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Post by fatihG on Jun 22, 2016 15:14:01 GMT -6
Slogra Loves A Sharp Halberd
XYLYL
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fatihG
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Post by fatihG on Jun 22, 2016 7:16:47 GMT -6
Hey Steve,
Thanks for the update.
Hope things go smoothly from here on out! =]
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Post by fatihG on Jun 21, 2016 15:23:55 GMT -6
So, still no word for the demo release than?
I read somewhere that they had trouble with Steam as this is the first time they are trying to publish through Steam. Was just wondering if an official statement had been made or whether it is just speculation at this point.
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Post by fatihG on Jun 21, 2016 15:18:14 GMT -6
Underworld Raiding Military Forces Pray
BRAIN
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fatihG
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Post by fatihG on Jun 20, 2016 13:02:46 GMT -6
An effect like this is not as simple to do as in a 2d game.
In a 2d game you just draw the sprites multiple times at a delay and it will create the trail effect.
In a 3d game you cant just 'dump' a 3d model mid animation, this would mean each frame of an animation would need to be exported as a separate model(or sprite). Even if it was possible you would need to render the same character x amount of times based on the duration of the after image. (If the trail was half a second long, you would need to render at least 30 additional models on screen per second at 60 fps)
Now yo could argue that allot of 3d games have sword with a trail in 3d space and what not. Yes, but than again a sword is generally a solid object, it doesn't change shape mid animation. So if you'd use a single 3d trail renderer on Miriam it would look off if she just walked and it would be too short, on the opposite end it will look weird if she ducks or slides or whatever and the trail renderer is too high.
You could add a trail on each limb so it is correct always, but than you would have to deal with the trails overlapping. So if it is an additive effect (it makes stuff bright which it overlaps with) if parts of the trails of each limb would overlap, those areas would be brighter as well.
Anyway, these trails will never look like an after image (like Sotn or AOS/DOS). In fact I don't remember seeing any 3d game that had after images.
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Post by fatihG on Jun 20, 2016 3:24:37 GMT -6
This is something I had been thinking about as well.
I think ultimately it does not matter much. Games like Dark Souls have this thing called 'Fashion Souls', where they just equip whatever they think looks good and disregard stats. However I think the people that are into this are on new game +(+), so they are strong enough to deal with whatever is in the game. (May not be due to stats but player skill.) (FashionStained anyone? =])
That being said having like an illusion ring or something could work. You would need to give up a slot to be able to equip what you want, but look like what you want.
On how to actually implement this.. not sure to be honest. If we have multiple equipment sets, it could be that there is 1 extra that gets unlocked when you equip the ring or something. Without putting too much though in it, this sounds like the most efficient way to implement it.
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Post by fatihG on Jun 18, 2016 1:49:22 GMT -6
Rage Inducing Demon Doll Lost.
AGNRE
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Post by fatihG on Jun 17, 2016 11:57:09 GMT -6
Idle Zealot Activist Yearns Action
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fatihG
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Post by fatihG on Jun 16, 2016 12:27:27 GMT -6
Terribly Relentless Oddity Losing Love.
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Post by fatihG on Jun 14, 2016 20:35:49 GMT -6
Dogmastained: Dragon of the Night
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Post by fatihG on Jun 14, 2016 20:25:33 GMT -6
Dammit, got me excited for a second there.
Never played MGS3 so a proper remake would have been nice, but than again didn't they release a HD pack of some MGS games some time ago?
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fatihG
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Post by fatihG on Jun 14, 2016 20:21:02 GMT -6
Just started a new game in Castlevania: Order of Ecclesia. Hah, I just did a Arma Felix run one using new game plus. Like unofficial 'Cat mode', did a Arma Chiroptera run a while back as well. Pretty fun. =] Right now though, I'm playing some Far Cry 4. Back log is way too long. =[
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Post by fatihG on Jun 14, 2016 20:15:03 GMT -6
Mine is probably the most boring username ever. Literally my name followed by the first character of my last name.
When I originally read the thread title I was hoping for people to post about the origin of their actual names. =P
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fatihG
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Post by fatihG on Jun 14, 2016 19:59:26 GMT -6
first collumn forth row, could it be wind?
What would the difference between curse and dark be anyway?
Also second collumn, fifth row petrify? Surely that'd be similar to stone right?
Actually wait, at second inspection it says resist... Still think it could be dark and undead, instead or curse and dark though.
