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Post by lovelydumpling on Jun 28, 2018 19:00:17 GMT -6
Small note, the jump shortly after the Garden of Silence is overly punishing.
It's not a hard jump, but if you so happen to miss it, you have no choice but to go back through the entire Garden of Silence area again.
It'd be nice if there had been a ladder to kick down, or perhaps if that platform just beneath it had a way back up.
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Post by lovelydumpling on Jun 28, 2018 18:53:27 GMT -6
As you walk through the gorgeous red room with the blood moon in the background, you can also see towers in the back. As you walk through, the moon and towers pan with you but the moon eclipses the furthest back tower.
I say "possible" visual glitch because I imagine it could be intentional due to Gremory, but I'm not certain so I want to post it here.
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Post by lovelydumpling on Jun 28, 2018 18:50:39 GMT -6
I noticed this happen quite a few times but for some reason it never dawned on me that it might be unintentional.
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Post by lovelydumpling on Jun 28, 2018 18:46:52 GMT -6
Welcome, Bug Hunters! I'm Question (AkA, Jason) and I'm Sr Community Manager at 505 games and we're here to squash some bugs. Did you find a <gasp> bug in the demo? Report it here! The bugs reported here will get compiled and sent to ArtPlay, so it's important to be as detailed as you can. Some Guidelines - One Bug Per Thread - If you have multiple bugs, please list them in their own threads. This will make it SO much easier on everyone.
- Put the bug in the title - Can't stress this enough. If you post "Weird issue" we need more to go on in the title.
- Add to Threads - If you have the exact same bug as an existing thread, feel free to jump into their post. Otherwise, make your own (add a link if you think it's related).
- Keep It Simple - Be as brief as possible. It will make it so much easier to compile and forward the bugs if it gets to the point.
- Be Polite - This one is straightforward.
Things to consider as you give feedback:
- Occurrence - How often does it happen? Every time? Sometimes? Is it repeatable? How do we get it to happen?
- Severity - Is it game-breaking or just annoying?
- Reproducible - If yes, say how.
That's it. Let's go hunting. Also I just logged on to report the moon thing myself lol
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Post by lovelydumpling on Jun 28, 2018 18:28:15 GMT -6
After completing a quest, usually selecting them again from the NPC's quest list gives me a sort of "Unallowed" sound. Error sound? However you describe that kind of sound.
But choosing the Giremund quest asks me if I want to accept it again. Now I have the quest again.
I don't know if it's supposed to be repeatable, but if it is, there is absolutely nothing indicating so in the UI that I can see. All the completed quests looked just the same.
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Post by lovelydumpling on Jun 28, 2018 17:50:13 GMT -6
Am able to some extent replicate this with boot weapons.
It's not as easy to trigger as with the gun but upon spamming kicks and backhops, I sometimes do have a delayed backhop. Edit: Same with sword. Seems to be easier to trigger than boot, harder than gun.
Perhaps this might effect all weapons.
Edit: Cannot get it to trigger with the whip. The whip's second strike prevents her from backhopping, but there's no delayed backhop after the fact.
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Post by lovelydumpling on Jun 28, 2018 17:11:24 GMT -6
It's hard for me to come up with a clear, concise title to explain this but:
The bug happens with Square > L1 > Square > L1
So, shoot, backhop to cancel it, shoot again, then press the backhop button. The second time, rather than cancelling the shooting animation, she plays the entire recovery animation of the gun, then backhops.
Not allowing us to backhop cancel more than once in a row is fine, but the most concerning and frustrating part of this bug is the delayed backhop almost two whole seconds after preforming the command.
Expected result: Either the backhop should cancel the recovery animation, or it shouldn't happen. Instead: The backhop is in a sense "queued" and happens after the full recovery animation of the attack finishes.
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Post by lovelydumpling on Jun 28, 2018 16:56:51 GMT -6
I'm running into a similar bug. I got the dialogue fine when first talking to him and getting the items from him, but now any time I talk to him, I have the same bug.
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Post by lovelydumpling on Jun 28, 2018 15:53:26 GMT -6
When the game is in full screen and I alt tab out to use other applications, sometimes I cannot tab back into the game. Alt tabbing to it does nothing, clicking it in the taskbar does nothing, nothing works. Sometimes, doing it enough times will bring the game back; sometimes, it's just stuck. Right clicking the game in the taskbar has no context menu to close it, requiring Task Manager in order to end the game.
