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Post by dareka on May 30, 2019 20:05:11 GMT -6
The lack of respect to one another is making me want to temp ban everyone with a negative post. Like some mom flailing their arm around at the back seat while driving because she doesn't know what kid started it but she's just gonna start smacking. Everyone chill out. With all due respect, Mike, this doesn't help either. browren has basically been on a insult and defamation campaign against 505 in these forums non-stop since the Linux version got cancelled. He's entitled to his opinion, people are entitled to agree or disagree with him - sympathize with him, even - but he's not entitled to hate on 505 non-stop every time there's an update. It's not as if we don't know how he feels, and there are separate threads for that. At the end of the day, he's not here simply share his thoughts on the project - he's in the forums to spread hate on the game, and hopefully sour people on it to undermine its chances of success. This attitude is the ultimate show of disrespect to you and every other backer who's spent time and effort cultivating a positive environment where people can agree to disagree. True, many otherwise respectful members of the community have responded negatively to him, as well - but only because of his own hostility to the project. He may not use vulgar language, but calling 505 thieves is not exactly being respectful either. Bottom line, if mods want to ban someone, ban him. There, I said it. It would not be suppressing someone for feeling cheated and expressing it - his conduct has gone far beyond that. There is ample justification to do it if you so choose, on the basis of him showing disrespect to the entire community through his conduct. Now, I'm sure he'll proceed to quote each and every last sentence in this post and go on about how the cheaters are 505 and they're the ones showing disrespect to the customers, etc. I'll ignore him, because what he wants is attention. I suggest everyone ignore him as well. I'm also cognizant that this post might get me in trouble, as well, but I've seen and had enough at this point. Mods need to step up and do their job without trying to be "fair to both sides" - the one that's full of spite and the one that's just looking forward to the game - or I'll gladly leave these forums myself.
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Post by dareka on May 13, 2019 0:08:01 GMT -6
1. Developer / Publisher release demo for backers and specifically ask for feedback. 2. Community response is overwhelmingly positive towards the gameplay but lukewarm towards the graphics, for which they provide detailed, constructive feedback, producing comparison videos, screenshots and highly detailed critiques. Countless other QOL-related suggestions are also made. 3. Brand Manager and Co. note all these critiques, convene with developer and conclude that yes, the critiques are valid and the game will do better critically and financially if the issues noted by backers are addressed. They accordingly delay the game and let the backers know that, when next they show it, it shall kick ass. 4. Game is shown and, surprise! It kicks ass! 5. Kotaku calls backers whinny little bitches. 6. Bloodstained community utters a collective sigh, as members get on with their lives, looking forward to playing bloodstained about a month from now.
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Post by dareka on May 5, 2019 17:39:02 GMT -6
I think something to keep in mind is that the closer to release the game gets, the less the information coming out is in service to informing us, and the more it is in service of effectively marketing the game. And that's as it should be. The game may not have been possible without us, but without sales, we're back where we started when it comes to a sequel getting made(or whatever Iga wants to do for his next project). I'd love to know every last detail as soon as possible, but if spreading the details out over multiple announcements, trailers, game jouno articles, etc is more effective at keeping non-backers' attention, then that's the right move to make IMO. Right - one thing we can't lose sight of is the fact that the money we put up as backers was part of the game's funding, as opposed to its profits. The game won't turn a profit until it's sold to a considerable number of non-backers, and a sequel won't be green-lighted until the profits made by the original justify developing the game without backer funding. So, right now, what we gotta do is work to make sure other people buy the game besides us.
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Post by dareka on May 3, 2019 23:24:35 GMT -6
Funny thing, I've been seeing comments on Youtube and such that people are saying they are going to buy the game now just based on the new trailer's "confident" tone. They say they like the defiant attitude and that the developers listened to feedback. Bloodstained might get to be a success as a "social movement," regardless of the game itself, which is just bizarre. But if the game benefits from it, it can't hurt, and people might find they actually like the game itself. right? the trailer was incredible and it earned the team massive amounts of respect, specially in a time like this when the gaming industry keeps dissapointing. however, one thing i noted was that the trailer was so effective that many people got "brainwashed" and of course they agreed to support the game and open their wallets. obviously many of them were exagerating to show respect to lord IGA. Yes, much better than, say, this ... ... sorry! Couldn't help myself. btw... if IGA is lord Dracula. does that mean Angel Corlux is Death? Like the Angel-Corlux of Death?
