Silver Night's Crusaders

Complete Silver Night's Crusaders 1.6

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Project is completed.
This module is fantastic! Seriously, you checked all the boxes. The art looks good, the story is interesting, gameplay is frenetic, the stages are varied, and there's lots to do. Here's my quick review after messing around with it.

  • Graphics: Overall things look great.The cut-scenes are a little jerky,  and some sprites are grainy looking due to the higher resolution compared to their source games. Both of these things are nitpicks - overall the module looks fantastic. I love that you took advantage of layers to give stages depth. One thing I also like is that no matter how busy the action gets, it's never a problem distinguishing enemies from backgrounds. That's an overlooked but very important aspect of any game, especially a platformer like this.
  • Gameplay: I was going to complain about too many action buttons, until I noticed that most of the single button actions also have classic commands mapped to them. Example: There's a Sub Weapon Button, but you can also use sub weapons with Up + Attack. That's a really nice touch and makes the game accessible to different types of players. The difficulty sometimes veers into cheap territory, but not totally unfair. Practice up, memorize the patterns and you'll get through, just like the old school Castlevania games. Platforms and collision are precise, so if you miss a jump it's your own fault! There's also tons of "hidden" moves and things to do. As an example, holding attack Attack will cause Ethan to spin his whip, a nice move for clearing out swarms of weaker enemies. There's interaction too - breaking walls, busting lamps, it's all here.

    The only thing really missing is traversing stairs, and maybe smoother stage transitions (meaning actually walking into another environment instead of instantly appearing there once you reach a waypoint). The latter is understandable though, as it would require some extremely complex level design.

Crimsondeath, you've done a superlative job here, and I'm looking forward to seeing what you do next. Maybe build on what you've already done here to make it even better. Or create something totally new? Either way, cheers and congratulations!

DC
 
I did a quick try of the game and I must agree with DC: you made a wonderful job!
It's one of the best - if not the best - OpenBor game with Castlevania theme I ever played

Congrats!
 
@Crimisondeath, Agradeço esse grande presente. Uma obra de arte maravilhosa. Enquanto grandes produtoras gastam milhões para desenvolver jogos medianos e exploram os consumidores voce provou que podemos ter jogos de qualidade para todos. Parabéns e mais uma vez obrigado 👏👏👏

@Crimisondeath, I thank you for this great gift. A wonderful work of art. While big producers spend millions to develop average games and exploit consumers, proving that we can have quality games for everyone. Congratulations and thanks again
 
Oh hell yeah been waiting for this one. Can,t wait to play it :D I will record a full playthrough later on.

Awesome work :)
 
I finish playing the main game mode.
I really enjoyed it.

Long time I didn't got into a mod this good!
The story is pretty interesting.

I usually just try mods on release, then come back to them later.
But I have to say as soon as I started mplaying SNC, I cannot stop.
 
Crimsondeath I just found a game breaking bug.

In two player mode, minor enemies occasionally spawn right as you defeat the boss. Since players cannot hit any enemies or objects when the boss is defeated, and enemies cannot hit players, the game is effectively soft locked. There's a few ways you could solve this:

  • Don't neutralize player attacks when the boss is defeated.
  • Run spawn checks for mook enemies, and self destruct them if the boss is dead.
  • Just don't spawn extra enemies when two players are present against a boss. Mixing in more enemies doesn't really change the boss difficulty, it just adds more chaos to the screen. Let the boss handle its own business. :)
  • When the boss is defeated, add a short timer that sends players to the next level using a branch jump. This might be the simplest since you can do it by just spawning an entity that is invisible & invincible with a lifespan. When it dies, the jump is performed.

DC
 
Good lord , i hope i have the patience to play it all the way trough.

i have recommended it to the brothers that i have been watching play, lets see how they do....
 
wonderful job, is so great to see all openbor potential!

Damon Caskey said:
Crimsondeath I just found a game breaking bug.

