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Post by fatihG on Dec 25, 2017 5:56:20 GMT -6
Lolita Miriam mod finally done! Happy Christmas? =]
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Post by fatihG on Dec 24, 2017 22:46:25 GMT -6
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Post by fatihG on Dec 24, 2017 22:35:15 GMT -6
I agree with BalancedHydra
Overall CotM holds a special place in my heart and the DSS system was an interesting system. Collecting a new card for that system means multiple unlocks at the same time, so getting a card made it allot more exiting.
With DSS you basically had 12 categories and 12 modifications. So a category could be weapon enchant, and depending on your mod, it could be a fire enchant, ice, poison, etc. Or a familiar, fire familiar, dark, holy, etc.
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Post by fatihG on Dec 23, 2017 17:49:18 GMT -6
For what its worth, I set up the 2016 demo to be used with my PS4 controller, using steams controller config.
With it I am able to emulate the right thumb stick using the Gyro of the DS4.
Since the left trigger /L2 isnt mapped to anything in th 2016 demo I am using that. While holding L2, you rotate the DS4 controller to aim wherever you want to aim (think of it like a steering wheel when/if you try it for yourself) and you hit R2 to actually fire it.
Allows you to move while being able to jump and aim at the same time. Its a bit crude as it is an emulation.
It was fun to mess around with but ultimately i defaulted back to original controls.
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Post by fatihG on Dec 23, 2017 15:42:07 GMT -6
Not really. The head/body/shoes/hair are all separate meshes.
You could easily combine the head/body/shoes and what not, however the hair is like a helm and its insides are pretty much missing. The laces on the shoes also intersect the legs as well.
Most of these could be 'fixed' by booleaning together.
Now you've got me curious.. you thinking about 3d printing?
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Post by fatihG on Dec 23, 2017 13:44:17 GMT -6
BusterificGot a bit lazy and didnt bother with her original assets (hair/head piece)
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Post by fatihG on Dec 23, 2017 7:14:30 GMT -6
Ill take a screenshot of the untextured model when i get back home later tonight. Point me to right direction so I can learn this stuff. Ill try to do a 'tutorial' video or stream later this week. I guess a stream would be handy if you have questions and what not. However if you literally have no idea where to start a simple vid with steps is probably best. Its been a while since I did everything from scratch, but ill try to show how to get everything up and running, what tools you need, etc. Some things can get technical and you might need some 3d application knowledge if you want to do model swaps, however if you are just interested in texture swaps all you really need is an image editing app.
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Post by fatihG on Dec 23, 2017 6:33:43 GMT -6
Ill take a screenshot of the untextured model when i get back home later tonight.
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Post by fatihG on Dec 23, 2017 2:17:05 GMT -6
Tried to replicate the shader set up they have in the game as well a bit. Not 100% the same but it gives me close enough preview of how it will end up in the game. Finished with the main costume, started working on a weapon change as well. Went a bit crazy on the hair, it has more than double the amount of polygons as the original hair model. Completely forgot the the outline effect basically doubles the geomtery. But this should not be too big of a deal. Will probably create a quick video and release the mod once the weapon is done as well.
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Post by fatihG on Dec 19, 2017 1:53:01 GMT -6
Pure Miriam You are right, it has been a while since i played the demo or watched any gameplay vids. I quickly checked the dev 9 video, and watched the first quarter and skipped to the Zngetsu fight. Both the archer did not have any reactionary animations to being hit. Nevertheless, what I said still stands. If your attack is not strong enough you cant kill them with 1 hit, so the visual and audio feedback is still use full, especially if an enemy is in an attack state, like the dullahammers long windup attack, or if the enemy simply doesnt have a hitstun state.
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Post by fatihG on Dec 18, 2017 23:41:59 GMT -6
Here you guys are wishing for costumes... here I am working on my own for like... an hour a month But yeah as you guys might have figured out, i voted for the vampiric, kawaii, demonic, succubus. I am actually trying to properly finish my Lolita mod at the moment.
Got most of the heavy lifting done on the main costume, need to fix some stuff.
When done with that I will be creating a weapon to go along with the Lolita heme as well. Maybe I should start a succubus mod next?... hmmm... nah I'd feel too ashamed.
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Post by fatihG on Dec 18, 2017 23:26:15 GMT -6
The game isnt even out yet and we are already talking about abandoning the forums? T_T Not gonna lie.. I'm not as active on these forums as I used to be (I bame it on the lack of updates we had ) but I always noticed that you, Pure, keep the ball rolling with the topics you made. I feel like 90% of the conversations originate from you. So thank you for that! =]
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Post by fatihG on Dec 18, 2017 22:45:04 GMT -6
About the hair.
Said it before, and say it again.
I think the hair is semi-crystallized and this is why it's stiffer.
If it moves or not, I really do not care, but if it will move. All different hair must get each a special time and effort to make them work because the shape and length might be changed greatly. Eh... it isnt that hard, I got some basic hair running in an earlier test mod pretty quickly.
