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Post by lovelydumpling on Jun 30, 2018 16:44:38 GMT -6
I do not think this should be tied to shards. It's too essential.
doppelganger shard would be a white shard which took the place of relics when iga moved to the soul system, theyre either always on or you go into a menu to turn them off, i believe you even see one when they did the internal demo with the doublejump. found it
Woah, I've never seen this footage before. Double jump shard and drop kicks and some of these enemies, this is all new to me. Thanks for sharing!
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Post by lovelydumpling on Jun 30, 2018 16:30:41 GMT -6
Damn. I just missed this by an hour. Ah well v.v
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Post by lovelydumpling on Jun 30, 2018 13:41:55 GMT -6
- Dulhammer enemy. Didn't know that he was swinging his head at you until I played the 8bit game. Maybe you could have it rip its head off and swing it at the player. That would kind of make it not a Dullahan afaik. Dullahans don't wear their heads, they tend to always hold it in their arms. This one uses it as a hammer. The main clue to the fact that his hammer is a head is that he's called the Dullahammer.
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Post by lovelydumpling on Jun 30, 2018 13:33:11 GMT -6
This is a great point. They may need a good point of reference as to what to aim for/how people will be experiencing things etc. I was actually a bit surprised that my PC being under minimum specs AND using capture software ran the game so well. That being an i5 3470 at 3.7 ghz with a Radeon 7870. I was able to stream the game on OBS with a GTX 770 and an i7 860 2.8 ghz, a processor from 2009 that's outperformed by modern i3s. It's a pretty low spec game for sure.
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Post by lovelydumpling on Jun 30, 2018 13:28:07 GMT -6
To be honest. even 2017 > Story Trailer is a huge downgrade, and I do think the story trailer is operating off of outdated footage (no gold trim on the stairs, moco weed thing in the village) Development Update 9 Story Trailer Lighting is pretty good in the story trailer but it's still gray gray gray gray gray. The red carpet has dulled and is barely recognizable, the pillars have been greyed out, the windows in the back are hardly visible, losing a lot of the scope and color for the place. Also back to a previous tangent, freddythemonkey I found the quote from Angel. Apparently I saved it somewhere.
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Post by lovelydumpling on Jun 30, 2018 13:00:12 GMT -6
also if the roof collapsing is what creates the hole then the 2nd floor is bugged in that it doesnt always break, the roof fell on it and didnt break it
Yeah, I noticed this on a second run through. On the first run through I collapsed through the roof and both floors to get into the hole. On the second run through, the roof collapsed but the second floor didn't. :/
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Post by lovelydumpling on Jun 30, 2018 3:12:52 GMT -6
Now when she starts charging the attack, press and hold up. This is the second time I've heard this step but for some reason I've never had to hold up when flying across the air with the katana skill
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Post by lovelydumpling on Jun 30, 2018 3:04:41 GMT -6
I mentioned finding those in one of my feedback posts, though indirectly. I felt incredibly rewarded for thinking outside the box and hunting around. It's one that I think is a benefit of it being 3D. That and the perspective shift on the way to the castle. A few tricks regarding the physics and such in a 3D game that just wouldn't be the same in 2D. Kinda makes me feel better about the idea.
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Post by lovelydumpling on Jun 30, 2018 0:35:28 GMT -6
Hmm, I still don't quite get it. I can do the move itself, but I am having trouble "glitching" it. Can it only be done in specific places? Or am I just doing the glitch wrong? Yes, it can only be done in specific places, as far as I know.
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Post by lovelydumpling on Jun 30, 2018 0:31:27 GMT -6
estebant I mean yeah it's outdated but......does that matter? The point is it looks it's BEST then and it's far from that originally aim. That's when they were still conceptualizing everything though, and polling backers on what lighting system to use. They hadn't actually started designing the castle afaik, and that area wasn't actually shown playable in any capacity. estebant's example I think is more appropriate because 1. it's more easily obtainable and 2. It's clearly something they had working and preparing for the game so it really begs the question why they went backwards on what they already had. Where the 2016 example is a concept, this one was actually actionable and playable and is mysteriously downgraded. We'd really like to know why. Sadly in neither 2017 or 2018's instance does Miriam's model look as good as it did in 2016 v.v
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Post by lovelydumpling on Jun 30, 2018 0:22:51 GMT -6
My biggest problem is really just the amount of pure gray.The screens posted from the old builds had much more color and lighting to them. Reds, blues, golds, purples, all turned to this slate gray. It's really dull, boring, lifeless, and really holds back the visual splendor and awe I want to get from exploring the castle, like I did exploring SotN. Also yeah, that background blur was something SotN did in areas like the Library to give a grand scope to the locale as well. The depth in SotN was unreal.
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Post by lovelydumpling on Jun 30, 2018 0:06:15 GMT -6
Yep. Not a bug, just a secret feature. Good job stumbling upon it!