In two player mode, minor enemies occasionally spawn right as you defeat the boss. Since players cannot hit any enemies or objects when the boss is defeated, and enemies cannot hit players, the game is effectively soft locked. There's a few ways you could solve this:

DC

yea, one friend did a coop live, so you can check this bug here:
https://www.twitch.tv/videos/792041384


 
Damon Caskey said:
Don't neutralize player attacks when the boss is defeated.

I didn't know that I can do that. But you're right, after looking some cooperative gameplays, I think would be the best to remove boss minions spawner from cooperative mode x.x.

Besides, I know about the OpenBOR Emulator for android, but is there a tool to pack the game into an apk that install and plays it like any other android game?

ZVitor I just updated the game, now is 1.1 version the game breaking bug was removed (I think so xd). I'll probably be releasing a new version at the end of the month, with some minor bug fixed.

Thanks everyone for the comments :D. I'm going to start a new project next year (I can't leave this hobby xd) The announcement is going to be at True Role Dreams website.

Greetings
 
Cool!
Btw there is a song at end of game, you know if that song receive copright flag from YouTube?
Usually i test all song from my projects, if some youtuber record a video and receive a flag, probably they will delete the video to not have problem with YouTube, and that may prejudice promotion of project,
Pierwolf did best openbor projects imho, but we see few videos with his games, king of dragon project have Copyright to all songs
 
ZVitor said:
Cool!
Btw there is a song at end of game, you know if that song receive copright flag from YouTube?
Usually i test all song from my projects, if some youtuber record a video and receive a flag, probably they will delete the video to not have problem with YouTube, and that may prejudice promotion of project,
Pierwolf did best openbor projects imho, but we see few videos with his games, king of dragon project have Copyright to all songs

Yeah thats one reason i never uploaded my over 1 hour 30 min full playthrough of this because the title credits give me copy claims and blocked my video. Such a shame i could not share the game on my channel. And im not going out of my way to delete just the credits its too much hassle lol.
 
Please, can you add v-sync and support for arcade sticks like Hori Fighting Stick Mini (XInput DPAD for joystick directions, 10 buttons)
 
ZVitor Davpreec  Yeah the ending song xd, I knew it since I post the trailer in my channel which has another song from the same album (I like both songs btw xd)... but after seen all the media content from the release date to today... I think the game has enough promotion. I just planned to do this game for small forums and niche communities and them suddenly many youtubers wants to play it and record it, I didn't expect that really x.x.

...

All right, I'll upload a "Let's play..." or "Youtuber game edition" removing just that song from credits (I'll keep that in mind that for next projects :)  ) .

I played Pierwolf's games before to start my first OpenBOR project, too bad, he's a genius.

hexaae I never use one, but I think that's depends more from the OpenBOR compatibility (?), I don't know if the last version has it.
 
Crimsondeath said:
ZVitor Davpreec  Yeah the ending song xd, I knew it since I post the trailer in my channel which has another song from the same album (I like both songs btw xd)... but after seen all the media content from the release date to today... I think the game has enough promotion. I just planned to do this game for small forums and niche communities and them suddenly many youtubers wants to play it and record it, I didn't expect that really x.x.

...

All right, I'll upload a "Let's play..." or "Youtuber game edition" removing just that song from credits. I'll keep that in mind that for next projects :)

I played Pierwolf's games before to start my first OpenBOR project, too bad, he's a genius.

hexaae I never use one, but I think that's depends more from the OpenBOR compatibility (?), I don't know if the last version has it.

Its all good buddy i loved the work you did the game is fantastic :D (Shame about the music at the end tho) i honestly dont mind copyclaims on my videos the main problem with it is when that happens the video gets blocked in most areas so most people cant even view it regardless :(

Yeah alot of people were looking forward to this from the demo gameplay i did on my channel so i knew alot of people would be uploading playthoughs hahaha.

I may do another playthrough soon and just cut out the credits  :P

 
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