Windows Simons Curse, Simons quest designed in modern metroidvania style! Now With Download!

Metzger

Member
Update v0.80 D06.M03.Y2024
DOWNLOAD Simons Curse ITCH.IO! - LATEST VERSION HERE!

sc1.pngsc2.pngsc3.pngsc4.pngsc5.png




Hiya!



Story in short:

You are Simon a vampire slayer. After the last battle with dracula you failed to vanquish him for good. Now his minions are gathering his remains in order to bring their master back to life. Festering wounds caused by dracula have cursed your blood making you weaker and when night comes you powers are further diminished. Can you find draculas remains and destroy dracula before the curse withers your life away?

What is this game all about:

-It's semi free roam (aka semi open world)
-It's metroidvania game with light RPG elements
-You go around the land defeating bosses and gearing up
-Done in semi Nes(8-bit) to early pc style with "modern" effects and controls
-It's based on Simons Quest but I tried to do it better (fix known issues and prolly adding some new ones =D )
-Once finished will feature: Multiple endings, choices affect the story, time spent affects the story, new game +, etc, etc
-And its free of course

The game tries to fix all of the problems that I could think of from the original Simon's Quest
along with additional features, bosses, minibosses, better menus, armors, new items, map, new enemies, new music, etc etc... And improved graphics made by me using the original style art as a base. It also makes the game more modern metroidvania like, adding things that you are used to from those games.

I will also keep updating this first post as things advance... updated D10.M02.Y2024

Whats ready?
Well the full engine is done everything works as it should, items, physics, enemy ai, movement, etc.
Whats not ready?
Prolly about 35% of locations and their graphics, less than half of the enemies and some minor things.


Things I might add if I have the time:
- NG+
- More playable characters
- Beastiary

Also if you have any questions suggestions or anything feel free to comment =)

Thanks for reading!

DOWNLOAD Simons Curse ITCH.IO!
 
Last edited:

pixeltroid

Member
looks excellent OP.

But 6 years? Wow. You have a lot of dedication! :)

Regarding graphics, I'd like to point out two somewhat minor things:

1. The first screen has a very different look to it, as in, it has that classic NES feel. Maybe its the black shading and outline for the background mountains and the brick tileset. You don't seem be following that design language in other areas.

2. IMO you seem to have 3-4 different visual styles for the trees.
tree.png

#1 has smooth shading for the trunk and a hand-drawn feel for the leaves.
#2 has hard shading for the trunk and a tiles for leaves.
#3 has the leaves from #2 but a trunk thats shaded differently
#4 has hand-drawn look for the leaves but a trunk that's close to #2 but lacks black.

If I were you, I'd use the same drawing style for each type of tree.

For your questions, IDK really. If you're going to make it difficult, just make sure you have plenty of save points and health items.

Anyway, your project looks excellent. Keep us updated!
 

Metzger

Member
looks excellent OP.

But 6 years? Wow. You have a lot of dedication! :)

Regarding graphics, I'd like to point out two somewhat minor things:

1. The first screen has a very different look to it, as in, it has that classic NES feel. Maybe its the black shading and outline for the background mountains and the brick tileset. You don't seem be following that design language in other areas.

2. IMO you seem to have 3-4 different visual styles for the trees.
View attachment 25892

#1 has smooth shading for the trunk and a hand-drawn feel for the leaves.
#2 has hard shading for the trunk and a tiles for leaves.
#3 has the leaves from #2 but a trunk thats shaded differently
#4 has hand-drawn look for the leaves but a trunk that's close to #2 but lacks black.

If I were you, I'd use the same drawing style for each type of tree.

For your questions, IDK really. If you're going to make it difficult, just make sure you have plenty of save points and health items.

Anyway, your project looks excellent. Keep us updated!
pixeltroid, yeah I'm not a real graphical artist. So I'm just mainly taking in ideas that I google and drawing them.
But yes the swamp tree leaves have been a pain for some time. That screenshot is old and those leaves have been modified but they still don't look good =/
I'll make prolly remake them as droopy viny leaves going down.

But in the third image (the death screen) those tree trunks are original nes simons quest game graphics that have only been altered and will be replaced.
All but the intro screen trees will be more like those in images (in your pic) 2 and 4.
Also this game has looked very different in stages along development and at first i kinda disliked going the nes black way but later decided to embrace it.
So now I still got a lot of areas to rework, as the game engine is done but graphics aren't.

This is what the game looked long time ago, a total miss match of everything:


Thanks for the advice, I'm not a graphics designer so I appreciate all tips regarding visual outlook of the game. =)
 

Metzger

Member
The game is still being made I got the intro done its semi long for indie.
Here is one intro image unanimated and missing parts but just to show something.
I don't post much but I'm going to make a short video of this at some point.
 

