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Post by Yän on Nov 21, 2017 15:22:55 GMT -6
When you beat the final boss without taking a hit, Miriam says "I am the morning sun, come to vanquish this horrible night!"
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Post by Yän on Nov 8, 2017 12:19:32 GMT -6
As far as I've experienced, if you jump to a new engine version during development it sometimes goes smoothly without any issues but will often introduce bugs somewhere that won't always be spotted and may be hard to fix. It can be risky for sure but if there is a change that is significant enough, they might want to thoroughly test it with the new version on a separate branch and move to that if it goes smoothly. Errors and bugs are more likely to appear the larger the gap between the two version is so if they're currently using something that is as old as when the project first started, it doesn't look as promising... Can't really give you a more precise answer though since I don't know the specifics of their project, of the engine changes and of the version gap.
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Post by Yän on Nov 3, 2017 20:16:36 GMT -6
See that "Tag" button? Give it a try. Go ahead, I don't mind the alerts! My hope for adding this feature is to make it easier to tag people and prevent all the quote trees. When someone quotes a quote of a quote that quoted a quote instead of just replying or tagging who they are directly talking to you get a quote tree. Don't tell me what to do Srsly though, that's a nifty feature, thank you!
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Post by Yän on Nov 3, 2017 15:14:29 GMT -6
darkbrotherhood , on a related note, you should check out The Crown Stones: Mirrah. It's dark and gory to an uncomfortable level lol. Very CV, too. Yea thats the kind of jazz im talking abouth, thanks for the headups. Don't you mean "thanks for the head-offs?"
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Post by Yän on Nov 2, 2017 17:03:26 GMT -6
Colours too faded? This might interest youSince some people including me have had some issues with the colours or lack thereof in the garden section that was shown, I decided to take a screenshot and do a quick mockup of how some different / brighter colours could bring the scene to life. I might have gone a little overboard to illustrate the weight of the effect but I actually kind of like the lush look of the vegetation in the edit... What do you guys think? I'm kinda wondering if the color discussions we are having now might have something to do with the shaders that we voted for earlier.... I knew I picked the right one... I doubt that. UE4's material editor is definitely flexible enough to add more saturation to just about any colour. But even if the materials are somehow too limited, the changes I made could easily be done with some colour grading post-fx. It's more of an artistic decision rather than a technical one.
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Post by Yän on Nov 2, 2017 16:35:02 GMT -6
Colours too faded? This might interest youSince some people including me have had some issues with the colours or lack thereof in the garden section that was shown, I decided to take a screenshot and do a quick mockup of how some different / brighter colours could bring the scene to life. I might have gone a little overboard to illustrate the weight of the effect but I actually kind of like the lush look of the vegetation in the edit... What do you guys think?
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Post by Yän on Nov 2, 2017 12:10:46 GMT -6
I agree with Castledan that more colour in general would be great.
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Post by Yän on Nov 2, 2017 11:10:54 GMT -6
I wanna talk about somethings that people have mentioned. CastleDan I agree with you, regarding Mace's speed and i understand from where you criticism comes when talking about the mace's attack speed. The thing is, when you have several different weapon types, they must be more than just raw damage power and damage type. Considering the game's official types of of weapons and considering what Igavanias had made before, i believe they could be different considering potential damage, speed and range. If mace is faster, i believe Swords and Knives are even faster now. Because, overall, weapons in Igavanias are different by basic things such as "slow but strong", "weak but fast" and "average" and things like that. Yän About Death animations, i agree with you. I really hope that's because it's still alpha, but most Igavanias had cool death animations, with fire, explosion, screams and things like that. Although i hope they are going to change that, i'm also a bit worried because i remember that people had another discussion in the past about the dev team putting equipments that you pick up, to be visible like most Igavanias before, and not always hidden in treasures or bags. At the time, i remember saying that this could be to save resources, without the need to create separate models just to use as graphic for equipment lying around. They didn't change that. Equipments are still inside bags and treasure chests (although you can see them flying for some seconds when you pick them up now). I hope the discussion about death animations doesn't turn up being the same as the discussion about equipment graphics lying around... krystal / Enkeria / Yän About the minimap, personally, i really like the idea of having a minimap at the screen. It helps so much to navigate around, without the need to stop all the action just to check where you are at the map. Having the option of turning it off could be a good idea, but completely removing it, no. I agree with Enkeria. Options are always good. But yeah, personally, i very much prefer the minimap to stay than to not stay. JeffCross About the visual representation of equipment, i believe that the game may have an option to hide equipment and such, from Miriam's graphic. After all, the game will also have costumes (such as Pure Miriam costume) and i think costumes override everything else you may be wearing simply because that is how costumes works in most games. I think my problem with the mace is the animation makes it feel too much like she's swinging a sword. Now I'm nitpicking to all hell with this but it is in fact one of the reasons why SOTN is so good to me. There's a real difference to the feel/sound and look of certain weapon types. Heavier weapons appear heavier in the way the arch when Alucard attacks. There's a difference. So it's not so much the mace not being slow enough it just doesn't feel different enough to a normal sword to me. True, but I feel like the difference was even greater in the DS-games with those huge overhead swings for heavy weapons like that. Also, can we talk about how much less interesting these gifs would have been if both of these enemies would just have disappeared with a flamy-effect all the same? This stuff really shows how important individual, detailed death animations and effects can be.
