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Post by Scars Unseen on Jun 7, 2016 21:29:36 GMT -6
I'm sure we'll get that too. Yamane's work has always been a mix of styles. How is this not that? There's only one guitar part at the beginning of the track. Unless he means the synthesized drums? A mix is definitely the preferred. Wood Carving Pertita, and Dance of Pales ( spelling?) are examples of styles I'd love to see return. I mean that she uses more than one style of song. This is one song with it's own style. Other songs will have theirs.
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Post by Scars Unseen on Jun 7, 2016 19:22:15 GMT -6
My one real criticism here: Miriam used too much hair spray, and now she's stuck with helmet hair. I know that her hair is more "styled" than we've seen from Castlevania protagonists, but some movement would be nice even if we can't get that Castlevania flowing hair.
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Post by Scars Unseen on Jun 7, 2016 17:09:24 GMT -6
I wanna hear less rock and more classical instruments I'm sure we'll get that too. Yamane's work has always been a mix of styles.
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Post by Scars Unseen on Jun 7, 2016 15:03:26 GMT -6
Ha ha... these updates always come in right as I have to get ready to leave. Well at least I don't open today, so I won't be impatiently waiting the entire day to watch...
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Post by Scars Unseen on May 13, 2016 7:56:33 GMT -6
The boobs and the back crystals are totally breaking the reality of the game. How could one sleep for 10 years with that on either side of them? Either the boobs or the crystal needs to be reduced. You're ignoring the obvious explanation: Miriam sleeps on her back, and the crystals growing is what woke her up.
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Post by Scars Unseen on May 8, 2016 8:56:46 GMT -6
Calling him out for having a crappy attitude and saying he is throwing a fit could be considered personal insults and thus a violation of the rules. His post could be taken as a general indirect insult to unnamed people, which isn't really breaking any written rule. This kind of stuff is hard for me to moderate. Just going to say that the "it's okay to insult people as long as you aren't direct about it" kind of policy is what leads to passive aggressive semi-hostile communities like The Escapist. I much prefer the rule of Wheaton's Law.
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Post by Scars Unseen on Apr 30, 2016 12:33:15 GMT -6
Hell, we're still only at the guessing stage of what the NX is, so it's kind of hard to generate any sort of productive conversation on the feasibility of a port, or what sort of effort would be involved. Best case scenario is that it supports Unreal Engine 4, in which case a port would be - if not trivial - at least less work than the Wii U port. Worst case scenario is that Nintendo tries to reinvent the wheel - again - and we end up with yet another console that no one know what to do with, yet the Big N continues to insist on utilizing in unnecessary and frustrating ways(e.g. Star Fox Zero).
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Post by Scars Unseen on Apr 29, 2016 17:45:22 GMT -6
I'm not a big fan of her hand high in the air pose gives me too much of an anime vibe but her idle pose, the ribbon, the animations, are all fantastic I think that's meant to be more of a stylized martial arts stance since she doesn't have a weapon equipped. Not a very solid stance, mind you, but that's the impression I get.
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Post by Scars Unseen on Apr 29, 2016 17:33:42 GMT -6
So, I think I'd first like to point out that, to my observation, the Morte does not appear to be in a finished state to the degree that we saw Miriam in, so I'll be light on criticisms there. I will say that the current design is going to be very prone to breaking the 2D illusion with all the moving reflections.
Otherwise, the designs are great. The Seama kind of reminds me of the Leviathans from Supernatural, the Dullahammer is both menacing and hilarious, like a deadlier Yorick, and the Morte looks like it may be our replacement for the everpresent Castlevania zombies. All in all, I'm liking the way monster design is going here. Some classic Castlevania nods mixed in with new weirdness.
And uni is my favorite sushi, so now I'm hungry.
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Post by Scars Unseen on Apr 29, 2016 17:18:51 GMT -6
Today's theme is monster designs!
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Post by Scars Unseen on Apr 28, 2016 4:59:01 GMT -6
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Post by Scars Unseen on Apr 24, 2016 10:10:48 GMT -6
The whole vine thing still confuses me. Is that some new Tumblr Instagram sort of thing?
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Post by Scars Unseen on Apr 14, 2016 8:44:20 GMT -6
PS3 isn't a supported platform for Unreal Engine 4, so it would be a ton of work to port, if it were possible at all. The Vita and the Wii U aren't supported either, but that's why a completely different company is being contracted for those ports.
