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Post by Yän on Jul 30, 2016 7:25:20 GMT -6
Mike, please add an autosave function to writing a reply - I just wrote something for like 15 minutes and when hitting reply I got a server error. I hit the back arrow in my browser hoping it had saved what I wrote but there was nothing there but what I wanted to quote. Needless to say this pissed me off quite a bit I think users shouldn't need to be afraid of losing what they wrote when hitting reply.
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Post by Yän on Jul 28, 2016 15:25:38 GMT -6
I don't think that they have to abandon community involvement if they decide against Kickstarter. Sure, the campaign was a great rush of fun but I think that they could do something similar when announcing a sequel. Why shouldn't we as a community be able to extend this forum for a sequel if/when one is announced? Why shouldn't they be able to give us development updates if Kickstarter isn't involved? I think they could still be as open to feedback as they are right now even without Kickstarter. They would definitely need to work with Fangamer though since none of this would have been possible / so good without these guys.
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Post by Yän on Jul 23, 2016 17:03:22 GMT -6
In order to distinguish area colours from save- / warp room colours they could colour the outlines of areas instead of the areas themselves. Or the outlines of rooms. Save- and warp rooms could also have icons instead of just colours.
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Post by Yän on Jul 21, 2016 15:52:11 GMT -6
Wow, reaching LVL 81 sucks!
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Post by Yän on Jul 17, 2016 5:17:36 GMT -6
Really simple criticism. Can the backdash have a more present sound effect? You can barely hear the current one. I'll have to disagree with this one: people will chain the backdash a lot because of how fast it is. This means any speedrun is going to sound really annoying if the backdash has a loud sound effect. Not as annoying as "CHARLOTTE! JONATHAN!" but still... I really like how subtle the backdash is right now.
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Post by Yän on Jul 14, 2016 17:28:03 GMT -6
Interesting notion... So far I just kind of assumed that the main story mode won't have the other playable characters in it but that they'd be accessable in separate modes. You know, like Albus mode in OoE or Julius Mode in AoS. I still think that this is the most probable outcome but who knows...
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Post by Yän on Jul 14, 2016 8:12:14 GMT -6
I think that NG+ should be separate from difficulty modes. I want to be in charge of the difficulty level myself. The increased level cap is something I can stand behind though. I'm not one to play through dozens of NG+ playthrough so don't overdo it though. I think something like three normal NG+ playthroughs should be enough to get 100% of what there is to get in NG+. Also I never had the impression of SotN's castle being "empty". For me that was maybe more of a problem with Harmony of Dissonance which had some straight up empty rooms. Large ones, too.
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Post by Yän on Jul 11, 2016 15:57:50 GMT -6
Wow, this is a really impressive way to make a point! Kudos to you for putting in the work and actually making a decent looking, fully animated pixel art mockup! However, I can't make out the difference between the Q-modes at all. What am I missing here? What am I supposed to notice? The controls in all Q-modes feel exactly the same to me. Q affects how early you can press the jump or attack buttons and it will still register the action. e.g. In the E3 demo, if you press the attack button once while you're already doing an attack animation, nothing will happen after the current animation ends. The same when you try to press the jump button while you're doing in the jump recovery animation; you don't jump after the animation. Basically, you can't chain inputs. You can only trigger attack and jump button presses if Miriam is in her idle animation. And because of the extra transition animations Miriam has, it makes it hard to do frame-perfect timings with your actions since the animation feels like it has a one/two-frame delay. Thank you for your response. With this in mind I tried it again and I think for the sake of attacking more quickly I like your proposed changes (not the exaggerated change though). However, when I'm accidentally pressing the attack-button twice and I want to turn around quickly after my attack, with your proposal only I have to wait until the second "accidental" attack is over until I can turn around. So in that regard it's actually slower / less responsive. All in all I'd be completely fine with both versions. As for attack cancellation on landing I think I like the way it is in the demo. Makes for more careful timing decisions during jump slashing rather than mindless button mashing. Still I'd be okay with both versions here too. I still think that the changes are so small most people wouldn't even notice them at all.
