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Post by Mana on Jun 23, 2016 1:25:29 GMT -6
Here's that level up visual bug I mentioned earlier: Thanks! This has been reported as well.
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Post by Mana on Jun 23, 2016 1:24:49 GMT -6
About half way through my first play-through, the sound cut out randomly. It actually muted my entire computer. I had to restart my PC to fix the issue. Second play-through it did not happen. If you're using the monitor speaker through HDMI, this could potentially be the reason for the sound issue (it probably has something to do with our known sound bug). Did this happen while wearing a headphone? We were aware of random sound cut but not the entire PC. Thanks for sharing!
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Post by Mana on Jun 23, 2016 0:58:47 GMT -6
Long time lurker, first time poster. Been mega hyped for this demo. But alas it seems my monitor doesn't support the game's native resolution. It tells me "Input signal out of range." While obviously not a bug, I did look all over for a sort of configuration file so that I could externally change the resolution or change it to Windowed, but I couldn't find anything of the sort. Alt+Enter doesn't activate Windowed mode either. Is there a way to change the resolution outside the game itself? If not, I highly suggest incorporating something that could let us do that. It's impossible for me to play the game without it. The demo's default start up resolution is 1600x900. Are you able to run the game when you change the monitor resolution or NVIDIA display settings? Right now we don't have a way to change the settings outside of the game.
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Post by Mana on Jun 23, 2016 0:16:58 GMT -6
a more accurate translation for the longsword would be "Sword made for easy handling." instead of "Sword made for easy handle." love the verbage used in the game so far, wondering if "Confirmation of items' usage and effects." may be more grammatically and contextually correct while keeping the feel of the statement "Confirming items' use and effects." but id need to consult an english textbook to be sure, kudos on getting the apostrophe in the right place though, possessive nouns are a pain sometimes >3>b also win8.1 alt tabbing out and back into the game fullscreen 1920x1080 causes letterbox squish effect, quitting to title screen after and alt tabbing back in causes the screen to stay black until alt is pressed but squish persists (possible an unseen menu or steam tab is taking over the refresh, its possible other buttons refresh the screen as well), switching to windowed and back to fullscreen will fix the squish and alt tabbing out and back in after using the window/fullscreen trick does not cause the squish to reappear, also surprisingly taking a steam screenshot does not show the squish effect Thanks! There's a limit for the letter counts so we may need to rephrase it differently. We're going to have a professional localization company to work on the final game so these are only temporary. We'll report the letterbox squish. It seems like we're having problems with the screen resolution for the most part.
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Post by Mana on Jun 22, 2016 23:52:04 GMT -6
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Post by Mana on Jun 22, 2016 23:28:04 GMT -6
Thank you all for the feedback so far! We're loving all the positive energy we're getting.
From my side, we'll probably fix a lot of the translations and of course, the spelling errors too. There's a set letter count for each menu/description so some of the wording is very awkward. The final game will be localized by a professional, so it'll be much more natural!
Psst.... is there anyone who got the Amy shard? If you did, lucky you! It only has 1% drop rate in this demo.
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Post by Mana on Jun 22, 2016 23:15:40 GMT -6
I posted this on the Kickstarter, and I'm not sure how important this is anyhow, but if I try to start the game with an HTC Vive attached to my computer then it starts up the Vive and SteamVR. Closing SteamVR also shuts down the game. The workaround, obviously, is to unplug the headset. Also, I seem to be having a lot of issues with the Steam Controller when trying to use it on the demo, but that's probably because it isn't officially supported or what have you (though I hope that isn't always the case). Game loads up in some sort of strange, unplayable window. Screenshot: i.imgur.com/RLrLvbk.pngSystem Specs: Windows 10 - 64 Bit Processor AMD Phenom(tm) II X6 1055T Processor (OCed to 3.3GHz) 16GB DDR3 RAM nVidia GTX 970 GPU Someone on the Facebook paged mentioned it might have something to do with my Vive, so I'm going to look into that. I'll put this issue in reported. Seems like a couple of people are having the same issue. For a temporary fix (let us know if it doesn't), please unplug the Vive and run the demo. We'll look into it. Thanks!
