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Post by fatihG on Jun 25, 2016 12:46:48 GMT -6
If you need help with the menu files let me know. I assume what you are after is getting the transparencies to work properly right? Oh also, I was trying to get a mod manager to work with this game, but whatever I tried I could not get it to work. I will contact the auther of the mod manager and ask for help on this topic. I havent actually created a pak. I just extracted all game files, put them into the main game folder, and deleted (moved) the .pak in the content folder. So the mod is working by simply editing induvidual files. Yes, help me please. I'm short on time. I've got all the files I think I need, but getting them to look how I want is troubling me as I'm also trying to assist in compiling feeback for the design team. Also, I have a podcast to record tonight, so I'm super cramped on time. Modding is a passion of mine though, even though I haven't really done much since Neverwinter Nights and Minecraft. If you could get me some shots of the menu as it appears in game, but without the obstructions of the UI or Miriam's 2D shot on the right I can use them for the sides of the forum. I also want UI pics I can use to replace the interface stuff you see here, like the headers and element boarders. I've got the files, but in the engine they are all rendered together with masks and animated to have lighting effects. I get the full windows without obstructions, but their colors and stuff are raw so they look much different than in the game. I wan't aware the game would run the unpacked file system. I'm glad I won't have to unpack and repack over and over, as that would SUCK. I found a font in there too. I hope I can use it. I haven't had time to play around with the files much though, as I'm so busy with other things. Having my laptop give me problems really put a stop in the momentum I was building up for modding. KK ill look into it.
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Post by fatihG on Jun 25, 2016 11:36:45 GMT -6
True, but as far as this forum goes, I can see how someone would want to mod in the shadows instead of being open with it here. Gratefully, I don't think IGA or Mana would do anything to discourage modding. I know I certainly wont. If it becomes exceedingly popular and needs more organization, I might even make a sub-board for it. Since BS is a game based on 3D models not 2D pixel sprites, which makes modding much easier, it's more likely to see modding would become a thing (under the dev team's permission of course). Customized costumes are always awesome I personally think that, develepors need to embrace modding or at least not get in modders ways as long as nothing malicious is being modded. Like cracking a game and what not or releasing DLC content for free by using mods. (Honestly though if pirates want to get this game, they will get access pretty easily by getting the DRM free version) To me nothing harmfull can come from asset modding. The only thing it will do is get people more invested in a particular game and extent its life cycle. You don't need to persay. But it makes things a whole lot easier. Especially if you want to do create any model swap mods. If you are planning on making mods with the UE4 engine as well, be sure to get the 4.11 version, as the game is being made with 4.11. so how do you modify stuff without UE4? lol HEX editing
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Post by fatihG on Jun 25, 2016 11:24:01 GMT -6
If you need help with the menu files let me know. I assume what you are after is getting the transparencies to work properly right? Do you really need to install Unreal Engine 4 to be able to modify? Sorry for the stupid question :/ I have the Epic Games Launcher, but I didn't install UE4 yet lol You don't need to persay. But it makes things a whole lot easier. Especially if you want to do create any model swap mods. If you are planning on making mods with the UE4 engine as well, be sure to get the 4.11 version, as the game is being made with 4.11.
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Post by fatihG on Jun 25, 2016 11:19:15 GMT -6
I also have the files extracted. I'm trying to assemble the menu files into a new forum theme, but the way they are used in the game looks very different from how their individual image files look all separated from each other. Oh, and that pure Miriam looks great! Very fine job. Maybe you should repack and share your pak file. I'm sure some other people want to see the colors of the boss changed as well (although I think they are just fine the way they are). If you need help with the menu files let me know. I assume what you are after is getting the transparencies to work properly right? Oh also, I was trying to get a mod manager to work with this game, but whatever I tried I could not get it to work. I will contact the auther of the mod manager and ask for help on this topic. I havent actually created a pak. I just extracted all game files, put them into the main game folder, and deleted (moved) the .pak in the content folder. So the mod is working by simply editing induvidual files.
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Post by fatihG on Jun 25, 2016 0:18:11 GMT -6
Yeah pretty much, just because there are that amount of files called a save room, does not mean there will necessarily be that amount of save rooms in the final game.
As for the costumes, I really do not know. Only found a single ' body' model and the 'Pure Miriam' mod.. is just that a mod, it isn't official. I doubt the the individual assets would be sufficient to create a complete outfit as they seem to be concentrated on shoulders and above.
