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Post by thor777 on Jul 5, 2019 16:54:47 GMT -6
The mod changes the color of the enemy Lili and the Bunnymorphosis shard to the classic black and white bunny costume colors. Downloadnexusmods.com
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Post by thor777 on Jul 5, 2019 16:50:19 GMT -6
The mod changes the default damage/recover numbers and statuses to the pixelated style of Symphony of the Night. Also includes the Bloodstained Modders icon in the splash screen. **NOTE** Sometimes the textures will have artifacts on the edges when they're displayed. I'm currently investigating the cause. Downloadnexusmods.com
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Post by thor777 on Jul 5, 2019 16:47:39 GMT -6
A simple texture mod to change the blue map marker which is sometimes hard to see against the blue map background to red. DownloadNexusmods.com
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Post by thor777 on Jun 24, 2019 11:34:41 GMT -6
So GOG has 1.03->1.04 update at 3MB and 1.04->1.05 update at 195MB. Are there release notes for these updates?
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Post by thor777 on Jun 20, 2019 19:23:20 GMT -6
I'm new to modding, but I'm very interested in modding this game. Is it possible to mod/create game mechanics, items, item properties, etc..? Or only cosmetics such as models and textures?
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Post by thor777 on Jun 20, 2019 8:18:57 GMT -6
You can slash diagonally down toward the ground in front of you if you hold down+forward and press attack, like how you would do a slide. What controller are you using?
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Post by thor777 on Jun 19, 2019 8:01:24 GMT -6
Is it possible to get lossless or even hi-def versions of the soundtrack? The soundtrack is awesome and I would love to hear it in all its glory.
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Post by thor777 on Jun 18, 2019 20:35:12 GMT -6
I'm stuck at the train station and need some help. I can't get past the machine that's blocking the path through the train station. Can someone point me in the right direction? SPOILERS:
Go talk to Not Alucard and then go talk to Dominique. Thank you!
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Post by thor777 on Jun 18, 2019 18:32:38 GMT -6
I'm stuck at the train station and need some help. I can't get past the machine that's blocking the path through the train station. Can someone point me in the right direction?
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Post by thor777 on Jun 17, 2019 22:02:42 GMT -6
Countdown just finished and I still don't see the codes in my backer survey. They even removed backer beta codes.......
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Post by thor777 on Jun 13, 2019 15:38:59 GMT -6
It's awesome that we're getting such a cool poster, but can you please ship it rolled, not folded? It would ruin such a nice poster..............
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Post by thor777 on Jun 29, 2018 12:18:56 GMT -6
If you craft equipment while one of the ingredients is something you're currently equipped with and it's the only one you have of that item, and you don't select the craft and equip option, the ingredient doesn't get removed from your body and stays equipped until you unequip it. The game does remove it from your inventory so you can't use it as a dupe and keep crafting from it.
Equipped items need to be filtered from available alchemy ingredients.
***Dismantle also have the same bug
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Post by thor777 on Jun 29, 2018 11:56:33 GMT -6
Couple things I forgot to mention:
1) The blood fountain gimmick was a good idea but bad in execution. Especially with the grey foreground silhouette. I suggest making the whole fountain the same level, preferably shallow all the way. The background of the fountain and the pool of blood already make enough of an visual impact that I don't think falling into the fountain provides too much of an effect.
2) Not sure if this is a bug, but there's a way to do a double attack using the back-dash. This works especially well with 2-handed weapons and maybe makes all other weapons less appealing. Steps to reproduce: a) attack with any weapon b) right after the hit registers on the mob, hit back-dash, then immediately hit attack again c) If done at the right moment, the entire animation of the back-dash can be cancelled and you'll attack immediately right after the first attack It only works for one cycle, it doesn't allow you to back-dash cancel again during the second attack. But, combined with the already not-too-slow attack speed of two-handed weapons, it makes all other faster weapons feel inferior.
3) I hope there are plans to implement multi-attack specials to some weapons, especially rapiers and boots, where you can button mash and get a flurry attack.
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Post by thor777 on Jun 28, 2018 17:39:42 GMT -6
Here are the things I've noticed after playing the demo:
1) Miriam's mouth movement during voice dialog need to be adjusted. Maybe it's the angle of her head but it just looks weird compared to the other characters.
2) The greyish-green foreground silhouette when Miriam is behind an object need changed. Either change it to a mesh model and keep the textures or just remove it completely. The current implementation is distracting and out-of-place. It also affects Miriam's character model when she is in her default pose when using attack boots where her hand is right below her head and this causes her hand to turn grey in some situations.
3) The net platforms inside the ship need to be adjusted a abit so it touches Miriam's feet. Currently, Miriam is floating just above the platform when standing on them.
