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Post by Astaroth on Apr 5, 2016 19:41:03 GMT -6
maybe TOPSYTURVY AND MIRRORMIRROR for a horizontal flip? >P
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Post by Astaroth on Apr 5, 2016 19:14:47 GMT -6
crocodile i see what you mean now, her cuff is clipping through the back of her thigh, i was too busy oohing over the other leg in that pose >P Mana neat, good to know about the kick, im interested to see what the updated one will look like ^_^
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Post by Astaroth on Apr 5, 2016 18:45:39 GMT -6
sweet, the katana animation gets off a feeling of power and speed right off the bat, and the move to guard before going back to ready is a nice touch you rarely see in combat animations, i do notice she slowly brings the weapon back down to her hip after moving to ready and that iga did that as well, im curious, is that part of the form or something iga did that was really cool and carried over, either way its one of those details that i really like and hope stays in some fashion, the only gameplay issue i have with the extended part of the guard to ready is if that is a hard cooldown and a single swing takes that long people may not use it unless its absurdly powerful to make up for the long reset (or can jumpcancel it), but since the kick has an animation cycle where miriam has a pose she goes into between the kick and her default stand and you can still kick fairly quickly i have the feeling the katana has something similar on the table and we got to see the full animation cycle because epicness and it syncs with iga doing the full motion ^_^ as for the kick, the 60fps does make it a little more forceful and smooths out the jerkiness in the ks vid, especially on the intitial kick, the second kick seems a tad slower but still has some power to it, also its not as obvious in the gif but i love that she actually wobbles a bit in that ready stance and bends her knee to keep herself balanced on top of her leaning back and extending her arm during the kick itself, its a very impressive kick, there is one frame at the full extension where shes hovering off the ground but thats a minor nitpick and it took viewing it in hd for me to finally notice it ^_^ crocodile if youre talking about her thigh on the full extension its the shader, it makes the white cuff on her boots blend into her leg and makes it look like theres a huge cutout in her outer thigh by her knee
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Post by Astaroth on Apr 5, 2016 1:23:00 GMT -6
cool, been so busy i hadnt had the chance to watch it on my pc so i hadnt noticed the skirt clips, but physics engines rarely work right off the bat so not surprised at the vibrating butt clip >P
even at 30 in hd the animations are turning out really well, after seeing it again i still only have the few tweaks that are likely already on the table or frames that got dropped in encode, like giving her a frame or two of coiling at the start of a jump so it gives her the perception of putting more force behind it and some kind of 'ledgegrab' ducking frame for going through floors, for falling maybe use the keyframe just before the full curl for short falls and the full curl for long falls combined with the classic impact crouch?
those combined with the eventual sfx and stage decor and this thingll move like a dream
also, when i was thinking about combos earlier i had an idea off a couple things mentioned, theres weapons that advance you a step like the estoc, how could an attack type like that be used with different weapons like rapiers or an advancing spin kick? in any case, im in love with the umbrella/katana swing, you get the iaido strike, and depending on the katana that 'guard' stance iga moves into could be swapped for a chiburi before going back to ready stance, may be a good move for a bloodthirsty or aggressive blade ^3^
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Post by Astaroth on Apr 4, 2016 16:46:34 GMT -6
Yeah iga mentioned the ribbons but i bet the rom he got had them disabled or detached, well see them in time, but i do like the sparkles coming off the crystal, its really nice
As for max, i think having a sort of 1-2 (possibly 3 or 4 for powerful weapons) punch where its a simple animation flow as opposed to the branching combo trees most combo systems have could be an interesting way to help differentiate weapons within a category without bogging down the combat, like for miriams kick a later weapon has her do a straight kick and if you press the button again quickly you now get a heel drop instead of the straight kick again but the damage, attack cooldown, and hitbox doesnt change from the initial attack of that weapon
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Post by Astaroth on Apr 3, 2016 12:16:41 GMT -6
Yes, spiked boots exist in por and combo boots in ooe, but they are only useful for pogoing since you cant 'kick' otherwise in those games
Remember that sound is just as important as visual, the only sound in this so far is landing and sliding, so her kick may seem slow because theres no snap or swoosh to it, and that with a bit of vfx may be all it needs to get that force across
as for her jump it does seem a little floaty, with a bit more acceleration being put into the start and fall but keeping the same air time that is there you would end up with a tiny bit more time spent near the apex but the appearance of more power being put into the jump and a heavier weight to the falling, but remember with jumping the timing of the parabola has a huge impact on platforming, so this is something that iga and team are going to be looking at very closely anyway throughout developement and the end result will be based on the needs of the game as much if not more than the needs of realism
