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Post by nekurors on Jan 21, 2016 0:12:20 GMT -6
Took me hours to decide, still i believe both are amazing however i made my mind towards Character 1 and Background 3. I felt like C3 receive too much light and the contrast seems forced. Anyway i would be happy with any of them, the important thing here is that Iga is leading the team to the right way, they are really listening to us and we are being useful improve the game. If C3 wins as it seems to i would like to see Miriam with little lower light intensity on her. Great improvements Iga and Inti!
I think the team can set and close this issue very soon now and go forward to the next step, which might be building the castle and the rooms? Hope we can see more rendered parts of the castle and maybe some enemies on them on the next few updates, showing enemies 3D models could be great.
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Post by nekurors on Jan 6, 2016 18:28:36 GMT -6
It seems pretty good, still waiting for the full screenshots before giving a solid opinion, so far so good. The important thing here is that they seems to have listening to our feedback and people are giving useful information so they can improve the shaders.
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Post by nekurors on Dec 31, 2015 0:12:25 GMT -6
Since it is made on Unreal Engine 4 there is absolutely no way it will be ported to the 3DS, for several reasons, from resolution (similar to the PS1) to GPU performance. Not to mention the time of release (2017) we may already have the 3DS sucessor and this one MAY have a chance to get a port, who knows, still unlikely.
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Post by nekurors on Dec 8, 2015 0:28:03 GMT -6
The tilt seems fine to me however it can be tweaked, i still need to see more to actually give an opinion about it and other details. I believe devs know thousand times better than me or any of us about the better way to go, not to mention Iga is working close and hard with devs on these details.
I just hope people don't get too concerned about the 3D-ish of it, i know we are all used to the sprite-based games and this is completely different. It's hard to have a glimpse of gameplay and graphic atmosphere from a static screenshot from a single room (a room just for test and show the shaders) so i am just waiting patiently to see it in motion, it feels too early to discuss graphics in general. But i like to see the concerning, it just shows how everyone really cares about it.
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Post by nekurors on Dec 6, 2015 14:34:04 GMT -6
Both are nice, if i remember right Iga said he wanted to show her curse, so only because of that i would prefer the original, but both of them are great. The explanation about her trying to hide the curse with that piece of clothing doesn't seems right, so how to explain the whole boob curse crystals exposed?
By the way, i hope we have some bad ass armors to make Miriam wears as outfits, i mean real armor (protective), which means no exposed body parts at all (for realism purposes).
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Post by nekurors on Dec 5, 2015 11:39:04 GMT -6
First: some people seems lost on kickstarter comments and some here, since day 1 we all knew it wouldn't be a 2D game (sprite based), there are serveral reasons for that most obvious their skills are into unreal engine, so... i always expected it full 3D and that's not a problem.
About the screenshots, i am not sure if we should discuss the graphics style yet (beyond shader i mean), that was not the point here, also i don't feel like i can judge it from a single room screenshot, i need to see her walking on a corridor to debate about how the graphics feels and also on different room archictectures.
And no i never spected something near a true sprite-based game, cut off the comparison with GGX, they are another team and have pretty different skills, what if inti creates has no experience with that kind of graphics, do you guys really want them to 'lose' time learning it and risk the game graphics on a completely new way to do graphics? it seems pretty risky. Also it still pretty earlier you cannot just assume the rooms will have that style, nobody said it.
However as it is now i can imagine her walking around with that 3D-ish style with no problem, it seems fine, but as i stated we need to see other rooms and real movement to say anything. Well at least i guess it is good backers and fans are saying what they want and what they don't, it may helps the developers to have a better idea of what people expect.
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Post by nekurors on Dec 4, 2015 16:10:30 GMT -6
On #1 you can see more details on the scene, looks less flat and have better colours, Miriam's model perfectly fits it. However it could have some tweaks on light and shadows, as some stated some objects/part of the scene seem too birght on #1. While #2 seems to have a better atmosphere at first glance, it lacks other important features. I believe a tweaked #1 is the way to go. Also i think a single room is not enough to decide about such an important feature.
The question remains: where is Miriam's knee? xD (No, serious, her model looks absolutely nice)
It could help if on the next update besides the screenshots we could have a video of her moving around, it may help to choose, i guess.
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Post by nekurors on Dec 1, 2015 21:13:31 GMT -6
We all know if Iga uses nudity it will be for atmosphere sake, so there is no reason to restrict it. It is nothing else but a complementation to the details of the atmosphere and the world Iga wants to bring to life.