Metzger

Member
Hello! I ques I can update once a year =D SOOO been doing lots of stuff but slowly. Thou I'm going to get a demo out (last time I said that was 2 yeas ago) maybe before the Xmas.
So here few images like the intro is now done. made new towns and been uniforming most of the graphics.
fetra.pngforest.pngintro.pnginv.pngdabi.png
 
Last edited:

Metzger

Member
Nice to see you're still working on the game!
Yeah, also as you can see I did rework the trees uniforming them. It was a good tip thanks didn't notice myself. Also been adding more effects like splashes, sun shafts, moving non static sky etc.
Improved graphics overall embracing the black as part for all. Like you can see in this new mausoleum screen compared to the old one in the main post.
The first one feels flat tis one has dimensions.
maus.png

Also if you have any further tips about graphics etc. or help in how to make heat distortion/underwater effect for a certain area not whole screen would be great.
 

pixeltroid

Member
Yeah, also as you can see I did rework the trees uniforming them. It was a good tip thanks didn't notice myself. Also been adding more effects like splashes, sun shafts, moving non static sky etc.
Improved graphics overall embracing the black as part for all. Like you can see in this new mausoleum screen compared to the old one in the main post.
The first one feels flat tis one has dimensions.
View attachment 35517

Also if you have any further tips about graphics etc. or help in how to make heat distortion/underwater effect for a certain area not whole screen would be great.
hey it's looking good overall. But the dungeon level looks amazing.

Looking forward to play it!
 

Metzger

Member
Forgot to add what the game is about =D

What is this game all about:
-It's semi free roam (aka semi open world)
-It's action RPG
-Also a platformer
-You go around the land defeating bosses and gearing up
-Done in semi Nes(8-bit) to early pc style with "modern" effects and controls
-It's based on Simons Quest but done a lot better
-If you don't know anything about castlevania games go watch the Netflix castlevania anime
 

Metzger

Member
Glad to see you're still working on it!

Make a page on itch.io for more exposure!
Sure! I actually might do that. I already have some stuff on itch.io.
But for now I require feedback, it was fast converted to gm2 engine.
So I already know it has some settigns problems if changed ingame.
 

pixeltroid

Member
Sure! I actually might do that. I already have some stuff on itch.io.
But for now I require feedback, it was fast converted to gm2 engine.
So I already know it has some settigns problems if changed ingame.
hey man your game looks extremely well made. But I'm having some trouble trying to figure out the controls. how do I go down the stairs or enter a building?
 

Metzger

Member
Press up and down on stari up on buildings. Its old school nes/snes/sega and metroidvania controls. (I will add indicator symbols later, aka going in front of door or stairs a key symbol appears)
Also recommend using controller.
Controllers tested for xbox and random cheap 😄
You can also reconfigure settings in main menu (thou not sure if engine change ruined it but worked fine on gms1).

Also now on itch.io https://wanha.itch.io/simons-curse
 

pixeltroid

Member
Press up and down on stari up on buildings. Its old school nes/snes/sega and metroidvania controls. (I will add indicator symbols later, aka going in front of door or stairs a key symbol appears)
Also recommend using controller.
Controllers tested for xbox and random cheap 😄
You can also reconfigure settings in main menu (thou not sure if engine change ruined it but worked fine on gms1).

Also now on itch.io https://wanha.itch.io/simons-curse
I pressed down near the stairs but it isn't working.

also, there's this issue with the keyboard mapping settings.

It doesn't show the action keys but displays some numbers instead.


siimon.png
 

Metzger

Member
I pressed down near the stairs but it isn't working.

also, there's this issue with the keyboard mapping settings.

It doesn't show the action keys but displays some numbers instead.


View attachment 46208
Tested on my pc on both keyboard, controller xbox and controller random cheap. Works in all if you press up key.
Controller mapping is something GM hates so iahve to add array indexes matching key words in order for them to appear havent done that yet.
 

pixeltroid

Member
Tested on my pc on both keyboard, controller xbox and controller random cheap. Works in all if you press up key.
Controller mapping is something GM hates so iahve to add array indexes matching key words in order for them to appear havent done that yet.
hi. I figured out the stairs and entering the room thing. Going to play it for a while now.

Just a few points. It would be good if there was a way to get through the opening cut scenes faster. Because everytime I restart the game (because of a death) I need to sit through it.
 

Metzger

Member
hi. I figured out the stairs and entering the room thing. Going to play it for a while now.

Just a few points. It would be good if there was a way to get through the opening cut scenes faster. Because everytime I restart the game (because of a death) I need to sit through it.
There is pressing any key on keyboard I think and start or select on Gamepad. Also you can save in the church in the first town and load if you die.

TIPS:
You can save and heal at church for free if its not night time.
Also recommend buying the holy water form the first town, or if you consider yourself PRO in metropidvanias get white power crystal.
You can Equip items from your inventory there is also secondary equip so you can equip two usable items at once.
During night monsters grow stronger.
 
