fatihG
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Post by fatihG on Jan 31, 2018 11:21:59 GMT -6
I'd love to see a mod that makes familiar progression ala Innocent Devils, with evolving and all. Making 3D models to ingrate to the game shouldn't be hard considering it's Unity. Familiar progression is a gameplay mechanic something that out of my scope. It could be done... if you manually create and change mods during story progression... So far the only things I can mod are some limited visuals, like textures, models, materials(to a certain extent) and possibly animations. Anyway a little something I was working on: Since I am not aware on how to mod particle effects, I had to do some trickery with the flames of the sword.
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fatihG
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Post by fatihG on Jan 23, 2018 12:24:52 GMT -6
Nvidia Ansel support would be cool!
I know some SFV modders use cheat engine to pause the game and reposition cameras and what not.
So maybe that could be a thing.
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fatihG
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Post by fatihG on Jan 22, 2018 7:17:00 GMT -6
The instructions on editing an entry: If you wish to edit your details, just fill in the form with the correct details again and pm fatihG with a request to delete the old entry. Please mention the row you wish to delete in the pm as well.
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fatihG
Devil Forgemaster
Fifty Storms
I am the morning sun, come to vanquish this horrible night!
Posts: 313
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Post by fatihG on Jan 22, 2018 7:01:41 GMT -6
I unintentionally entered one mistake, then entered mine twice. How do I get rid of the set with the mistake? Sorry for the late reply, just saw this. Anyway I got rid of the first entry. Please check if it is correct now. (you should be on row 29.) XombieMike could you add this to the first post? - If you wish to edit your details, just fill in the form with the correct details and pm fatihG with a request to delete the old entry. Please mention the row you wish to delete in the pm as well.
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fatihG
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Post by fatihG on Jan 21, 2018 7:33:29 GMT -6
You probably already know this but don't hang out with any smoker friends for awhile. This. I quit smoking a few years back, cold turkey. I had stopped smoking for a year or so. There was a month long period where I was around people that smoked, consistently. And I couldn't fight off the urge to just have one smoke. I still smoke to this day... Not saying it is the fault of the people I was with, I was weak and gave in. Anyway I think its is all in the head. If you have made the decision to quit, you have to be strong mentally. As I believe a smoker never really quits smoking, they continuously fight off the urge to smoke. No matter where you go, you will come across people that do smoke and thus you will always be reminded of it. So my advice would basically be stay strong and commit to not smoking. Don't give in to temptation. 'Just one cig, cant do me any harm.' Be very carefull when you start thinking this. GL =]
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fatihG
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Post by fatihG on Jan 21, 2018 7:06:06 GMT -6
A quick one from me. Havent read the whole thread, so sorry if i repeat anything that has been said already.
To me Metroidvania is an umbrella term for large 2d 'open world' games. Like its namesakes Metroid and (non classic) Castlevanias.
If you'd take a 2d Metroidvania and make it 3d it would pretty much be 'open world', even though I realize allot of Metroidvanias use segmented level sections, so technically it isnt exactly open world.
Now with this base 'metroidvania' there could be allot of different elements. Is it strictly a shooter? Does it rely on melee attacks? Are there RPG elements? What is the combat system like? Does it have a combo system? There are so many elements that could be in a certain Metroidvania, that you can not find in a different Metroidvania game.
As such if you were to categorize an Iga Metroidvania, which has been done, it would be a subgenre of Metroidvania. If we were to use a more generic term for Metroidvania's, I'd label them as 2d sidescrolling exploration games.
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Post by fatihG on Jan 20, 2018 17:07:10 GMT -6
Yeah, I dont think forging materials from bosses could work for that very reason.
If you can only get drops from a separate mode after you beat the game, there really is no reason to go back and play the main game with your new weapons. It would make more sense to me to actually be able to use the weapons in the main game as you go. You could argue that you could use the materials in NG+, but still not being able to use it in the main mode, for me anyway, makes it less rewarding.
For example in BotW, you can get the 'best' weapon by doing some DLC quest, however, even though I still play the game after i have beaten it, I am not motivated to actually do that quest. As there really is no reason for me to get it at this point. Already beaten the game without it, so strictly speaking, the 'upgrade' isnt neccesary.
If however I could get a better weapon while playing the main game, it would be more incentive for me to actually try and obtain the weapon.