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Post by Astaroth on Apr 2, 2016 14:56:48 GMT -6
Yeah theres definitely tilt going on as she moves, its not a massive amount but these are also basically the collision boxes, they dont need a huge amount of depth because the rest of the stage elements will be the ones to extend further into the background, but you can see even here that they are very conscious of the platforms having as defined an edge as possible and i think thatll continue being the case ^_^
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Post by Astaroth on Apr 2, 2016 14:33:47 GMT -6
i know this horse has been resurrected just to be beaten to death again so many times im probably not actually bringing anything new to the table, but a few things in the video got me thinking again, i think the biggest problem with this game isnt its lackluster writing, contrived mutation of the mandatory depowering, or reliance on a piece of canon most people dont know about, its the timeline placement of the game (yes hindsight but bear with me) as it stands other m is the next to last game in the 'timeline', and placing it there with its references back to metroid 2 and super metroid was its 1st major mistake, the 2nd was its overreliance on cutscene monologues to bulldoze the narrative forward over ingame radio chatter with the plethora of characters that could provide way more exposition than a cutscene ever could (agree with ec on that one), and 3rd is its failure to adequately seperate the angry at the world teen samus from the badass bounty hunter she is known as at that point first off, i would put other m at the beginning, just before m1/0m as a leadup to it, set between trust and tooth and nail in the comic, on her way to zebes (initially i wanted to put it in the time gap after phoenix iii, but unless the ending changed adam appears later in the comic so yeah >.>) where she recieves a distress signal from a federation station that has been taken over by space pirates (this necessitates the removal of the m2/sm baby references, this could be replaced with a condensed version of hunter and trust establishing the attack on keaton and taking of 0 mission), and alters course to intercept once there, she runs into her old unit as usual, but gives a bit of pushback against adams requests because shes still angry with him at this point, but reluctantly agrees because adam points out that while hes no longer her CO and she is a bounty hunter, she is on a federation sanctioned mission to zebes and while he would welcome her help in eliminating the space pirates here he cannot conscionably allow the introduction of an extremely powerful and destructive rogue element into what he sees as a rescue mission (which could also irk her for reasons related to their falling out), so she agrees and deactivates her suit functions at this point weve accomplished the mandatory depower, introduced the characters, and shown a good portion of the character personalities up front, now its time to slowly expand on that during the game with as few cutscenes as possible, through radio chatter, character interaction, and her occasionally pushing back against adam, requesting access to things to get past doors/debris/etc but adam explaining that hes getting reports of structural damage past there or inconsistent life signs, or signals that could indicate there may be survivors in there but taking that particular door could be a bad idea and an alternate route is safer (this does several things, it allows for shortcuts later in the game to make backtracking minimal and gives story reason for taking unusual paths, and it also builds on personalities and character interaction, it could also set up questions once certain story things happen), and the game progresses fairly normally, with the initial foray into varia suit territory being something unplanned and either the suit gets damaged and it takes time for the varia function to work again or big monster shows up in the room before that while samus and adam are talking about possible survivors in there and she doesnt have the chance beforehand to activate it (thus keeping the initial mad dash through that section intact but giving it a less stupid reason for existing), or she simply didnt have varia before this game and she acquires some varialike ability when x happens from there game progresses as normal but with less cutscenes but more radio chatter and slow buildup to the point where samus begins wondering about the true purpose of the mission (THIS is where the 'inner monologue' part of samus should begin to really show, but with much more pointed questions that she asks herself with the radio off, similar to a person coming to a fork in the road and asking themself which direction should i go, she is subtly steering you to ask the right questions about what is going on, but in a way that leaves actually finding the answer to you), more questions pop up about the mission and the deleter and madeline and the fuzzy critter and the space pirates, and then you get to the first big reveal and samus suffers her breakdown, in its current placement this seems immensly out of character, but if its early in the timeline this can be a powerful moment of character development, showing that shes still scarred from the destruction of her colony, and it takes a great sacrifice to allow her to put that part of her past behind her and defeat it, making her a stronger character, from there she continues on with the story as normal, until she finds out the true purpose behind what happened with this facility this could largely follow the established storyline, but with a couple changes like a chance finding by salvagers/feds of a partially destroyed space pirate vessel containing the egg/dna of a queen being the impetus behind the establishment of the station and sector zero and the mb project as well as adams report on the metroids, and when the space pirates found out about the feds attempts to replicate the metroids and a mother brain clone they showed up to destroy/take over and ended up causing the breakdown of mb and the release of the metroids which lead up to the distress call being sent