Last edited:

Metzger

Member
MAJOR UPDATE!

And as always saves
SHOULD be backwards compatible!

Dowload at itch.io!

Updated v0.52 D20.M2.Y2023

- New: three zones added

- New: two enemies added

- New: lost castle and its boss revamped/remade and finished

- New: Simon has knock back when hit by enemy

- New hidden secrets added

- New enemy death animations

- New music added

- New: alternative end affecting moments added

- New NPC's

- New decoration objects added

- Aljba improvements

- Added better and new effects to two unmentioned whips

- UI and shop control improvements

- Loading save fade to black effect

- Window centering after screen size change and on launch

- Various graphical improvements

- Yes No owerwrite question when starting new game on save

- Adjusted some enemy stats

- Fixed ingame screen size change crash

- Fixed leafs falling in sync

- Fixed simons corpse moving sometimes when dead

- Fixed music stopped playing in inventory after repeat loop

- Fixed Carmilla mansion correct door

- Fixed Red Une death animation

- Fixed several background sky textures not moving

- Fixed issue with boss musics not playing
 

Metzger

Member
UPDATE 0.54!

And as always saves
SHOULD be backwards compatible!


Download at itch.io!


Updated v0.54 D22.M8.Y2023

- new secret area

- new miniboss

- new item

- new tilesets

- new story event

- new decor objects

- new menu options: turn on/off indicator

- key indicator on stairs, doors, etc usables

- improved gamepad control info: more info on buttons

- improved veros church: larger with new tiles

- improved intro: added moon fade

- added whip motion effect

- reduced throwing axe size

- redid holy water and other item graphics

- fixed pyre light position: + y coordinate to lower the light

- fixed flying in to space when jumping on and of from stairs

- fire transparrency added to some decor
 

Metzger

Member
MAJOR UPDATE!

And as always saves
SHOULD be backwards compatible!

Download at itch.io!

screen2.png

Major Update v0.60 D02.M09.Y2023

- added new story event

- added new tiles

- added new areas: veros to dabi, under river 1, under river 2, under river 3, dead river tunnel outside, debora woods 1, debora woods 2. debora woods 3, fetra debora, fetra

- added new decor objects

- added two new songs

- added new npcs

- added new shop

- added new item

- added new enemies

- added sound direction and distance (affect where sound comes from speakers and how loud)

- added item amounts to hud when equipped

- added sound to une dying

- added animated simons curse title to menu

- added menu bat

- added credits to menu screen

- added clouds to menu screen

- added slight color change to hearts value when at max hearts

- added axe blocked effect

- added garlic end effect

- added cat: you can pet it

- added new npc to veros

- added fire weakness to some enemies

- added ghost dying animation

- minor improvements to usable item graphics

- minor improvements to veros

- minor improvements to jova

- minor improvements to veros church again

- minor improvements to moving platform

- area changes: dennis woods 1 is larger now

- adjust: holywater changes: holywater drops down, holywater size increases, holywater sprite changes, holywater burnout effect

- nerf: reduced base heart max by 15: now 15

- nerf: level up heart max gain 10 -> 3

- buff: miniboss hp: certain miniboss hp 16 -> 18

- more zombies to aljiba

FIXES

- fixed buying leather armor but not getting it

- fixed typo in getting an axe

- fixed indicator for signs

- fixed whips text in menu

- fixed story event

- fixed dennis woods music transition

- fixed heartbeat playing even when its off

- fixed missing indicator option from ingame menu

- fixed start menu buttons vanishing sometimes

- fixed bug in ghost spawner: if player does not exist game crashed

- fixed bug with ghost: if player does not exist game crashed

- fixed non syncing background in start menu

- fixed water sometimes getting drawn twice making it less transparent

- fixed using old garlic item with secondary use button

- fixed zombie dying direction

- fixed weird scrolling camera issue
 

Metzger

Member
UPDATE!

And as always saves
SHOULD be backwards compatible!

Download at itch.io!

Update v0.61 D14.M09.Y2023

- added new enemy to wooded areas that only appears during the night

- added new enemy blood leech

- added new story event

- added new item

- added new npc

- added new music: fetra theme

- added red color shift to enemies when hit indicating weakness

- added more weaknesses to enemies

- added flower bushes and bushes tile, decor tiles, painting tiles

- added color change to shop text if you cant afford the item

- added xbox controller B (ps controller circle) to close shop

- added gold amount text float after picking up gold bags

- improved how signs work

- minor improvements to what npc's say

- minor improvements to aljiba church

- minor improvements to jova

- minor improvements to fetra

- minor improvements to fetra house

- changes to outside lighting color

- changed shop buttons for buying, xbox controller X and A buy (ps square and X)

- buff: garlic duration increased

- fixed few typos in npc sayings

- fixed zombie die direction again (oops)

- fixed fire elementals dropping blood

- fixed miss placed exit in dead river tunnels

- fixed missing merman 2 dying animation

- fixed missing indicator from mansion doorways
 

Metzger

Member
UPDATE!