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Post by lovelydumpling on Jun 28, 2018 15:51:17 GMT -6
Something about the game sends an odd signal through my HDMI that causes the game to flicker green. I believe it's an HDMI signal because taking a screenshot doesn't show the result. So I had to take a camera photo: Everything that's dark flickers this green color. It's a super fast flicker, kind of like the translucent cape in SotN. The blacks flicker here, and in the options menu, the entire screen flickers. This issue is fixed when switching to Windowed mode, but switching back to Fullscreen mode produces the flickering. Changing the resolution doesn't help.
Another member on the Discord server described having a similar issue, but flickering Purple instead.
My TV has no support for HDR— is it perhaps trying to force an HDR signal?
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Post by lovelydumpling on Jun 28, 2018 15:46:19 GMT -6
I encountered this issue three or four times during my two hour livestream. As mentioned, shards don't seem to be the only thing to trigger it. Took me a bit to realize backdash fixes it though. Hope they can figure out how to squash this one.
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Post by lovelydumpling on Jun 28, 2018 15:34:03 GMT -6
First and foremost, I want to address what I thought of other people's comments and feedback, particularly what things I agree with as to add weight to their feedback. I agree with DocHospital's points about dialogue scenes and Stone Mask, as well as better explaining stacking shards vs reinforcing shards and Quest completion notifications. Also theredwolf's points on mouth movement for the female characters, especially Miriam. The mouths move a bit too much for the words they speak, and seeing Miriam's teeth especially makes it uncanny. I also HIGHLY request a Hide Helmet option as well. I imagine a bestiary will be included in the main game. Wishing it was in the demo so we knew what monsters had shards or not. I remembered Morte not having a shard from the last demo, but Giant Rat...? I agree with B-button to cancel the map. I agree with bmurr1387 on push animation, since I just played Portrait of Ruin, but it's not a major point. Agree with the crystalized texture point. The freeze bug is something that happens to me a lot, but that's more for the bug thread. I agree with Sylver on the Galleon issue. It's really weird that when you go back inside, it's back on the storming sea, and you can walk back and forth to it being shipwrecked and calm waters to it sailing and storming. I know it'd take a lot of work but I'd hope the ship could be redesigned when you come back to it to stay still and shipwrecked. "I'm just not fond of women in games" wow that could have been worded a bit better epid The minimap is extremely customizable. Press Back to access the big map, and look at the bottom. One of the buttons (I forget which) lets you switch to a mode where you can fully customize the minimap. You can hide it, you can make it transparent, you can resize it, change the zoom, and you can move it anywhere you want on screen. It's quite impressive tbh. Strongly agree with Epid on the set swap. Dopplegenger soul was incredibly useful in Dawn of Sorrow and I would like to see the mechanic return. Agree with Redogan on fonts. I actually do like them. Also love the gameplay so far. I agree with Invariel on weapons. I would like weapons to have lots of special abilities, similar to SotN. It's one of the biggest things that added life to the game. Since the vast majority of the weapons were far more than their stats, it allowed for a lot of experimentation and made finding new weapons, even weaker ones, extremely entertaining. Made me want to collect them all, as opposed to just grabbing whatever was strongest. As far as the crafting system, it'd be interesting and helpful if there was a tab that'd only show a list of things you have the items to craft. Jowy Avilon en.wikipedia.org/wiki/AlkahestAgree with kronfarfar on the feeling of the game and the death animation of the lion. Agree with him on item drops too, as I've pointed out in another thread. I see icons appear out of the bags when you pick them up. I want to see these icons before I even touch the bags. I want to know what was dropped so I can make the conscious decision whether I want to go pick it up or leave it behind. I never saw Zangetsu rowing! That is *really* cool. I agree! Details like that *are* amazing. Agree with dareka on doors, and ofc quest progress notifications like mentioned before. Also agree with Anne. I don't know how to describe it, but her model ... was really jarring for me. As I ended up exclaiming on my livestream. Now for unique points: Mouth movement animations are still janky, but another odd one I found was the civilian who gets attacked during the tutorial. He runs on screen with extremely comical, exaggerated animations that I'd expect from a mobile game. Then a Morte just seems to slide on screen, and then they both slide off. It looks really jarring and cheap for an otherwise well polished experience. It looks like the scene is meant to be humorous, when it really shouldn't. Due to muscle memory, and Curse of the Moon providing the option, if the command isn't busy for anything else, could we get an option to change our Trigger Shard control to Up+Attack? Also I didn't get a chance to test in game, but if the bags still disappear without notice like they do in the 16 minutes video, I'd like some kind of flashing or something to indicate when the item will disappear soon. It's extremely jarring to reach for an item without knowing if its almost going to disappear, and then it just... does. These are the only non-bug-related notes I have that weren't addressed already by someone else, but I have plenty more to explore in the game.