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Post by fatihG on Jun 24, 2016 23:51:56 GMT -6
We have a discord set up now for modding \o/, come hang out, learn how to mod or just download some mods when they get released! Ill be adding info to this post slowly as we make progress with modding the released game, please stay tuned for that. Legacy modding stuff Regarding modding the demo, please read.Anyone that's is interested in modding the demo, please keep the developers wishes in mind regarding releasing assets that have not been made public yet. From what I understood they do not mind us modding the assets of demo that are already public. (Basically anything you can see in the demo so far.) Anything that has not been publicly released yet, please refrain from posting those assets. Basically avoid 'leaking' assets as much as possible. Also a quick thank you to the developers, without them there wouldn't be anything to mod! Official statement: As long as the art assets are released publicly (viewable in-game) then modding is acceptable. I had to take out the weapons that were unreleased yet since they don't appear anywhere in-game. All mods should apply with the forum rules - It shouldn't be modded in a way that may offend another person (race, religion, gender, etc). That also includes making mods that are pornographic or nude. Otherwise, feel free to make some creative mods that other players can enjoy! Changing graphics settings:
Resolution TO RUN THE GAME AT ANY ARBITRARY RESOLUTION:After launching the game once, open explorer and enter the path "%LOCALAPPDATA%\RON\Saved\Config\WindowsNoEditor". Open the file "GameUserSettings.ini" with a text editor, and add this to the end of it: Code: [/Script/Engine.GameUserSettings] ResolutionSizeX=2560 ResolutionSizeY=1440 LastUserConfirmedResolutionSizeX=2560 LastUserConfirmedResolutionSizeY=1440 FullscreenMode=2 LastConfirmedFullscreenMode=2 (Obviously, replace 2560x1440 with your target resolution) Then, start the game, and once in-game alt-tab out of the game and back in again. Afterwards, you might have to move before anything is rendered, but then it should render at whatever resolution you selected. My attempt to explain this is that at startup, the game tries to do its own resolution handling rather than use the UE4 machinery (why?), but on restore from alt-tab they forgot to do that and so UE4 does what the user settings file tells it to do. And of course, everything works just fine, because there's really no reason for it not to. Changing Screen Percentage (similar to resolution)Changing screen percentage works a bit different from changing resolutions. The game still plays in the native resolution, however the game world gets rendered at a different resolution and scaled up or down. If you have trouble with performance:Quick thing to note is that if you change the value to less than 100% it game will appear lower res, gaining you some FPS. Again the game still 'renders' at the native resolution. UI elements will be rendered at 1920x1080 while then game might render at 854x480 for example. Example (notice how both screenshots are 1920*1080 and the UI is at native res): 25% 140% VISUAL CLARITY ( you can put the number below 100 to help it run better on your comp too) After launching the game once, open explorer and enter the path "%LOCALAPPDATA%\RON\Saved\Config\WindowsNoEditor". Open the file "Engine.ini" with a text editor, and add this to the end of it: Code:[SystemSettings] r.ScreenPercentage=200
If your system can't handle 200 at 60 FPS, you can of course drop it down lower. 100 is the default value. (Note that 200 is actually 4 times as many pixels) Motion Blur (and other basic post process settings)FOR MOTION BLUR AND OTHER VISUAL DEALIOS LOOK BELOWSame folder, different file. You want to open Engine.ini and add the following: [/Script/Engine.RendererSettings] r.DefaultFeature.AmbientOcclusion=True r.DefaultFeature.AmbientOcclusionStaticFraction=True r.DefaultFeature.MotionBlur=True r.SSSSS=1 r.PostProcessAAQuality=3 r.SkeletalMeshLODBias=0 r.ShadowQuality=3 r.Shadow.MaxResolution=4096 r.MaxAnisotropy=16 r.RefractionQuality=2 r.SSR.Quality=2 r.DefaultFeature.LensFlare=True r.TonemapperQuality=3 r.LightShaftQuality=3 [/Script/Engine.Engine] bSmoothFrameRate=True FixedFrameRate=75.000000 [SystemSettings] bUseVSync=False source: www.neogaf.com/forum/showthread.php?t=1044304&page=271 How to mod your game.- Download fluffyquack 's ModManager for Bloodstained: www.fluffyquack.com/temp/modman-bloodstained.rar
- Extract the Archive anywhere on your computer.
