be fixed in the first upstairs room that has webs
  • Albaret Earldom/St Justine: lighting has to be fixed in the small room where there is an opening downwards
  • Albaret Earldom/St Justine: Lighting needs to be fixed in the room with the crucifixes
  • Albaret Earldom/St Justine: lighting needs to be fixed in the room to the right of the crucifixes, which has a giant spider
  • Albaret Earldom/St Justine: lighting needs to be fixed in room with webs and moving spike traps
  • Albaret Earldom/St Justine: lighting has to be fixed in the room at the bottom, after going down the rope
  • Albaret Earldom/Delbasse City: lighting needs to be fixed in the small corridor and in the spiritual section room
  • Castle vending machine: should have transparency on its glass case
  • Altar: lighting has to be fixed at the bottom
  • La tourvelle earldom: waterfall transparency has to be increased
  • La tourvelle earldom: the small running waters have to increase the transparency
  • Castle of Eternal Night/Entrance Hall: lighting has to be fixed in the room to the right of the teleporter
  • Castle of Eternal Night/chamber of illusions: lighting has to be fixed in the illusionist's room
  • Castle of Eternal Night/Princely rooms: lighting has to be fixed in the area to the right of the "choose your death" room

Enhacement: add PlayStation 4/5 controller support

I knew quite a lot of players gave up the game by this sole reason. I have a PlayStation 4 controller which can help if this is deemed necessary.

The reason behind the incompatible issues was:
On Windows 10, the game recognized PS4 controller as "controller 1", but on windows 7, the game recognized PS4 controller as "keyboard" for some unknown reason.

The workaround to this issue if you encountered it like me:
In control panel→ Devices and printers, find PS4 controller (usually labeled as "Wireless Controller"), right click "Wireless Controller" label to find controller setting, then click "advance..." go to advance setting of "Wireless Controller", and be sure the "Wireless Controller" is checked as the preference.

Fix transparency bugs that completely hinders gameplay

Problem

It's not possible to see Efrain when underwater, dark areas and such.

Task

Replay the game and comment below areas with non-transparent water/dark and other effects that completely hinders gameplay, like when the player ts unable to see the character, the comment should have at least:

  • Name of the area
  • Screenshots of the location in the area

Places

  • opening Rome: water transparency has to be increased, efrain does not appear after diving in it.
  • dark forest: Water transparency has to be increased, "Fish" enemies cannot be seen in water
  • villagers and villages: the water is not transparent in the Saint Anselme Village well.
  • Servigny earldom/bridge: The water is not transparent in this area making it impossible to explore underwater afterwards.
  • Servigny earldom/ ferryman lake: the water is not transparent here, not being able to explore underwater afterwards
  • La Tourvelle earldom/ Rivoire cave: no water transparency
  • Castle of Eternal Night/Underground Aqueduct: no water transparency
  • La Tourvelle castle: the spot light room should have transparency for the character to be visible. is this dark effect technically water?
  • Necromancer sub-boss: when starting to enter his arena, he uses red laser with transparent effect, actions cannot be seen.
  • Underground aqueduct: water transparency lost at near the woman who wants the rose
  • and near the pickup location of the mask of moon

Localization: adjust Japanese translation

Report says Japanese translation is not accurate, there're heavy signs of machine translation. Might need somebody who actually are Japanese native people in order to help.

Port the updates to the source material, or port the notations to Reworked edition

As the source document is retrieved from Mig, there exists a possibility to make a potential port of the updates on top of the original source material instead of the reverse engineered basis this project currently uses. Or do it reverse, port all the event notations to reworked edition. I fear the process would be way too long though...

Enhancement: Make screen transition to save points seamless

There's evidence judging from what can be seen in the frame editor that LC2 was going to have seamless transition to save points in its early planning stage, yet the completed game just migrated all save points into one scene isolated from other area, Chronicles of the Wolf remodeled the logic and made screen transition to save points seamless but not sure whether there will be bad influence if port the enhancement to LC2, plus the process of conversion would be super long though.

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