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Post by Yän on Nov 1, 2017 18:22:51 GMT -6
What I would really appreciate would be the possibility of having a map projected onto a second screen. That was one brilliant thing about the DS-games. For PC, this option would surely alleviate the problem of having a map obstructing your main screen without having to stop playing to look at it. But yeah, other than that, an option to turn it off should be implemented to let players play the way they want to.
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Post by Yän on Nov 1, 2017 12:13:50 GMT -6
1) Miriam is at LV 8 at Garden of Silence's video. Do you believe that is just for testing purposes, or this area will be one of the first areas of the game? Considering Bloodstained areas, we already know: Galleon Minerva, Church of Dian Cecht, The Village (no official name yet) and now, Garden of Silence. Do you believe all these areas will show up in a particular order?I think it's just for testing as it seems like a fight against Zangetsu is too early at level 8. Miriam shouldn't be able to beat Zangetsu at such an early stage.2) What type of Shard (Trigger, Effective, Directional, Enchant, Familiar or Skill) do you believe Barbatos will give and how it would be? Or maybe Barbatos is like Morte and doesn't give any Shard?I hope he gives you a shard. Trigger would be easy to imagine but I prefer the directional option: shoot an arrow in any direction. Would especially be interesting if there was gravity on the arrow.3) What type of Shard (Trigger, Effective, Directional, Enchant, Familiar or Skill) do you believe Toad will give and how it would be ? Or maybe Toad is like Morte and doesn't give any Shard?The toad seems more like it won't have a shard. Seems like such a minor enemy to me that it'll probably fall in the Morte category. Might as well be a pretty lame familiar though, who knows? 4) Do you think Zangetsu will be fought more than once? Like Trevor in Curse of Darkness, huh? Would be cool! He already seems pretty developed with badass attacks and all that at this stage but if the devs can get even more out of him, that's awesome!5) Human enemies from Dawn of Sorrow had no soul to give as power. Do you believe Zangetsu could give Miriam a Shard if killed? That would mean he can be a demon. Or maybe he can turn into one later on. If yes, what type of Shard and kind of Shard do you think he could give?I somehow believe that you won't actually kill Zangetsu (like Julius or Trevor). He seems like one of the good guys, so that would surprise me. If you DO kill him, he still shouldn't give you a shard unless they want to pull some crazy Shyamalan plot twist ("HE WAS A DEMON AFTER ALL! EVEN THOUGH HE HATED EVERYTHING THAT WAS DEMONIC!!") Maybe you could get a weapon from him instead - eventually he could give you the katana that is supposed to be the strongest weapon in the game...6) How big do you think Garden of Silence is? Compare it with some area of Symphony of the Night or some other Igavania game for a size comparison.I think it might be pretty big as it is supposedly an important area for the game (according to the update). I think it could be as big as the gardens in DoS and AoS combined... Might be entirely off though.7) Gears of Fortune is not Garden of Silence's song, as kickstarter's page already warned us "The place you'll hear this song in Bloodstained hasn't yet been announced", but "The Executioners" (Bloodless Battle's song from E3 2017 Demo) is also the music used for Zangetsu's battle at this update. Do you believe that this will really be Zangetsu's Boss song? Or is just a placeholder?I think it's also a placeholder. Doesn't really suit his character. I'd expect something with a bit of a Japanese touch for his boss theme.8) What kind of area or areas, do you think, or would you like to see connected to Garden of Silence? The Castle's entrance? Maybe a flooded cavern? Some kind of inner forest?I imagine that it could work pretty well as a central area so it may be connected to many different places. Kind of like the garden in DoS... I might be biased though as its look reminds me of the outer wall in CotM which was ironically in the center. 9) Comment anything else you would like to say about Garden of Silence, if you want.Looks good, I like the moon and the statues, vegetation looks nice but could have some more colour to it. Water looks too noisy, making it hard to see what's going on on the screen.Thanks to Pure Miriam for continuously putting out great threads to make us think about aspects of the game!