And as always saves
SHOULD be backwards compatible!
aldra.png


Download at itch.io!

Update v0.63 D29.M09.Y2023

-added new town: aldra

-added 2 new items

-added new npcs

-added new enemies

-added ferryman

-added equip sound

-added more menu sounds

-added item sound to some pickups

-added cant buy sound

-added splash sound to simon exiting and entering water

-added new secret: under river tunnels potion

-added mist to dead river at night

-added new tiles: aldra tiles, shop sign tiles

-added fireball hit effect

-added zombie rise animation

-added zombie level 1 death animation

-added item descriptions to shops, so you finaly know what you are buying

-changes to all towns

-changed jova thorn whip seller house

-changed intro text

-changed veros priest

-changed some item descriptions

-adjust: zombie spawn distance

-nerf: hearth max base 15 -> 12

-improvements to item and equipment code base

-fixed some typos in intro

-fixed fetra shop giving wrong item after purchase

-fixed bug with leeches asking for nonexisting sprite causing crash

-fixed an issue where you could open multiple shops

-fixed issue with shop controls

-fixed issue with skeleton bones having missing weight that caused a crash

-fixed une level 2 spawners spawning wrong une sometimes

-fixed menu always checking what is equipped

-fixed being able to use shield while jumping

-fixed items sometimes flying in wrong directions while on stairs

-fixed being able to pick up potions even thou potions were at max
 

Metzger

Member
I love seeing passion projects, this is nice.
Thanks! This has been in development for over 10 years. I think I started this back in 2009. Had little time then due to work and school. But now I only have free time so all of that is going in this games development. Been releasing updates every two weeks for a while now. Trying to finish this as fast as I can with good quality. If all the planets are aligned, maybe before winter holidays.

If interested here's a very short dev process blog: https://metzgermade.itch.io/simons-curse/devlog/486139/dev-stuff-simons-curse-past-versions
 

Metzger

Member
Hiya!

Had to do a critical bug fix. Saving the game caused a crash. Its now fixed.

Also added more polish to the game and quality of life features.

Oh and npc portraits.

portraits.png


Update v0.64 D03.M10.Y2023

-added npc portraits to chat screens

-added new npc

-added simon landing from high dust particles

-added item heart cost amount to item description as icon in inventory

-added item damage amount to item description as icon in inventory

-added sound to frog dying

-added various menu selection sounds, removed old one

-adjusted item heart costs

-improvements on item use code base

-minor improvements to item graphics

-set default screensize to 1024x960

-set default volume and sound lower

-fixed being able to obtain blue crystal without owning white crystal

-fixed aldra sign

-fixed glow orbs spawning form wrong position for shrine

-fixed heart value blinking over the limit

-fixed simon stairs sprite being above other sprites

-fixed issue with crashing when saving due to missing variable
 

Metzger

Member
Hiya!

And as always saves
SHOULD be backwards compatible!

Download at itch.io!

sc2.png

The Polishing Update v0.65 D21.M10.Y2023

-added inventory and settings open and close sound

-added orb pick up sound

-added gate slam closed sound

-added water level lower sound

-added spider level 1 die sound

-added bat wakes sound

-added bone throw skeletons throw sound

-added bone thrown destroy sound

-added effect for bone thrown destroy

-added effect for powering crystal devices

-added effect for gate slamming closed

-added effect shield forming from bones

-added effect for coin and heart pickup

-added effect for UI for coin and heart increase

-added whip damage amount to whip description as icon in inventory

-added armor amount to armor description as icon in inventory

-added new item: heart max container

-added 2 new hidden stats

-added new decor light

-added new npc

-added new tile: fence tile

-added show damage shows when enemy is immune

-added show damage color change when weakness to certain damage

-added load or main menu select to death screen

-mausoleum improvements: added exit to part 2, added crack in the floor, fixed tiles shadow and placement, added new tiles, fixed dropping tile sprites, green braziers added to front of the mausoleum

-changed certain boss reward

-increased gold amount from certain gold bag

-improved death screen art

-pad menu button also accepts selections in main menu

-minor changes to aldra locations

-minor changes to yuba lake

-minor changes to aljiba locations

-fixed unable to return back from dennis woods 2

-fixed aljiba caverns wrong music

-fixed respawning gold in mausoleum

-fixed some priests having wrong portraits

-fixed certain boss effect still lingering after boss is dead

-fixed missing other options indicator explanation

-fixed a bug that resulted in a certain weapon smith not spawning

-fixed mausoleum skeletons eye glows (sword, shield and throw)

-fixed indicator showing on shrine and devices when you cant use them no more

-fixed talking lock when speaking to several npcs at the same spot

-fixed boss hp bar being drawn over death screen

-fixed simon cant fall of the screen edges

-fixed having shield equipped while knock backed

-fixed level 3 skeleton thrower throwing wrong looking bones
 

Metzger

Member
Hiya!