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Post by lovelydumpling on Jun 27, 2018 20:32:58 GMT -6
None of the games you mentioned were ported over from existing games.
Breath of the Wild released for Wii U and Nintendo Switch on the same day. Metal Gear Solid V released for old and new consoles on the same day. Twilight Princess sold on Gamecube one month after it sold on Wii. Of course when you have a modern version and last gen version releasing at the same time, people will want the modern version.
It's a completely different story releasing a port at the same time or before its last gen version, much less when the last gen version came out before the next-gen consoles were even out. It's more appropriate to compare it to games that came out during the tail end of the last generation, like The Last of Us or Grand Theft Auto V, which by no means had poor sales on PS3.
Bloodstained will come out before the PS5 and anyone who wants to play it will buy it for whatever consoles they own at the time it's released. Especially since it's not a flashy AAA title that will see any real benefit from a next-gen port other than simply compatibility.
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Post by lovelydumpling on Jun 27, 2018 14:58:42 GMT -6
The PS4 wasn't a failure like the Wii U or Vita, and the Xbox One isn't doing that badly either.
Home Console generations always have a transitional period in which both the older and newer system is supported until the install base for the new system catches up. The Wii U was a special exception, particularly because the Wii U had very few users to transition in the first place, and the Switch outsold the Wii U within a year. Due to the Wii U's failure, this was an easy hurdle for Nintendo, but it won't be for successful systems like PS4. So just like with previous generations, there'll be a time where the PS5 is out but the PS4 is still being supported while the PS5 adoption rate catches up with the PS4s. It won't get so many big name releases of course, but it's not like its going to be dropped like a hot rock.
And I definitely know no one is going to ask Bloodstained be delayed until the PS5 comes out. And if the PS5 isn't backwards compatible, you can bet a port of Bloodstained will come to it at some point if the game is successful, regardless of the release window.
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Post by lovelydumpling on Jun 26, 2018 3:18:48 GMT -6
@ikai A few days late but your comment regarding the survey saying that GOG has early access as well caught my eye. I have looked at every post mentioning GOG on kickstarter to see if what you said is 100% correct and they have always used the term beta access regarding Bloodstained RotN. The 2016 Demo update answered quickly in the update that it wasn't the beta. They have used the term beta for for the 2018 demo we will get in a few days so you should expect to get access to the beta via GOG. I didn't choose GOG on my survey so I can't see what that says since they locked the survey, but if that says otherwise then it's my mistake. Thank you! That's not quite accurate. GOG says Beta Access because, at the time of getting the survey, only PC users were getting demo access at all. So if you picked Steam or GOG, you'd get a demo key. But the demo key is a Steam key, regardless of the platform you picked. Getting beta access doesn't necessarily mean the beta is on GOG. And I believe we've already been told the demo won't be on GOG. The main release should be on GOG, but the demo will be given out as a Steam key.
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Post by lovelydumpling on Jun 23, 2018 16:15:27 GMT -6
I absolutely voted in favor of taking time to make a polished game, and I'm okay with 2019, even second half of 2019, but push too much beyond that and it becomes something of an issue. I'll always favor quality over a rushed release, but there does come a tipping point in the scales where it reaches "okay, I didn't say I was willing to wait until I'm a decade older." Let's hope BS never has to cross that particular benchmark of absurdity. Based on what I've seen of the game so far, I'd actually be very surprised if it came before late 2019. There's a lot of substance there, but the "tweaking" seems like it still has a substantial way to go. Then again, I'm not a game developer, so I have no idea how to estimate these things. Based on the information available, I actually do think the main game on the lead platform will be done by late 2018 - early 2019. Summer 2019 would be the farthest I'd be willing to bet. What I'm not so sure of are the Switch and particularly the Vita versions. They said a month ago they just began porting... and what that means is that any potential delays caused by the porting process (in order to make a simultaneous launch) have yet to be factored into the release date they're currently contemplating. The way game development works is you have a lead platform - in this case, the PC - and all the rest. Once the game engine and assets are done on the lead platform, development on the other platforms begins in earnest. The PS4 and Xbox One should not present much of a problem, as the two are essentially PCs - all you need to do is recompile and optimize... but even with UE4 Engine support, it would be very naive to think the Switch and the Vita versions will go smoothly. They'll likely require adapting the assets and major coding tweaks and debugging. And while a Switch version might essentially just require reworking some of the shaders and lowering the texture resolution (best case scenario, of course - overall memory management might also be an issue, not to mention UE4 features which are not supported), the Vita version... I honestly have no idea how they intend to do it (Yes, I know Armature promised to port UE4 to Vita for the game - the problem's that 1) UE4 was not created with something like Vita in mind, and 2) there has to be a game engine on top of that, and it's an engine developed on the PC, and not a Vita dev kit). That was the biggest mistake they made during the Kickstarter, in my opinion: promising a Vita version. It's not that it can't be done, it's that it's very difficult to do using assets and a game engine made for current generation hardware. When games are released for the PS4 and Vita by smaller publishers (such as Inti Creates), you'll notice they're essentially Vita games with a higher resolution and shadow maps on the PS4. This is not the case for Bloostained. Big publishers can give themselves the luxury of optimizing the assets for each hardware, but ... with a game with so many features, on such a tight budget ... I dunno ... I, personally, would be flabbergasted if they got a decent looking, playing, fully featured Vita version completed at all, let alone released on the same date as the others. I'd love to be wrong, obviously, but if I were a betting man, I'd bet they'll can the Vita version as soon as it becomes evident that the money required to make a proper port won't offset what little earnings would result from publishing it. That's super disappointing to hear tbh. Ironically the Vita and the Wii U were the biggest platforms I wanted it on, the Wii U for its promised additional gamepad features and the Vita for the portability. Now the Wii U is canned, Vita looks like a super tall order, and I don't have the $300 to drop on a Switch.