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Post by Yän on Nov 1, 2017 11:49:44 GMT -6
Just copying my instant thoughts about the update from my comment on Kickstarter. Fantastic update! I like all the new music and that Zangetsu fight looks like a lot of fun! The new environment is pretty neat as well. The statues, for instance, look super cool. The reflections on the water could look a little less noisy in my opinion, Right now the noisy water makes it difficult to recognize what's going on on the screen due to all the high-contrast, tiny movements. The Beast Beret is really cute and I like that it's visible while playing and that it can be seen when you pick it up. The archer-enemy looks cool and has some nice VA that somehow reminds me of older Igavanias. Love it! One thing that kind of sticks out to me as too monotonous are the enemy-death-animations / VFX. Most of them look more or less the same and are pretty unspectacular. This can definitely be changed during polishing stages though so I'm not too worried.
Also, I really like the percussion in Johannes' theme. Sounds like stuff taken straight from an alchemy-lab!
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Post by Yän on Oct 26, 2017 14:38:42 GMT -6
9) No Igavania game ever had something like a "Slow" effect, although some effects (such as Curse) could cut the character's walking speed (such as Harmony of Dissonance). If that icon is really "slow" or something like that, what kind of effects would you like to see for Slow at Bloodstained?I think that one is fairly self explanatory, though I would like to mention that I wouldn't want it to affect jumping height or distance since that would make it a temporary show stopper in a platforming game. I think that if we take into consideration that it slows down sideways-movement-speed it would have to affect jumping distance unless we were to also reduce gravity in which case it would affect jumping height positively. Naturally, the arc of a jump is shorter if the sideways-momentum is slower. The only way to circumvent this would be, to keep the same sideways-speed while being in the air. This would also circumvent the penalty of the status effect entirely though as you could just jump continuously, rendering the effect mute. Another way may be to enable low-gravity while also reducing jump height. Through stuff like enemies hitting you in mid-air and throwing you further upwards due to lower gravity, this may however introduce unwanted sequence-breaks... In conclusion I think that the way to go would be to just have shorter jumps while having the slow-status-effect. That is, if it actually makes your sideways speed slower and doesn't do something completely different such as slowing down your attack speed for instance.
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Post by Yän on Oct 21, 2017 10:03:45 GMT -6
1) Vepar and Bloodless have different boss themes. Why? Maybe the game will have two (or more) boss themes depending on the Boss style? Or maybe each Boss will have it's own theme (i find that hard to believe)? I always expected several different boss themes. They should then for each boss use the theme that most suits the character of your enemy. I'd also like to have some one-off themes for story-bosses.
2) Symphony of the Night had one unique song for each area of the game in the first castle, but in the second, many areas have the same music. It sounds like they didn't had time or resources to create one music per area for the second castle. Bloodstained is promised to be the biggest game IGA ever made. We all would love to have one piece for each area, but we know that this is time and resource consuming. Would you "accept" if the game have to reuse some songs like Symphony of the Night did with it's second castle (and as Harmony of Dissonance did with all it's second castle)? It would be a shame if Bloodstained had to reuse songs because I think the songs should closely represent the area they are played in. If they reuse songs, they will have to compose generic music that suits multiple areas. This will have a boring soundtrack as a result. If they reuse stuff, they should do it the Harmony of Dissonance-way, in which the same track was used in the "mirrored" area. That way, you'd still get a variety of songs while playing for an hour instead of going through long stretches of the castle and just hearing the same thing over and over again. If they absolutely must reuse the same song for multiple areas, they should not restart the song whenever you change the area. That was a bad design choice in SotN as often we would only get to hear the beginning over and over again of what was a pretty long song.
3) In a interview, Michiru Yamane said that Lament of Innocence's soundtrack was composed without using electric guitar, to give the game a more "old vibe" since it's plot is from a really old time. Many Igavanias had different styles of music, going from heavy metal / hard rock to more lyrical and classical tones, even touching the goofy and weird territory. What do you expect for Bloodstained? A more unified theme or something more varied, mixing several styles? I prefer the variety. Also, I think that a big portion of LoI's soundtrack sounded pretty modern due to the use of electronics and drum machines.
4) Where do you think Cursed Orphan will be used? Scenario (what kind of scenario)? Boss (what kind of Boss)? Or something else? I don't know if it will be used at all since inti creates isn't involved with Bloodstained anymore.