And as always saves
SHOULD be backwards compatible!

Download at itch.io!


The Major Update v0.70 D10.M11.Y2023

-added new town: Andole

-added areas

-added new items

-added new story event

-added 2 new enemies

-added new npcs

-added new music tracks

-added more weaknesses to enemies

-added new status poisoned

-added more damage types

-added hud stats to inventory

-added status to inventory to show effects

-added weapon and item damage types icons

-added pressing 4 times F2 in main menu resets resolution and keyboard mappings

-minor improvements to wicker woods

-minor changes to jova holy water seller house

-minor changes to Carmilla cemetary

-minor improvements to jova church

-minor improvements to orb graphics

-minor improvements to boss hp bar graphics

-minor improvements to all candle graphics

-changed exp in inventory to show exp needed instead of current exp

-changed some enemies in debora woods

-increased fireball hit animation speed

-improved coding on several systems: various enemy related, simon attacking, item (there might be new bugs now, hopefully not)

-improved looping on some music tracks

-fixed ai sometimes getting stuck while airborne to walls (still not perfect, working on an overhaul to enemy code)

-fixed not being able to talk to some npcs during the night

-fixed owl reaction to garlic

-fixed holding controller attack button did not speedup talking text scroll

-fixed item text clipping over box in inventory

-fixed keyboard control item equip sound spam

-fixed npc sometimes stopped walking after you talked to them

-fixed day night transition visible in menus

-fixed item use automatic fire, switched to semi automatic (could accidentially cause multi items use)
 

Attachments

Bluetail7

Member
Hi @Metzger ! I just tried out your game and I got to say I really like how you made a retro game look modern with all these things together!

I just got started on the game and I really like the visual aspects, one of the things I like to dig in platformers are the mechanics and I hope this feedback helps to make it grow to its best.

So far I found a couple issues with the controls while moving around at the beginning:

Problem: I am used to pressing the down button on castlevania games when using ladders.
Consequences: I remembered it uses the up key, so on accident I held the down and pressed the up button.
Result: I am stuck (perhaps a crouching state problem).

Problem: The woman with the thorn whip
Consequences: I went to speak to the woman but I had no hearts since I just started, so I said no
Result: I am stuck (probably forgot to activate the movement var after the menu).
Edit: the problem no longer happened after I saved and died
Edit: turns out there's a variable that hasn't been initalized, when I pressed ESC the problem was fixed.

Edit: the problem is that I never opened the menu (using Enter or ESC sets the variable)
Edit: I bought a leather armor at veros after I died (loaded state), getting stuck like previously said

I will continue to play while I dig the game, I really liked the exploration back in the nes games so I am interested in this ^^
 
Last edited:

Metzger

Member
Hiya @Bluetail7 !

Thanks for the feedback I always try to fix and adjust to needs of the players as much as I can.
And I really do appreciate feedback I dont get too much of that

The movement differs from other castlevanias a bit to make everything more fluent but can cause odness for those too accustomed to other vanias.

-Pressing up and attack to use thats almost in all castlevanias prevents you from crouching and using items.

-Pressing down to access stairs that are in most castlevania games prevents you from crouching above stairs and in castlevania games usually accidentially pressin down to try to crouch above stairs leads you to getting stuck and dying.
So I changed that to up aka use key.

-In Castlevanias you normally go down platforms by pressing down and attack that prevents you fomr crouch attacking while on platforms so for simons curse I decided to go for the Terraria approach double tap down to go down platforms.

Atleast these things bothered me a lot in castlevania games.

Problem 1:
Problem: I am used to pressing the down button on castlevania games when using ladders.
Consequences: I remembered it uses the up key, so on accident I held the down and pressed the up button.
Result: I am stuck (perhaps a crouching state problem).

I will try to check this out immidiately! Moving to left or right should have resolved the possible stuck, also not pressing down changes the state in code. This is prolly a keyboard problem. I sadly test too little with keyboard. My bad...
EDIT: Managed to replicate the error. This is fixed now. For some reason you COULD be crouched on stairs if you did it as you stated using keyboard =D its now fixed or atleast I could no longer replicate the error.


