Redogan
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Post by Redogan on May 31, 2016 7:22:39 GMT -6
The rss feed doesn't seem to want to download the actual file I'm noticing this as well. The broadcast is only accessible to me if I play it through a browser. My podcast software only downloads the bsb-logo picture instead of the actual broadcast file.
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Redogan
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Post by Redogan on May 4, 2016 7:33:05 GMT -6
I needs me some of that new Zelda game....
Oddly enough, Bloodstained is the game I am most looking forward to right now. It was Dark Souls 3, but everything else on my radar isn't generating the hype like Bloodstained is.
2017...why you so far away?
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Redogan
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Post by Redogan on May 1, 2016 10:33:04 GMT -6
I think it is cool that Morte is basically a backwards-walking zombie blob. It is a cool touch to see the legs inverted and the rib cage sticking out of the back. I like it.
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Post by Redogan on Apr 30, 2016 9:14:49 GMT -6
Nope, no roasting from me. I actually really enjoyed Metal Gear Rising. I would definitely pick up a sequel.
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Post by Redogan on Apr 30, 2016 9:13:27 GMT -6
I think that releasing Bloodstained on the NX would be a great option. It would be mutually beneficial for both the Nintendo NX and Bloodstained--especially if Bloodstained would be a launch title.
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Post by Redogan on Apr 30, 2016 6:10:32 GMT -6
Everything is looking great. I'm glad they included a video showing off some stuff in motion. The update would have been a little lackluster without it.
Also, it is interesting that the old Dullahan has been demoted to regular-ass enemy for Bloodstained. At least he will be large and menacing in his Dullahammer version. I, too, think it is really cool for him to use his head as a flail. The head needs to be knocked clean from the rest of the body as part of the death animation for Dullahammer.
Keep up the good work IGA and team!
EDIT: Did you guys notice the font they are using for the damage numbers!? It looks like the same one used in Lament of Innocence or some other IGAvania. The point is that it is an awesome Castlevania-esque font. So glad it is being used! Most excellent.
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Post by Redogan on Apr 7, 2016 21:24:09 GMT -6
I'm a big fan of SotN. As such, this review makes me feel bad. I understand the criticisms that the reviewer brought up regarding the level design and enemy placement and so forth, but I never really noticed those things until this review pointed them out. The fact is that SotN as an entire package is so good that you don't notice things like repeating an obstacle multiple times just to get across a room.
The bit about killing the warg in the entrance hallway with one hit is pretty accurate except for the fact that Alucard is using a very powerful weapon at that point in the game.
This review also makes me wonder about how IGA may change things with Bloodstained to cater to more modern game designs. I find myself now wondering how else enemies could be placed and presented in a 2.5D IGAvania style game. Are the enemies just standing in the hallways patrolling? Or just standing on some ledge? It would be cool to add in things that the demons are doing when Miriam approaches. An example could be something like having a couple of demons eating some other demon and they turn on Miriam when she gets close. I hope enemies will have little details in their presentation like this to modernize the IGAvania style.
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Post by Redogan on Apr 6, 2016 9:42:08 GMT -6
With regards to the floating parasol/umbrella....
If there is to be a slow decent mechanic, I would rather have something like ethereal crystal wings coming out of Miriam's back. Maybe the umbrella could be an alternate way to do the same thing if you have the Umbrella weapon.
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Post by Redogan on Apr 6, 2016 9:37:58 GMT -6
I definitely think weapons should have special moves like the Alucard Sword from SotN or Sword of Dawn summoning. As far as combos go, I feel like there should be some kind of two-hit sequence. Perhaps it could happen if the first hit connects? Like a follow-up hit with a slightly different animation. Imagine that katana swing animation being followed by a turn-around slice. T'would be quite awesome!
I like the way previous IGAvania games work though. The attacks come out fast enough that it feels good--even if it is the same strike over and over. So, if it is just strike, strike, strike instead of strike->follow-up, strike->follow-up, I'm OK with that.
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Post by Redogan on Apr 5, 2016 13:59:04 GMT -6
I noticed on the katana swing clip that the weapon does not have an arc trail. Will there be weapon trails (i.e. the curved arc you get when you swing the Crissaegrim in SotN) eventually? I know in the early clip of IGA playing around with Miriam hitting the floating eyeballs, there were weapon path arcs. I just assumed they would be in. Maybe the weapon path arc isn't in the katana clip to better show the movement of the swing?
