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Post by nekurors on Jun 29, 2018 4:06:26 GMT -6
Hey guys, this ain't Call of Duty. We play Castlevania games with a gamepad. Always have and always will I could care less if keyboard works or not You didn't play SOTN on a keyboard right? I will not talk in details, but i DO have played all Igavanias on a keyboard, though i have also played all of them on a gamepad, i still preffer to use a keyboard. Anyway these cases do not apply here because these systems hadn't officially keyboard support, and in this case (Steam PC game), the main input device IS a keyboard, i am sure you know it... it's ok if you prefer to play on a gamepad and you have one, but some people doesn't even have one, do you really think they should expend money on something they don't want just to be able to play a game? That's my question friend. Anyway, we already got some workarounds with virtual pad drivers, so i don't see the point on favoring any "side". Just remember there are people there without a gamepad on PC and that's a serious issue here, i wil just forget what happened and try to focus on testing this weekend.
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Post by nekurors on Jun 28, 2018 19:52:37 GMT -6
I would like to share i found a solution! So for everyone using keyboards: install a pad emulator, i tried "x360ce" alpha version 4.7, you just need to throw the file on the Bloodstained's exe's folder (C:\Program Files (x86)\Steam\steamapps\common\Bloodstained Backer Preview) and install the file it will acuse (xinput), then on "Games" tab select the Bloodstained's exe, have both Bloodstained and x360ce selected there. Finally go on the "Controller 1" tab and select "Enable 1 mapped device" and "Enable Xinput state", on the right side select "Add" and select keyboard.
After that the binding options should activate, select a key and select "record", then press the keyboard key you want for that pad key... i am not sure if i am doing it right, but it works perfectly, i am trying to remove the game default keys set now and leave only the "controller".
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Post by nekurors on Jun 28, 2018 18:33:42 GMT -6
This might help. Someone wanna try changing this ini file to see if they can map their keys? Under C:\Users\XombieMike\AppData\Local\BloodstainedRotN\Saved\Config\WindowsNoEditor there is a file called GameUserSettings.ini It contains this text: [/Script/ProjectBlood.PBSystemSettings] ActionMapping=(Action=Attack,GamePadKey=X,KeyboardKey=K) ActionMapping=(Action=Jump,GamePadKey=A,KeyboardKey=SpaceBar) ActionMapping=(Action=Ability,GamePadKey=LT,KeyboardKey=L) ActionMapping=(Action=TriggerShard,GamePadKey=Y,KeyboardKey=J) ActionMapping=(Action=Reserved,GamePadKey=B,KeyboardKey=I) ActionMapping=(Action=EffectiveShard,GamePadKey=RB,KeyboardKey=LeftShift) ActionMapping=(Action=DirectionalShard,GamePadKey=RT,KeyboardKey=RightControl) ActionMapping=(Action=D2018Shard,GamePadKey=RS,KeyboardKey=G) ActionMapping=(Action=ShortCut,GamePadKey=LB,KeyboardKey=Tab) ActionMapping=(Action=Check,GamePadKey=LU,KeyboardKey=W) ActionMapping=(Action=Pause,GamePadKey=STA,KeyboardKey=P) ActionMapping=(Action=Map,GamePadKey=SEL,KeyboardKey=M) ActionMapping=(Action=Decide,GamePadKey=A,KeyboardKey=SpaceBar) ActionMapping=(Action=Cancel,GamePadKey=B,KeyboardKey=BackSpace) ActionMapping=(Action=Up,GamePadKey=LSU,KeyboardKey=W) ActionMapping=(Action=Left,GamePadKey=LSL,KeyboardKey=A) ActionMapping=(Action=Right,GamePadKey=LSR,KeyboardKey=D) ActionMapping=(Action=Down,GamePadKey=LSD,KeyboardKey=S) How interesting, i am desperate for a solution, unfortunately i found the file however all files there are blank... and trying to fill it with this data seems to have no effect at all. I am on Windows 10, also i haven't find any other folder which may have such configurations. Thanks anyway. The game is unplayable for me, no shard and no save working on KB, i will wait for a fix or just cry until the final version.
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Post by nekurors on Jun 14, 2018 20:30:26 GMT -6
People are concerned for "strange" reasons, i doubt they will master lip sync, for obvious reasons, i mean won't the game have a japanese language option? Do you see the problem here? Not to mention lip sync is pretty hard to achieve, i have no expectation for such a thing. Screen tearing is VERY LIKELY due to youtube enconding (or any other video share community), if it's not it need to be fixed, however i believe that's an easy thing to do anyway.