Problem 2:

Problem: The woman with the thorn whip
Consequences: I went to speak to the woman but I had no hearts since I just started, so I said no
Result: I am stuck (probably forgot to activate the movement var after the menu).
Edit: the problem is that I never opened the menu (using Enter or ESC sets the variable) //Esc does not init variables, its on start.
Edit: I bought a leather armor at veros after I died (loaded state), getting stuck like previously said

I will also check this out immidiately. I did recently remake the shopping menu code but I tested it many many times, even tried scenarios like dying while shopping, losing items while shopping, etc etc... I mainly thou tested this on the controlled so its possible the keyboard commands are a bit wonky, prolly forgot something there.
EDIT2: Managed to replicate the error as you instructed. This is fixed now. When I redid the shopping window code recently forgot the ELSE IF it was just IF so there was a good chance things could get locked resolving 2 different IF statements at the same time. I did not manage to get the error again using the same method.


These are both critical errors so if I get them fixed I will post fix instantly.

EDIT2: BOTH are now FIXED. I will upload a new version as soon as possible!!
Thank you for the report Bluetail7 !

Thanks for the feedback. And feel free to comment both on negative and positive aspects of the game. I really appreciate this. Thanks!

Currently trying to work some better effects in the game like proper shadows that follow the suns movements, maybe rain and snow. I will also improve on the lighting engine at some point much later. Prolly near completion.
Also trying to finish/complete all the outside areas before christmas.
 
Last edited:

Metzger

Member
Hiya!

And as always saves
SHOULD be backwards compatible!

Download at itch.io!

Critical Fix Update v0.71 D13.M11.Y2023

-added effect to some candles going out
-changed menu select sound
Both below thanks to @Bluetail7
-fixed a bug getting stuck at stairs
-fixed a bug getting stuck in shopping mode
 

Bluetail7

Member
hi @Metzger
I just tried the new build.
Turns out I wanted to load my save state from the .70 version, but apparently with the name change to .71 a new folder is made.
With that in mind, I have to manually move the states from the old folder to the new one.

This may go unnoticed when playing the game through the engine, rather than the build with each revision making savefiles in its own sandbox.

Also using an item while going upstairs/downstairs will leave you stuck, only when you hold the movement key.
 
Last edited:

Metzger

Member
hi @Metzger
I just tried the new build.
Turns out I wanted to load my save state from the .70 version, but apparently with the name change to .71 a new folder is made.
With that in mind, I have to manually move the states from the old folder to the new one.

This may go unnoticed when playing the game through the engine, rather than the build with each revision making savefiles in its own sandbox.

Also using an item while going upstairs/downstairs will leave you stuck, only when you hold the movement key.
Hiya again @Bluetail7 !

Yeah true. I could still keep the project name the same from next version forwards to not make people swap saves from one file to another.

I tested it and yup its an keyboard only issue again... Atleast I could not replicate it in anyway with controller, but with keyboard instantly on first try onwards. I promise I will try to test keyboard controls more from now on.
EDIT: Its now fixed @Bluetail7 . Thanks for the tip. Minor issue on what was checked. Well that teaches me not to -improved coding on several systems: various enemy related, simon attacking, item (there might be new bugs now, hopefully not) Like I wrote in patch 0.70.
Actually its just all about me not testing keyboard. My bad... I will try to put out an update when I can.

Thanks for the great info!
 
Last edited:

Bluetail7

Member
hi @Metzger

I finally reached dabis path, got to say I found the holy water very useful! it's a whole game change.

So far I found a problem with the acid liquids in the game.
Problem: Jumping next to the acid and landing on safe ground will deal damage to you, no splash effect happens just damage gets done.
Consequences: Dealing damage to enemies above ground becomes a long term problem
Result: Progress at the expense of healthbar, perhaps the way collision is handled leads to the problem.
 
Last edited:

Metzger

Member
hi @Metzger

I finally reached dabis path, got to say I found the holy water very useful! it's a whole game change.

So far I found a problem with the acid liquids in the game.
Problem: Jumping next to the acid and landing on safe ground will deal damage to you, no splash effect happens just damage gets done.
Consequences: Dealing damage to enemies above ground becomes a long term problem
Result: Progress at the expense of healthbar, perhaps the way collision is handled leads to the problem.
Hiya once again @Bluetail7 ! Long time no ocean! (its a pun on sea == see)

Yeah I always get it first. Even thou it does not help in progressing the game at that point (get the white crystal as the npc suggests) it gives you access to secrets, considerable damage buff (as long as you have the hearts) and minor crowd control as you can throw it to slow down enemies from one side.

Another tip: This game also has backwards whipping that I love. Its not in all castlevania but some have it.
Meaning you can make a defensive barrier behind you of the first frame of attack animation that is an instant hit thou short range so a bit risky.
But this helps in:
1. Doing Quick attacks as normal attack is few frame windup
2. Destroy some projectiles
3. Hit enemies that are low
4. Hit enemies on both sides at the same time

The noxious ponds issue I know my self its been on my to do list for a long time. Kinda forgot as its on the low priority list. I will try to remember to reduce the collision masks a bit for next patch, luckily its a very easy fix.
Thanks for informing me!
EDIT: Fixed it now so I dont forget. Also tested it. Thanks!
 