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Post by lovelydumpling on Jun 30, 2018 0:04:25 GMT -6
Unrelated but today i discovered the secret if you use the drawbridge to jump on top of the entrance and get both HP and MP max ups. Well hidden and was a really fun find!
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Post by lovelydumpling on Jun 30, 2018 0:02:04 GMT -6
Gosh I'm a bad beta tester lol. There are so many things like this where I did notice but didn't like... notice notice. I'm so used to minor errors like this in games that I didn't even think to report this one.
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Post by lovelydumpling on Jun 29, 2018 23:55:13 GMT -6
Another problem is the axe throwing enemy. I simply stood very close to his body and held down (ducking) and it was impossible for him to hit me with his axe (it just barely misses me every time........going right above Miriam's head). The arc on the axe throw needs to be adjusted so that it is thrown closer to the ground (at beginning of the throw, not the end) so this simple ducking trick will no longer work. For standard enemies, tricks like this are fine or perhaps even welcome. This is intentional design in many cases. Axe Armors in Castlevania had a similar trick, where you can simply crouch in front of them and attack repeatedly. Your attacks destroy any axes being thrown low and your crouch dodges any axes thrown high. Therefore, axe-man can't do anything. This alone is fine. But then the game can use this to throw further challenges at you. How easily can you get to that position and stay there if say an archer is aiming at you from behind the axe guy? So you have to either dodge both the arrows and the axes to take out the axe man, or you gotta find a way to take out the archer first. Enemy blindspots are made to be taken advantage of, and the challenge by design typically comes from facing these enemies in varying situations. Bosses are a different story since it's usually a 1v1 scenario as well as only a single encounter, so an exploit this OP does tend to kill the battle.
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Post by lovelydumpling on Jun 29, 2018 23:45:19 GMT -6
I don't know, I was never really a fan of the old style. My biggest gripe with the old development update videos were always that they were too dark and monochrome. The new demo generally feels good to me personally, from having more brightness to the overall design.
I will definitely concede that the Zangetsu room looked better previously though, really liked the purples. Otherwise it feels more like a style change, where some things are better now and some things where better before. There are definitely things that could be improved, but it is not like I'm feeling cheated or anything. =/
I also personally like the game to be brighter so I can easily see everything, I'm not super into dark gritty graphics. But I'm still disappointed that they've completely removed most of the color from the scenes, and some of the details like the windows in the back. Empty gray rooms aren't very appealing.
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Post by lovelydumpling on Jun 29, 2018 23:38:49 GMT -6
the dash is only a glitch when its done off a ledge. you go zipping across the screen when katana dashing off a ledge. its used to cross large gaps. and some clipping (dom key skip but going back into the hub area after skipping the key soft locks the game) the input for the attack is left right left right attack, (face the way you want obviously then attack) As a heads up, you can skip that first "left" It's simply Forward - Back - Forward - Attack. -> <- ->
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Post by lovelydumpling on Jun 29, 2018 18:13:30 GMT -6
Man, with fans from a spectrum of Symphony to Ecclessia, it's really going to be hard finding a difficulty that suits everyone.
Difficulty options are pretty much mandatory at this point. We need a harder difficulty that's available from the start for those who want a harder game like OoE, and a standard easier difficulty for those like me who want to relax and play it like SotN
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Post by lovelydumpling on Jun 29, 2018 17:08:09 GMT -6
Well that is a decision I really can't comprehend but then again I'm speaking as a fan/player and not considering the whole business side of things, as I know nothing about it. Thanks for the replies, I don't go on Discord often so I miss insights like that, but still I deem them pretty interesting. A lot of pixel art games do sell really well (Shovel Knight, Curse of the Moon, etc.) but they tend to be smaller games. As much as we love these games, it's hard to deny the public doesn't really look at a pixel game and think "$40 price tag" in 2018. darekabloodstainedfanforums.com/post/58202/thread
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Post by lovelydumpling on Jun 29, 2018 17:00:33 GMT -6
lovelydumpling it sounds reasonable. I would like to know some sort of comparison between team size and budget of Bloodstained and older IGAvanias. They often recycled some enemies, but in some games like Aria of Sorrow a lot of things look like they're made from scratch so it would be interesting to compare the projects somehow. I guess I'm just bummed that I'm not really liking everything I saw and I look back at those fine works IGA and his team managed to pull out with probably not sufficient budget and pressing deadlines. Aria of Sorrow had pixel art. Angel's mentioned on Discord that they couldn't afford full 2D like Dust, but they had to choose between 3D or pixel art. They chose 3D because they felt they'd have a harder time selling and making their money back for a (comparably) big budget console game off pixel art. Were it pixel art, it would have been SotN quality graphics. They figured modern graphics would help them sell better and ensure a Bloodstained 2.
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