Yän
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Post by Yän on May 23, 2019 12:32:40 GMT -6
roguedragon05 Thanks for the explanation. Count me to the "don't care" category haha
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Yän
Herald of the Moon
Loyal Familiar
Posts: 476
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Herald of the Moon
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Post by Yän on May 23, 2019 12:19:48 GMT -6
tav7623 The "3rd unlockable character" is actually just the 3rd playable character and thus part of the 2 extra characters to be released post launch.
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Yän
Herald of the Moon
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Post by Yän on May 23, 2019 12:14:32 GMT -6
I'm not really sure what this whole steel case thing is all about. Seems odd. Why would I pay extra for a different kind of case if I already paid 100 bucks to get a special backer slipcase with Ayami Kojima's art on it? Can someone explain the reasoning here? Angel-Corlux Question ??
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Yän
Herald of the Moon
Loyal Familiar
Posts: 476
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Herald of the Moon
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Post by Yän on May 12, 2019 6:11:14 GMT -6
Listening to this dude's music. He's absolutely brilliant and doesn't get enough credit in my opinion.
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Yän
Herald of the Moon
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Posts: 476
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Herald of the Moon
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Post by Yän on Mar 28, 2019 14:23:55 GMT -6
Awesome! The quick-equip feature is much more comprehensive than ever! I also really dig the new look of the environments shown in the videos. The improved Zangetsu room looks much more polished and atmospheric than it did in the demo. The ability to set up quick consumable sets is also much appreciated! Good job!
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Yän
Herald of the Moon
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Posts: 476
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Herald of the Moon
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Post by Yän on Mar 20, 2019 16:01:34 GMT -6
ovenkitty Thanks for clarifying that. The thing is that stuff like network adapters and internet connection devices are a lot cheaper than, say, graphics cards and CPUs. However, high speed internet is definitely not available everywhere so that kind of weighs it down. By display speed, do you mean FPS capabilies of the monitor? Cause it's pretty much normal for monitors to be able to show 60FPS and the streams don't allow more than that for the start anyway. Yeah I'm pretty excited about the possibility to have a thousand players in a game at once without additional network lag. Sounds like it opens up lots of new possibilities if you can gather enough players.
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Yän
Herald of the Moon
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Post by Yän on Mar 20, 2019 14:44:34 GMT -6
It sounds pretty impressive, but I think performance is still going to vary a lot depending on the users' hardware. What exactly makes you think that? I thought they were very clear about the fact that all the calculations that would affect performance are done remotely regardless of local hardware. It's just going to depend on your internet connection, right?
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Yän
Herald of the Moon
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Post by Yän on Mar 19, 2019 17:51:51 GMT -6
Having all sorts of mixed feelings about this, ranging from excitement to scepticism to mild anxiety. Could go into a lot of different directions and there's still much we don't know. How will the pricing model be? When will it be available all around the globe? Will it be as easy to develop for as they advertise? Will it work with normal internet connections? Will the added input lag be too much? Will it move us even further away from actual ownership of bought products / games? Will it change everything or just fail and fade away? Lots of interesting questions to think about right now...
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Yän
Herald of the Moon
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Post by Yän on Mar 19, 2019 15:08:59 GMT -6
Unlocking more info the more you kill sounds like an amazing addition to the formula. Love the idea!
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Yän
Herald of the Moon
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Post by Yän on Mar 17, 2019 12:37:32 GMT -6
Happy Birthday, IGA! Hope you get to take some time off to celebrate
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Yän
Herald of the Moon
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Post by Yän on Mar 12, 2019 16:40:57 GMT -6
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Yän
Herald of the Moon
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Post by Yän on Mar 11, 2019 17:42:16 GMT -6
Sweet! Does anyone know who made the art for the retro versions? Those covers look SICK!
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Yän
Herald of the Moon
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Post by Yän on Mar 1, 2019 9:26:56 GMT -6
Aztec Depends on the method of adding the light shafts to be honest. If this screws with your code base, you're doing it wrong. If you do it with fake volumetric lighting like in the PS2 examples, it's as simple as adding a mesh to each window. There are also real volumetric lighting solutions in UE4 that just come with the engine and can be tweaked. Alternatively a simple particle system could be made to simulate the light shafts. This would also be fairly easy for experienced devs. Usually I'd agree that things can be deceptively hard in gamedev but in this case I stand by what I said.