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Post by Redogan on Apr 4, 2016 16:26:42 GMT -6
Yes. Can't wait. April 12...why you so far away?
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Post by Redogan on Apr 4, 2016 15:34:03 GMT -6
It seems that there are a lot of particle effects coming off of Miriam's back from the crystal flower there. We just can't see them all on the grid map due to the lack of a dark background. Extra flowing garments and so forth may not be needed once we see how well the particles leave a trail behind her.
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Post by Redogan on Apr 4, 2016 6:18:40 GMT -6
As far as the flowing garments are concerned, I would make her corset skirt/bottom be longer in the back and short in the front. The ribbons are good for up top, but she should have something flowing from her waist. Nothing too long, but something that flows behind her when she runs and hangs down to around the knees in the back when she is idle.
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Post by Redogan on Apr 2, 2016 17:24:50 GMT -6
Looks pretty great.
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Post by Redogan on Apr 2, 2016 8:09:40 GMT -6
I'm very impressed with everything in that video. My only hope is that the backgrounds, when added, give the game more of a 2.5D feel. The grid is supposed to be 2D so they can do enemy placement and whatnot. I just don't want the final product to feel THAT 2D. I want the depth of field from the background with the blood fountain.
Amazing work, IGA and team! Dat Umbrella/katana.....
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Post by Redogan on Mar 31, 2016 20:26:33 GMT -6
I really wanted Shadow of the Eternals to get funded. (It's the only other KS project I have backed.) I'm not sure it will ever see the light of day, but I was pretty hyped for it.
I think it would be cool to see a Salamander/Life Force game done in 3D like a Star Fox game. The game is already on rails, just put it in 3D with HD graphics.
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Post by Redogan on Mar 22, 2016 21:46:11 GMT -6
My CV story:
I went shopping with my Mom when I was little at a Rose's store (department store like Wal-Mart). Me and my brother played the Haunted Castle arcade game. I distinctly remember thinking how cool it was to whip things and collect hearts.
We later got CV1 on the NES. CV2 was next. I remember reading somewhere (on the back of the box maybe?) that CV2's difficulty made CV1 look like a cake walk. Me and my brother were really good at video games, and challenging games were our top picks. (As a side note, I can remember the day we got Ninja Gaiden 2: The Dark Sword of Chaos. On the box it said, "Hard to beat." That was enough to sell it for us.)
We borrowed CV3 from a friend at school and later ended up buying it. My cousin picked up SCV4 before us and we were all blown away by the whip controls. I played the heck out of SCV4. (I was even able to beat it without dying--after much time spent with the game.)
I can remember my hype going through the roof when I heard about Castlevania 64. I was in college at the time and can remember using IGN's website for as much information as possible on the game.
My brother invited me to visit him at his college to show me a CV game. We spent a weekend playing it. It was the most amazing thing ever. Some of you may have heard of it. It's called Symphony of the Night. It is my favorite game to this day. I haven't found anything to top it.
I played all of the handheld CV's after they had been out for a while. (I hate handheld gaming.) I picked up LoI and CoD for PS2 late as well. I didn't have a PS2 for their release. Lament is probably my second favorite CV game (might be tied for second with SCV4 depending on my mood).
I didn't start collecting CV games until about 10 years ago. I have most of them now. (Never tried Kid Dracula or the CV mobile game.)
Heard about a CV spiritual successor kickstarter project. Backed and followed the fund-raising campaign. Joined the forums. Funded donuts. Posted CV stories in anniversary threads.
There are lots of other CV stories that I have left out, but the ones mentioned are my most memorable ones.
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Post by Redogan on Mar 17, 2016 5:14:16 GMT -6
Happy Birthday, IGA!
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Post by Redogan on Mar 11, 2016 13:32:05 GMT -6
I just realized that the title of the update uses the word "Turnaround." I'm literally laughing right now, because I just realized that they were referring to Miriam actually spinning around 360 degrees. I thought they meant that they were originally going with something closer to shader 1 and then the shader poll results went with shader 3. I thought that was the "turnaround" they were talking about. Whelp...that clears up some of my previous confusion about the dev teams doing a 180. Sorry for any confusion I caused guys....
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Post by Redogan on Mar 11, 2016 11:21:01 GMT -6
Here's a video of my Castlevania collection: Didn't I already comment on this on YouTube before you put it here? Hahaha. Yeah. I didn't remember that this thread was here. When I noticed it, I decided to post my YT video here for more CV fan reactions.
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