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Post by fatihG on Jul 2, 2017 16:18:10 GMT -6
Have you thought about it being a familiar in the prequel game? Food for thought. =P
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Post by fatihG on Jul 1, 2017 17:31:38 GMT -6
Nice find!
It does look like they used the design of the fanart, with some slight modifications and different textures. If this Shovel Knight is going to be in the game I assume with will add the shoulder pads and the horns and simply re texture it.
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Post by fatihG on Jun 30, 2017 12:56:54 GMT -6
Interesting...
That Digital figure mode, to me almost feels like a tech demo of their art/rendering style.
Something like that in Bloodstained could be cool, depending on all the characters there are in game and what not, but ultimately I feel it wouldnt be as robust as what they have in Guilty Gear.
A fighting game generally has allot more animations per character than something like Bloodstained would have. An enemy in BS can be fine with just an idle, walk and attack. So with that in mind, Bloodstained would have a way smaller sampling pool when it comes to poses and what not.
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Post by fatihG on Jun 30, 2017 10:36:25 GMT -6
Yeah I remember seeing a vid where they showed how they did the Mario64 main menu, pretty interesting.
Yeah the 3d bestiary is for selfish reasons really. I just like to inspect game models whenever I can, especially if it is a game I am interested in. Maybe it will teach me some new tricks I can utilize when I make my own models. =]
Having an in game 3d bestiary will save me time and effort. Otherwise I would need to unpack the game files and what not to get something close to a bestiary. (which, lets be honest, I will be doing anyway)
Something like that vid would be great, pretty simple scene, maybe with a better pedestal and an idle animation.
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Post by fatihG on Jun 30, 2017 10:17:21 GMT -6
Yeah the thing with the menues and what not.
Since IGA had a 'prototype' menu in SotN, i feel like this time around he focussed on the menus more than you usually would. As you can see in the demos from last year and this E3, the menus have not changed much. So I doubt anything will change much tbh.
Simply dropping a 3d model in Unreal Engine 4's UMG (UI tools) isnt possible either, so it isnt a super easy thing to add. They would most likely need to rebuild the menus, so they appear in 3d space, fix that stuff up, and then add the model.
That being said... I would very much like to have a 3d bestiary. Since bestiaries have been a thing in almost all Igavanias, iirc, I am hopefull about this being a thing.
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Post by fatihG on Jun 30, 2017 9:43:33 GMT -6
Here I am... still hoping to get an actual 3d model of Miriam in the main menu.
Would be nice to see the in game changes reflected in the main menu as well, when equipping the customizable equipment. (Also if mods are used, there wont be an inconsistency with, in game, modded Miriam vs Default Miriam in menus.)
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Post by fatihG on Jun 30, 2017 9:30:22 GMT -6
The brighter versions of the enemies and what not are just the models with a basic shader applied.
They look different because they dont have the Bloodstained shader applied.
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Post by fatihG on Jun 25, 2017 0:38:11 GMT -6
AFAIK all Igavanias have button mapping.
The only thing we probably wont be able to map is the directional shard.
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Post by fatihG on Jun 22, 2017 16:59:34 GMT -6
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Post by fatihG on Jun 21, 2017 17:41:49 GMT -6
Bloodless can mean multiple things though. Doesnt need to be taken literally.
Could be she is bloodless as in not having human feelings.
Or maybe cause she is a creature of the night, she could be 'lifeless', lacking vitality.
Also, is that blood actually her own? Could be like Blackmore in OoE, where it takes his victims shadow. Maybe she is lacking blood herself and has taken the blood of her victims.
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Post by fatihG on Jun 17, 2017 3:16:39 GMT -6
Ah... I forgot about them hiring people to work on the Wii U port.
I remember getting excited 'cause they mentioned the Wii U source code would be distributed to anyone... iirc anyway.
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Post by fatihG on Jun 16, 2017 19:24:31 GMT -6
Just saw that they listed Armature studio alongside Inti creates... How are they involved? I thought it was Inti + DiCO + MonoBit + artplay
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Post by fatihG on Jun 16, 2017 19:04:39 GMT -6
Could it be it is the 'first' boss you encounter in the game?
Either way it is pretty vague.
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Post by fatihG on Jun 16, 2017 19:00:00 GMT -6
I came into this topic to say maybe a materialized crystal platform that she uses to jump off from would be cool. But it was already suggested.
It could have been cool that once she does jump of a crystal platform it would break apart, similar to how the bloodless boss breaks at the end of the fight.
