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Post by fatihG on Jun 13, 2017 13:42:37 GMT -6
Also the 3ds game is being made by MercurySteam.
No word on the developer of Prime.
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Post by fatihG on Jun 12, 2017 22:59:23 GMT -6
im fine with a random scream playing from a list of 3-5 each time, va work rarely does things in a single take so im betting they have a few to work with I agree with this. I think the scream every time is fine, so long as they are random screams. Only when getting a shard for the first time though. It could be taken a bit further by changing the pitch and what not randomly as well. Save
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Post by fatihG on Jun 12, 2017 22:40:54 GMT -6
While it could be interesting, keep in mind that IGA intends to create a game very similar to SotN.
So it will most likely treat usable items as any other igavania game.
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Post by fatihG on Jun 12, 2017 22:38:08 GMT -6
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Post by fatihG on Jun 12, 2017 22:22:50 GMT -6
As I mentioned in my previous post. I am really liking the design of the Bloodless boss character. Did my take on it in the form of some fanart. =] I'ts 1920x1080, so it can be used as a wallpaper as well if anyone wanted to.
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Post by fatihG on Jun 12, 2017 22:20:19 GMT -6
ill just drop this here =]
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Post by fatihG on Jun 11, 2017 6:22:10 GMT -6
I feel the harder something is to get the more you will appreciate it.
If drop rate is super high, they might as well just hand you new items/shard when you walk into a new room. Or even better... have the enemies give you a 'nice to meet you' gift when you first encounter them. =P
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Post by fatihG on Jun 9, 2017 21:01:11 GMT -6
Looking through all the footage I can at the moment. Gotta say I really like what they did with the dress of Bloodless. However it doesn't seem to affect her gameplay much? Her moveset seems to still be the same despite her 'lacking blood' on the dress.
ok.. checked out a few high res screenshots... and Damn I really like the design of Bloodless. The slit throat transitioning into her dress is a cool little detail.
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Post by fatihG on Jun 9, 2017 20:06:47 GMT -6
I don't mind the colorful look of the characters. Castlevania games have always been colorful to a degree in the past as well. It didn't go for a super dark, edgy, realistic look in the past. (except for the 3d games, and SotN to a degree.) I dont agree that what they did wasn't wise, to give the backers some say in the shader decision. I assume that all of the options that were given to the backers were art directed. Its not like they gave the backers free reign on what the shaders should have looked like. It was a controlled vote. While I like the style of the characters/monster. The more the dev's work on the game the more I feel that the game starts looking more sterile. Maybe things will look a bit better in game vs compressed videos or still images. However i had a similar worry when it came to the environments in the 2016 e3 demo. I even made a paint-over back then to illustrate my points. The 'improvements' the to environment don't feel like improvements to me. Sure they may have used better textures here and there, and touched things up a bit. but it still feel like everything is disconnected. Like the levels are a collage of different images stuck together. Like a sprite based 2d game really. I still feel that a major lacking thing in the game so far is lighting. bloodstainedfanforums.com/post/29444/threadTo me it almost feel like they are not quite sure how to approach the environments. Like someone just learned a new tool and they are struggling through it. Which -sort of- is true as they stated UE4 adoption in Japan is fairly new. The fact that Dico, which are developing the game right now, stated that they used to work on sports games in the past doesn't give me much faith either. On top of that, them going for the visually procedural variation makes it so that they can not really take advantage of 'pre rendered' lighting effects either. As the environments will not be 'static'. So lighting effects like bounce lights, baked shadows or even baked AO, is not really possible. They can use real time shadows which they are as far as I can tell, and perhaps SSAO. But again they cant take advantage of the baked lighting in UE4. All in all... I think I just set my expectation too high. Maybe the style will grow on me as time passes.. however it needing to grow on me is a different issue altogether. The 2d games, even for a low budget, still looked pretty polished to me. Of course there were bits and pieces where they cheaped out in the 2d games, like having palette swaps for entire environments and what not. So yeah I think the game has potential, however you don't want to be in a state of 'having potential' for too long, as ultimately it will end up being a missed opportunity. Alot of things look unfinished/not polished. I really hope that this is the case and it simply is all a work in progress. The boss battle areas in the trailer for example looks like they literally threw a few things together to have something new to show for the 2017 e3 demo. -edit- Absolutely @pure Miriam. Negative comments can be contagious and spread paranoia. No reason to be disappointed really. It was only around 3 weeks ago that we found out that Iga mentioned that the game is 20 - 30% complete. There's still a lot of work to do, tweaks to be made and constant revision throughout the methodology. Look at it this way, I see it as a gemstone that's still in the process of being 'cut 'n' polished'. Personally speaking, the fact that it's been two years since the kickstarter campaign and the game is only 20-30% feels like a REALLY long time for this style of game. I mean, consider that The Last of Us only took 3 years, Beyond: Two Souls took only one year, and Middle Earth: Shadow of War looks like it's just slightly over the 3 year mark. Dont get me wrong but this statement feels very misinformed to me. You've got to realize that those games have allot more budget and bigger teams working on them vs what ArtPlay has. Plus they had established studios as well. ArtPlay on the other hand had to set up studios/partnerships to even begin working on this game All the big AAA games usually range anywhere between 15 million to 200 million. For example Beyond two souls cost 27 million to develop. So, relatively, the 5 million ArtPlay got from Kickstarter is a very modest number
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Post by fatihG on Jun 9, 2017 19:09:46 GMT -6
no idea how to help.
