lai
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Post by lai on Jun 23, 2016 1:52:12 GMT -6
apparently amy has a weakness to doorways, theres a spot where if amy moves into a doorway it will take 4 damage like you hit it, trying to figure out if this is a property of all doorways (like an anti mob barrier to keep weak enemies from accidentally hitting you during a screen transition and knocking you back into the previous room) or if that particular doorway has gained some wierd power and will join you in the fight against the demons >3>/ (ill post where i found this later, curious to see how long before someone else finds/confirms this) I actually have recorded a video of this happening. I'll probably have it up on Frida.
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lai
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Post by lai on Jun 23, 2016 0:39:38 GMT -6
Here's that level up visual bug I mentioned earlier:
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lai
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Post by lai on Jun 23, 2016 0:26:51 GMT -6
Psst.... is there anyone who got the Amy shard? If you did, lucky you! It only has 1% drop rate in this demo. That's evil no wonder I took like half an hour grinding for it.
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lai
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Post by lai on Jun 22, 2016 22:46:49 GMT -6
Found a visual bug with the level up. I'll have a picture of it soon but the swipe and hilt of the sword can overlap the level up text.
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lai
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Post by lai on Jun 7, 2016 15:11:40 GMT -6
Whats that item spinning at 26 seconds in? A coin? it looks like it's in the wood. and I'm lovin' the floatiness, it really does remind me of Alucard's movements. ciel It is inside the third platform. Its transparent so it's a little hard to see. I think that the coin is a glitch of sorts given the way it appears through the wood. However if this game is going to use coins like in other igavanias then I think we just got a sneak peak on their size. Edit: Third, third platform. not second
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lai
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Post by lai on May 12, 2016 19:09:32 GMT -6
The idea I've always entertained myself with was the idea of a complete joke item found at the beginning of the game (given a mundane name like "ordinary rock" or "waste of space") that when equipped reveals a secret room in the endgame area with a semi-game-breaking weapon or equipment. Of course you could always find the door without it but it would look like an standard wall with nothing making it stand out as a door.
For bonus evil points make said item have a decent sell value for when you find it in-game makes it useful for speedruns too.
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lai
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Post by lai on May 4, 2016 13:00:02 GMT -6
Some points I would like to make: - The curse victims were never intended to be sacrifices just beacons for the demons or rather an incentive for the demons to leave hell
- Gebel was to first one to be afflicted with the curse as he was the original host for the curse.
- According to the Kickstarter, Johannes is the only survivor of the Alchemists guild because he was nice to Gebel and Miriam and he was against the plan
- The alchemists wanted to bring demons to the earth to stop the industrial revolution from taking hold. The rest of the details are on the Kickstarter. Long story short, they wanted to stay relevant.
Here are my speculations: - Gebel has no real plan as of the game's events outside of being a generic doomsday villain. Sane Gebel probably just wanted to make a safe haven for him and Miriam.
- Going off of that, hosts to the curse are ostracized, discriminated, and actively sought out by lynch mobs as they are seen as bad omens. (well they aren't wrong)
- Miriam is going to fall completely under the curse's influence a la Gebel only to escape it through
plot bs willpower/friendship. (I hope I'm wrong on this one because it's been done to death.) - If we are going for sequel hooks either Miriam or Gebel is gonna get dragged to hell. (my money's on Gebel, I bet 100 Zimbabwe dollars)
- Gebel curbstomped the alchemists guild during Miriam's curse ritual making it so that it was only a part of heart that was crystallized; this is also why she went into a coma and Gebel didn't.
- If the above isn't true and Gebel wiped the alchemists guild after the ritual then the sheer shock and difficulty of the ritual caused Miriam's coma.
- Going off of the above Gebel destroyed the guild for Miriam
- Crystallizing the heart is much, much harder than crystallizing the skin. As a result Miriam, the last person to undergo this ritual, is the only one with a part-crystal heart
- Zangetsu hunted demons before Miriam's coma but moved to England with his fellow
redshirts demon hunters because of the greater demand for demon hunters there. In short: economics.
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lai
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Post by lai on Apr 13, 2016 12:33:21 GMT -6
Men Eat Arachnids Not Rats
DORYA
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lai
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Post by lai on Apr 11, 2016 12:58:12 GMT -6
I kinda want the elements in this game to be treated the same way as OOE, hitting with the right element will let you deal 50% more damage and hitting with the wrong one deals half damage. When combined with OOE's corridor tall enemies it forced you to play smart as elements actually meant something. Unfortunately this only works when you have a system that allows for easy weapon/element switching like the glyph system.
Bloodstained seems to be going in the same direction as every other igavania. Elements are being tied to specific weapons with the main menu being the only way to switch between more than two. So OOE's system won't be a great fit unless there's some form of easy weapon switch like OOE's.
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Post by lai on Apr 5, 2016 16:19:03 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: Hmm the kick still feels a bit weak. I think the issue is that it doesn't snap like a real kick should. The entire animation seems to be at a constant speed when the beginning should be slower and the motion of the leg extending and retracting should be faster. It also hangs a bit when her leg is fully extended which shouldn't be happening (and is actually harder to do than the actual kick at times), reducing the length of the full extension animation by about 2-5 frames and it should look better.
