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Post by I am Me on Mar 25, 2019 6:59:59 GMT
It always felt wierd, how this poor guy got shitty treatment, instead of havin a proper own mode... 1. Transformation now is instant, NOT require any pauses & menus. 2. From the Axe Knight you can instantly turn into wolf/mist/bat, no need to put armour off & switch to Alucard. 3. Transformation is possible anytime, even during jump or bein hit by enemies. 4. While in Axe Knight state, you get CONSTANT dark metamorphosis effect to heal by enemies's blood.
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Post by Mindslash on Apr 21, 2019 18:02:05 GMT
That's nice! do we have a way to increase jump and enable double jump as well? I was trying to mess with moon jump codes and modifiers some time ago , but I was never able do get a satisfactory value. I've did an Axearmor "only" run in past and it sucked to complete it ( especially due to deequip + unability of transforming) , making some bosses like succubus and shaft a pain to progress. However those transformations alleviate this weakness. Loved it!
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Post by I am Me on Apr 21, 2019 19:03:17 GMT
Thanks, well, I cannot say about double jump ability (already tested infinity jump on Alu/Mar/Richt & it work fine), since Axe lacks skill itself, so I would put my effort onto making his usual jump higher, same goes for super jump. Considering instant bat transforming, he can go without double one I guess. What I really wanna add atm is more attacks, so he will not be that boring to play to begin with, that would be some spells, item crashes or sub weapons.
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Post by Mindslash on Apr 26, 2019 13:32:57 GMT
I do have a run with AxeArmor that I posted the progress on gamefaqs. That may have some useful input for your mod or difficulty balancing : * gamefaqs.gamespot.com/boards/196885-castlevania-symphony-of-the-night/77440638I don't remember if managed to beat Shaft and Dracula , but I was able to reach final Save Point. But the most stressing points were: - The need to de-equip/re-equip to use doors/TP/Saves/ - Platforming ( poor jumping) ( so, more deequiping) - No Aerial attacks to compensate for the low jump ( an Axe sub would be nice, it would remind a bit Old Axe Armor mode of Portrait of Ruin) - No Shape-shifting ability ( I was ok with it if it was just an ability required to proceed) Some of the nice things that would alleviate this could be: - Use of Sub-weapons ( even Axe-Only would be nice, to fits its theme) - Higher Jump ability ( at least Richter level of jump) - Shape-shifting ( so , less time lost on de-equipping Axearmor) - Nice things to add ( We do have 2 free buttons: Backdash and Unused button ( Triangle and L2). Maybe an Axelord spell attack on one and Item crash on the other. However if I'm not wrong, Axearmor can't regen Mana, so that could be a concern)
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Post by I am Me on Apr 28, 2019 7:36:22 GMT
Thanks for the link, had VERY interesting reading of your progressXD Never expected to see someone, dedicated enough to bother & try Axe Knight run lol What I can say for sure atm is, that L2 button not exist on PSP version, you use R+L for mist & thats about it. As for MP, I not sure, maybe it IS possible to restore MP regen ability during Axe Knight mode, but in worst case, just set unlimited MP & done.
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Post by I am Me on May 19, 2019 2:44:54 GMT
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Post by Mindslash on May 20, 2019 16:19:50 GMT
Nice Videos with sub weapon usage. I was thinking if instead of using infinite Hearts and MP , if it would be better to start with Higher Heart and MP count ( something around 100 with both) . MP Regen must be hard to implement with AxeArmor , but with higher resources of both, that must be enough to take care of both Shaft and Dracula ( even without regaining MP), but I do think it will make early game easier.
Regarding platforming, do you intend to make Axelord jump higher and let him collect the transformation relics, or he will start with Bat & Mist Already?
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Post by I am Me on May 20, 2019 17:36:54 GMT
Nice Videos with sub weapon usage. I was thinking if instead of using infinite Hearts and MP , if it would be better to start with Higher Heart and MP count ( something around 100 with both) . MP Regen must be hard to implement with AxeArmor , but with higher resources of both, that must be enough to take care of both Shaft and Dracula ( even without regaining MP), but I do think it will make early game easier. Regarding platforming, do you intend to make Axelord jump higher and let him collect the transformation relics, or he will start with Bat & Mist Already? Well, its easy to set any hearts & mp max counts, so this is something doable. Regaining mp would be good, but I still not managed to make it work. Shaft is easy, Dracula can be a problem, then its more a matter of player skill & level up to that point. Also possible to start with higher HP. Overall I like the idea of bigger starting stats to make Axe differ more. As for jump, not sure yet, but I did all relics from start hack already, simply to have sorta ng+ mode with free castle roam for Alucard.
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Post by Mindslash on May 21, 2019 14:39:35 GMT
Additional suggestions regarding jumping ability and navigation: 1 - If possible, make the Axe Armor to be able to use Double or Super Jump(and Remap if possible to something like UP + Jump, but not sure if it would be weird). 2 - Let Alucard collect transformation and ability relics, so the player would have an incentive to go through the castle to collect those power-ups instead of rushing second Castle. (but that's your call, you can do it like a free roaming you mentioned before) 3 - If you consider Alucard collecting relics as means of progress instead of starting of everything, you can consider randomizing relic positions . I know that doing it from zero would be a big headache, but I remembered that someone did a randomizer of relics for PSX version ,not sure if we do have that PSP. Coupled with difficulty mods ( like HardType and Meduza Team) , it would refresh some gameplay mechanics. But I do think this is not a must or necessary, just a bonus.
That, of course, could make Alucard still visit some areas that would be restricted by the new game ( starting with double jump or super jump could let him get earlier Life/Heart Max UPs), but that's ok, since he would still need to collect the transformation relics to beat the game.
For balancing , you could adjust the Axemarmor DEF + ATT ratios ( because the ability to use subweapons gives a great advantage to AxeArmor's Arsenal) and let him start with Higher HP/MP/Hearts and lower stats , but again, its your call
Some bosses are problematic, but allowing the usage of subweapons will cover most of Axearmor problems. But it would be nice to not have unlimited resources for MP or Hearts , so the player can consider their resources before fighting a boss . Still, I'm not sure if the AxeArmor will be able to attack after super/ double jump if the player runs out of Hearts ( so this would require some tests)
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Post by StarWyvern on Jan 11, 2024 16:03:06 GMT
It always felt wierd, how this poor guy got shitty treatment, instead of havin a proper own mode... 1. Transformation now is instant, NOT require any pauses & menus. 2. From the Axe Knight you can instantly turn into wolf/mist/bat, no need to put armour off & switch to Alucard. 3. Transformation is possible anytime, even during jump or bein hit by enemies. 4. While in Axe Knight state, you get CONSTANT dark metamorphosis effect to heal by enemies's blood. I am sorry for posting all of these old threads but I don't get much time anymore due to work. Did you ever find a way for other people to implement these WIP with CWCheat or PPF Patches? Perhaps just combine all of them into a PSP folder that can just replace the old one in UMDGen. This Axe Armor Upgrade, plus Estoc Full Control, Plus Serio Richter, plus SOTN Remix Soundtrack, plus Definitve edition changes, plus Original Dub for SOTN. And Trevor plus Succubus plus Possesed Maria Bossfight plus Definitive Soundtrack for DXC. Aamost Perfect.
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