There is an app on my phone that scans images to convert them to a pdf/text. tried it with the Japanese language option, but it seems to always prioritize the English detection over anything else.
So all the things I tried ended up in a bunch of random characters.
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Post by fatihG on Jun 3, 2017 17:42:03 GMT -6
Yeah, looking at he images i could feel your intentions. I did a quick google yesterday on the CustomRobo image, the original image that I could find was a but cropped on the right side as well, so I can understand that it was not the best image you had. If however you did crop it a bit more, I feel like it would have worked a bit better if you simply resized the image a bit so more of the character would show. With StarTropics, I see what you mean. In a perfect would you would have the beach from a top down perspective, with the character looking up at the camera. That way the island would still be the main focus, and the character a detail. But you have to work with the source images you got. Kinda like this; d2v9y0dukr6mq2.cloudfront.net/video/thumbnail/7wfbAwq/aerial-drone-view-young-african-american-asian-chinese-girls-in-swimwear-beach_416tidqsl__S0000.jpgHowever the camera would be over the sea, looking at the island. And the characters facing the camera. Cant go wrong with a classic Zelda on a Nintendo system for a fake boxart. =P
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Post by fatihG on Jun 2, 2017 22:09:44 GMT -6
looks cool man, I like the Bravely Complete one. In general though i feel like the text on the front of the boxart feels cheap. Its like, trying to explain something that should be self explanatory. Or the boxart isn't good enough that it needs additional text. Either way I would avoid placing any text (other than the logo/game title of course) on the front of the box. I think you should think about composition as well. For example the Custom Robo one, the it feels like there should be more of that picture, as the character left side almost feels like it didn't fit into the frame. Almost like it got cropped too much. The StarTropics one, could just use better composition overall. For example, I would have moved the whole BG down a bit so that the logo is basically on a clear Sky BG, so it stands out easily, no background noise. The character in the bottom right almost feels like it is tucked into the corner. Would make it a bit bigger and move it in a bit so it is on the right 'rule of thirds' line. The characters jacket is also very close to the colour of the sea behind him. Either change the colour a bit so it blends in less, or change the BG a bit. Not a big fan of the photoshop filtered image for the insides either. Anyway created a quick paintover, hope you dont mind.
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Post by fatihG on May 25, 2017 17:01:08 GMT -6
Thanks guys! =D
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Post by fatihG on May 23, 2017 14:55:55 GMT -6
Color palettes are welcome too for items, clothes and more. I guess that is possible even if the structure is like "skeleton" and not the apex cloth system? And with no modding in Bloodstained, it would be nice to include it in the future if an expansion or second game is made. Yeah colour changes is just texture changes. Has nothing to do with the skeletal meshes. It looks like they go the 'expensive' route filesize wise. As in a unique texture for any colour changes. They couldve saved theirselves some work if they had used a shader based colorization system.
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Post by fatihG on May 22, 2017 20:00:54 GMT -6
I like stuff like this!
back in the day I used to create 'alternative' boxart for existing games, just for giggles.
Not a big fan of the black on dark grey font colour, with the green outlines. Gotta keep legibility in mind. I think simply changing it to a white will work allot better.