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Post by Yän on Jul 11, 2016 13:41:48 GMT -6
Alright, finally done a rough mockup to show some of what I was proposing with my feedback on page 4 ( bloodstainedfanforums.com/post/30626/thread). --------------------------------------------------------------------------- input buffering/anim cancel mockup, haxeflixel engine, html5It should run on html-5 compatible browsers like chrome and firefox, keyboard input for the controls. The amount of input buffering is set to match the E3 demo's by default, but you can toggle it with the [Q] key. For the animation canceling when Miriam lands from a jump, you can toggle the behavior with th [E] key. Player controls are the usual ones, wasd/arrows and [z][x][c]. Just a disclaimer, this isn't for a proper game. It's just to demonstrate how the input behavior changes how responsive the game feels. My mockup's in a 2d engine, but the timings and behaviors are applied the same way for 3d engines. Wow, this is a really impressive way to make a point! Kudos to you for putting in the work and actually making a decent looking, fully animated pixel art mockup! However, I can't make out the difference between the Q-modes at all. What am I missing here? What am I supposed to notice? The controls in all Q-modes feel exactly the same to me.
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Post by Yän on Jul 11, 2016 13:37:40 GMT -6
Undertale had its bullet hell mechanics used in the credits and all the backers' names would be the bullets to avoid. Maybe we could have something similar? For example we always get the names of monsters in the corner. How about a gigantic horde of low-tier monsters to fight but instead of their name we get the name of the backer in the corner? The monster-types could depend on credit clans. For a more traditional setup of credits we could have them sorted into folders which would be the credit-clans and people could interactively scroll through the lists within those credit clans to read their names. Overall I'm hoping for a longer music loop than mighty no. 9 had 'cause that got tiring very quickly. I think it's kind of silly to include anonymous backers as nobody could identify them anyway and it just senselessly makes the credits longer.
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Post by Yän on Jul 7, 2016 15:58:48 GMT -6
A new Bloodstained game will depend on how well received the game is upon launch. As long as the final product doesn't turn out to be a Mighty failure, and gets a good Number on sales and reviews, then there will definitely be a new Bloodstained game, or even 9 of them in the future. I love the subliminal message in this ^^ Plus I think you're right. They'll only make a second one if that is what people want.
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Post by Yän on Jul 7, 2016 15:48:20 GMT -6
Great, now it sounds even more like The Pinnacle
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Post by Yän on Jul 4, 2016 14:43:01 GMT -6
Also, this should be on there as it's super epic: PENIS! HE HAS A- PENIS! DEMON DOMINUS! HE HAS A- PENIS! HE HAS A- AH! In all seriousness, I'm surprised that this wasn't a choice as well... Haha, thanks for the beautifully immature laugh you gave me there, mate
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Post by Yän on Jul 2, 2016 17:55:25 GMT -6
Ah yes, Yuta Romeo, surely one of the best CV Music arrangers. Check out his other pieces as well, everyone - it's just amazing!
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Post by Yän on Jul 2, 2016 17:37:10 GMT -6
No DoS makes me sad...
Also, this should be on there as it's super epic:
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Post by Yän on Jul 2, 2016 4:56:25 GMT -6
I don't think that they could even pull of an inverted castle in this day and age as they did in back in the 90s. First of all due to the internet, it wouldn't stay secret for even a week after release, second even if you found it out by yourself - would it really surprise you after it had already been done in SotN? I know I wouldn't be surprised. It was a fantastic design decision back then but it's something that only works once. Also, all the inverted castle was was the same rooms with palette swaps, new items and new enemies and bosses. No actual new castle or environment design. I'd much prefer more uniquely designed areas of the castle over little changes to already existing designs.
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Post by Yän on Jun 27, 2016 16:26:14 GMT -6
I wouldn't worry about it. I heard the parts I think you're talking about can't be accesses yet and are pretty much just empty.