Liked: - Voice acting (perfect). - Overall gameplay and mechanics as expected. - Upgraded environment. - Save room (wish i could hear more about it's design decision from Iga). - Enhanced Vepar's boss fight. - Overall difficulty increased (i suppose), the first demo was way too easy, the majority of people shouldn't be able to defeat a boss on their first try, lose and learn should be part of the mechanics. It would be interesting to set goals on statistics on how many random players are able to get to the boss without dying and how much will die during the boss fight, just an example: >50% must get to the boss first time, 50% of these (25%) will defeat it on first time.
Disliked: - Dialogue animation, could be fixed with more poses and expressions, however that's hard to do and takes time, could be better just to zoom in and not "get out of the game" for the dialogue to happen, but still decent as it is. - Lack of polishment in some specific objects, specially those which appears close during scenes (igavanias are know for the superb art design). - The very beggining scene lacks some elements, specially sound effects (thunders/wind/stuff). - Getting a new shard animation still the same (frozen in the air), it would be better to do an infinite loop animation (shaking) during her side-view shard perfuration, the frozen front view is a bit awkward.
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Post by nekurors on Oct 31, 2017 23:45:07 GMT -6
First i wanted to say i loved the level design, the statues and specially the vines give a nice touch, very nice. Second, there is also some tree branches on the water that also adds to the level detailing, not to mention the trees on the background, all of that approved. However i have issues with that water shape/texture/style, it felt kinda strange for me, somehow i believe it would be far better if the water were calm and so giving a better reflection, it doesn't need to be completely smooth, but the way it is now it sure looks strange, or maybe the water could be calmer on the background and more agitated on the foreground, i don't now. That's the only real mix feeling i had on this stage so far. Also i can see there is towers, pillars and a fountain-like object surrounding the towers in the background, however none of that is actually visible (texture-wise), i am pretty sure if it were it would add a lot to the stage atmosphere. As an optional way it would be pretty cool to have a dense fog above the water where it gives you a more sinister look and then blocking your view from the far background. Here again we see some vegetation (flowers/plants), vines and some tress, this really makes it looks much better, so congratulations on adding these little details, though there is always something more to add, i was thinking of a lack of real objects on the sides of this area: barrels, boxes or anything that makes sense to be there in the near background, just for detailing purposes. Finally i just wanted to say i loved the fact that the enemies reacts different depending on what you are doing, like that diagonal shoot, that was amazing and adds a lot to combat strategies. About the boss battle i believe there is not much to say because it's just perfect, the boss attacks/reaction are great and as the previous boss showcase there is strategy involved to be able to avoid his attacks/abilities and kill him without taking too much damage. I just had a mixed reaction with a very tiny detail about the boss floor chess-like (black/white squares) texture, it felt a little weird, specially when connection to the pillars, maybe it should be completely cover by a carpet or something else instead. Well, it is sure looking promising! I can't wait for more info, though i still don't quite understand why we can't have access to the already finished 2017's E3 demo, i mean it certainly looks finished and great to test. Anyway it seems they were talking about a third additional demo for us or something like that i believe, i will be looking forward for that.
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Post by nekurors on Oct 25, 2017 0:31:35 GMT -6
Makes no sense, to start with there is the issue of GPU performance power, there is absolutely no way a phone GPU would be able to run a game made in UE4, hell the Bloodstained demo has FPS drops even on many dedicated Desktop GPU. Second controls would be awful on a touchscreen, and even for those who can attach controles to their phones and other stuff to solve this there is the problem of the small screen.
And come on, that makes no sense, even if you play some GBA/DS castlevania games there, you still need to deal with battery issues, it will drain superfast. By the way i nearly never play anything on the phone, idk it's not my thing.
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Post by nekurors on Oct 25, 2017 0:22:40 GMT -6
This game sounds amazing, and i never heard of it before even being a brazilian(it's from a Brazilian company), i highly recommend everyone to back it if possible, even if it's just the $3 tier, we need to support creative projects like these. Well hope it succeed and reach as many people as it can.
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Post by nekurors on Jun 19, 2017 12:20:08 GMT -6
CastleDan is right, it's ok to get away from the Castlevania's enemy design wise, but let's not exagerate! Come on, we need at least 2 or 3 skeletons around, you can still make them different than the previous ones by innovating on their designs (there is a million of things to do with skeletons), come on who doesn't loves skeletons . I will even give you an example: a skeleton that rip out his own bones to attack you, there will be different types of attack depending on what kind of bone he is using, once he uses most of his bones he loses balance and drop dead on the floor or maybe as a last resource attack he jumps himself on the hair and detach his skull launching it towards you, his body dismantling when it hits the floor
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Post by nekurors on Jun 18, 2017 20:28:37 GMT -6
I know most igavanias aren't really linear, you can choose where to go to some extend, but i was thinking if we could increase that freedom further. The game is usually separated in areas, like the Chapel, Colosseum , Library and so on, usually the game is designed in a way you must access all of the areas to get something needed to advance further and that logic is kind of linear. Yes, i know in SOTN there is optional places and different bosses routes, but that's not the case for all igavanias and still somehow limited, i guess SOTN is very liberal in that sense of order and choices of the next place to go.
