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Post by Yän on Oct 16, 2016 17:43:12 GMT -6
I got the Wii U version, so this is a wee bit concerning. One thing I keep seeing in previous posts is "Upgrade them to an NX version" but you are making the dangerous assumption that me or somebody else is even going to buy an NX at this point when we don't really even know what it is. I really like Nintendo but I certainly am not pledged to them to buy anything and only a fool buys something before what it is and what it does. Then there is a PC version, while I have a more then capable gaming PC, I wanted a physical copy. (I'm big on physical copies) Any "physical" copy of PC you don't really own. You are at the whim of whatever download service it's on. More then likely Steam. I don't like that. But then again switching it to one of the other consoles that I don't own (PS4,XONE) would be ridiculous too as it would be trying to force me to buy something I really didn't want. Touchy situation with no good way out.... You made some great points. Don't bet on the NX, guys - we currently have no clue what it's going to be. The system might not even support games like sidescrollers who knows! There's an option for a DRM-free PC-Version though so you could get that one I guess. Anyway I still believe that Iga should go with a Wii U release. After all it had been promised as a stretch goal!
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Post by Yän on Oct 12, 2016 12:22:11 GMT -6
This is a great idea. Simple, clear and uncomplicated. Love it! It's an elegant solution, gives clear feedback so we can tell whats effecting the enemy. Still leaves room in the bestiary for icons etc. where they should be, and it leaves room for experimentation too as an effect would only show if an enemy is weak vs something. It's the perfect solution in my view. Thank you =) Weren't weak attacks always marked by having the monsters flash blue upon an attack instead of red or am I just dreaming that up? The only game that had that, as far as i remember, was Portrait of Ruin. Nah, Order of Ecclesia does it too See at 1:35 Anyway I think that always worked pretty well. I also like the idea of having little special effect animations if the enemy is weak against your attack.
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Post by Yän on Oct 12, 2016 9:56:19 GMT -6
Weren't weak attacks always marked by having the monsters flash blue upon an attack instead of red or am I just dreaming that up?
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Post by Yän on Oct 10, 2016 5:08:47 GMT -6
So what about numbers when Miriam gets hit? Shouldn't they look different too so you can make out whether that was a hit against you or an enemy? I'd say red numbers for a hit against Miriam would feel appropriate and most people would associate red numbers with something bad instantly.
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Post by Yän on Oct 10, 2016 2:38:47 GMT -6
HARMONY OF DISSONANCE BACKGROUNDS
This is more akin to what we were discussing before. Take a look, specially, at the spears on the back of that room down below. They are obviously displayed as if they were put there on a random way, but they aren't random at all. After each statue, the spears are all placed exactly on the same way. Wall cracks are also all on the same disposition. That is a good example of simply copy/paste environment without much human touch on it. This repetition can be find on all games, yes, but it is bad when you can spot that on a place that it LOOKS LIKE it had the intention to be random. Actually, procedural generation could make this better. Imagine having a spear-placement-system instead of having a human copying the exact arrangement of the same spears several times. They could really look random and thus feel less repetitive thanks to procedural generation.
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Post by Yän on Oct 9, 2016 16:41:10 GMT -6
I always thought it was a bad idea for a Wii U version. I know there were quite a few people screaming "WII U!!!!!" on the Kickstarter page, but ultimately the number of people that have a Wii U and nothing else must be minuscule. And I can't see why anyone would refuse to play it on PS4 or PC. So I'm not surprised to see these statements. For a lot of people I don't think that it is so much about refusal to play on a certain system but rather about not owning such a system or the financial means to buy one. Even if the number of people only having a Wii U is small Iga still made a promise to those people which they gave him their money for. It even was one of the stretch goals. Simply ignoring stretch goals so that a fraction of fans will not be able to take part in the end result of the project they co-funded is just wrong and would probably result in quite some backlash from fans and media. I don't own a Wii U but I'd definitely advise Iga not to take a gamble on this and just have it ported to the console even if it turns out not to be very profitable in the long run. It's just the right thing to do.
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Post by Yän on Oct 6, 2016 15:51:31 GMT -6
Solution for the backer portrait issue: make them smashable by Miriam. Then just smash the ones you don't like. The destroyed portraits are lost forever for that save file But if I am a portrait tier backer, I want Miriam to smash my portrait to pieces! XD I think what people are worried about is the first impression so smashing them wouldn't quite fix the issue. Making good portraits that fit into the environment, artstyle and overall setting is the way I hope they'll do it. I'd also like them to be spread out across various sections of the castle so it doesn't feel like "so this is the backer-area".
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Post by Yän on Oct 6, 2016 10:57:09 GMT -6
Is it going to be used to make the game... or is it going to be use within the game (Like random enemy placement)? In the article it's about making the game more quickly not about system- and level design questions. They want it as a workflow-tool which only makes sense for a game of this scale.
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Post by Yän on Oct 5, 2016 19:15:24 GMT -6
Also...did he delete his posts? It makes it look like I did the first one now, lol It's funny cause that could also have been the opening post with that title
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Post by Yän on Oct 5, 2016 18:07:06 GMT -6
It'd be cool to have them in the post - the people have to see it!! The article overall feels like a side-update to me
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Post by Yän on Oct 5, 2016 17:21:19 GMT -6
Concept art of the entrance area. I think it looks even better in 3d, however I prefer the 2d-statue because it's more detailed and has a cleaner look to it.