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Post by Yän on Jun 26, 2016 12:12:36 GMT -6
IDK, the biggest complaint I have, system-wise, is that shards seem to be a random drop. Personally, I'd change it to be psuedo-random instead, where each time an enemy's shard isn't dropped it increases the likeliness of the drop on next kill. Really easy system to implement, and helps against wasting the player's time. IMO, as much as I like the card system in Circle of the Moon, one of the worst aspects were that they were entirely random drops; I spent more time farming cards than I did actually playing the game. I think this is a good idea as it still keeps different drop chances but avoids the problem of overleveling due to excessive item farming. And to demonstrate how simple the implementation is I'm going to come up with a quick coding system even with my very limited experience in this field: Let's take Amy's shard drop as an example which has a chance of 1:100 All we need is to give it that starting variable "startDroprate" = 100 and a variable "currentDroprate" at the beginning we set currentDroprate = startDroprate Now whenever Amy is killed we generate a random number within the range of 1 to currentDroprate (100) asking if the random number = 1. If it is not 1 we'll say something like currentDroprate = currentDroprate - 1 (I'm going for a simple linear function here though other curves might also be useful) so that the next time Amy is killed we get a smaller range, thus a higher chance that the number will be 1. If the random number is 1 we'd get a shard drop and we set currentDroprate back to startDroprate. So yeah, very easy to do and a cool solution for some of the balancing and frustration issues with droprates in previous games. This system could work for any type of pseudo-random drop and any number as a starting chance. However, do we know if such a system is not already in place? Idk, to my knowledge they might have thought of something like this already.
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Post by Yän on Jun 26, 2016 10:50:01 GMT -6
Anyway its really late right now... or should I say early? So I'll just post this here while it is uploading. Played around a bit with Vepar and its textures. Comparison Screenshot
In the developer feedback topic I talked about how I felt like it was lacking detail and that the colours felt too bright and saturated. With this mod I basically tried to show what I meant. Added detail to the creature, desaturated the colours, shifted the hue of the colours as well so that it feel more like a whole now. For example, the blue of the body is now a bit more green and the green seaweed now has a bit of blue in it. Since everything now has a more overall 'greenness' to it, the contrast with the red crystals work a bit better now as well.
I am sure not everyone will agree with what I have done to this creature.. =P
Video Should be done uploading in about 40 minutes. Funny thing with this creature is that it is using a water texture that is being used in other places as well. (Shallow water, waves in the BG, etc.) So because I changed them for Vepar, all of the water in the other areas have been updated with a higher res texture as well. =]
We should let the dev team see this. I mean I was ok with vanilla Vepar but it looks so much better with the new colours. Great Work!
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Post by Yän on Jun 25, 2016 8:16:39 GMT -6
So I really liked most of the demo, here's just my two cents on what I think needs to be improved:
I totally don't buy the rope nets. They don't feel like they're physically in the game world as they act just like any other platform. They should physically go down a bit when jumping on and off of them. I've noticed something similar with the diagonal hanging mast which you can walk on. The collision on the ends of the mast should really be spot on. Right now, Miriam hovers above the mast when standing close to its edge. These things are immersion breakers for me as I am reminded that I'm just playing on a low poly grid map with graphics on top of it. Please update the collision map to represent the environment more closely. Objects with different physical properties should feel different while playing.
How am I actually supposed to use the directional shard in mid flow? My thumb is on the four buttons all the time because I need to jump in order to get around so I have no finger to spare for the direction control. I'm not sure if this is a problem that can be solved through simple re-mapping as it would require something like jumping on shoulder buttons which would feel odd for the rest of the game. If it's a shard type that should be used only as a stationary thing I believe that it still disrupts the game flow and pacing as I need to stop moving normally, move my right thumb away from its regular position and think about a new thing to do with my right thumb. After using the attack I have to reconfigure everything again... You get the idea.
The water in the background needs a rework I think. I'm not really convinced of the blurry, low detail look of it. The Fog in the far background shouldn't just be a solid colour either since that kind of looks like Ps2 era fog.
Overall I think this was a fantastic demo. Most of the time I totally got that IGAVANIA-feeling and I quite liked the way you creatively used the new 3D aspect for interactive backgrounds, enemies crawling onto the ship, Vepar destroying parts of the environment from behind and so on.
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