Last edited:

Metzger

Member
Hiya!

And as always saves
SHOULD be backwards compatible!

Download at itch.io!

Critical Fix Update v0.71C D17.M11.Y2023

-added fog looping effect

-added animated day/night transitions

-fixed collision mask with noxious ponds

-fixed game crashing when using shield
 

Metzger

Member
Hiya mates!

sc maus.png

And as always saves SHOULD be backwards compatible!
From version 0.73 (this version) onwards you dont have to move savefiles from old version folder to new version folder. Sorry for that.

Download at itch.io!


Update v0.73 D30.M11.Y2023

-added new areas

-added 2 new enemies

-added new effects

-added new status

-added new secret

-added new tiles

-added new backgrounds

-added new music

-added new sounds

-added fullscreen option (only in main menu.)

-improvements to sadam woods

-improved day transition animation

-improvements to window graphics

-improved metzger made logo and added animation

-improvements to jova

-minor improvements to many locations

-minor improvements to several tile sets

-decreased flying skull spawn time

-fixed some block positions for improved jumping

-fixed npc's walking inside slopes

-fixed npc having wrong portrait in andole

-fixed some non moving paralaxes: sadam woods, andole, outskirts

-fixed collision mask with various spikes and traps (made them slighly smaller)

-fixed frogs no longer trying to crouch (yeah that was kinda funny)

-fixed level 3 bone throw skeleton wrong reverse sprite

-fixed missing tiles from debora woods

-fixed dead river passage tiles
 

Metzger

Member
Hiya mates how is it going?

And as always saves
SHOULD be backwards compatible!
From version 0.73 onwards you dont have to move savefiles from old version folder to new version folder.

Download at itch.io!

Update v0.74 D05.M12.Y2023

-added balloon pod level 1 spore die animation

-added tutorial

-minor improvements to certain location

-minor changes to several sprites

-minor changes to mausoleum

-fixed missing zombie die animations from day time swap

-fixed owls not in view during day time not despawning

-fixed missing indicator for certain thing

-fixed spike/trap hit boxes (again)

-fixed incorrect shadows in veros church
 

Metzger

Member
Hiya all and happy holidays!

And as always saves
SHOULD be backwards compatible!
From version 0.73 onwards you dont have to move savefiles from old version folder to new version folder.

Download at itch.io!

sc 076.png

Update v0.76 D22.M12.Y2023

-added two new item (one of them is not visible in the inventory or usable but dont worry you SHOULD still have it)

-added new area

-added new miniboss

-added 2 new songs

-added new tiles

-added different hit effects for crit and normal

-added attack blocked sound for enemies

-added sounds for normal and crit hit

-added new decor objects

-changed certain other miniboss sprite

-improved hud graphics

-improved menu button graphics

-improved some item graphics

-changed minibosses do not get stronger during the night

-minor changes to aljiba

-adjusted several enemy damages, hp and exp drops (often doubling exp and lowering early enemy damage. Did not lower werewolf damage or hp, but increased exp gain)

-nerf: increased owl spawn distance a lot

-fixed exp displayed incorrectly in inventory

-fixed certain exp abuse gimmick
 

Metzger

Member
Hiya!

And as always saves
SHOULD be backwards compatible!
From version 0.73 onwards you dont have to move savefiles from old version folder to new version folder.

sc1.png

Download at itch.io!


Major Update v0.78 D10.M02.Y2024

##features

-added continue system (ruby icon in the hud) to the game, dying reset the location you are in but you lose a bit of gold and exp and you lose the continue, praying at the church replenishes the continue

-added map (very basic) that shows location of the player (accessed with triggers on controller while in menu, backspace on keyboard (cannot be changed, yet))

##settings

-added scanlines option to turn scanlines on and off

##sounds/music

-added coin bounce sound

-added coin bag pickup sound

##graphics and effects

-added more animation frames to coin

-added coin bounce

-added effect ferry boat weight

-added ferry boat light

-added oar end piece to ferryman

-added effect for dropping blocks breaking when hitting ground

-added effect for some corpses/items colliding with liquids

-added effects for holywater water collision

-added effect for spider web bolt colliding with ground

-added hearts float on water

-added new tiles (joma marsh trees)

-added simon idle animation

-added button indicator for setting 5

-added few different button/key graphics for indicator

-added new church doors

-added lights out effect to candlesticks

-added new npc sprite

-added animation to shrine

-added wings to shrine

-improved shrine orb graphics and animation

-improved bonfires

-improved intro animation

-improved mausoleum platform graphics

-improved some decor object graphics

-improved menu border graphics and background

-improved many npc graphics

-improved device graphics

-improved death screen graphics

-improved several background images

-improved most tile graphics

-improved several enemy sprites

-improved several enemy animations

-improved waterfall graphics

-improved tree leaf graphics

-improved aljiba lampposts

-changed some text colors

-altered simon sprites

-altered simons curse logo colors

-altered vaniamania logo

-altered metzger made logo anim

-adjusted sunray visibility time

-changed simon midair attack sprite

##location

-added area between carmilla cemetery and aljiba

-changes to joma marsh

-changes to dabis path

##codebase

-added system to check if the player is using keyboard or controller (could be used to to show correct use/action/etc keys/buttons with the indicator)