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Post by Scars Unseen on Apr 11, 2016 17:43:11 GMT -6
Well then this is something I and the team disagree with. For a game where mobility is important, and exploring in screen-sized areas is important, I wouldn't want anything more than 1/5 of the screen height, but I would aim for a bit less than that, really. About 18%. Quite simply, you need room to move. With the games I've worked on, characters that size negatively impacted the experience. But I've voiced my opinion, and that's all I can do. It's their game, not mine. If it worked for people in SOTN, I'm sure it'll be fine here. And strictly speaking, we'll have more horizontal screen space in Bloodstained since SotN was 4:3 ratio.
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Post by Scars Unseen on Apr 9, 2016 1:18:00 GMT -6
Just "bloomers" does it imo, and that's not so long/specific as to sound odd in conversation or tyipng it out. If you Google image search that word, you'll turn up underwear that's pretty much the same as what Miriam wears. I learned about this type of underwear from Ace Attorney actually, Trucy's magic underwear she pulls things out of. Huh. Never thought of Miriam's bloomers/poofy shorts as underwear. I viewed them as actual shorts under a skirt similar to that one scientific railgun or index anime where that one girl has beige shorts under her school uniform, and I thought bloomers were the style of shorts that school gym uniforms have in Japan. It might be less confusing if you use the word "undergarment," since that has a different connotation than "underwear" in modern use. They are meant to be worn under a skirt, and never as an outer garment like normal shorts. Japanese "bloomers" are completely different, and are so in name only. Here is what the original bloomers looked like:
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Post by Scars Unseen on Apr 6, 2016 8:20:20 GMT -6
Here are a couple examples of weapons from Symphony of the Night with "combo" abilities. Keep in mind that most of these use Street Fighter type inputs for their special attacks, so it's not a combo like you see in most action games.
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Post by Scars Unseen on Apr 4, 2016 10:26:47 GMT -6
Someone mentioned in the KS comments that Miriam was taking up too much room on the screen. Here's a side by side comparison of Alucard and Miriam in their respective games: As you can see, they are just about the exact same size*. I think that making her(and by association, everything else) any smaller would destroy the detail in the artwork, making the game a poorer experience overall.
*if you're wondering why the SotN screen cuts off shorter than the Bloodstained one, it's because SotN had a lot more space taken up by flooring details, so I had to push the image down in order to get them at the same level.
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Post by Scars Unseen on Apr 4, 2016 7:09:34 GMT -6
I don't know, I could have gone with a design like that, but I wouldn't want them to change Miriam's design from what it is now that she's already here. Besides, that seems a bit too close to Shanoa's design. Maybe as an alternate outfit.
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Post by Scars Unseen on Apr 2, 2016 5:24:06 GMT -6
So... off of work, and I've had a chance to take a closer look at the video. Still love it over all. Reading some of the comments, here is my feedback: - Running: I think the speed is perfect. I could see it adjusted maybe just a tiny bit faster, but I don't think Miriam needs it. Castlevania has always been more about positioning than momentum, and a faster movement speed would make it more difficult to stop just outside of an attack's range. Save the speed for traversal techniques like sliding and back dash.
- Jumping: The way Miriam looks down when she falls is a bit different from what we saw in the Castlevanias. I don't know if I'd call that a negative per se; after all, I'd want to see where I was falling too. If I was to criticize, I'd say that when you aren't falling a long distance, it kind of looks like she's bobbing her head. Easiest compromise I can think of would be to delay her leaning animation so that it only comes into effect when she's actually dropping a significant distance.
- The Kick: I can see where people are coming from saying that it's too slow, but I don't think that's really the problem. The problem is that it lacks impact. Speeding up the animation wouldn't fix that. What would fix it is to selectively speed up the part of the animation where she extends from the crooked knee to full extension, leaving the rest of the animation at the original speed. It would give the kick more of a snap, and I feel that would be much more visually satisfying.
Keep up the good work guys; you're doing great!
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Post by Scars Unseen on Apr 1, 2016 21:18:06 GMT -6
I just woke up, and I have to leave for work, so no in depth comments from me until later, but initial reaction: fantastic!
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