Not sure. =]
Refraining from gameplay vids myself... Wanna go in as fresh as possible. =]
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Post by fatihG on Jun 11, 2016 15:50:25 GMT -6
Rixuel Thats interesting, looks like the already implemented something like what we were suggesting. It is basically an x ray effect. AstarothThe z-depth trick doesnt physically change the position of the object it is applied to. It is just a rendering trick. It is similar to an xray effect only you do not use a special shader to show what is being x rayed, you use the original one. And as far as I know, in unreal, only the things you want to be able to have the xray effect will have them. It needs to be added to the shaders of the elements you want 'xrayable'.
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Post by fatihG on Jun 9, 2016 21:41:58 GMT -6
Yeah, it could be something like an x-ray effect.
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Post by fatihG on Jun 9, 2016 21:35:46 GMT -6
I see what you guys mean.
The edit I made wasn't necessarily to show what the player can interact with.
To me, in the original, it looks like the assets are not interacting with each other if that makes sense. Much like pixel based 2d games, the sprites are lit in a certain way, however they 'ignore' the lighting conditions of things around them. What I tried to do is make the thing feel more like a scene instead of a collection of assets, I guess. Also in the edit I made I feel like things blend into the background less if that makes sense. For example the barrels, the stairs behind Mirian, they pop out a bit more because they've got this rim light on them. Than again this is all based on design really. If the background starts to demand more focus from the player than the enemies or other intractable bits, than that's not good either. =P
Also when it comes to the bloom, sure it might have been overdone at some point. But I think it is only fair to look at effects objectively. While I wasn't trying to create a 'bloom' effect per se I can see how it looks like that. My intention with the light was to create an atmospheric effect. As in light rays hitting tiny particles in the air (like dust), much like god rays.
Always interesting to see the different opinions on a subject! =] With all of that in mind... I am definitely not saying I know better than the developers, just my 2 cents. ^^
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Post by fatihG on Jun 9, 2016 21:04:47 GMT -6
What you suggested will not work for multiple reason. Unless the gamecamera uses an orthographic mode the Character will always look off because of perspective. If the character were to cast shadows, it would clearly cast the shadows wrongly. That's where z-depth comes into play though. You don't need to 'offset' anything. Miriam would still stand on top of the platform, however she will be rendered later in the frame. Doing this it will ensure Miriam is always rendered in front of the platform. Now with that in mind the reason I suggested doing it dynamically, is you do not want her to always be in front of the platform. For example if she is standing on top of a platform but the camera is below her (for example you are about to exit a scene from the top, the camera would be locked to the center of the room) you could possible see her feet pop out of the platform. Also if it is done dynamically you can just turn it off for a special cutscene or whatever. Street Fighter V does this as well with the characters on screen. Even though they are always physically on the same plane, the characters never intersect. This effect is especially noticeable during a win pose. Look at the blond guys foot over the body of Ryu lying on the floor. You'd expect its foot to intersect with Ryu's body.
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fatihG
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Post by fatihG on Jun 9, 2016 18:18:22 GMT -6
There is a simple way of doing this really, without needing to change anything gameplay related or animations.
The moment Miriam falls through or when she is phasing through any platform, they should change her z-depth dynamically, so she always renders in front of the platform. Physically she would still be inside of the platform when falling through, however she will be render after the platform.
So the platform renders first and the Miriam renders on top of the platform... if that makes sense. =]
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Post by fatihG on Jun 9, 2016 18:06:46 GMT -6
First post! Huge castlevania fan here =] Though I have to say while I think the game is shaping up nicely, there were some things that felt off to me. Especially in the new demo video. Not sure if this is the correct place to post this, but I made a paintover of one of the screenshots. Basically to me right now everything feels really flat. I think it is mainly because of the lack of contrast. The lights in the scene also feel like they are not affecting the object that are in the scenes either. Anyway a quick list of things I changed in my paintover: - Increased contrast. - Darkened cross sections. - Edge highlight on platforms and walls, to clearly show what the player can interact with. - More intense lighting, making them affect more of the world they are in. - Atmospheric lighting/dust particles to avoid a 'vacuum' feel. Also if anyone knows, how will we get access to the demo? I 'backed' this project using fangamer yesterday. Is just entering on which platform you want the game (steam in my case) enough? I am asking as I havent received any emails or confirmations in regards to 'completing' the survey. tia!
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