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Source code of the fan-game Castlevania: The Lecarde Chronicles 2 made by Migami Games.
In "Chronicles of the Wolf" (private demo), the penalty during the charge of Aura Blast (take more damage during Aura Blast charging) is removed. Would like to see this being also applied here, or at least scale down to always 2x of basic damage regardless of charge level.
Holy Water hitbox when burning is questionable small compared to its graphics, rendering it far less useful than any other sub weapons. I'd like to see it being increased to match at least 3/4 of its graphics' height.
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.
Although the action buttons on d-input controller works, the d-pad on d-input controller did not.
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.
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.
Add Map Marker function similar to Lament of Innocence, Portrait of Ruin, Order of Ecclessia, etc..
Chronicles of the Wolf added such mechanic, it would be great if such function could be also ported into LC2.
In LC1, there's a function that the boss rush best time can be recorded into save file. This function is not in LC2.
The function also exists in CotW ((if the given text for localization is indeed correct).
In LC1 the invincibility potion has timer HUD bundled, but in LC2 it mysteriously vanished (unused, to be exact). It would be grateful if there's some method to port this lovely detail back to LC2.
In Chronicles of the Wolf character movement is more flexible; Mateo can move earlier after crouching main weapon attack than Efrain in LC2. but might be harder to back port character movement event to LC2 if the source document file of demo isn't provided.
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.
It's not possible to see Efrain when underwater, dark areas and such.
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:
There's a music box for music box type tunes, but it could be good if there's an alternate sound test that can play all the music clips in the game.
The walking animation is kinda choppy, and the frames Alucard stopping from walking in SotN, is not in the LC2 sprite sheet (unfinished?), causing the stopping animation looks weird.
Pretty much the same problem of #1, but it's not as serious.
Document here on comments all the transparency effects that doesn't hinder gameplay.
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.
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.
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...
In fact, in the mask data of "Chronicles of the Wolf" (private demo) the calculation of "Weak" status is refined, but I didn't know the exact calculation rule of the refined "Weak" status under water. Maybe this will in halt until when the final game of "Chronicles of the Wolf" is released.
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.
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.
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.
Wallachia: Reign of Dracula and Chronicles of the Wolf (private demo) has some of these sounds implemented. I don't know if it's certainly possible here, though.
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.
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.
Please list any transparency effect lost after 0.3.1 if possible.
Although gale headband did reduce heart consumption the effect is minimum; it barely slows down consumption rate at all. Would like to see the consumption rate gets slow down further.
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.
Without a load data screen label, it's a bit hard to immediately recognize that the save data is a ring of fury mode save data.
Just like the title say, the in game time does not count, it only shows 0:00.
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.
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: 狼王之2型 (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.
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.
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.
The mask data of Chronicles of the Wolf added such functions, it would be very convenient to add these functions and raises general availability to more players.
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.
It's currently possible to raise boss rush Alucard maximum HP to be more than 300 but final decision is not settled.
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.
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.
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)
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.
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.
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