4) Some equipment displays 'DEF 0', which is inconsistent with others which doesn't display the attribute if it doesn't have an effect.
5) Why is Johannes still in the ship even after he moved to the village?
6) The ground slide technique should continue its trajectory if the hit kills the mob. Currently, it stops right in front of mob, regardless of whether you killed it or not. This doesn't feel smooth and breaks momentum.
7) Character models are not bad, but textures everywhere needs work. Everything looks faded and flat, espcially on character models during dialog.
8) Skip the dialog feature when going to and leaving the shop and alchemy. Just play the voice track in the background and go straight into the menus. Having to skip the dialogs twice per visit gets annoying quickly.
9) There should be at least an indicator or message when a quest have been completed. Currently, the only way to check quest progress is to go into the archive.
10) There should be a quick toggle to change ammo type without going into the menu.
11) There should be a way to drink potions/ethers without going into the menu.
12) The side-to-side swaying that Miriam does during close-ups looks kinda weird. I'd rather have just a regular breathing motion.
13) The 'up' direction animation needs a wait time, maybe a second? It causes motion issues when using the analog stick to move since there is no startup time.
14) Option to open chests by attacking them. We can then use slide to open and obtain items without breaking momentum.
15) Default zoom for map menu is too far out.
***Straight arrow is too OP. Upgrade to rank 3+ and just one shot everything.
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Post by thor777 on Jan 2, 2018 12:25:37 GMT -6
Thanks purifyweirdshard for tagging and Angel-Corlux for replying! The Bloodstained team's interactivity with the community and responsiveness to fan feedback is absolutely wonderful. It really gives me hope that Bloodstained will reach and exceed expectations. Thank you for all your hard work and happy holidays!
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Post by thor777 on Dec 22, 2017 15:21:49 GMT -6
I posted this comment on latest development update 10 Youtube video, but I hope reposting it here will increase it's chances of being seen by the Bloodstained team.
I think I figured out why I, including many others, feel her jump has always seemed 'off' or floaty. It could be that Miriam has the same jump animation regardless of whether she's jumping straight up from resting position, or when jumping forward while in motion. In contrast, Alucard from SotN has 2 separate jumping animations. One for jumping straight up, when his body is in the vertical position, head directly above his feet perpendicular to the ground. And a different animation when jumping forward, where he leads with his head, leaning forward and he body is diagonal to the ground. Which feels like he has momentum carrying him forward, unlike Miriam where she seemed to be floating every time she jumps because her body is always perpendicularly aligned with the ground no matter the trajectory.
If you need a visual on body angle, running from left to right:
Miriam Alucard | / | | / / | | / / | | / / | | / / /////// //////// /////// //////////
I hope the team can create a different jump animation for Miriam when she's in motion, where she has forward momentum throughout her jump just like Alucard's.
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Post by thor777 on Jun 15, 2017 14:31:50 GMT -6
The current demo is no where near 'general idea of the game's feel' presented in the concept art, which has a more hand-painted feel. The pseudo-realistic environment in the demos is such a contrast that I don't think it falls into the 'general idea'.
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Post by thor777 on Jun 15, 2017 11:16:12 GMT -6
I also feel that the character models' art style doesn't work well with the environment. I backed the project based on the concept art presented on the kickstarter page. Since then, the game has progressed more and more away from the original vision of the game. I really hope Iga and his team will be able to make the necessary changes/updates so that the game feels more coherent artistically.
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Post by thor777 on Jun 15, 2017 9:50:26 GMT -6
I saw a thread about colorized damage indicators and that is a great idea. But after seeing the latest e3 2017 demo, I would like to suggest stylizing the font of the indicators. The current one is just so bland and doesn't fit well with the overall theme of the game.
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Post by thor777 on Jun 22, 2016 22:56:10 GMT -6
Just finished the demo. Overall, it was very very enjoyable. Couple things jumped out at me from the 1st playthrough:
- The background and some of the enemies feel kinda out-of-place to me. Mariam looks kinda of anime/cartoony, closer to alucard in SotN. But the background and some monsters are too realistic looking (especially those jellyfish/octopus thingies, seama?). It just seems off to me. I was actually surprised that the boss was so colorful when it first appeared through the hole in the ship. It didn't fit well with the more realistic looking background. I suggest making the background and the monsters more anime/cartoonish to match Miriam's style.
- I would love a quick-equip option when I pick up new equipment, instead of having to go into the menu to equip it. Like a 5 second timeout after picking it up where you can hit a button to equip.
- Love the music! More of it please!
- Miriam's running animation is a bit stiff. Her torso needs to twist more (shoulders swing foward and backward)
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