Some goes for needing a special item to be able to summon a boss. I assume if there was an item like that, you would only be able to get it after a specific point in the game. Basically locking you out of a portion of the weapons for a majority of the main game.
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Post by fatihG on Jan 20, 2018 16:25:17 GMT -6
Something like a Monster Hunter like system could be cool. Kill enemies, get specific drops, and build weapons using those drops. Generic enemies could drop generic forging materials, like bone, eyes, blood, etc. Bosses could drop specific boss related forging items, to create specific boss related weapons. However that would mean that you'd need to be able to fight bosses whenever you wish, ie its not a 'kill boss once and your done' kinda thing. So this might not work well. Could be that there are special enemies, like mini bosses, that you could farm to get materials. For example, by gathering 'Astorot' materials, you could make an Astorot themed weapon. These weapons would be special, unlike the generic materials from generic enemies, which allows you to forge a basic firesword. Special in a sense that they have unique attributes/stats. Where a generic 'fire sword' just has a fire enchant + base damage. While the 'Astorot sword' could have boosted base damage + an enchant + 'draw shard more easily'. A MonHun also had a forge tree. For example you would require less materials to upgrade a 'generic sword' to an 'Astorot sword'. If a generic sword, needed generic bones + Generic scales + embers and an Astorot sword needed Gold Shard + Dragon Scale + Snake head. Upgrading a generic sword to Astorot, only requires you to have a common 'upgrade stone x3' + gold shard.
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fatihG
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Post by fatihG on Jan 20, 2018 14:51:53 GMT -6
Welcome to the forums! =] This topic is somewhat related, however it is more focused on combat. bloodstainedfanforums.com/thread/2795/feedback-attacking-killing-enemies-satisfyingI personally really enjoy Dead Cells and have recommended it to allot of people, however I feel like DC is a totally different genre than BS. For one, DC is more like an action game. Something like a 2d DMC. No real RPG system, just upgrades to health, attack, etc. Also DC is more tuned for aggressive gameplay, what with the roguelike elements. Risk/reward kinda stuff, everything is lethal in DC. Similar to Dark Souls. BS/Igavanias on the other hand I feel is more like a slower paced sidescrolling action rpg. It isn't necessarily about playing aggressively, more about tactically (to a degree). Until you are overleveled, of course, and can tank pretty much anything in the game. The 'tactical' aspect comes in the form of analyzing your abilities and the enemy stats/weaknesses. Like what level are you currently? Is that good enough to overcome a certain enemy? Do you have the right tools for the job? IE, do you have a weapon/skill that the enemy is weak against? etc. Apart from the movement being completely different, (DC being allot faster paced, dodges with iframes etc.) i think what DC is doing well is SFX. To make things 'feel good' is more than just controls. I covered some of this in a post I made in the topic I linked as well.
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Post by fatihG on Jan 17, 2018 3:42:36 GMT -6
I think random stats would work better for a game that focusses on grinding. Where mobs are levelling as you go, for example mobs get stronger based on your level or your progression through the game. (not talking about stronger monster encounters later on in the game, early mobs could level up alongside you as well.)
So I'd say something like this wouldnt fit the base game.
That being said, there is a roguelike mode planned, and i think for that mode randomized stats could work great for it.
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Post by fatihG on Jan 15, 2018 4:56:27 GMT -6
Beta when? T_T Soonish plis.
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Post by fatihG on Jan 12, 2018 14:47:54 GMT -6
purifyweirdshard No worries man, not trying to attack you. Just used you as an example. =]
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Post by fatihG on Jan 11, 2018 1:44:55 GMT -6
Mystery man gets my vote.
I honestly dont know much about any of the characters and have a general overview of the main story, kinda trying to stay away from that stuff as well. To at least try and keep the game somewhat fresh when I play it for the first time..
Anyway since this mystery man is under wraps, Iga and co are clearly planning something special for the character. And since that is the case, I assume it will be the most interesting to play with.
Afaik, the mystery man is the only character that fits an 'Alucard' role. So that alone makes it more interesting than the other options. This guy probably knows the most about what is going on along with Gebel. Also his silhouette suggest he has long hair (high ponytail), a cape and is a man. All of which fits Alucard. The fact that Alucard was a 'mystery man' as well at some point, as Genya Arikado, suggest this Mystery man might be similar.