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Post by dareka on May 2, 2019 23:33:13 GMT -6
Angel-Corlux , Question Nothing to say 'xcept congrats, guys! This is what listening to the players looks like: not just trying to appease them with post-launch patches, but understanding where the criticism's coming from and taking an actual financial risk to address it. You know, whenever a game's delayed the publisher's all like " yeah, we did it to create an ever higher-quality product," but those of us who've worked in the industry know it's all BS: more like you're scrambling to meet the bare minimum needed to sell the game at retail, cutting features that aren't working, redesigning around them and debugging like crazy. This time, though, you guys weren't just fixing bugs - well, you were doing that, of course, but that's not all you were doing, and the proof is in the pudding. The trailer really brought that message home, and that's what makes it so outstanding. Yes, a game was actually delayed to make it better, people. It actually happened.
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Post by dareka on Apr 25, 2019 23:30:26 GMT -6
Pure Miriam You've come to the right place, 'cuz this is... Dareka's Quick and Easy Guide To WTF with FPS!Ahem. fps, or frames per second, is the number of times the image on screen is updated each second. If a game runs at 30 fps, it means the image is updated 30 times a second; if the game runs at 60 fps, it means the image is updated twice as often. Now, the quicker images are updated, the smoother they look; thus, 60 fps is smoother than 30 fps, and 120 fps is smoother than 60 fps, etc. That said, the difference in visual smoothness offered by increasing fps is relatively small; unless you have really good and experienced eyes, you often won't be able to tell if a game's running at 30 fps or 60 fps unless you're looking at the game running on separate monitors side by side. It also helps if the two monitors are of the same make and model, with the same color settings. If these conditions are met, then anyone can tell the difference; otherwise, only people with really good eyes will notice... ... going only by the visuals, that is! Because a game running at 60 fps is updated more often, it also means that the player's input is reflected on screen more quickly; so the controls tend to feel smoother and more responsive at 60 fps. That said, as with the visuals, only veteran gamers are likely to notice much of a difference, and for most games, 30 fps is smooth enough. But for control purists, 30 fps is a no-no; action games often target 60 fps, while fighting games lock at 60 fps, because with fighting games responsiveness is everything. Most people, especially Switch users, will probably be perfectly happy playing Bloodstained at 30 fps; but those of us who know exactly how tight the game is supposed to feel will naturally gravitate towards 60 fps. I expected 30 fps on the switch, its just a compromise that has to happen to keep it playable in a portable format, same with the lower resolution. But the fact the game defaults to 720 even docked on a proper television is a bit surprising. Granted Im a PS4 backer, but I know the Switch is going to be a big deal for the game and i just wonder what the reasoning is that the game couldnt be 1080 by default when the console is properly docked. Though Im also ignorant as to just what "dynamic" means in this context so that might mean people with 4K monitors could see even higher than 1080. Since the Switch's processing power drops by more than half in portable format, it stands to reason that it should be able to run at 60 fps in docked mode, but that's assuming that processing power is the bottle neck - it may be just one of the factors (memory and other architectural characteristics may be at play). What's clear is that the developers felt it was worth it to add some visual flair missing from the game's portable mode when docked; visual flair that was computationally expensive enough for the Switch that not only were they not able to increase the game's resolution, they actually need to have it drop on occasion to maintain a constant 30 fps. That's what dynamic resolution means: the game runs at 720 p, but when the going gets tough, it may drop to 600 p or 520 p or what have you, it order to maintain the framerate. It won't ever go past 720 p, so it's not a good thing: it's a necessary evil. That said, again, it's a technology that works smoothly enough that you're unlikely to ever notice. The bottom line is that when docked, the game will look better than in portable mode and run just as smoothly - it just won't match current gen consoles and PCs with a halfway decent graphics card in terms of visual detail, visual smoothness, and responsiveness. Considering the technology the game is built on ( UE4) was never meant to run on technology as old as the Switch ( nvida Tegra X1), it's still quite an achievement. Aztec Yeah, the suggestion a Vita version would be anything other than visually gimped at best, unplayable and bug-ridden at worst, is laughable; but I've seen very talented and otherwise game programmers buy into even more absurd endeavors. The system would only have been able to handle the game if the assets and engine were built from the ground up for it, and they weren't, so it wouldn't be able.
