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Post by neff on Jan 21, 2016 10:05:42 GMT -6
So, someone in a specific anonymous forum made this: A mix between the two shaders. IMO it's perfect, though I don't know why. Thoughts? Why does this keep happening!? Where both combined look the best?! xD
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neff
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Post by neff on Jan 21, 2016 8:45:12 GMT -6
My only issue with character model #3 (or rather one significant pro for #1) is that lighting doesn't seem to affect it as much, which plays into what others are saying that she "doesn't fit in" with the background. I think some of us were hoping for a similar, flat illustration style for the backgrounds, but...I don't know how that would be possible haha. So, taken alone as an entity unto itself, I think character 3 is an obvious winner, but for many, character 1 may be more feasible within the context of the game. For me though, the strength of the design of character 3 alone makes it deserving of inclusion. I can see how it's a hard choice for the team. It is, because its choosing one advantage over another. Which do you prioritize more: fitting Miriam in with the setting(which helps immersion), or the ease of seeing Miriam in gameplay(which helps prevent getting lost in chaotic/dark situations? I think there are even mulyuple CV games that have tended towards one option or the other, and I will say both shaders play to their strengths well.
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neff
Loyal Familiar
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Post by neff on Jan 21, 2016 8:35:43 GMT -6
If you are talking about verifying other runic forgers. Likely such a forum will require proof from kickstarter or other backer information, I can imagine setting that up would be complex and requiring secure methods.
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neff
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Post by neff on Jan 21, 2016 8:33:41 GMT -6
Im surprised at the choices, at first I wanted to go with char1/background 3, eschewing the blue shine on her head and preferung the softer look of the 1st shader. But I realized that the 3rd shader on Miriam actually makes her clearer and stand out from the background zoomed out, so unless we can take screenshots up close, I'm gonna have to think about this one some more.
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neff
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Post by neff on Jan 12, 2016 15:26:22 GMT -6
I think the Lackula can bring something new to the table, rather than detract from it. Dracula often stuck by his tropes a little too closely in later games.
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Post by neff on Jan 11, 2016 15:16:15 GMT -6
The suggestion to make miriam's crystal curse less "tattoo" and more "the prettiest glass scab you've seen" sounds like a cool idea. Stained glass doesn't naturally have those black borders anyway, unless its skin slowly going through the process...
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Post by neff on Jan 11, 2016 14:47:02 GMT -6
While I do see some things similar, the main thing will be characterization. I hope Miriam will have a greater range of emotion than the plot-induced robot Shanoa. That she decorates and makes fancy weaponry suggests a large attention to detail, and perhaps her affliction affects her. Maybe she'll be more like Hector, from CoD, than Shanoa.
-part of a dying practice -enters the demon castle to hunt down a friend, who desires their power for nefarious deeds -crafts their own weaponry -enlists the help of familiars -Afflicted with a curse that provides motivation for their quest.
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neff
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Post by neff on Jan 8, 2016 11:27:06 GMT -6
As in music or voice? Im not sure what you mean.
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Post by neff on Jan 8, 2016 10:58:10 GMT -6
I have no problem with size, it is going to be a small sprite. Though i am wondering how old is Miriam, since that plays into size too, right?
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Post by neff on Jan 8, 2016 10:47:08 GMT -6
There wasn't any details released about this yet, was there?
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Post by neff on Jan 8, 2016 10:45:10 GMT -6
Play as? Joachim , that was so much fun in LOI.
Play against? The Zaph Bat.
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Post by neff on Jan 8, 2016 10:37:45 GMT -6
Given the detail and the size of the sprite in game, I hope there is a pause feature that allows us to zoom in.
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Post by neff on Jan 8, 2016 10:35:27 GMT -6
You know those enemies that saunter around and are basically a big punching bag made to die that take 15 seconds to attack, and even then its a measly arm swing?
Yeah, That.
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Post by neff on Jan 3, 2016 21:58:09 GMT -6
I think if Bloodstained had found a conventional means of funding, or if Konami had greenlighted it, it probably would have been a lesser product in the end, and not as well received. That may still be a chance of a poor game now, but it is far more clearer that this is IGA taking the genre as far as he can with the support he has earned with it. It will serve as both a game for the fans and the developer honing what he started so long ago, and what fans have been seeking out ever since.
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neff
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Post by neff on Jan 3, 2016 19:28:18 GMT -6
I think shader 1 us better, but if the two could be combined, i think shader 2 may then have a better chance.
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neff
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Post by neff on Jan 3, 2016 19:21:00 GMT -6
I like seeing different damage animations, changing it up based on direction(front or back) or severity (standand hit or a knockback across the room) is a nice touch that often goes overlooked.
I do like the curse getting out of control for miriam taking a last minor hit, along with other deaths that might kill her too quick for that.
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