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Yän
Herald of the Moon
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Post by Yän on Mar 1, 2019 5:34:41 GMT -6
The only improvement (a nitpick really) I have to offer for the footage provided with the Bloodless boss fight would be to add some lighting effects for the stained glass in the background. Having some colorful lighting beaming through the glass and reflecting on the floor in the background would be a beautiful addition. Doesn't have to be as elaborate as the following, but a good reference none the less (from Nier Automata): Good point! It's even been in the 3D-Castlevanias with their church-like environments. I think it'd be fairly easy to include.
Garibaldi Temple in Curse of Darkness
House of Sacred Remains in Lament of Innocence
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Yän
Herald of the Moon
Loyal Familiar
Posts: 476
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Post by Yän on Feb 28, 2019 16:05:59 GMT -6
Reflector Ray kind of reminds me of the throwing doll from Dawn of Sorrow, only in much, much cooler. I thought the same, too. It also reminded me of a similar game-mechanic from the Laser Institute Stage ( Shield Sheldon's Stage) from Mega Man X6. Neat! I was reminded of a game some of my friends made called LIT It's similar because you can actually control the light ray's angle just like you can in Bloodstained.
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Yän
Herald of the Moon
Loyal Familiar
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Post by Yän on Feb 28, 2019 15:42:58 GMT -6
Reflector Ray kind of reminds me of the throwing doll from Dawn of Sorrow, only in much, much cooler.
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Yän
Herald of the Moon
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Posts: 476
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Post by Yän on Feb 28, 2019 13:10:58 GMT -6
COPYPASTA FROM MY KICKSTARTER COMMENT:"Wow guys, this update is FULL of amazing news and details. Both the invert and reflector ray abilities are amazing and offer a lot of potential for some really creative ways of moving around! The graphical improvements are immense, I love it! The fact that Miriam's hair moves now (along with other little physics details such as physics on chandelliers) makes me really happy - it's been requested ever since we saw gameplay for the first time and it's finally here! You did it, guys! That's awesome I love the colourful background in the invert video, looks beautiful! Bloodless looks even more evil with her new "make up". I like it! All of this looks super promising and I'm SO looking forward to getting my hands on this! Keep it up you guys!"
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Yän
Herald of the Moon
Loyal Familiar
Posts: 476
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Herald of the Moon
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Post by Yän on Feb 26, 2019 5:47:27 GMT -6
Very interesting. That's later than I thought when I read "Summer". Kind of stretching the definition of summer but oh well. If it's true, at least we know now. Still a fairly long wait until September though, especially since they once said they'd definitely release in 2018. If it means that the game is better for it, then that's all fine by me though
Ok, EDIT: here's what 505 Question said on Steam: "We have not sent out preorder info to any retailers. Not Amazon, not Gamestop, no one. Any pricing or a specific date you see if a guess on the part of the retailer hoping to get your preorder money."
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Yän
Herald of the Moon
Loyal Familiar
Posts: 476
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Post by Yän on Feb 25, 2019 5:41:08 GMT -6
Artists, programmers and game designers talk among themselves, but they never leak to the press. They know how the industry works, but they keep it to themselves; and when they share things over a drink, there's an understanding that what's talked about in developer circles stays in developer circles. And that has good reasons - just today I signed an NDA for my new job. If I talked to outsiders about pretty much anything, I'd risk losing my job and ending up in court. From what I understand, it's pretty much the same almost everywhere else.
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Yän
Herald of the Moon
Loyal Familiar
Posts: 476
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Post by Yän on Feb 24, 2019 11:53:17 GMT -6
dareka What you say about internal delays is pretty spot on when compared with my own game-industry experience (along with what I've heard from gamedev-friends). Most people on the outside of the developer / publisher sphere really have no idea about it though since the industry likes to keep its secrets.
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