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Jun 23, 2016 20:33:26 GMT -6
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Post by fluffyquack on Jun 29, 2018 9:27:36 GMT -6
This is mostly due to do with the pistol. The pistol is fun to use, but sometimes you want to do a melee attack and sometimes you want to do an attack which doesn't consume a bullet of limited amount (for instance when you want to quickly break a lantern). It would be nice if you could select 2 weapons in the equipment screen which you can switch between at any time with a button press, or alternatively, there could be a button you can press for doing a low damage kick attack (that would be very convenient for destroying lanterns when you have a pistol equipped).
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Jun 29, 2019 4:18:51 GMT -6
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fluffyquack
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Jun 23, 2016 20:33:26 GMT -6
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Post by fluffyquack on Jun 29, 2018 9:24:00 GMT -6
Recorded a video comparing the two demos:
All of the graphics have received a rather big overhaul and the combat feels faster.
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Jun 29, 2019 4:18:51 GMT -6
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Jun 23, 2016 20:33:26 GMT -6
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Post by fluffyquack on Oct 3, 2017 12:26:26 GMT -6
Based on her art, it looks like her style would work well.
Although, I think the biggest thing from this is this quote:
Wut? I can remember other developers got involved, but I didn't know they fully replaced IntiCreates. I hope the development for the game is going fine as it's unusual for a developer to be fully replaced.
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Jun 29, 2019 4:18:51 GMT -6
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Jun 23, 2016 20:33:26 GMT -6
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Post by fluffyquack on Jul 1, 2016 7:52:28 GMT -6
Uploaded a newer version: www.fluffyquack.com/temp/modman-bloodstained.rarThe difference is that it'll automatically read the game archives first time you go to install mods. You'll still need to do it manually if the game ever gets patched, which I doubt will ever happen with Bloodstained demo. Also, you can use this as an alternate way to package mods: www.fluffyquack.com/tools/PKGtool.rarInstructions: - Extract pgktool.rar anywhere. - Copy over mod directory to where pkgtool is. - Drag and drop mod directory onto pkgtool.exe - The resulting pkg file can be put into Bloodstained/mods directory.
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Jun 29, 2019 4:18:51 GMT -6
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fluffyquack
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Jun 23, 2016 20:33:26 GMT -6
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Post by fluffyquack on Jun 30, 2016 15:23:13 GMT -6
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Jun 29, 2019 4:18:51 GMT -6
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Jun 23, 2016 20:33:26 GMT -6
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Post by fluffyquack on Jun 29, 2016 3:20:40 GMT -6
I should be able to update my mod manager to make the original version of the mod working fine. Being able to read through UE4 source code to figure out exactly how it reads and creates PAK files helps a lot.
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Jun 29, 2019 4:18:51 GMT -6
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Jun 23, 2016 20:33:26 GMT -6
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Post by fluffyquack on Jun 27, 2016 6:20:08 GMT -6
Did some more tests. The game is okay with multiple PAK files existing, and it checks against a checksum which is stored inside each PAK file. So the solution I posted above about creating a new PAK file should work. I'll look into getting the UE4 source code and try to find how the checksum is created, and then I could try to update my mod manager to automatically update the checksum whenever it modifies the PAK file. Not sure how easy that'll be though.
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inherit
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Jun 29, 2019 4:18:51 GMT -6
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Jun 23, 2016 20:33:26 GMT -6
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Post by fluffyquack on Jun 27, 2016 5:43:35 GMT -6
I'll look into it. There's probably another bug with the mod manager, or maybe the pak files in Bloodstained don't function the same way as in SF5. Edit: Hmm, this is unfortunate. I should have tested basic stuff like this to begin with, but I think the game does a checksum comparison when booting up the game and it refuses to start if the PAK file is modified. Really surprising it's okay with it not existing. Even with really basic edits to the PAK file it refuses to start each time. Another thing you could try doing is this: w11.zetaboards.com/SFxT_Mods/topic/11586740/1/#new - I haven't tried this myself, but it might be a workaround. I'll fiddle a bit more with the PAK file to see if there's an easy way to have it accept a modified version of it. It should be possible to patch the exe file to make it skip the checksum check, but I think I'd rather wait for the final release rather than going to that extent for a demo.
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Jun 29, 2019 4:18:51 GMT -6
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Jun 23, 2016 20:33:26 GMT -6
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Post by fluffyquack on Jun 27, 2016 3:15:40 GMT -6
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Jun 29, 2019 4:18:51 GMT -6
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Jun 23, 2016 20:33:26 GMT -6
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Post by fluffyquack on Jun 27, 2016 0:05:37 GMT -6
Do we have an official statement that the developer don't want us fiddling with unreleased content? Either way, I went ahead and edited the post.
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Jun 29, 2019 4:18:51 GMT -6
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Jun 23, 2016 20:33:26 GMT -6
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Post by fluffyquack on Jun 26, 2016 23:41:09 GMT -6
Still working on the mod manager. I got Bloodstained support implemented, but there's a couple of bugs I need to fix before I can release it. Here's the result of some brief modding... Edit: Removed in case Iga thinks I'm a vampire for showing unreleased content and hunts me down.
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Jun 29, 2019 4:18:51 GMT -6
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fluffyquack
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Jun 23, 2016 20:33:26 GMT -6
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Post by fluffyquack on Jun 25, 2016 18:27:01 GMT -6
Hi! I'm that mod manager person! I have also been looking into modding the demo. Only thing I've accomplished so far is getting around the resolution limit by changing the string in memory used for constructing the argument for resolution change function: www.fluffyquack.com/temp/RON-Win64-Shipping%202016-06-24%2004-26-40-758.jpgI'm happy the demo files are not encrypted, and I hope that's the case for the final game too.
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Jun 29, 2019 4:18:51 GMT -6
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Jun 23, 2016 20:33:26 GMT -6
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Post by fluffyquack on Jun 23, 2016 20:49:29 GMT -6
I'm a huge fan of Igavania games and I'm loving what I played in the demo. There's been a lot of Metroidvania games made by indie developers, but I feel nothing has come even remotely close to Symphony of the Night or the DSvanias, and I'm super excited about Bloodstained after playing the demo. This has already been mentioned by other people, but I really hope the final game reads a list of resolutions supported by your monitor from Windows, and uses that to create the list of available resolutions ingame. Hardcoding a set of resolutions is an extremely bad habit I see way too many developers do. Hopefully this is only the case because this is an early demo. On the bright side, it's not too difficult to get around via modding. For instance, here's a screenshot of the game running at 5120x2880: www.fluffyquack.com/temp/RON-Win64-Shipping%202016-06-24%2004-26-40-758.jpgSpeaking of which, has the developer ever spoken about their opinion on modding? I noticed all of the files for the game are unencrypted, which I appreciate, and I hope is the case for the final game too. I'm tempted to mess around with the demo files as I'm noticing some interesting stuff there. Then again, I would feel bad if it's something the developer would disapprove of.
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