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Post by lovelydumpling on Jun 29, 2018 16:57:24 GMT -6
hakurou46Woah these videos are super helpful to get the point across. Thank you so much! And thank you for discovering how it works with melee weapons!
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Post by lovelydumpling on Jun 29, 2018 16:50:05 GMT -6
I would really like an in-depth analysis of the team for the aesthetics. I will explain myself: I kinda hate when people still say "Should have been 3D, it's ugly" since it's not helpful at all to complain about it especially now. But... I know the team opted for 3D instead of 2D because of costs. 2D = more expensive. But at this point I really wonder... Hollow Knight gets thrown in as a comparison often, and annoying as it may be it actually raises some questions in my mind. Leaving out all external money (publisher, etc) Hollow Knight was born from 57.000+ dollars (AUS dollars, so I don't really know how much in US dollars but I assume it's a similar amount), Bloodstained from 110 times that amount, more or less. Now, I understand that Bloodstained is bigger in scope, and that the campaign had more physical rewards to pay, but was that kind of 2D art really unusable with that much money? I understand that 3D is cheaper, but honestly some of the current aesthetics we got LOOK cheap. And again, as annoying as it may be cheap 2D looks a bit better than cheap 3D. I'm really interested in why the 2D aesthetic was out of the question even considering all the money raised, compared to other Kickstarted 2D games. Or I could even bring up Dust: An Elysian Tail. Again, much smaller project in scope, but it literally had one guy working on the majority of it so I wonder if that kind of look was really so much prohibitive in proportion. I know I'm sounding like one of those annoying guys on the internet I don't even like in the first place, but I'm way too much invested in this game now not to take it really at heart. It is precisely because of "one guy working on the majority of it" that the low budgets are sustainable. The biggest expense Bloodstained faces are hourly wages. The more people you have working on a game, the more exponential the costs. And for the immense amount of content to be made for Bloodstained, a larger team is needed to get the game out in a reasonable time frame. Also, it's worth noting that Hollow Knight and Dust are the exception, not the rule. You're comparing the top 1% of indie projects, the ones we all talk about because they're a masterclass in achievement made by incredibly talented often jack-of-all-trade developers. The vast, vast majority of low budget indie projects like that don't come off anywhere near the same quality.
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Post by lovelydumpling on Jun 29, 2018 16:46:16 GMT -6
Not sure it's really a "bug" per se so not sure it belongs in the bug section.
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Post by lovelydumpling on Jun 29, 2018 16:42:51 GMT -6
Dismantling Pelekus is supposed to give you 2 Steel. However, doing so actually only gives one.
I didn't have enough coin/Alkahest to test dismantling a ton of different items, but I figure this thread could be used to report any other discrepancies of this kind.
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Post by lovelydumpling on Jun 29, 2018 16:37:54 GMT -6
I think the Japanese post had something similar, but they seem to have some intentional way of triggering it.
I did not do that odd bat spam thing, but I did occasionally have the random invulnerable enemy.
Here's a clip:
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Post by lovelydumpling on Jun 29, 2018 16:24:15 GMT -6
The Japanese/English voiceover setting is toggled by pressing all 4 shoulder buttons on once. It's an intentional secret left in the game. They might have triggered it on accident.
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Post by lovelydumpling on Jun 29, 2018 16:18:32 GMT -6
Noooo! I found it so funny no one reported it yet. But alas even the fun bugs are still bugs v.v
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Post by lovelydumpling on Jun 29, 2018 16:09:08 GMT -6
Go to Nvidia control panel>change resolution>select use NVIDIA color settings and output color depth 8bpc. This works. Wow. Can I ask what exactly this does? Anything I should know in regards to other situations?
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Post by lovelydumpling on Jun 29, 2018 13:41:40 GMT -6
Wow, these comparisons hurt me. Considering we were talking about this before, what do you think CastleDan ? Edit: RIP I got stealthed. It looks like they made everything brighter so you notice the color more but there's gotta be a way to increase the color but have that darker look. If anything the older ones look more colorful to me. It seems like they made everything grey in the demo. All the reds and purples and some of the gold seems to be missing. And the windows in the background are all gone.
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Post by lovelydumpling on Jun 29, 2018 13:35:20 GMT -6
Oh, pretty sure it's not intentional, was mainly goofing about it. Depending on future level designs, I can imagine it'd become more of a bother, than anything immersive. Also, speaking of that fountain for a moment, has anyone else noticed the center portion of the blood randomly turn pinker while the sides remain normal color? Assuming it's just a texture/graphical derp is all, but unsure if it's been seen by others. That's just points where the blood is thinner and simply staining the white statue behind it. (It does look a bit unnatural thought yeah)
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Post by lovelydumpling on Jun 29, 2018 13:31:04 GMT -6
estebant You're right, that's strange. I'm hoping it's a different fight against Zangetsu, where the lighting changes (as lighting does seem to be the only difference there in the environment.) Cause Zangetsu doesn't get his ice moveset in the demo, he opts for an easier-to-dodge fire moveset instead. The other area in that video before they switch to the Zangetsu fight looks more or less the same, though more things have been added in the demo than are in that video. Like some crumbled rocks and an Iron Maiden before getting the Beast Beret, and some more enemies/enemy types.