Something like Shanoas somersault could be cool as well, but I feel that the problem with that is that they have to cancel the animation when she attacks. So it could look a bit janky.
I always thought the cape wing flap of Alucard was super cool, but unfortunately Miriam doesn't have something like that that she could use, could be any magic really. Like Shanoa's wing glyph, instead of have it on always they just appear when she does a double jump.
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Post by fatihG on Jun 16, 2017 0:59:23 GMT -6
aquaraider11 No news on if the E3 demo gets sent out to backers as well. However there was mention of an August alpha build to be released to backers.
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Post by fatihG on Jun 15, 2017 17:15:39 GMT -6
Is it just me, or in some of the tower areas in these new videos does Miriams shadow seem to appear in unusual locations? You aren't wrong, see: Source: (same video that someone posted here few pages ago). The lightning is to blame for that. The thing with Shadows in games are that they are relatively expensive computation wise. So what they did here is to use a single directional light for the shadow casting only. This way the game is a bit more optimized. This is a dilemma isn't it? On one hand I really like Bloodstained the way it plays right now, on the other hand I really want Bloodstained to become a long living franchise. Maybe the running speed can be solved with animation only though - no change in gameplay. See, if the animation would just be sped up and otherwise kept as it is, we'd have the issue of her feet sliding over the ground. However, if she'd cover less ground with each step because she makes smaller steps, she'd have to move her legs faster to run at the same speed, thus creating the illusion of a faster run. I think that would be the first thing that I'd try if I was them. It could very well be that the opposite is true, if you slow down the animation, while still keeping the same movement speed, it could appear that she is moving faster because she is covering more space using less actions. Kind of like the Forest scene in SotN where Alucard speedwalks. Though the afterimages help with the sensation of speed as well. That being said if they did do something like that I assume allot of people will complain that her animations look slower... either way someone will complain =P Save
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Post by fatihG on Jun 15, 2017 2:54:54 GMT -6
Heh... I was actually planning on giving the Lolita mod I was making an umbrella as a weapon as well. so much stuff i wanna do... so little time T_T Lolita mod? *gasp* *EXTRAORDINARY HYPED* Yup =] bloodstainedfanforums.com/post/43706
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Post by fatihG on Jun 15, 2017 2:37:15 GMT -6
Well since it is a demo and they nost likely wanted to show off the different weapons, i assume Thats why there are so many chests. I agree with castledan though. It would be nice if special items/upgrades were laying around the environment that the player has to interact with. Now that I think about it this was sortof done in OoE as well with some glyphs. For HP ups it could be cool if Shanoa needed to rip out the heart of some statue to gain the 'extra' life. Kinda like that bloody fountain. She rips the hart out, gains the effect of the HP up, the statue starts bleeding as if it needed that heart or something. When it comes to special items... She needs to interact with something to get that item. Like pulling a sword out of some rock. Taking a piece of armour from some manequen. etc. etc. When it comes to chests, Id like to see them reserved for common items and possibly in remote 1 unit rooms. Like a chest in a study could contain a map. A chest in a bedroom contains... cobsumables. A chest in a smithy contains basic forging materials. etc. etc. Not gunna lie, I'm looking forward to beating bitches over the head with and umbrella whilst playing Bloodless in Boss Revenge mode. >:] Heh... I was actually planning on giving the Lolita mod I was making an umbrella as a weapon as well. so much stuff i wanna do... so little time T_T
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Post by fatihG on Jun 14, 2017 2:54:33 GMT -6
Yeah contrast is definitely a thing that the environments are missing. I pointed this out when the 2016 e3 demo was sent out to the backers as well. In the 'I am dissapointed' thread I talked a bit about this as well, so for the sake of not repeating myself, Ill just post a link to my post. bloodstainedfanforums.com/post/44430
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Post by fatihG on Jun 13, 2017 17:11:50 GMT -6
Im not sure about equipable usables.
You will need to go i to the menues to use/equip those items anyway. So if you have to use it after equipping it just adds 1 more action you have to do.
So I prefere it to be more streamlined. Hell if it was something like monster hunter where you can set it to a quick select and cycle through it in game, aid prefer that over needing to go into the menues to use an item.
Whrn it comes to consumable weapons, like ptojectiles/the shuriken in SotN, I am not a fan of that system. As a completionist in Castlevania games, I tend to avoid using any consumables untill I get access to an item that preserves the consumables.
And going through the hassle of acquiri g a specific items to make the consumables usefull just sounds.. like exactly that, a hassle.
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