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Post by dareka on Apr 25, 2019 11:33:32 GMT -6
The 30 fps target is expected and perhaps inevitable, but somewhat unfortunate. People often mistake framerate as purely a visual issue, when in fact it has more to do with control responsiveness - though, admittedly, only veteran gamers are likely to notice without having the two versions side-by-side to compare (and even then people might not notice). It's the price for playing it on the go, though, and it's great that the information's out there so people can make an informed purchase.
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Post by dareka on Apr 8, 2019 23:49:43 GMT -6
I dunno, something about most of these articles doesn't feel quite right... maybe the pacing of the writing's too slow, maybe the paragraphs are too floaty, maybe the points they try to make really don't gel ... I guess they're just too retro for my liking. Newer articles have more colorful fonts, and these just haven't caught up with the times. Also, they're being published after they're no longer relevant ... I mean, I dunno, they could still be OK, I guess. I'm just not feeling their passion.
The latest build for Bloodstained, though, looks fantastic!
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Post by dareka on Mar 29, 2019 23:03:56 GMT -6
Who knows? Correct me if I am wrong though. Some games perform better handheld mode, right? Because of lower resolution? Or is it the other way around? I dunno, since I am a PS4/PC guy. The difference between docked and hand-held mode is that handheld mode, in order to save power, effectively limits how fast the hardware can run, which in turn extends the battery life. Since the hardware can't run at full speed and the handheld screen can't do more than 720p, the resolution automatically drops to compensate. In handheld mode, the GPU drops to 40% of the speed of docked mode; but it has to generate 44% of the pixels it generates in docked mode, so performance should drop slightly. That said, I've heard of games where the drop in resolution is disproportionately beneficial to performance, to the extent that handheld mode actually does run better than in docked mode - but this should be the exception rather than the norm.
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Post by dareka on Mar 7, 2019 13:31:11 GMT -6
To Angel-Corlux This is not so much a question as it is a little factoid that I would like you to know, because it may just come in handy in the future. I'm bringing this up because what Aztec said just now: that he hopes the Spanish translation uses a neutral version of the language. Spanish is a language of around 480 million native speakers spoken in 20 countries all over the world. It has even more native speakers than English, being second only to Standard Mandarin (though how many people count as actual native speakers of Standard Mandarin is debatable). You might imagine, then, that there is quite a number of variants of Spanish, and so people prefer it when the localization doesn't sound " foreign" to them. I mean, pretty much all variants of Spanish are mutually intelligible, but some terms and expressions that are perfectly normal in some regions might make speakers from other regions cringe. This problem - common to all languages - is exacerbated by both the sheer number of Spanish speakers and the fact that the second person is conjugated differently in different regions. While it's a bit of a simplification, you could say there are three variants overall: the one with vos for second person singular, the one with vosotros for the second person plural, and the one where there is no pronoun beginning with vos whatsoever anywhere but in the Bible. This last one is probably what most people are referring to when they say "neutral Latin-American Spanish": a non-vos variant free of regional slang. Basically, what you're likely to find in broadcast TV from Colombia, Mexico and Venezuela. The problem is that 1) this doesn't actually apply to all of Latin America - just part of it - and 2) it most definitely does not apply to Spain. As a translator, I've been asked to use a " neutral" variant of Spanish for my translation, only to have it "corrected" by some proofreader with Spain exclusive grammar. Because everyone believes that their variant is the most " neutral." But I'm telling you, the second person thing makes it so that just using the language will make it sound odd to two thirds of native speakers. While it's not a perfect analogy, imagine if everyone in England always used "thou" instead of "you", and that's basically the situation you have with Spanish. Best way to make sure your localization is good is to create a base version, and then have it localized into three separate variants by native speakers from each region. Since the biggest changes are likely to be in terms of verb conjugation, you may even be able to automate half of the workload.