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Post by Mana on Jun 22, 2016 22:55:20 GMT -6
Not a glitch/bug per se but I've had rather poor performance in this demo. Easily somewhere in the 10-15 FPS range, and my PC is no slouch. Relevant specs are as follows: Windows 7 64-bit OS Intel i7-4790k 4GHz Processor 16GB DDR3 RAM nVIDIA GeForce 760 Graphics Card Will be happy to provide more info if needed. Hm, with your PC specs, that is very strange. Could you tell us what screen resolution you were playing it on? Full Screen? Windowed? Thanks!
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Post by Mana on Jun 22, 2016 22:53:24 GMT -6
-Using a third party controller, sometimes when I hit the jump button, it attacks. -Sometimes I can attack in the air and sometimes it doesn't let me. -There are times when I am running to the right and I will jump and my character will choose to instead get stuck running left. If I move again I will regain control of my character. Our game only supports XInput compatible controllers. This could be a reason why it doesn't work properly on third party controllers.
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Post by Mana on Jun 21, 2016 22:44:34 GMT -6
E3 Demo Bug/Glitch ReportsAlthough we already have the " E3 Demo Feedback for the developer's team" for general feedback, our team wanted a separate thread solely on bug/glitch reports. For better understanding, please provide your PC specifications. The text in italic & blue are temporary fixes for the bugs. 6/24 - These are the minimum requirement to run the Bloodstained demo. Keep in mind that this demo is not optimized. If you are experience a low FPS, trying turning Aero mode ON. We don't have an explanation for this, but this has helped increase the framerate for some people. Also, keep in mind that this does not run in 32 bit. Unreal Engine 4 will only run on 64 bit, which is what Bloodstained is developed on. Report anything you find here! Thanks!
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Post by Mana on Jun 16, 2016 1:50:12 GMT -6
Thank you guys! I'm a little embarrassed hehe. So sorry if I sounded really off in the middle. It was my first time ever being on camera. Ben was suppose to cover this but because he's a super (sexy) agent and needed to be everywhere, I took his place. I'm really grateful to the Xbox Daily crew for being really kind and helpful during the whole show.
Iida-san was playing the demo during the show. We didn't have a rehearsal so it was funny how he got the shard just when we were explaining what it was.
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Post by Mana on Jun 16, 2016 1:28:14 GMT -6
WOW so this is what the Twitter post on the Porto's was about! I'm so sorry we couldn't contact you in time. This is really nice and thank you so much for the offer!
This E3, we were literally running back and forth through different meetings/interviews so it would have been very difficult to plan out. Since we're going to Anime Expo in a few weeks, I would love help you out.
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Post by Mana on Jun 10, 2016 0:26:37 GMT -6
We're glad everyone loves the new update! It was really worth all the work put into it. Nice edit fatihG ! We really love how everyone is taking their time to make original edits. It really shows how much they care for this game. Thanks everyone for great input as always! By the way, we just got a new 4K TV in office. EDIT: You all beat me to it while I was at Kinkos hahaha
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Post by Mana on May 25, 2016 0:27:47 GMT -6
A new "Koji Igarashi" account just posted in the Castlevania fan group about update 38/39. Here's the account: Koji IgarashiThere's a "Bloodstained Official Account" subheading under the name. I don't think this is Mana, from the English. Kind of odd. The post itself: here
Edit: As far as I can tell, that post was deleted. Maybe the mods there were suspicious as well. Thanks for the heads up purifyweirdshard . I've showed the facebook account to IGA and we confirmed that it was not his account. He has his own personal facebook account and we have an official Bloodstained facebook page made by Fangamer. This account looks generally harmless but we have reported the account just to make sure there's no future confusion.
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Post by Mana on May 24, 2016 20:49:49 GMT -6
I like IGA with a beard better. Beard life! Today's top story: Koji Igarashi is the latest Guest of Honor for Anime Expo 2016. There has been reports claiming that the IGA in the photo is an impostor. Don't worry guys, he still has his beard and hat .