at this point we continue on wondering whos left, why the radios silent, and what the info we just learned means until the third big reveal happens, and... this is where im torn on the way the game unfolds, on one hand the sacrifice of adam while hamfisted gives samus a very good moment to come to terms with why shes been angry with him all this time and realise that he did not simply throw his brothers life away and ignore her pleas to go after him, but had to make an absolutely horrible decision in a split second as a commander with many peoples lives at stake, and he has had to live with making that decision and sees this as his sort of redemption since samus still has a job to do and imparts that sense of duty even in the face of great loss to her before he goes off to destroy sector 0
on the flip side, i think that could be done in a way that leads to both of them entering sector 0 and combatting their way to the self destruct as a team for what could be an act of mutual understanding and growth after putting both their pasts behind them, and samus is forced to fight off a very tough 0 metroid while keeping it off adam as he sets the self destruct, ending with a timed escape back to the main ship, but he gets hurt at some point during that and she has to take him back to the ships to rest (if this is done, the narrative could change slightly with the game being set in the couple years between phoenix iii and hunter, instead of references directly to her accepted mission on zebes they could be references to her status as a rising bounty hunter and the feeling that samus will go on to do great things foreshadowing the later games in the timeline), in this ending the exposition of meeting adam and keaton to accept 0 mission and destroy the space pirates would happen at the end of the game instead of the beginning
either ending would have her stopping back by the station to retrieve adams helmet before the self destruct sequence occurs and in her escape she gets caught in an explosion that heavily damages her suit and disables her powerups 'permanently', which sets up the depowered version of samus on zebes, but also serves to show that even when hurt and heavily depowered, shes grown as a person from the petty, rebellious teen into the badass bounty hunter we all love whos willing to fight on no matter what she faces
so what do yall think? i know its long but i think a few edits to an overall weak storyline set in the wrong place of an established character couldve been salvaged into something great, plus it was something interesting to flesh out during a slow day >P
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Post by Astaroth on Apr 2, 2016 11:10:31 GMT -6
the lightning flashes and loss of light when you whip candles is a very nice thing, however this isnt a movie where you are not actively trying to platform, nor is it a game where the established premise of the game is navigating absolute darkness (or playing cv1nes first and memorizing every level), so having the character completely disappear doesnt help the gameplay, it hinders it, and how will this setup play out when you cant have the convenience of braziers in the foreground illuminating your character (how you could handwave having an ambient glow to simon and keep him visible in lvl 1) like lvl 4 (the way i personally would do it would be that he falls into a bed of bioluminescent mushrooms, and picks up some of their glow to keep him visible to the player, and then populate the fore and background with the same mushrooms to enhance the spooky natural aspect of the caverns without populating it with a ton of candles over the water sections so that you can see where the moving platforms are), each level could even address this problem slightly differently, showing a greater amount of planning put into balancing the gameplay with the atmospherics so they complement each other rather than one completely overtaking the other teal deer, great start, just needs some tweaks and theres the possibility of really coming up with interesting ways to address the character lighting realistically without destroying the atmosphere theyve put forth
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Post by Astaroth on Apr 2, 2016 10:03:43 GMT -6
I imagine so, no/starter equipment runs have been a thing since before gamefaqs started getting guides on them, and gamefaqs' been around since dialup and 10 minute bof2 guide loads ;3;
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Post by Astaroth on Apr 2, 2016 9:20:09 GMT -6
Mmhm, having a bit of a swoosh or snap to the end could give it more perceived power and speed, and a bit of a dusty cloud coming off her boot would give a good indicator of force transfer, but thats something that can be fleshed out down the line, maybe one of her hth weapons could be an homage to bruce lees one inch punch?