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Post by Yän on Oct 5, 2016 16:38:48 GMT -6
What I read is this: The failure of the VB spelled the end of his run at Nintendo. If he wanted to retire anyway, why did he form a new company and make a new handheld? Sorry, should have been more specific. This is the part I'm refering to: "Another of his creations, the Virtual Boy, was a commercial failure, but was not the reason for his subsequent departure from Nintendo. According to his colleague Yoshihiro Taki, "Yokoi had originally decided to retire at 50 to do as he pleased. His retirement had simply been a bit later than planned.""
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Post by Yän on Oct 5, 2016 14:58:48 GMT -6
Didn't they man who invented the Game Boy also invent the Virtual Boy and lose his job because of it? Nah, he had planned to retire anyway. Read this if you wanna know more about it en.wikipedia.org/wiki/Gunpei_Yokoi
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Post by Yän on Oct 5, 2016 12:22:44 GMT -6
I find it interesting that inti weren't even mentioned once. Also that gun icon with 0/999 further confirms an ammo ressource.
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Post by Yän on Oct 3, 2016 6:52:18 GMT -6
I understand that VR is the cool thing now but I don't believe that Bloodstained in it's current form would be one of the better fits for the concept. Remember when touchscreens were all the rage back when Dawn of Sorrow was released? Yeah... I mean it was a fantastic game but none of that was due to the touch-features it had. Similarily I don't believe that Bloodstained is best suited for head-mounted displays. VR for VR's sake in a game that doesn't truly need it really doesn't strike me as a great idea. They'd have to radically change the core gameplay for that to work really well and I don't know if it would be better for it. I have tried Vive and Oculus and it was quite fascinating though.There was a vive-game in which you moved by leaping forward with your arms and it felt amazing! That was because the game was developed specifically for the Vive. It wouldn't work with regular input devices at all it wasn't VR just to have VR but rather because the game wouldn't work otherwise. That's what makes VR amazing to me and with the state Bloodstained is in I just don't see it.
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Post by Yän on Sept 27, 2016 10:20:18 GMT -6
So over the past couple of years I have made many arrangements of Castlevania themes but I never published them. I plan to upload most of them soon though so stay tuned for more arrangement-videos! All the samples I've used to create these are self-recorded and -edited.
Let's start with Dracula's Tears from Dawn of Sorrow's Wizardry Lab!
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Post by Yän on Sept 24, 2016 17:45:33 GMT -6
Happy birthday, Michiru! The new music sounds brilliant as expected I still don't know which CV-theme the main melody of Holy Wisdom reminds me of but it might be Garibaldi Temple or a mix of that and SotN's library theme. Both of which are pretty amazing themes so I'm not complaining
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Post by Yän on Aug 14, 2016 14:58:44 GMT -6
I always enjoy finding treasure chests in video games. There's nothing like that feeling of surprise when you acquire a new piece of gear! It kind of feels like a birthday present for me. I like most of the chest ideas but want to add my own. How about in order to open certain chests, you would need something special but not a typical key. Instead, why not a certain type of shard ability that relates to the color or design of chest. Also, said ability must be equipped in order to open the proper chest. That's my $.02 on topic. I don't really see the gameplay value of this. Doesn't that just become annoying, having to go through your shards in the menu whenever you want to open a chest? I'd say putting such a hurdle between the player and the chest just discourages chest-opening. It's pretty much a light version of having to switch weapons in order to destroy candles.
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Post by Yän on Aug 11, 2016 19:15:50 GMT -6
Thanks Yän^^ I doubt, that they'll confiscate it aswell, after all, i did some research aswell, however, it's not 100% clear whats on the official site. (E.g. What is defined as "harmful for minors"? Would even be Super Mario included, as you brutally crush Monsters there?) My parents ofcourse think that the whole Iga team will be disbanded within 1 week, taking all the money they got for a nice living and laughing about idiots like us. (Which is ofcourse crap, but try to argue with parents -.-) Just wanted to take no risks with the customs, which is why I asked here aswell, still wrote an E-Mail to both Fangamer and the customs info-service, let's see the results. (Still no answers, however, may take a few days or something I guess.) Well unless Bloodstained ends up on the German index (which of course it won't) I don't think we need to worry about that. Your parents worries, however are not completely unreasonable. When looking at the whole thing from an outsider's perspective who doesn't know about IGA's reputation, it makes sense to be sceptical at the premise of giving them a hundred Euros for a game that they still need to make. After all there have been cases of successful Kickstarter campaigns that didn't stay true to their promise. Of course we know that IGA won't let us down but not everyone knows IGA Anyway, I suppose Fangamer will take some time to reply. They get a lot of emails after all.
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Post by Yän on Aug 11, 2016 18:28:14 GMT -6
The only real thing to take away from the PS2 games is that they have very, very repetitive room design. Curse is easily the worst offenders in the series. I love Curse of Darkness a lot, it would easily be in my top ten, though I'd have to think if it'd make #5. But the ONLY things Dracula's Castle has going for it are the surprisingly gory aesthetic (entire rooms are dungeons covered in skulls and blood, it surprised me) and the absolutely fantastic and atmospheric track associated with it. They got REALLY lazy with repeating hallways and rooms, and thats the biggest lesson to take in terms of approaching Bloodstained, and we've already seen that wont be the case. I think another thing that didn't work in favor of CoD was that it had a rather short draw distance for everything and it made potentially grand environments seem quite small and frankly a bit ugly. This might have been due to hardware limitations but I see something similar on Galleon Minerva with the background quickly fading into an ugly greenish brown. Personally I'd like this to change.
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