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Post by fatihG on Dec 18, 2017 21:55:32 GMT -6
I agree with Clockwork : However I wonder if they actually slowed down the animation on this particular showcase, to show the flame effects of the sword. Talking about Dragons Dogma... Thy had this effect in game when you hit something, it jiggles around for a split second, showing exactly where you hit it. This can be done in UE4 by switching the physics of a joint to partial rag doll on hit and applying a force to it. Right now the enemies do not react at all to being hit. For example in development update 9, the archer gets hit, but all it does is play a little hitspark effect. With the ragdoll effect linked above, you can add some dynamism cheaply (production wise) as you do not need to create a bunch of new animations. This would be great for boss fights, like Zangetsu, as it feel like he is literally tanking through the fight and doesnt even feel Miriams attacks. Nioh does this too: It almost makes it seem that when that Oni gets hit, it flinches. And the nice thing about an effect like that is you can play it at any time during an animation. For performance sake, the effect could only be applied to the spine bone. So when hit, it only check or the upper body volume, instead of each separate bone. For large bosses, this could be increased. For example on the Vepar boss, the tentacles could have a volume, the boobs, the mouth area, the 'decoy head' etc. Add some artificial lag, like for a single frame on hit, just to emphasize the impact a bit. Maybe not a lag persay but more like a frame skip. It also ties in a bit with what Clockwork said. however see it like the startup, active and recovery of the main 'active' state. Where active is the sword slash. The startup of the main active state is the beginning of the swing, the frame skip is the active of the main active state and the recovery is the pull through of the main active state. Its basically a layered effect. The frame skip does not need to be a game wide effect, but applied to the animation of Miriam or the enemy. This can make it feel like the impact of the weapon swing, actually hit a surface an it needed to apply a bit more force to actually cut through. Also totally need more screenshake =P Also lets not forget about audio. Audio can greatly affect how things 'feel'. Again in development update 9 when Miriam lands a hit with the blunt weapon, the hit SFX sounds very light. I feel like if you would add more bass, it would feel like the impact is greater. Couple that with the ragdoll effect and you do not only have something that sounds heavier, but visually the enemy is affected as well. I think in general the foley can be don better. Add more weight to the sounds, make them slightly longer, so it feels like the attack even though it is finished, its impact can be felt a bit after the hit still. For example in Nioh, with a sword, it has a high pitched sound play when you hit them, but afterward there is a more bassy 'pulling sword out of flesh' sound effect playing or or just simply blood gushing. Add more foley in general. For example when Miriam takes out her sword/weapon you do not hear anything. Make the player aware of her equipment through audio as well. Play some kind of 'unsheathe' effect when she gets it out. I think the volume balance could be taken a look at as well. Everything sounds like it is the same, high volume. Try to give emphasis to the hit effect. So lower the volume of Miriams grunts, the sword swing and keep the volume, or even increase slightly, the impact sound. I feel monster hunter does this very well. Every animation has its own sound, it make everything feel more deliberate. TL:DR make everything in game confirm the actions of the player through audio and visuals. like... every... single... action. I am probably forgetting something, but if i remember i will just write it in another post.
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Post by fatihG on Nov 21, 2017 21:29:13 GMT -6
Richter Belmont I am fine with the game being compared to SotN and the obvious 'inspiration' from it. Just not a fan of directly taking a line out of other media and putting it into Bloodstained. I never understood this anyway, I am sure Bloodstained on its own will generate plenty of quotes and memes and all that. I dont see why we need to force something else in, is all I am saying.
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Post by fatihG on Nov 21, 2017 19:22:22 GMT -6
Am I the only one that doesnt care for easter eggs in the voiceacting? I feel like something like this would just take me out of the experience.
Anyway it seems like this is a thing now, so personally I hope its a really obscure trigger. Not something that gets thrown in there during a 'mainline cutscene'.
Also I really hope its not a Castlevania quote. (Like 80 percent of the suggestions here and on twitter) I mean sure we are all Castlevania fans, but I kinda want Bloodstained to just be Bloodstained.
/end unpopular opinion. =P
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Post by fatihG on Nov 4, 2017 16:19:35 GMT -6
Im confused... didn't we already have tagging?
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Post by fatihG on Nov 2, 2017 8:16:43 GMT -6
My only real complaint is that whoever captured this footage... also captured their mouse cursor during the Zangetsu tease T_T
In regards to all the other complaints... No matter what it is, it is still IGAs vision of what the game should be. At the end of the day whatever goes in game gets the approval of IGA.
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Post by fatihG on Nov 2, 2017 7:52:52 GMT -6
To me the medals were basically like an in game achievement in OoE.
It would be neat if the 'medals' you get are tied with the crafting system, as in you need medal X Y and Z to craft Super Special Whip.
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Post by fatihG on Nov 1, 2017 1:43:17 GMT -6
The change in jump make it more pleasing gameplay wise, as it is more responsive.
Since there is no 'dodge' that keeps you in range of an enemy, like the backdash, being able to jump up quick, you will still be able to hit them on your way down.
I agree though that it looks a bit wonky visually, As I expect her to jump way higher with that amount of speed. I imagine that when you get the double jump and the kick down ability, this will not be much of an issue at all, as I assume the kick down will look similar in terms of speed to the jump up
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