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Post by Astaroth on Apr 1, 2016 21:25:44 GMT -6
The hud does look really nice, it has this sort of vial feel to the hp bar, some flourish to it with the flowers, gold trim, and moon, wonder if the bust of Goofball would change depending on status or story, and i really love the silver filligree around the map ^_^
Miriams kick seems to be mapped to □, so that may be an unarmed attack which is really nice because it gives it a bit more range than a punch and might even hint to different 'styles' of punch and kick weapons being a thing, and i like how she balances herself when she kicks and takes a good stance when she strikes, and the emissions off her back crystal, and the iaido strike is in with a really neat 'sheathing' motion, and so much right with this \^_^/
I wonder if they went with a bit of a 'hand on ledge' look to the drop where she rotates a little toward the camera and ducks a frame before dropping or had it look like she rolls sideways off instead of drops straight through that might alleviate the oddness some people are having with the visual of her dropping through platforms, but it doesnt bother me since it does replicate spritework like others have mentioned
as for the vertical transitions i think thats a frame of reference thing, you are focusing solely on Goofball because you lack all the extra data to process when entering a new area like enemy placement, breakable objects, platforms, the background, the foreground, and music, as more things get added i think that oddness will fade
Ill probably add more stuff later, but im really impressed with what weve seen and love that were getting to see the dev steps that go into creating a stage that isnt a half second flash in a timelapse vid
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Post by Astaroth on Apr 1, 2016 19:35:17 GMT -6
Noooo, they fooled us all! \;_;/
(Your link is broken till... you fix it while i type this >P)
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Post by Astaroth on Apr 1, 2016 10:20:15 GMT -6
Goofball fools day?
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Post by Astaroth on Apr 1, 2016 8:43:49 GMT -6
goofball goofball, goofball goofball goofball, goofball there is goofball goofball goofball goofball goofball goofball, goofball goofball goofball goofball goofball goofball son of a goofball goofball goofball goofball goofball goofball goofball goofball goofball goofball goofball goofball goofball goofball mothergoofball, GOOFBALL BALL BALL, GOOFBALL!?!?!
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Post by Astaroth on Apr 1, 2016 8:34:50 GMT -6
im talking more about the seals in dawn, yes the mechanic was gimmicky but they did a good job of having the magic user give it to you and explain it instead of you finding it and then magically getting a tutorial
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Post by Astaroth on Mar 31, 2016 19:18:38 GMT -6
in the inverted you use the bat charge instead of wolf dash, that one you were likely to find as a wolf running around exploring and using the wolfs speed, and the inverted castle has secrets in the same places so it becomes a matter of remembering where they are and how the change in terrain necessitates a slightly different approach to opening things
the secret elevator is a bit of a guide dang it (unless youd previously played a castlevania game and already know about the whole breakable wall and hidden item thing >P) but its forgiven by the fact that its still accessible later on a different way if you dont figure it out (but by then the items in that room are on par with your current gear) and to get there early you also have to fight your way past an enemy that can very easily kill you, so its risk and experimentation vs reward there
im all for the teach by doing approach, putting the first breakable wall behind an enemy that sticks close to the wall so at some point you are likely to hit the wall too and get that sound and visual cue of something being off is perfect, no stopping the game to MEGAMAN MEGAMAN, igas games in the past have done exceptionally well at keeping explanation and tutorials to an absolute minimum and what tutorials they do have for the most part are woven into some story element, but thats a bit off topic
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Post by Astaroth on Mar 31, 2016 11:21:49 GMT -6
Thats really good, theres a few issues i have with it but nearly all of them are small tweaks to things like lighting so simon doesnt disappear so often (part of the darkness is youtube but simon disappears completely in sections), floaty jump and movement speed (i dont think cv1 was that floaty but id have to see it in action on later stages to know whether its good or bad for the platforming), i think the glowing gallon bucket of holy water is hilarious and the axe arc could go a little higher, but the visuals and lighting that are there really sets the mood and im glad they kept the camera at cv1 distance instead of bringing it in, the music stayed true to the original, all in all a really good start
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Post by Astaroth on Mar 28, 2016 11:37:56 GMT -6
Loz map board game?!?!?! O_Owant...
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Post by Astaroth on Mar 28, 2016 11:14:53 GMT -6
Lol, licorice whip for joke weapon >P
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