- Run modmanager.exe (make sure you have admin rights)
- In the main menu make sure you have Bloodstained selected. It should say Game: Bloodstained in the top button.
- Press the 'options' button. Next hit the 'Define game info' button.
- Change 'Current Game' to Bloodstained. Next change the install path to where you have Bloodstained installed (default location: C:\Program Files (x86)\Steam\steamapps\common\Bloodstained Ritual of the Night )
- Go back to the main menu. Hit 'Manage Mods', followed by 'Full mod list' and finally hit the 'Read game archives' button.
- Next you need to get some mods, create or download them.
- Navigate to where you extracted the ModManager and go to the following path: 'ModManager'\ Games\Bloodstained\Mods. Place your mods in this folder.
- Go back to the ModManager program, if you are still in the menu where you 'Read game archives', simply hit 'Refresh list' and all the mods should appear.
- Enable some mods and play the game!
How to create your own modsList of mods Pure Miriam ScreenshotYoutube VideoVideo currently uploading, should be done in 2 hours. Vampiric MiriamScreenshotVideo Lolita MiriamScreenshotVideo Dark VeparScreenshotVideo Alucard SwordScreenshotVideo Smooth ScarfVideo Datamined info:Hey guys! Messed around with the game files some, figured I'd do some 'quick' modding as well. I wanted a fairly simple mod so I did a texture swap on Miriam. Tried to emulate the 'Pure Miriam' concept. I swapped one of the weapons that was in the demo build as well, to replace the sword you get in the demo. It was an interesting process and gave me some insight on what we can expect in the future. So a quick list of things I found in the game files. Visual Equipment:- Eyes (glasses, masks?)
- Ears (Earrings, headphones?)
- Hair (Different hair styles? Simply hiding the hair when a helmet is equipped?)
- Head (Hairband, helmets?)
- Muff (Scarf, capes?)
Body:
The body and the head seem to be separate meshes. This might just be done so that the head can always stay the same, while the body would change for different costumes. The body model has the clothes model in it as well. So it is not like a nude base model which you would than add clothes or costumes to. The Body model also is missing lower legs and feet, this makes me think that we wouldn't necessarily get thigh high boots like in the Pure Miriam concept.
Weapons: If the Demo would be an accurate depiction of weapons in the game, you can expect 10 different version of each category. (based on folder structures) Something that I noticed as well the 'foot' weapon is to only one that doubles as a visual change as well.
Anyway the weapons so far: - Club (7 in the demo build)
- Foot (2 in the demo build)
- Gun (2 in the demo so far, only 1 is textured)
- JSword (Katana most likely, only 1 in the demo build)
- Knife (8 in the demo build)
- LSword (LongSword?, only 1 in the demo build)
- NSword (Used in the demo, Only 1 in the demo build)
- Rapier (1 in the demo build)
- Spear (1 in the demo build)
- TSword (special weapons? The untextured model looks like one of the sword concepts)
- Whips (1 in the demo build)
- List item 11
Pickups: Didnt spend too much time on these, but did see some HP up and MP up models. There are also multiple coins and coin bag assets.
Map Item: These seemed to be really low poly versions of the regular pickups, I assume these are 3d model icons to indicate things on the map.
Misc: Apart from that I couldn't find anything else that was interesting. No extra enemy models, no extra bosses. Did find some level data, no interesting models.
Did find a list of 'Common Rooms' though.
- 'Backer' (I assume these are for backer rewards, 3 so far)
- Save rooms (30 ish)
- Warp rooms (20 ish)
- 'Connect' Rooms (30 ish)
Also found a UI element called 'bullets' depicting a gun icon. Might this mean we'd actually need ammunition?
Small fun bit: There is a folder called SandBox which contain, I assume, test levels/maps/asset from the developers. The Devs are Hashimoto, hayashi, Ishigaki, nomura, Sema
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Post by fatihG on Jun 24, 2016 16:16:40 GMT -6
After a bit more thought... Not a fan of the boss.
Now I don't care at all about her having giants boobs. It just feels like it is out of place. Too colorful, lacking detail compared to the things around her. Texture looks low rez. In previous castlevania games the bosses were always really detailed, like every pixel had a purpose. But than again with pixel art you kind of fill in the blanks yourself. Anyway it just look too smooth to me the way it is. The colours, it looks like they literally took the primary colours, red green and blue. Again, while I do not mind bosses or enemies being colourfull, I also do not think they should be this bright. The Dullahammer for example, it is pretty colourful as well. but I feel the saturation on it is done allot better. It has better contrast. Everything is pretty dark and dull, except for the bright orange spots. Those draw attention.