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Post by dareka on Mar 5, 2019 22:06:21 GMT -6
[REDACTED] can't use the inverted shard, but [REDACTED] may still use it in the final game, the team is still working to see if it's possible considering [REDACTED]'s abilities and lore. Here's what I'm willing to bet the [ REDACTED] names look like: Zangetsu can't use the inverted shard, but Robbie Belgrade's Alucard homage character may still use it in the final game, the team is still working to see if it's possible considering Robbie Belgrade's Alucard homage character's character's abilities and lore.
Looking forward to finding out this summer if I'm right!
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Post by dareka on Mar 3, 2019 20:55:59 GMT -6
A collaboration between Team Ladybug and IGA could be profitable, though as I was just mentioning in another thread, I think there are good reasons IGA went with 3D models rather than 2D sprites. As good as the Lodoss War, Touhou, etc. games look and play, you can do things with 3D models it's much harder to do with sprites, namely customization and certain kinds of environmental movements. For instance, the "Invert" ability, which lets you flip around the castle wherever you are instead of just at a warp room as in SotN, would be very tough to pull off with pixel sprites. You'd either have to draw the room spinning pixel by pixel, which would be very hard, or you'd have to do something like just mirror the environment/flip it upside down, which might look lazy and would be sort of disorienting. Also, you can't customize pixel characters as easily, because you have to animate the hairstyles, equipment, etc. pixel by pixel instead of just making a model and have it work with your preset animations. Flipping the room's actually not difficult at all with modern hardware. You wouldn't have to draw transitional frames at all: just rotate the polygons the pixels are on and voila! The problem with pixel art for a game such as this is that it takes a lot more time and money to create high-quality 2D assets, though it also has the drawback you mention, that customization is more difficult to implement. High-res 2D Art works well for games with fewer and less interactive stages, like Dragon's Crown (or anything else by Vanillaware, for that matter). It could work with something the size of Curse of the Moon, but to do an IGAvania in 2D you'd probably have to go low-res.
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Post by dareka on Mar 3, 2019 0:46:46 GMT -6
hyugakojiroIf they're just done with the implementation, more likely than not they're still tweaking it. Dunno how much can be done with their implementation, but I would think they have some parameters they can use to tone it down a notch or two.
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Post by dareka on Feb 28, 2019 23:28:40 GMT -6
dareka thanks for that clarification. it's funny, you said that as if you had guessed i was going to come here to talk about the update. Because only three things in life are certain : death, taxes, and your incredibly detailed analyses of any and all updates on this game,
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Post by dareka on Feb 28, 2019 13:53:50 GMT -6
dareka It would certainly seem that way, since the new video on the Update #79 page didn't show the item [that Miriam was trying to get] fall into the sky with her. From that, I would assume that the same applies to enemies. For the record, I'm 120% certain that my interpretation of IGA's japanese text is correct. No way around it. The translator was either tired (happens), or let slip something that was not meant to be in the update. Regardless, most likely the person misread the original Japanese.
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Post by dareka on Feb 28, 2019 13:45:16 GMT -6
So it looks like the inverted castle is primarily a new way to interact with the castle. From how it was used in this update, I wonder if it's going to replace flying. Looks that way, if you'll actually need it to acquire items that double-jumping can't make it to. The update even said Miriam's the only character [presumably of the three playable] that can manipulate gravity in this way. See my post.