It seems naive to have anything against it, not to mention a option could be created to turn nudity textures on/off if the players doesn't like it, simple like that. About ratings and the young audience that's another misconception, if they are underage it will be their parents who will buy the game (since they have no money) and that means the restrictions are actually non existent (i never meet parents who really care about the ratings at all, except of course if it is pure or most porn).
Finally, nudity fits specific situations on igavania games, succubus and other demons are supposed to be exposed, not to mention gothic nudity on the archictecture and paintings around the castle.
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Post by nekurors on Nov 25, 2015 22:38:34 GMT -6
How i wish someone rich just throw some money into this poject, i really wanted to play it. I still feeling the game needed more attention from the game websites so more people gets aware of it. Anyway i hope the creator find a way to bring it to life somehow, i could say this game has a great potential, actually depending on how the development follows if the goal is achieved it could become one of my favs.
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Post by nekurors on Nov 8, 2015 11:10:45 GMT -6
The problem of having choices is that they usually are limited to change enemies stats instead of AI, and the way the enemy reacts is supposed to be the dominant factor of the difficulty and that is very unilkely to be 'changable'. That means the core of the difficulty is only one so they need to do it properly, they need to make a decision somehow.
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Post by nekurors on Oct 30, 2015 20:47:33 GMT -6
Well, the best part of this update was to see they are really caring about background and atmosphere, which i believe to be one of the most important aspects of the igavanias in my opinion, i had some worries since we are jumping from 2D low-pixelated backgrounds from previous igavanias to very high resolutions on a 3D engine, but it seems they know the best approach to it, please keep focus on these details! I want to feel the background like it is alive. And yes lida-san seems to be the right guy for the task. Can't wait for the next update it promises to be great. I wonder if the background art designs are spoilers for places we will see during the game we can see some nice paths outside the castle (short or not, it's outside), and what about these cabins around a street, does this mean we will be able to go to some kind of village "far" from the castle itself? There is even an art for inside of a cabin and if you pay atention there is one on top of a ship, either it could be places you go for a prologue before the castle (you take a ship, get to the village and go for the castle) where the game begins or these are actually main-game places. Not to mention the castle entrance (bridge) from outside as like you travel to the castle through other stages before entering the castle, very interesting.
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Post by nekurors on Oct 11, 2015 23:01:10 GMT -6
Anyone heard of that indie game called Dark Flame, completely based on Castlevania games, the game already looks great for an pre-alpha, it seems it will go kickstarter soon so keep your eyes on it. Official website: Dark FlameYoutube video 1: Youtube video 2: Dark Flame - Youtube Video
Demo version (March 2016):Dark Flame - Demo
Twitter: (lot of news about the development) Warren Smith TwitterLet me know what you guys think of it, it seems to have great potential.
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Post by nekurors on Oct 11, 2015 20:58:47 GMT -6
I think that the game should have a difficulty a little easier than OoE, something like the difficulty of PoR I am fine with PoR, still in my opinion OoE has the best difficulty, i died quite often on both before i got better equipment, but nothing in excess, this kind of games are supposed to test both players battle abilities and strategy on finding and wearing the right equipment, the right dificulty is where most players (who didn't played yet) cannot beat it without dying a couple of times (they need to learn enemy/boss behaviors by battling them). One of my complains is that some monsters kills you by high atk damage instead of hard to predict behavior, it could be nice if creatures has higher HP/DEF and lower ATK power, requiring more skilling than brute force. Also i hate the point where you can beat a strong enemy with 1 or few hits like it was nothing at all, against a supposed high Lv enemy this should never happens even if you had the best weapon, and if it makes harder to grind just increase the exp given as well, the point is to give more interesting common enemy battles than classic keeping going in and out of rooms killing enemies on a single blow... it becomes boring, it is better to increase the exp given by 3 to 5 times but increase battle time to kill it by the same ammount. I would love to see more attention needed to defeat the basic enemies than running straight giving blows without any need to avoid their attacks, this really bothers me sometimes.
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Post by nekurors on Oct 11, 2015 20:28:32 GMT -6
As JeffCross stated the big companies usually explicit aim for a lower rating so they can sell more, well this probably doesn't affect anything since the children's parents are the ones who buys it and i never met parents who actually care much about ratings except if it AO or the difference is really large compared to the children age. That said there is the possibility Iga somehow limited the last games because of that, still i don't think that's the case. The T rating seems enough to maintain the game needs, however the M rating can contribute for polishment purposes, like player/enemies/boss death animations which could include some nice blood spilling art and body parts mutilation, not to mention dark background details like hanging body parts dripping blood and all these things which makes sense within a dark demonic castle. But since this polishment should require extra art work and animations, not to mention the team doubt on if these strong scenes could cause the dislike on part of fans (we know it won't but...). Anyway the most likely rating still being T (i voted for M but that's only my wish, it's just unlikely).