With the boss though, because everything is so colourful everything screems for attention
Also it almost feels like they designed her head/scarf, body and tentacles separately and then decided to combine all of 'em. The design could be more unified.
All in all, it is just a single boss and the first one from what I can tell. But if the first boss is an indication of what is to come, I really hope they put even more effort in the next bosses.
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Post by fatihG on Jun 24, 2016 13:01:25 GMT -6
When trying to launch it do you get any error message at all?
Do you get an error in steam?
Do you get an error after the game window has launched?
Try to be more specific, help us help you! =]
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Post by fatihG on Jun 24, 2016 11:22:55 GMT -6
Yeah it looks like the attacks have a delay (presumably so you cannot spam backdash cancel attacks too much, or do the jump attack trick.) But because the sound effect does play immediately it just feel like the attack did not register.
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Post by fatihG on Jun 24, 2016 10:44:09 GMT -6
I had used a PS4 controller for the demo and the controls were rather off compared to what they were explained to be in the tutorials. Jump and slide was circle (B) Attack was Square (X) AND Triangle (Y) but only Y would work in the air. X (A) did nothing except exit menus Another glitch I experienced was you can get stuck running left even with your hands off the controls. I've recreated it more than a few times, (some of it purposely). If you jump diagonally to the left, attack in the air to the right, sometimes you can get stuck running left. Crouching or jumping sometimes stops it, but not always. It's pretty easy to recreate. Sounds like something is wrong with your controller/settings. Are you using an application to get your PS4 running on Windows? I myself use DS4Windows to get my ps4 controller working on windows. ✖ is jump, ⬜ is attack, △ for the specials. Triangle works fine in the air. I exit menus using Circle. Also some bug from my earlier reply in video format. (Timestamped in youtube description) 0:37 Sword not hitting lamp. 2:10 Attack moves character forward result in getting hit. 2:28 'Run' animation on the spot when rotating. 4:40 fall through platfrom 5:52 Attack and jump at the same time. Sword in hand but no attack. 6:23 Attack, Backdash cancel, attack 6:39 Jump + Special Attack (Y button) No attack animation in air. 7:46 Back dash into wall results in character clipping through wall. 13:54 No water splash sound effect when backdashing through shallow water.
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Post by fatihG on Jun 24, 2016 9:06:55 GMT -6
There are certainly some areas where Romscout made some mistakes, so if you where to do it exactly the same, but dont make those mistakes you could probably beat that time. The hop attacks on the boss are interesting though. I tried the Attack, backdash cancel, duck cancel loop on the boss but it doesnt seem to work very well on it. I assume it is because the platform is tilted.
Ill try a few more times! =]
As for software, I use OBS (open broadcasting software), you can both just record and stream to twitch or whatever. For the timer I just googled and found Wsplit.
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Post by fatihG on Jun 24, 2016 8:28:29 GMT -6
For those interested: All Shards
Default Equipment Run:
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Post by fatihG on Jun 23, 2016 16:20:03 GMT -6
Interesting. Last run I did I did it in 3:32 as well. TBF my game loaded up like 2 secs faster than yours.
Will be ready in a bit
Again really dont think starting at 'game start' is fair. If this was a console or handheld game than it would make sense. Same hardware, would load up at the same speed. But since we are playing on PC and there are unlimited amount of configurations, we should try to avoid any loading screens as much as possible.
I think I can save time with the Dullahammers, and if they would drop a Shard that would help with the boss fight as well.
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Post by fatihG on Jun 23, 2016 15:06:41 GMT -6
I think starting from 'Game start' is not fair. People with a fast SSD for example will be able to load the game faster than someone with a regular HDD.
I think the Timer should start the moment you have entered the game.
Interesting run! So far I was ignoring all of the enemies and would reach the boss about about 2:20. You managed to beat the boss way faster than it takes me at level 1 without any shards! There are some things you can improve upon.
Ill try to upload my run asap, (slow internet it is taking a while!). For example the section with the Buers, you can just jump towards them and slash your sword.
Attacking the boss, instead of only doing the jump attack, I would add a backdash cancel attack after it. That way you get 3 attacks in a single jump.