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Post by fatihG on May 22, 2017 19:02:52 GMT -6
Yeah, I doubt we will get any official support for modding. It will be more like them turning a blind eye I think. While UE4 offers mod support, I doubt the ArtPlay/Inti guys will do anything with it. It hasn't been stated in their kickstarter or any updates as far as I know. But I agree, if there was official support for modding this game, it would open up many possibilities for people that aren't straight up game dev's to realize some of their ideas and what not. CastleDanI checked out the new Zangetsu model. This model doesnt seem to be using the Apex Cloth system that Unreal supports. The cloth on his waist seems to be animated using traditional means (skeletal animations). So with that in mind I think it is highly unlikely for the scarf to be anything other that 'rope' shapes. There is a possibility that they could modify the skeleton of Miriam, so that the Scarfs ae set up similar to the hair, head, etc. pieces. (Them having their own skeleton and being attached to the main body) But this could be a risky move on their part as modifiying the skeleton could mean messing up the animations. So again I think it is unlikely for them to change anything to the way the character has been set up.
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Post by fatihG on May 19, 2017 20:56:33 GMT -6
I'm not sure to be honest.
Could be possible but I haven't seen any equips for the body itself.
They did talk about customizations before and it did show different colours of the main costume. However, it looked like just that, a different colour for the same model.
Kinda like what I am doing with my mods.
I think a 'full costume' will basically be a set of equipment. Like Pure Hair + Pure Head accessory + Pure Boots, etc. However the curious thing with this is that the shoes are actually weapons. And unequipping any footwear results in getting Miriams default boots. So I am not sure how they would go about that.
Anyway right now it is just speculating on my part. If they wanted they could do an entire model swap. And the stuff that we saw in last years demo could very well be completely different now. They could very well add a new menu that just deals with visuals, not stat bonuses. For example different hair styles, different clothes, different boots(non weapons) Or the boots could very well be part of the body, and the default would be whatever is equipped to that particular body, so it doesn't interfere with the footwear weapons.
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Post by fatihG on May 19, 2017 20:03:51 GMT -6
Are most mods expected to be on the Windows port and not Mac or Linux? I am not aware of any modding tools for Mac or Linux. It might be possible if the files are 'cross platform'. As in the .uassets are the same on Windows as Mac/Linux. But since there probably is no mod manager for Mac/Linux, what one would need to do is unpack the game files first and 'install' the mods manually. (litterally overwrite files in the game's directory) Problem with that is that you need to unpack the files... I am not aware of an unpacker for Mac/Linux. But if the .uassets are the same on Windows as Mac/Linux, someone could upload the unpacked windows files. But that might be a gray area. Yeah, all I am saying is that Miriam doesnt look like she has been set up to have stuff like capes. Whatever they are doing with the other characters, we have no idea. Well having a cape is definitely possible. Not sure if it is possible to get that cape in the artstyle of Bloodstained though. The cape currently is just a flat plane. The Bloodstained style requires the model to be thick, and a separate model that wraps around it to create the outline. The sudden movements mess up the cape as well, when quickly turning left/right. This might be because I couldnt be bothered setting up a collisions properly, the head is missing a collision shape. So with more tweaking it might work better. =] I might do some more tests at some time. Very cool. I'm just curious how what they're going to do with it. Will every item like the scarf be a scarf in the game? So there won't be any other material names? Just scarfs? It'd be weird if you can equip and unequip the scarf and it changes the visual but if you got something named cape and it didn't show a cape. Wouldn't it? It's just something I'm wondering about. If the game only has SCARFS, just like SOTN only had capes that would change everything. Yup. Well at the moment they could potentionally have anything that is 'Scarf-like'. Anything that has the shape of strands coming out of her back. For example, 2 metal chains, lifeless ('cause physics) monster arms, ribbons, giant USB cables, centipedes, dragons, etc. etc. Depends on how 'outside of the box' they are thinking. That being said, my cape mod shows it is possible. But the game files clearly show that it has not been designed to be used like that. Unlike the hair, head, eye, etc. object the Scarf if actually using the main body's skeleton as well. Whereas things like the hair object have a single joint called 'head' which gets attached to a socket on the main body's skeleton. Because of that it is not as easy to drastically change the skeleton of the scarf, as it will affect the main body as well. This is different for the hair and what not as it is easy to add extra joints to the 'head' parent joint, like I did in the past to test adding phsyics to hair and what not. So again depend on how they have designed their systems and how 'outside of the box' they can think. Save
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Post by fatihG on May 16, 2017 11:48:35 GMT -6
I have been checking out these roguelike metroidvania lately and to be honest. none of them insterested me much.
This game however.. I played 8 hours straight yesterday night. =P
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Post by fatihG on May 14, 2017 17:54:46 GMT -6
fatihg.artstation.com/Should be link to all my social media stuff and to my email as well on that page. Feel free to pm me as well. =]
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