In 2015, I was starved for Wii U and Vita titles and it sounded awesome. But in 2019... yeah, I guess it's hard to justify it anymore. As much as I really want it on my Vita.
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Post by lovelydumpling on Jun 21, 2018 18:53:01 GMT -6
lovelydumpling I mean, I'm sure they'll eventually add icons. They're calling it a Beta, but it's more like a pre-alpha build where the first hour of the game will be more polished than what you'd expect from a pre-alpha build. They told us a long time ago (sadly I can't remember where) about the bags. That this was going to be how they do their drops. I wish I had my sources @.@ I just remember that what we see today was exactly how they described it working before, and the worries I had then have become reality.
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Post by lovelydumpling on Jun 21, 2018 5:06:27 GMT -6
Wow, that uh... yeah. That seals the deal pretty shut on that one No way around it, representatives were straight up telling fans the game will release in 2018. Repeatedly. Consider my argument 100% conceded. Also totally agree with your points in your post too. There is absolutely positively no way under any circumstances, "internal" or "external", in the face of these claims, that a 2019 release would not be a delay. I still don't agree that the March 2017 date was a delay, even by technicality. Not a single person on the team said the game would be releasing in 2017, this was just assumed from the "Estimated Delivery" date on the Kickstarter backer rewards page, which they had mentioned repeatedly even during the funding campaign was only a placeholder and meant nothing. Never once did anyone promise a March 2017 release, or even said they were aiming for one. Any time it was brought up, they were clear that it wasn't a release date at all, just a placeholder that Kickstarter's system requires.
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Post by lovelydumpling on Jun 20, 2018 19:10:32 GMT -6
I haven't really thought this through, so I don't know if I'm saying something stupid but ... why not just add a generic icon that tells you that you don't have that particular item yet, when it's not in your inventory? This would have the advantages of... 1. Building anticipation for the drop. Maybe it's something really good, maybe it's not; you don't know until you pick it up, but you know you don't have it! 2. Doesn't require leaving the loot indefinitely. The problem with leaving loot indefinitely is that it does kind of kill some of the excitement of getting the item. Sometimes they drop in a place that's difficult to get to without getting hit by another enemy, so you need to take a risk to get it before it disappears. It might feel like a risk not worth taking if you don't know if it's a new item or not, but if you know you don't have it... well, that might make the risk worth it. Anyway, those are my two cents. This idea is.... better than what is currently in place, but personally I'd still prefer seeing exactly what the item is and removing loot vanishing. The excitement and anticipation from loot drops just isn't that much of a point of engagement for me, certainly not enough to justify lacking these quality of life features. I find way, way, way more excitement when I see that rare item itself drop from a monster and I know what it is, and I excitedly rush over to grab my reward, than just for me to pick up a bag and only realize I got it once I read the name in the corner of the screen. Maybe I'd have that same feeling with that "new item" icon but that's still pretty underwhelming imo as opposed to seeing the actual item itself.
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Post by lovelydumpling on Jun 20, 2018 19:02:37 GMT -6
Thank you for these. This is the first time anyone's been able to provide examples of them saying the game WILL come out in 2018, or that 2018 is the release window. Those are definitely statements that would serve more than a "maybe", "hope", "estimate", etc.
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