(says it will be done uploading in 20 minutes)
Got about 3:35 (Without the main menu stuff, starting directly in game, so add a few seconds to it if the rules are you need to start from 'Game Start' and wait through the loading screen.)
If anyone has some usefull tools for speedruns (like a timer) can we share it please? Also Xombie any shared stuff could you add it to the OP? =]
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Post by fatihG on Jun 23, 2016 12:43:28 GMT -6
Cool gifs I found: Damn. And here I thought my 3 hit combo (jump attack, land cancel attack, backdash cancel attack was impressive =O. I need to learn that trick.
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Post by fatihG on Jun 23, 2016 10:55:42 GMT -6
there is a action bug when you fall down on the floor and attack,then you jump quickly and attack,then you can not attack in the air(sorry,my english is so poor) Yeah it looks similar to a bug i posted as well. Just press jump and attack at the same time. Does the same thing.
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Post by fatihG on Jun 23, 2016 9:23:41 GMT -6
The exit in the first image actually does exist.
I just check my map and everything seems to be how it should be. It looks like the map/room broders gets updated when you enter/leave a room.
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Post by fatihG on Jun 23, 2016 9:16:35 GMT -6
When leveling up for the first time (lvl 2), message appears blurred: For the subsequent levels it is more readable: Looks like texture streaming issues.
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Post by fatihG on Jun 23, 2016 7:35:13 GMT -6
Demo is pretty cool! Some small issues, game plays smooth on my machine (55-60fps most of the time.)
Ive got 2 minor things I would like to see based on the demo.
The character portrait in the pause menu seems to be a 2d image. It would be nice if a 3d model could be used instead and it showing the equipment changes you equip. (For example when you equip the headband, it shows up on the 3d model inside the menu)
When doing a backdash and you jump right after, you just jump straight up. I think SotN, DoS, OoE had it so that right after pressing the backdash you jump, you would keep the momentum of the backdash during the jump. (a backwards jump, essentially.) This would make the combat a bit smoother in my opinion. For example if you need to jump away from an enemy that is in the air, but you still want to attack it, you would irst need to jump to the left then turn to the right and then do an attack. If your timing isn't spot on, you would simply swing to the left. Doing the backdash jump, means you will always be facing the direction of the enemy, so when jumping away from it you can easily hit it as well.
After playing the demo more I will probably have some more suggestions! =]
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fatihG
Devil Forgemaster
Fifty Storms
I am the morning sun, come to vanquish this horrible night!
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fatihG
I am the morning sun, come to vanquish this horrible night!
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Jun 9, 2016 17:36:43 GMT -6
June 2016
fatihg
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Post by fatihG on Jun 23, 2016 7:23:51 GMT -6
Few things I noticed.
- Pressing the jump and attack button at the same time: Miriam takes out her sword while jumping but does not actually attack, she holds the sword in her hand.
- Pressing jump and Y button: Animation bug. Miriam does her regular jump animation (without her arm stretching out) and the special attacks appears in the correct place (like when she actually stretches out her arm in front of her)
- Backdash Attack Cancel: Attack > backdash immediately after and attack again. (This has been present in many Castlevania games, so not sure if it is actually a bug or a 'hidden feature'.)
- Air Attack Land Attack: When you attack right before your land on the floor and then attack again right after you have landed, you will be able to do 2 quick attacks right after each other. (This has been present in many castlevania games as well, so again not really sure if it is actually a bug or a 'hidden feature')
- Land shard use: If you press Y right before you land nothing will happen, the sound effect will play and thats it.
- Hitbox inconsistencies: I noticed this especially when fighting dullahammer. I would stand right outside of his ranger, but the moment I attack in that range I would get damaged, because Miriam seems to be doing a small step forward when doing the sword attack. The kick attack, allot of times the foot of Miriam would overlap with the enemies, but it would not register as a hit. (sounds like the hitbox isnt overlapping the model properly)
- Directional special attack(R bumper): when you tilt the stick to any direction, let go of the stick and quickly hit the right bumper, the special attack would be aimed towards the camera. Likely an issue with animation blendspaces. It seems the neutral position of the blendspace has Miriam aiming towards the camera.
- Jump in air: Right after you walk of a ledge there is a split second where you can still jump.
For what it's worth I recorded some gameplay videos, currently in the progress of processing. When done I will upload it to Youtube and add timestamps to the bugs listed above.
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