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Post by Fangamer Steve on Dec 20, 2016 17:03:56 GMT -6
exalt9 Unfortunately I don't have any information available regarding the specific logistics of how the bonus content will be implemented, and unfortunately I don’t have any specific information available regarding your other questions.
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Post by Fangamer Steve on Dec 20, 2016 0:26:50 GMT -6
Oh no worries! To answer your question, none of the tiers include all platforms.
The $28, $60, $100, & $150 tiers only include one platform of your choice. You'll be able to select which platform you'd like through your backer survey.
The $125, $175, $250, $300, & $500+ tiers include two platforms of your choice (one physical and one digital).
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Post by Fangamer Steve on Dec 19, 2016 23:12:17 GMT -6
The Special Boss + Weapon is also something to not miss. He or she should back $60 twice. Once you get to the $60 tier all the subsequent $28 copies also get the bonus content. So yeah, they only need to spend $88. This is incorrect, as the $28 tier does not include the bonus Swordwhip or IGA boss content. Add-on tiers do not inherit anything from your original tier. ( Kickstarter FAQs reference link) Keep in mind that the $125 tier includes one physical version, one digital version (both with the bonus content), and all the other additional stuff from the $100 tier. This is probably the best 2-game value as long as you're okay with one physical and one digital copy (and they can each be for different platforms). exalt9 Can you specify what you mean by "reusable"? niquita : I'm not quite sure I understand what you are asking. Can you please rephrase your question?
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Post by Fangamer Steve on Dec 3, 2016 14:04:39 GMT -6
While we don't have a specific garment selected for the shirts just yet, they will likely be very similar to this size chart. Please keep in mind that the chart refers to your body's measurements (by circumference), not the actual garment itself.
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Post by Fangamer Steve on Nov 18, 2016 13:40:45 GMT -6
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Post by Fangamer Steve on Nov 16, 2016 15:59:36 GMT -6
Oh and also to address Olrox’s question: This! How come IGN gets exclusive snapshots (and an IGA interview) and us the backers get none? We’re not trying to compete with other news organizations such as IGN. We’re doing our best to provide monthly updates, however it’s not realistic to expect 100% of all new information to come exclusively from the Kickstarter updates. Also there aren’t any backer-only paywalls in this project. All updates posted on the Kickstarter/forums are available for the public to view (as was the IGN interview).
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Post by Fangamer Steve on Nov 16, 2016 15:46:07 GMT -6
Currently we’re committed to posting updates about once a month. We’ve discussed internally about a scheduled day for monthly updates, but we decided it wouldn’t work very well for a number of reasons, such as:
• Game development doesn’t necessarily correlate with a ~30-day information cycle. We do our best to provide a decent amount of content for each update, but that content’s existence won’t always abide by a specific day of each month.
• Due to numerous factors, updates can get delayed even within our own internal time-frames. There’s a lot of things going on between many different people & companies that may need multiple tweaks/revisions before they’re ready to be shown to the public. We’d likely be setting the backers up for disappointment on a regular basis if the updates kept coming out later than we told them they would be.
• We do not want to post updates without a minimum amount of substantial content. We’ve observed this happening with other Kickstarter projects in the past, and it typically results in the backers becoming less engaged/interested in the project due to the amount of content that is irrelevant or too tangentially related to the project’s main focus (i.e. the game). If this were an Anime, we would avoid doing non-canon filler episodes.
(…okay maybe the occasional beach episode)
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Post by Fangamer Steve on Jun 21, 2016 19:27:29 GMT -6
Morte still has no shard
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Post by Fangamer Steve on Jun 21, 2016 19:17:41 GMT -6
Hey folks! Since IGA, Mana, and the rest of the team has gotten back from E3, we've been making some more progress with getting the Demo ready for distribution. We still don't have an exact date just yet, but it should be pretty soon!
I know the wait is tough, but you can make it!!
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Post by Fangamer Steve on Jun 16, 2016 14:26:08 GMT -6
Haha, this is awesome!
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Post by Fangamer Steve on Jun 12, 2016 19:27:18 GMT -6
This was a GREAT podcast!! Awesome Job Mike!
t..thanks for saying such nice things about Fangamer <3
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Post by Fangamer Steve on Apr 5, 2016 13:19:08 GMT -6
No, that has no correlation to this; this is the same video recording with a higher frame rate playback.