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Post by dareka on Feb 28, 2019 13:44:41 GMT -6
First things first: Thanks to Question for bringing us the update and to the whole team, for, well, everything! Also, props to Mana for the great job she did on Bloodless! With each new update it becomes clearer and clearer that no, Angel-Corlux was not kidding when he said they were taking the Beta demo feedback seriously. The difference is just night and day and they're not even finished yet. Now, before the post dissecting begins, though, if I may... There's a mistranslated item in the update that caught my eye, so I thought I'd share. ミリアムだけの重力を反転させる能力になります This was translated as " Only Miriam is able to invert gravity" When I first saw this I was wondering if it meant that other playable characters could not invert gravity, but it turns out that what was meant - going from IGA's japanese post - is that " gravity is inverted only for Miriam", i.e., invert flips gravity on her, and not the enemies and such. It doesn't say whether or not other characters will have this skill. It may not be a huge detail, but I thought you guys might want to correct it. At the very least, I figure this'll save Pure Miriam some trouble.
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Post by dareka on Feb 24, 2019 20:55:50 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. Right, but with a Kickstarter, you know everything from the beginning; so all the things publishers normally keep to themselves are out in the open for the first time, and people freak out. Looking at how game elements such as character rosters, classes and such are regularly leaked before they're announced, you'd think the industry doesn't know how to keep its secrets; but it does, since most if not all of those leaks come from QA (i.e. testers), the people who learn about games only once they're close to being finished. 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.
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Post by dareka on Feb 20, 2019 14:48:24 GMT -6
Everything a computer does is, in a way, "procedural generation": it follows an algorithm to arrive at the desired result. Even something as simple as calculating the damage dealt by your weapon on an enemy is thus procedural. The term, as its being used here, is shorthand for "procedural generation of graphical assets", pretty much the only things that are not done through an algorithm. When you follow an algorithm to generate levels and such, the term is usually just"random dungeon generation," as "procedurally generated random dungeons" would be something of an oxymoron, as it's redundant. Remember: graphics and sound assets are not done by following an algorithm - they're done by an artist. Procedural asset generation takes some pressure from the artist by automating menial tasks, allowing the person to be more productive.
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Post by dareka on Feb 17, 2019 21:51:21 GMT -6
Wayforward is actually my absolute favorite 2D developer.
I personally consider them flat-out superior to all 2D Japanese development houses.
Only Inti creates can touch them in terms of game design, but what they also have (that Inti doesn't) is kick ass 3D artists and mad technical skillz.
I would put Contra 4 (which was done by Wayforward) against any other Contra game out there.
A few things:
1) They're not working pro-bono. Not even nuns work pro-bono, because you have to be extremely rich to be able to do that, and they aren't (neither Wayforward nor nuns).
2) If they're working on quashing bugs, creating assets and improving shaders, they're basically bringing the game over the finish line.
3) To be fair to DiCO, they did rescue the project after Inti bailed, and brought the game close to the goal line. Also, not all of the improvement can be attributed to Wayforward's involvement, since the beta backer demo from last year had the shader's they'd been working on disabled. In other words, the game was never meant to look as bad as the beta backer demo does. On the other hand, if they helped quash the bug that was making their lighting too computationally expensive, then they helped make the game look how it was originally supposed to look.
Some thoughts:
I honestly think Wayforward could have handled this project alone from the start; if we do get a sequel, I would think 505 would hire Wayforward from the get-go next time. They bring not just technical expertise and game design know-how to the table, but an aesthetic sense that few companies can match. You really need a good art director even when your assets are out-sourced: otherwise they will suck.
Also, though some people are upset that we're getting a Switch version instead of native support for apple and linux, I'm of the opinion that the Switch version is the most important one out there. It's where the game can find a market, its best hope to turn in a profit; and if it does, then a sequel will be likely, since it'll cost waaaay less than the original to make (asset reuse).
Finally, wouldn't it be nice if the game were a huge success and Nintendo decided to hire ArtPlay + Wayforward to do a 2D Metroid? Don't think it'll ever happen (and Nintendo is not known for working well with independently minded development houses it doesn't own), but hey, I never thought Nintendo would embrace indy games, either.
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