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Post by nekurors on Oct 10, 2015 12:02:35 GMT -6
Are there any side scrolling games that do NOT run at 60fps? You can bet there is, like MN9, tried on my old computer (i3 + intel integrated gpu) and it isn't playable even at minimum settings (below 20 fps), which means it runs Fallout 3, Far Cry 2, etc better than it. The reason is simple, they are using a modern 3D engine to make the games, everything is in 3D except the movement direction, which means it is quite demanding. Bloodstained is supposed to be even harder to run than MN9 since they are using state-of-art UE4 engine, these games are NOT based on 2D sprites, they make use of 3D rendering (tons of polygons and textures).
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Post by nekurors on Oct 2, 2015 23:13:51 GMT -6
Current Mars temperature through a martian year:
Daytime
Nighttime
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Post by nekurors on Oct 2, 2015 23:07:44 GMT -6
I wonder if people realise Mars will be the second home for humanity in the future, no matter if it is within this century or the next milenium, the fact is that Mars is the only body on the solar system that we can actually live in like we do on the Earth withous any enclosed habitat or spacesuit if we terraform it properly.
That is not just an opinion, any major space agency or specialized individual can confirm it, Mars is within the Sol's habitable zone, it is cold right now just because the thin atmosphere, else it could have oceans flowing, also the daytime is 24h37m which is incredible close to the Earth, and there is the axial tilt of 25° also near the same as the Earth, it only lacks an atmosphere thats all.
Nothing is perfect, we have 3 main cons: - Low-gravity (0.38g), still seems enough for the human body work properly (need more studies around it) - High eccentricity (9.3% compared to 1.7% on Earth), which means larger temperature differences from summer to winter on Equator and south hemisphere. - No magnetic field, it doesn't prevent life or expose anyone to lethal radiation doses, but certain impact diseases from radiation at some level, still nothing too alarming.
It should be noted that the low-g DO NOT prevent terraformation on Mars (or even on the Moon) as some say, not even Earth is protected from that, Earth atmosphese escape to space very slowly, lasting billion of years. The difference is that on the Moon or Mars it escape faster, but in the Mars case it certain can stay stable up to million of years before any atmosphere replenish is needed (probably hundred of million of years), that is not a concern at all.
Also as everyone know, as the Sun gets older it becomes bigger and hoter, which means while the Earth habitability decreases, Mars habitability is increasing and in the end it may be the last habitable planet on our system. Earth is supposed to become unhabitable within 1 billion year, probably in less than 500 million years.
And yes i love these space exploration stuff, i wish the world care more and invest more into it, like on a international base on the Moon, the best place to get experience for far less risks.
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Post by nekurors on Oct 1, 2015 14:58:50 GMT -6
The options are either too long (real) or too short (14m), i believe it should be at least 60m and max 3h for ingame 24h. Real-time should be absolutely discarded, it brings a lot of problems and decrease the enjoyment of different climate conditions because it takes too long to time to goes by.
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Post by nekurors on Sept 30, 2015 22:12:06 GMT -6
Alchemy-related subweapons-style could do the trick, and instead of just obtain it easily destroying some candles around you should craft the alchemy recipes and enchant them if needed (like add an ingredient to add fire element to it).
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Post by nekurors on Sept 28, 2015 21:43:59 GMT -6
Enemy behavior as the base for difficulty would be the ideal, the thing is that this option usually remains utopic involved the complexity of the task, not because it is hard to implement but because the time consuming issue (time is money), every new behavior is like doubling the effort on creating that single enemy.
However i can think on a few solutions for that, like changing behavior of bosses only and common enemies are changed by the traditional stats changes. Another solution could actually change common enemies behaviors, but only for the choosen ones (key enemies for some reason), like a certain percentage of them would be chosen to have the AI changed, while others could just change stats, this way we can save most of the time and work to do such an implementation.
That would be pretty cool, but i do not believe on that, specially from the first game of a new game series, where there is more details and work to define and no ready material to use to speed things, meaning less time for specifics like that. But who knows, i would like it.
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