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Post by Fangamer Steve on Apr 5, 2016 13:08:47 GMT -6
Hey folks, the latest video's frame rate was scaled down to 29.97 fps in order to match the footage of IGA talking/swinging the umbrella. For reference, here's a full fps .gif of the kick animation: (your computer/phone may not play it at max speed unless it has a very fast processor) Also here's the Katana animation as well:
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Post by Fangamer Steve on Mar 17, 2016 12:23:16 GMT -6
Happy Birthday ya big lug!
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Post by Fangamer Steve on Mar 16, 2016 16:09:42 GMT -6
If I remember correctly, I think I suggested something along the lines of: It might be better to wait until we know exactly what the specific details are from the team regarding designing the high tier in-game items before creating a collaboration thread about them. Currently that framework isn’t yet finalized, so the ideas that are collaborated here may not necessarily be implementable without prior knowledge of what the specific options and limitations for each item are.
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Post by Fangamer Steve on Mar 1, 2016 20:47:38 GMT -6
If you're curious, I put together a pie chart with the voting results for the shaders.
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Post by Fangamer Steve on Jan 28, 2016 22:18:26 GMT -6
Haha, that's pretty wacky! Unfortunately Fangamer doesn't do DTG (direct to garment) printing, so we probably couldn't help with a small run of something like this (we're also pretty anti-meme in regards to shirt design). Sorry about that!
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Post by Fangamer Steve on Jan 25, 2016 15:45:27 GMT -6
We currently don’t have any specific information available regarding the game’s release date, as it’s currently way too early to accurately predict. I’m not on the development team or anything, but I do have some experience that might help put things in perspective. Here’s three important things to keep in mind:
1) Kickstarter requires you to pick an estimated fulfillment date (Month & Year) for each reward tier, so we had to make our best guess based on the current scope of the project. Once a tier is live (and at least one person backs at it), the information you wrote is totally immutable (you can’t change anything). This is why the $150 tier still lists including a Softcover art book instead of a Hardcover art book, even though the Hardcover stretch goal was reached within the first couple of hours after the campaign launched.
2) The Kickstarter ended up being SUPER successful (which is awesome), however hitting every stretch goal also significantly increased the project’s scope. More funding is great, because it’s the lifeblood of any project on this scale, but adding more things can also add more development time (more money doesn’t necessarily translate into faster development; like if you paid a painter 25% more, they won’t necessarily paint 25% faster).
3) Estimating an accurate delivery date for a creative project (especially with a new IP) is extremely difficult. Whether you’re a professional or an amateur, guessing the date for when your creative magnum opus project will be completed is nearly impossible until it’s very close to completion. It’s also pretty dangerous to announce your best guess too soon (as it’ll likely be inaccurate) because the public may conflate the inaccuracy as lying or failure if it doesn’t match what you had originally said.
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Post by Fangamer Steve on Dec 5, 2015 17:31:40 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. Well IGA mentioned GGXrd so he is now responsible. And yes I want them to take their time to learn the needed skills and I want Inti Creates to watch the GDC videos from other developers. They have a lot to gain if they can fulfill hard expectations as it will give them a significant boost. Not only this game will be compared to GGXrd but also from titles that are 2D 1/2 regardless of engine like Ubisoft's Rayman Legends or Wayfoward's Shantae 1/2 Genie Hero. This is a hard situation for inti Creates but they have to do something about it. Here’s the relevant quote from the FAQs which is in regards to whether or not a 2.5D game can provide a classic 2D experience: Just to help temper expectations, the team is not saying they’re going to copy Strider or Guilty Gear’s shader techniques; they’re saying that games like Strider and Guilty Gear are proven examples of 2.5D (3D graphics with 2D gameplay) being used to create an aesthetically pleasing and genuine 2D experience, and IGA would like Bloodstained to also deliver the experience of a classic 2D game, despite it using 3D graphics.
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Post by Fangamer Steve on Nov 25, 2015 18:09:42 GMT -6
Hey folks! The next update will probably be in Early December (likely about a week from now), and we're also planning to have another update posted later on in December.
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