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Post by lovelydumpling on Jun 29, 2018 13:24:29 GMT -6
I want the return of the Dopplegenger Soul function from Dawn of Sorrow, since this game borrows so heavily from it.
At the press of a button it let you swapped both your weapon and shards. It was extremely helpful and did improve game flow quite a bit.
The main concern is what button would it be? LT? I'm trying to remember if B does anything.
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Post by lovelydumpling on Jun 29, 2018 13:09:40 GMT -6
dareka Are there not tricks that can be done to make that image more possible with lower specs? If the closer objects and platforms were 3D but the further back items were a 2D parallax? Like that's what I assumed the window behind the fog would be, probably the drapes back there too.
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Post by lovelydumpling on Jun 29, 2018 10:28:45 GMT -6
Another solution would be to pause control of Miriam while the Bridge is moving.
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Post by lovelydumpling on Jun 29, 2018 10:26:30 GMT -6
* Now, I'm deeply sadned by the fact that, we are in 2018, and the game does not support 3440x1440. I had to play in windowed mode because Miriam looked like a fresh pizza of how much the screen strechted when trying to use fullscreen, and seeing as the game already has somewhat of a release window, I doubt the team will fix it, so I'll probably recur to 3rd party people and softwares to fix this, and it's a major shame for me. This is 100% unsupported but I'm curious as to what would happened if you used this method and put in an unsupported resolution like 3440x1440.
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Post by lovelydumpling on Jun 29, 2018 10:16:38 GMT -6
The green menace visited me too. The game's resolution was set to 1280x720 by default, and the problem immediately stopped when I changed it to 1920x1080. My TV is 1360x768 (I think), but I don't know if that had anything to do with it. Changing the resolution doesn't fix it for me, but sometimes once in a random bit it'll just work in fullscreen and not do the green flicker. But if I tab out for any reason, tabbing back to the game brings back the flicker.
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Post by lovelydumpling on Jun 29, 2018 10:14:23 GMT -6
I think the Castle entrance is the weakest looking and designed area of the whole demo which was a bit disappointing. The above to me felt like a better entrance area with big open windows to see outside and lots of color. Right now if you think about it you have an entrance with largley white everything and you have a church area that mainly continues that theme. It could use a lot of color but I feel like it's too late in the game now. Also the complaint people told me to wait for the demo to judge still remained true for me. There's still repetitive focus on reusing rooms but putting a twist on the objects in the room. It was most apparent in the Castle entrance with multiple Chandalier room structures. Graphically it has improved a lot but for whatever reason it's just not there for me yet. I don't know if it lacks some kind of visual filter or something with the lighting effects but it feels very flat. I feel like this image has what people want out of the game visually. The lighting feels present which gives the world more dimension, and there's foggy (blueish red hue) in the background that makes the castle feel larger than life and brings a lot of depth to the image. Compare this image to the one on the top and the former feels very flat and lifeless in comparison. As much as I really don't want to agree with you... I can't help it. That last image is so stunning and really does look more like what I'd want to see out of the game. The environments definitely blend together in the current game and the rooms don't look very creative. That first image in particular has always been a sticking point for me. There are a couple rooms that look nice, that blood red moon room for example, but yeah... the game really does look hollow and empty in most of its rooms.
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Post by lovelydumpling on Jun 28, 2018 23:56:52 GMT -6
I second shortening or getting rid of the opening dialogue moments for shop NPCs, and we do really need a better way to switch ammo types for the gun.
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Post by lovelydumpling on Jun 28, 2018 23:14:40 GMT -6
snip Angel, Question, whoever close to the team......I pray to the ARTPLAY and 505 GODS I made a feedback thread separate to this but something I want to bring special attention to. If there's anyway to diminish that effect....or even get rid of it altogether I'd love that. To me not being able to see a part of your character as she runs through a scrolling environment is part of the immersion. To see her outline so clearly like that takes away from such immersion. I can't even think of many sidescrollers that do this let alone do it THIS clearly. So I beg of you......reconsider. Compared to most of my feedback issues this was a minor thing but man aesthetically it'd be so much better if that wasn't there. You're never behind an object that long for it to even be an issue to begin with. Even if it's important to the team maybe even an option to turn it off would be fantastic. I would much rather it be an option than removed entirely. For all I know it would be useful in some parts of the game. But at the same time I'd love to turn it off for screenshots or immersion's sake during areas where its not that big a deal, like right there.
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Post by lovelydumpling on Jun 28, 2018 19:38:10 GMT -6
So I found out during my first playthrough that it's rather easy to slidekick under the drawbridge just after hitting the lever to bring it down. Therefore the drawbridge is down and prevents your passage back up, so you have to go underground and take the long way around.
This made me wonder— What if you did that without breaking the floor that lets you into the other side of the tunnel? Is it a soft lock? Are you trapped?
I started a new game to test, and nope! If you end up in this situation, you can jump out the other side, and the floor will be magically broken for you already when you jump out. The roof and second floor however remain in tact, despite that normally being what creates the hole...
A slight logic bug there, but that's quite a bit better than a soft lock eh?
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