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Post by Mana on May 24, 2016 20:18:46 GMT -6
I was just in the middle of making the thread haha (beat me to it). The schedule is unclear but usually Anime Expo has a panel for their Guest of Honor and another day for autograph session. I'll be tagging along as his personal liaison.
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Post by Mana on May 23, 2016 20:36:32 GMT -6
As a general rule, I much prefer soft locks (you can reach areas but its MUCH harder to get there and MUCH harder to move through them without the appropriate power up/levels) over hard locks (you can't reach this area AT ALL without the "Stone of Aja" or movement ability X). An example is in Circle of the Moon (I know its not a game Iga technically worked on) where you could reach and play through the Underground Waterway without the Cleansing item but it was super tough and you were usually under-leveled if you went there before aiming for the Cleansing item. That allows ways for players to challenge themselves who want some extra challenge and allows some interesting sequence breaking as well. I'm curious as to where Iga stands as a designer nowadays on Soft vs Hard locks. I'm curious as to what people on this site feel about them in general. Mana , how have Iga and the castle design team been approaching this subject for the design of Bloodstained? Is is that a question you can't answer now? It's a little early to talk about it in detail, but there are certain moves/items required to enter certain areas. Whether these features are absolutely required, I'm not sure. We could assume it would be similar to past Igavania games.
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Post by Mana on May 16, 2016 1:33:48 GMT -6
Hi Everyone, I apologize for being away for a while. There was a long holiday break in Japan. As much as we would like to share which contents are in the initial version and which are released later, this will depend on Inti Creates and our publisher. We understand that there are concerns over the physical copies and how they are handled, but we would also like to address that the initial release will not be an unfinished game. Some people may not agree with staggered content release but this is a good process for smooth shipment and a good business model for today's gaming scene. Remember, we broke through those stretch goals off the roof and this is becoming an enormous game compared to our initial plan. I've asked the team if they have anything they wanted to mention regarding the additional contents but they said that they are still deciding on which features to prioritize. I will keep everyone updated when they are ready to share it. Mana , I've been giving this topic a lot of thought. I love digital distribution and I'm OK with a staggered release, but this news could really upset purists who expect the full game on physical media. It makes perfect sense for the mass market, but I think the Backer Editions deserve special consideration. If qualified backers are willing to wait on a physical copy with all the extra content, they should have the option to do so IMO. The sooner Igarashi can make an official statement to clarify these matters, the better for everyone concerned. Cheers. Thank you for giving your thoughtful opinion cecil-kain ! After hearing many disagreement from our physical backers, this will be in our mind. As for now, our goal is to deliver the main game. This is to everyone but please disregard any article that bring up release date assumptions. ArtPlay and Inti Creates do have control over the game completion but releasing the game could very much change due to our publisher. There has been no official statement regarding this matter. EDIT: Fixed tagging cecil-kain
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Post by Mana on May 12, 2016 2:52:15 GMT -6
Hi Everyone,
I apologize for being away for a while. There was a long holiday break in Japan.
As much as we would like to share which contents are in the initial version and which are released later, this will depend on Inti Creates and our publisher. We understand that there are concerns over the physical copies and how they are handled, but we would also like to address that the initial release will not be an unfinished game. Some people may not agree with staggered content release but this is a good process for smooth shipment and a good business model for today's gaming scene. Remember, we broke through those stretch goals off the roof and this is becoming an enormous game compared to our initial plan. I've asked the team if they have anything they wanted to mention regarding the additional contents but they said that they are still deciding on which features to prioritize. I will keep everyone updated when they are ready to share it.
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Post by Mana on May 1, 2016 20:07:35 GMT -6
Glad to see all the positive feedback (both on here and on KS comments) !
If you're interested, here are the Japanese names for them: Seama (シーマ) Dullahammer (デゥラハンマー) Morte(モート)
Spellings may change, but for now we're keeping it the way it is.
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