-reworked most of the enemy AI coding (it does not show that much on the outside, but all the fixes with the enemies are because of it)

##Controls

-can also equip item1 with the item1 use key/button

-pressing inventory or options button/key while either is active while now close the current menu instead of changing it

-both start and select work in death menu

-added gamepad setting 5 (up button does nothing, use/talking/entering is via top button, item use buttons are bumbers)

-gamepad triggers swap menus from inventory to options

-ingame options selection position resets when closed

##nefs/buffs/changes

-nerf: holy water is not very effective in water

-buff: when starting new game player has 3 more ingame hours before night time

-change: werewolfs now only roam at night

##fixes

-fixed issue where player would take damage above noxius ponds without hitting them (turns out this was a conversion issue in hitboxes, should not cause anymore issues)

-fixed issue where player would take damage above spikes without hitting them (turns out this was a conversion issue in hitboxes)

-fixed player getting stuck on roof slopes

-fixed werewolf fixes: not using slopes, getting stuck on slopes when jumping, getting stuck on walls

-fixed slime not using slopes

-fixed some enemies shooting from outside of view

-fixed weird behavior with bone throwing skeletons (getting stuck, trolling platforms, staying airborne, getting stuck on ground, throwing bones without animation)

-fixed frog enemies sometimes getting stuck on walls while jumping

-fixed some flying enemies under some objects they should not be

-fixed player jumping out of water splash y pos too high

-fixed mausoleum exit door being closed when boss defeated

-fixed inventory clock not having minutes and hours in double digits (when less than 10)

-fixed certain drop that you were not supposed to die from

-fixed issue with new game in empty save slot trying to load a save

-fixed a lot of typos
 

Metzger

Member
Hi!

As always saves
SHOULD be backwards compatible!
From version 0.73 onwards you dont have to move savefiles from old version folder to new version folder.

Download at itch.io!
Update v0.80 D06.M03.Y2024

##story related

-added hints where to go next that ties in with the story

##location

-added several new areas

##enemies, npc and objects

-added 5 new enemies

-added new lights

-added new decor object

##graphics and effects

-improved map graphics (it's a lot better now)

-improved jova town trees

-improved sky/cloud graphics

-improved intro graphics and some animations

-minor changes to several locations

-added new effect reflecting mirrors

-added new backgrounds

-added several new tiles

-added new background to aljiba

-added item box graphics in invetory

-added unknown location map marker

-added coin bag dropping in water effect

-added mist effect to an area

##nefs/buffs/changes

-added item to enemy drop list

##codebase

-changed lighting code a bit to allow more adjustable lights

-added better loot tables and improved its coding

-luck now works and affects things such as loot tables (and there is one item that gives a bit of luck)

-added continue delay, so that respawn is not instant but still quick

##fixes

-fixed few light positions

-fixed some breakaway blocks having wrong color

-fixed missing portrait from intro

-fixed intro chat text swapping too fast

-fixed few non moving backgrounds

-fixed merman jumping out of water splash effect too high

-fixed jumping merman not facing player

-fixed not getting exp from killing a jumping merman

-fixed very rare case where map would not work

-fixed certain drop being deadly when it should not be (again)

-fixed few missing tiles

-fixed menu logo being over scanlines
 

dannerz

Member
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Eventshrine_obj
for object obj_player:

global variable name 'luckbase' index (100595) not set before reading it.
at gml_Script_save_any_save_scr
############################################################################################
gml_Script_save_any_save_scr (line -1)
gml_Script_save_heal_statue
gml_Object_obj_player_Collision_shrine_obj

when i try to press up at the statue in the church, it gives this then crashes.
 

Metzger

Member
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Eventshrine_obj
for object obj_player:

global variable name 'luckbase' index (100595) not set before reading it.
at gml_Script_save_any_save_scr
############################################################################################
gml_Script_save_any_save_scr (line -1)
gml_Script_save_heal_statue
gml_Object_obj_player_Collision_shrine_obj

when i try to press up at the statue in the church, it gives this then crashes.
Thank you @dannerz I have fixed the issue and uploading the patch as fast as I can.
Thank you very much =)
 

Metzger

Member
Hiya!

Minor fix for saving sometimes crashing due to changes in luck stat.

Download at itch.io!

Update v0.80A D11.M03.Y2024

##fixes

-fixed saving crashing the game due to luck changes

-fixed certain enemy swing blinking in wrong direction at start
 
Top