So to me Gebel = Drac. Zangetsu = any 'brute' Belmont. Mysterman = Alucard. (someone that is close to Gebel, but doesnt agree with him)
Literally no idea what Alfred, Johannes Dominique and Annes roles would be. Dominique is probably like the female casters in Castlevania, like Yoko Belnades. Johannes? No idea. Anne? No idea. Alfred, judging by Mana's artwork seems to be an important character (due to its size on the image) and his facial expression/look suggests he is more inclined to be on the more evil side of the spectrum, so I think he is a 'high ranking officer' under Gebel, like death, or Shaft.
Again... I know very little about the characters.
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Post by fatihG on Jan 11, 2018 1:13:34 GMT -6
All I can say in regards to this is that it sounds like there are no skippable tutorials. It sounds like they are going for a similar system as in AoS or OoE, where someone is teaching you how to do stuff.
I really hope you can skip or disable any tutorial prompts tbh, if not for first play at least for NG+.
For the demo it is fine, however when replaying OoE or AoS the 'tutorial in story' gets annoying.
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Post by fatihG on Jan 11, 2018 0:55:35 GMT -6
Scars Unseen You could say the same to Purify, why revive a year old thread? From the looks of it the user Castledan replied to dissapeared after that comment. So him tagging that user might spur them to revisit the forums again, make him part of the community. But yeah I can see the 'move on' after a year can seem weird. =] But than again, Castledan might have simply missed the date the user posted as Purify revived a dead thread. =]
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Post by fatihG on Jan 11, 2018 0:49:37 GMT -6
I am partial to the replay style.
Especially how they did it in OoE.
First you beat the game the way 'it was meant to', then it unlocks NG+ with additional challenges. And have different options with the NG+.
iirc there was hard mode lvl 50, hard mode lvl 1 etc. To me it was like a different mode, like Albus mode, a different way to play the game. Increasing playtime/replayability.
I got so many hours out of OoE using this, as well as my own 'custom' modes. (Cat transform mode, Bat Tranform mode, etc. basically play the entire game with the cat transfomation and what not.)
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Post by fatihG on Jan 10, 2018 0:02:35 GMT -6
I got the 125 tier, for 2 reason.
To get a digital copy for PC, so I can mod it. And a physical copy for the Switch to actually play the game properly. Since the Switch is portable and a Nintendo device, it feels like the most natural system for an Igavania. The last 6 Igavania games I played, I played portably, on a Nintendo device.
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Post by fatihG on Jan 7, 2018 17:18:59 GMT -6
Enkeria You gonna go on a dinner date with lord Iga? =P
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Post by fatihG on Dec 29, 2017 13:18:06 GMT -6
------------------------------------------------------------------------------------------------- fagurd.com/BSMods/MiriamTexturesMasks.zipThese are a bunch of PSD's that should make making texture mods for Miriam easier. They do not contain any of the original textures as I want to avoid copyright stuff. The way you use them is pretty simple. There is a group called 'Place original textures here'. So if/when you unpak the game files, simply get the corresponding textures and put them in that group. This will now act as your base. The other groups all have masks. I basically separated each material type by groups/masks. In these groups you can put any edits you want, for example you can play around with hue/saturation to change the colours of the base texture. Some textures are not included, like all of the skin textures or the 'rose' texture. As with these I pretty much hand painted my edits on Lolita or the Vampiric mods. So creating masks for those isn't very useful. And then there is a 'BloodstainedWaterColourOverlay' texture, with this texture I tried to recreate the watercolour overlay as best as i could. There are 2 reason for this: When creating original assets, like the Tophat or the parasol on my Lolita mod, it needs to have a similar look to all the other assets in the game. And the other reason, oftentimes when I edit the base textures allot of detail gets lost, so with this texture i try to win back some of that. Easiest way to use this texture is to open it up in photoshop as a separate document and make a pattern out of it. It is tileable so you can use it on any size document. In your main Texture edits, simply create a new layer, fill it with the pattern and set the layer mode to multiply. And finally i recreated the eye texture using mainly shapes and layer styles, so recolouring them or editing them is very easy. Resizing the pupil or the iris can be done easily and will not result in data loss that comes with up or down scaling. Changing colours is also very easy as allot of the effect are done via layer styles. ... I should really record a video of this at some point as well. =]
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fatihG
Devil Forgemaster
Fifty Storms
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Post by fatihG on Dec 29, 2017 11:41:41 GMT -6
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