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Post by kronfarfar on Aug 11, 2016 2:39:09 GMT -6
Well it looks good but also the stance when the weapon is not in use but ready to draw also needs to be representative of the weapons equipped. You can't use this stance for every weapon. media.bestofmicro.com/Q/G/589336/original/bloodstained-061416.jpgThis is more suited for boots weapons. I liked most of the weapoons animations, I want to see their airborne versions. I think we've covered this in another thread as well and I still totally agree with you. The stance they're using right now just doesn't feel right as a neutral stance.
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Post by kronfarfar on Aug 4, 2016 3:58:56 GMT -6
I don't think "Familiar" is copyrighted lol Btw, just my personal taste, I prefer the first posture (left) more than the second posture (right). They are both nice postures but I still prefer the one in the left. Menu: So far, the menu looks excellent! Maybe just put the character name "Miriam" on it too? After giving this some thought I think that Miriam's current stance don't make sense if she have a sword equipped. She should have her hand near the wrist ready to draw the sword because the current fighting pose is more suited when using shoe weapons. Exactly! I hope Mana sees this so they might change Miriams stance atleast when she has a melee weapon equipped.
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Post by kronfarfar on Jul 14, 2016 6:09:39 GMT -6
Yup, everything Asterra suggested would be awesome. To make it feel fresh and something worth playing for they could add one or two unique items per every new game+.
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Post by kronfarfar on Jul 10, 2016 13:14:20 GMT -6
IGA did say that the first playthrough of Bloodstained should take about 10h. Looking at this link Dawn of Sorrow takes 11-15h to complete. howlongtobeat.com/game.php?id=1580 So the 10h for Bloodstained confuses me.
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Post by kronfarfar on Jul 9, 2016 14:20:42 GMT -6
I'm wondering this since Inti also produced Mighty No9 and that game took nearly 3 years to finish.
I know Bloodstained will use staggered content after the release but still Bloodstained is a much larger game than Mighty No9.
So do we know how big the team is? (compared to Mighty No9)
Is it even reasonable for the game to be released 10-12 months from now?
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Post by kronfarfar on Jul 9, 2016 14:12:07 GMT -6
Biggest con so far: I felt the movement was quite unresponsive. The character movements lagged enough behind button presses that I was definitely feeling some frustration by the time I finished the demo. I found myself pressing the buttons *really hard* hoping to get better responses (which of course only helped me to jump higher, but still slowly). I'm not sure if this is due to animation frame rate or a deliberate choice to make her slower at the beginning and then become more responsive as you level up/get better equipment.I'll tackle this one. Miriam has a startup animation to her jumps. I've studied it. Two frames of crouch-into-jump. She only actually gains altitude on the third frame. Jumps in Castlevania titles just gain altitude instantly, Super Mario Bros. style. Including SotN. So if one has recently played one of those, I can see how the subtle delay could be picked up on. Unfortunately, I have serious doubts that there are any plans in place to offer a way of circumventing this animation, item or otherwise. In any event, the game itself is not responsible for adding an excessive amount of latency, if that were ever considered a possibility. I went ahead and checked: Great work Asterra! I wonder why they put these start up frames since the other IGAvanias didn't have them. I hope they redo them so we get the instajump we're used to.
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Post by kronfarfar on Jul 5, 2016 9:00:59 GMT -6
Does anyone else secretly want a HD Alucard? my life would be complete. Dang it konami give us the rights! Oh yes!! But Gebel is KIND OF like Alucard I think =) Pffff Konami! They MIGHT put him as a playable character in PES 2017 but that's it!
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Post by kronfarfar on Jul 4, 2016 7:11:09 GMT -6
Correct me if I'm wrong but the "extra" playable characters have never had a proper equipment menu in any Igavania. I just hope that they change that for this one so there's equipment to collect for them too.
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Post by kronfarfar on Jul 2, 2016 5:16:50 GMT -6
I'm all for 1600+ rooms in ONE castle. But the important thing here is that we need a secret optional area just like the inverted castle was. Let's say the "bad" ending has 1100 rooms and for the "good" ending you have to enter a secret smaller castle/area with about 5-600 rooms.
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Post by kronfarfar on Jun 28, 2016 6:59:07 GMT -6
Do we know how many rooms Dawn of Sorrow have? Just for comparison since it doesn't have a inverted castle like in Sotn.
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Post by kronfarfar on Jun 25, 2016 16:30:01 GMT -6
Ya I think so too that it's the core castle they're talking about. IGA actually said that Bloodstained will have over 1600 rooms. Sotn had 942 rooms (in the first castle).
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Post by kronfarfar on Jun 25, 2016 4:35:48 GMT -6
It definitely has that Igavania vibe, I like it! Everything is great as it is except for a few things:
* The popup windows and font for enemy names and items need to be bigger.
* I don't think the standing pose for Miriam is fitting, I was really hoping for a more "cooler" stance.
* The soundeffect for the kick sounds "sluggish".
* Music is too low compared to the sound effects.
Other than this you guys really are on the right track! Oh and please add a cape of some sort =)
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