So i was thinking on certain design features the game could use:
1. Whole areas completely optional, usually for get new gear and/or get items needed to discover secrets and extra stuff, not needed to the core gameplay, can also features optional bosses.
2. Make areas to split in 2 or more exits, for example to get out of a certain area you must choose a path and on the end of it there will be a boss battle. 2.1. It could be a choice between two different bosses or an innovation where it is the same boss but in a different room, which would change it's attacks pattern and difficulty. 2.2. If it is two different bosses, the other boss room could be then locked from that side and be accessed only from the other side later (just for variation), also in that case since it would be defeated only later it's difficulty could be adjusted according (or not).
3. When you get new abilities to pass certain obstacles, give the option to choose between different paths (i guess that is the most common feature regarding this issue), the point is that either place you choose to go it must "matters", not just some few rooms.
4. Maybe some secret shortcuts could be fun, as an extra feature for more experienced players and hard to find. Let's say you find out you could break a particular ceiling, then in the secret room there is a chest or something to distract you that it's the only thing there, however there is some mysterious mechanism/object in the room that looks just weird in the middleground but you can actually activate it using a specific power/item which would open a new secret passage, a long one that would get you to an advanced part of the game or something like that, in the other end it is just open, meaning once you get there through the usual route it would be a natural shortcut BACK (instead of forward), the purpose of that is just that you have that option at your disposition if you want that and it's not important at all, just some new special route specially designed for more observational players that otherwise would also be discovered later by casual players, however as a backtrack use instead. This is meant to be really hard to pullout and specific to advanced players which in the same way won't be out of reach for other kind of players that will be able to access it much easier later from the other side, just for fun.
So, what do you guys think and do you have any more suggestion regarding this matter?
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Post by nekurors on Jun 12, 2017 15:22:27 GMT -6
My opinion is that kickSTARTER is to start something new, meaning once it is done it is supposed to walk on it's own after that, i see it as a chance to prove the conpect worth it and to have success to attract investors into the future games of the franchise and of course raise money from it's own selling after the release, also is very strange to keep depending in crowfunding indefinitely. There is something to remember here, Bloodstained is a complete innovation and has no reused assets and have no previous expertise on the new 3D style, which means it's pretty hard to convince investors to raise private funds for it, so the kickstarter was a great way to do it.
For the next games, let's say Bloodstained 2 or other IP, this time we will have all the expertise from the Bloodstained devs experience, ready assets to be reused and modified, it will be much easier to create new games using the same style, which means it requires less fund, what i mean is that there is no need to open another KS, obviously we are hoping for the success of the project so there will be no need for that anymore, that only makes sense if Bloodstained fails in selling enough.
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Post by nekurors on Jun 11, 2017 21:30:23 GMT -6
The Alpha build (or beta) is supposed to be the final game but in development, so you should start from beggining, meaning it has nothing to do with the E3 demo. I am certain we will have this demo, just waiting... give it to me right now!
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Post by nekurors on Jun 11, 2017 14:16:40 GMT -6
As i have been saying for quite a good time already, it's an optical illusion beause we are used to extremely limited animations from PS1/gba/ds hardware, regarding the animations a super underdetailed animation like these of the other games have just a few frames in animation (which makes you think it's faster, but it's just the engine limitation...) while in Bloodstained not only it is all 3D it has much more frames per attack animation, thus making it felt it takes more (more frames) to end the action.
What is happening is that people are too used to the limited animations from before in a level that higher quality animations looks slow to them, i am pretty sure most will just get used to it. Also i am completely agains't clone the old movements completely, i mean you really want a 3-4 frames animations when you are using Unreal Engine 4? no! But maybe someone can do an experiment testing different framerates creating a gif of Miriam attacking to show how it changes on the so called "animation speed".
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Post by nekurors on Jun 11, 2017 1:09:03 GMT -6
About the blue spirit form of the familiars, it would be better to just keep it's original form and then add some detail to differentiate from the original, like a piece of shard coming out from inside of it or something like that, it really bothered me, but that is easy to fix.