5) Do you consider Luxurious Overture as Miriam's official theme? Or something else? Or Miriam's theme is yet to be heard? Or something like that (character's theme) will not exist? I always considered Theme of Bloodstained to be Miriam's theme as well since she is the first heroine of the franchise and it is the first song of it.
6) Six 8-bit song was achieved at Kickstarter. Do you want these musics to be officialy at the game, as scenario music or do you want them to be optional pieces that you can hear? (Such as 8-bit Vynil disk items in Portrait of Ruin). These are going to be used in classic mode. Here's a quote: "These songs will be new compositions -- not remixes -- which should complement each of the six Classic Mode stages quite nicely." /posts/1238140
7) Do you expect the Classic Mode (six or more punishing stages using game's assets with a old-school hardcore gameplay) to have it's own soundtrack? Or just to reuse the main game's songs? See 6)
8) Post one or more Igavania's music (or ANY music from Castlevania, be it created by IGA or not) that you would like to see something close at Bloodstained! Composition-wise I'd like something like Subterranean Hell from DoS. I think it is a really interesting piece. Everything in it feels like water to me, the wavelike rhythm, the used instruments, the general mood of the melodies. I also think that it was brilliant in regards of using three odd time signatures without really being too noticable if you don't count it out. It made these time signature changes feel really natural. Speaking of cool water themes - another favourite of mine is Wandering the crystal blue from OoE's soundtrack. I think it might be the most soothing and beautiful level composition in Castlevanias that I have heard. I liked going to the somnus reef just to hear this song and relax. Sound-wise I always liked the soundtrack of Curse of Darkness best so it would be fantastic if they aimed for something like that. Also, it has some amazing kickass fighting-music! When it comes to boss music, something like Into the dark night from DoS would be my favoured direction to go into.
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Post by Yän on Oct 18, 2017 15:56:31 GMT -6
I kinda like how Undertale did it. This was brilliant, especially as it went along with Undertale's gameplay during fights. This being said, I wonder how we could apply this to Bloodstained's gameplay...
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Post by Yän on Oct 18, 2017 13:29:54 GMT -6
Die, Monster! Defeat the IGA boss using only whip-attacks
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Post by Yän on Oct 9, 2017 16:46:11 GMT -6
Man, that's super cool! Wishing you all a fun time. Can't be there 'cause that's 4 am here haha Will be archived as always though right?
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Post by Yän on Oct 9, 2017 13:26:08 GMT -6
It's been some time. I intended to not post any more unfinished version but man, it's taking forever. So here it is. This will be the last time I post an unfinished version. I won't let my teacher see this yet. Any feed back are welcome! XD I hear, you've made some good progress! I really like the addition of the plucked instrument at around 56 - sounds beautiful! You also bring back the starting melody quite nicely but with some variation to it. I think that it might flow better if you gave that bit a repetition and only brought in the variations on the second turn so the listener can recognize it more easily and is more ready for the changes made. I'm not so sure about how you introduced the horns in the end. I think the idea can work out but the way they are introduced now seems very surprising and almost dissonant. Maybe you should have some notes that will bring the horns in before the actual measure starts. Also the entire horn section seems a bit busy and unfocussed to me but maybe that could be fixed by having the other instrument play a little fewer notes and having the horns quieter in the mix. Other than those suggestions I have nothing but praise. Well done so far! Good luck with the last stretch!
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Post by Yän on Oct 8, 2017 11:55:57 GMT -6
Not yet as far as I know.
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Post by Yän on Oct 4, 2017 13:44:35 GMT -6
I played SotN for the first time on the PSP when I was just a little kid. It was way too hard for me back then though and since I couldn't even get past Gaibon and Slogra at the time I kind of gave up on it. Years later, after already having played almost any other Igavania, I decided to pick it up again and had an absolute blast sinking hours and hours into this beautiful experience! To this day it remains one of my three favourite Castlevanias as well as one of my all time favourite games.
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Post by Yän on Oct 3, 2017 11:13:35 GMT -6
It's her job and she is getting paid for this, working at ArtPlay. Isn't she the Communication Manager though? She was originally exclusively hired as the Community Manager but Angel-Corlux has taken a lot of those duties as of late. I think that Mana basically gets paid for whatever work she does for Art Play and Bloodstained, be it Community Management, Interview Translations or Art. Also, we have good reasons to believe that she is in charge of the Backer Portraits artwork so there's that. This is obviously a lot of work that she also gets paid for as it would be ridiculous not to pay her for this official artwork that is going to be in the game.
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