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Post by nekurors on Jun 11, 2017 0:35:51 GMT -6
No i am not disappointed, on the contrary i am very glad on what i see, obviously not perfect yet but seems on the right track, i have watched the trailer over and over again, took screenshots and still can't see anything to complain yet except very ponctual details like the lack of detail when the rocks are destroyed by the bell falling, the strange blue glowing color of the familiars (this certainly needs to be updated) and the lack of background "life", though all of that have no impact on the core of the game that i believe is just right. I would like the familiars to be more similar to the actual creature instead of something like a spirit as it seems, maybe just add a little detail or effect on them and thats good. About the bell falling it just need more polishment on the breaking effect, no big deal, and on the issue of the stand still chandelier it should move slightly as i have many said, well that another polishment detail, the same question goes for the boss room white curtains, they should move with the breeze, all these little things change a lot the game atmosphere. Another thing i did figured out is that that lake part should have random jumping fishes and stuff and sounds going on there, that would be amazing, maybe even rare enemies jumping from the water and coming to you in surprise . Another issue with the boss room is that the cages should swing around sometimes, maybe they could even have a skeleton or other enemy inside just for fun. About Miriam's hair as you guys stated, well realistic hair is probably the hardest thing to do on a 3D game, both from the dev team skills and time as the impact on performance, but who knows maybe we could separate her hair on just a few segments and these whole segments moves instead of more detailed hair strands, but it's hard to expect such advance features from an indie, so i won't bother on asking for it and i am sure the dev team knows that it would be much better if they could do that, we will see. I would like if you guys posted images indicating what you think is wrong with the style, colours and stuff... it's hard to understand properly a matter of graphical style just from talking, all i can see is that there is a problem (old one i guess) that Miriam and many enemies still stand out too much compared to the background, not sure how to fix that though. I still have a feeling that is the 3D aesthetic that give you guys these "out of place" feeling on several matters, because it is a COMPLETELY different way to produce an igavania compared to previously 240p pixel-art, probably because before everything was so unrealistic and super undetailed/undefined that most things you used your imagination and know things are so much detailed that it feels wrong (think about how Pokemon would be on an realistic 3D engine for instance ) i truly belive that this is the main problem for the people who disliked it so far, and i really don't see any way around it, no matter what you do 3D will never have that perfect contrast and tweaked colours from the previous games because of the nature of 3D models and the high-resolution experience, but there still a long time for extra tweaks, hopefully the end product will satisfy your tastes.
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Post by nekurors on Jul 2, 2016 12:39:51 GMT -6
i do not believe it worth to upgrade for most people, the new versions are good for people who don't have them yet or of course for whose the money spent won't make a difference.
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Post by nekurors on Jun 30, 2016 20:47:41 GMT -6
The third game of the Zero Escape series were released yesterday and i have played it for several hours, just mind-blowing! Long time a game didn't get me so interested on it. The game is a visual novel with some puzzles and a deep, dark and very well written story, i guess you can only understand if you actually play it, maybe read some reviews to have a glimpse of what is it all about. The game relies on mystery, psychological horror and a complex story that unfolds slowly and even after showing it won't be easy to understand what's going on, it uses paradoxes and paralel time events that are connected to each other and changes depending on the decisions you make through the game. Steam page: store.steampowered.com/app/311240/
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Post by nekurors on Jun 24, 2016 13:16:45 GMT -6
Windows 10 Pro x64 CPU: FX-6300 3.5 GHz GPU: AMD R7 260X RAM: G.Skill 4GB DDR3
The game works fine, not at 60 fps though, it only gets 60 fps in small rooms with no other effects in there, in most places it gets between 40 and 50 fps. I only get lower than 40 fps during the breaking ship animation at the top of the ship.
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Post by nekurors on Jun 24, 2016 0:04:30 GMT -6
That won't work since armor requires precise animation and should have movement, also she would look strange when you get a heavy armor, i don't see a point on doing it considering how hard is to implement such a thing, depending on how many armors there is that translate on several hours of work modeling and animating them, that just too much. We already have head and weapon gear changing that's more that i believed it would be and it is very likely that not ALL the head gears will change the look. Actually that could even be a bad thing if there is not an option to use the default look if you don't like how certain equipment looks like but still want to use the for the stats.
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Post by nekurors on Jun 23, 2016 15:51:00 GMT -6
I thought of it like she was pregnant with the enemies she was spawning earlier. Her stomach looks pregnant aside from being its own monster. Interesting, it makes sense, now that you mention that i wonder why don't she trhows enemies in during the combat to make it harder or if that's not how it works why enemies does not just come up to bother you there.
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Post by nekurors on Jun 23, 2016 15:27:31 GMT -6
First, those are not boobs, hell this is a demon and she have a mouth in place of her belly, those "boobs" are very likely sacks where she stores her water attacks like the water beam. They put these on that place to resemble boobs to say it is a female demon and also to look gross when you see her whole body, tentacles and giant demon mouth. It's pretty fine to me, you know i can think of much more extreme references there that could be used and fit the gothic/grotesque feeling of a boss on a igavania, that is nothing.
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