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lai
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Post by lai on Apr 2, 2016 16:19:05 GMT -6
The Racket Amplified Needs Slack
A(yyyy)LMAO
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Post by lai on Apr 1, 2016 20:19:55 GMT -6
Ok everything is fixed. What isn't fixed right now will be first thing in the morning tomorrow. Now for my thoughts.
Pretty friggin solid if you ask me. If it looks floaty that's because its trying to replicate spritework. IGAvania sprites where always pretty floaty so the floatiness here was to be expected. As for the platform drop looking weird as some people have pointed out, it's also a side effect of replicating spritework as there's literally no animation to drop off a ledge or through a platform, again this was the case with past IGAvanias it just wasn't as jarring because it was a sprite not a full 3D model.
The one thing I will complain about however is that kick. As hyped as I am for it, it looks way too slow. The stance and the animation itself is fine but it plays out way too slowly, the kick itself should be about twice as fast as it is now. A kick that slow is not a kick, it's shoving with your legs, in fact a kick that slow is harder to do IRL than an actual kick.
But outside of that I'm pretty hyped.
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Post by lai on Apr 1, 2016 19:39:32 GMT -6
Noooo, they fooled us all! \;_;/ (Your link is broken till... you fix it while i type this >P) No idea why it is I've been copy and pasting the kickstarter link and it just fails to work.
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Post by lai on Apr 1, 2016 19:34:11 GMT -6
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Post by lai on Apr 1, 2016 14:17:48 GMT -6
For Outstanding Obscure Lackey Soccer
(you) DAMAN
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Post by lai on Apr 1, 2016 12:40:25 GMT -6
Eat Dancing Cobras By Afternoon
APRIL
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Post by lai on Mar 8, 2016 19:57:32 GMT -6
I was gonna make a very long post defending OOE from what I see as some fairly flimsy accusations but this thread isn't the place for that.
At the end of the day I do agree with most of the points you made here although I do not entirely agree with your reasoning and the one point I do disagree with you on (bosses, restricting movement is not game killing IMO) has had it's own thread.
Also "Tangovania?"
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Post by lai on Feb 3, 2016 21:00:28 GMT -6
When it comes to boss(es) challenge, although there is a massive improvement in Order of Ecclesia. There are some bosses in the igavania series that are super awesome but are really lacking in the "one more attack" department. "one more attack" that keeps players on their toes during the entire fight, More than that, When lacking the extra attack, usually the player will spend his time getting free hits on the boss without worrying too much (But you can see when its desirable and when its a result of poor planning) Few examples will be : Succubus (SoTN), That spams 1 attack most of the time, and easy to get stuck in a loop. Puppet master (dawn of sorrow), that spawns dolls and a vodoo doll that you need to destroy. But most of the time , you can just get free hits while he won't do much. Zephyr (dawn of sorrow), Now this guy is cool, but attack patterns are easy to predict and even EASIER To cancel. TL:DR , almost all the bosses are great, yet i feel like some bosses are considered imho as "missed opportunities" because they are just lacking in that one more attack that will make them more challenging. And the list goes on (If you want more references, check out : "The Bosses Of Castlevania" on youtube by a guy named "Cloud8745" So, my suggestion is : Get another attack going for bloodstained bosses and less "dead time" between the attacks. I am not sure if this topic should be in "game feature suggestions" but i couldn't really find a more fitting place for it. I think what you are going for is a "punishment for being an idiot"(PBI) maneuver. A (PBI) is something that let's bosses get a free, usually powerful, attack on the player for being too agressive and not thinking the fight out. A few examples (All OOE): - Goliath's and Giant Skeleton's crouch, both fake you out and will land a heavy hit on you if you think you can just wail on them.
- Gravedorcus' gas/spiky balls mix-up, be too close, get gassed, nearly unavoidable.
And the best example: - Rusalka's tidal wave, Going ham? hope there's a moai nearby if you left any standing.
EDIT:
It's things like these naturally incorporated into a bosses moveset that makes them interesting IMO, I actually have to think as I fight them instead of mindlessly wailing on them.
I do not think that having less dead time between attacks and a large move-list is the way to go, but rather powerful attacks with more subtle clues on how to avoid them (Rusalka comes to mind). You're also right that yes, a lot of iga's bosses lack PBI, making them too easy to just rush down and swing indiscriminately.
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Post by lai on Jan 24, 2016 19:19:53 GMT -6
I definitely wouldn't mind a lvl 255 mode although I can't think of anyone that actually reached 255 in OOE legit.
As for the attribute system, it's really something that would only work in OOE because it is the only metroidvania game that is spell based rather than weapon based. If it was implemented in any other metroidvania it would just be useless clutter and unfortunately that is probably going to apply to Bloodstained too.
Edit: Fun Fact 255 is the highest number binary can reach
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Post by lai on Jan 21, 2016 20:51:21 GMT -6
Time for me to let out my own thoughts as the sole voter of "no" in the poll above. I'm personally against shields because I find them useless in normal play. Let me go over how I saw them in both SOTN and OOE. And no, I'm not covering shield dashing because that is something that I consider to be outside of normal play Outside of using the SOTN shield rod spell to break the game on it's back, was there any practical use for shields? In gameplay not stats. In SOTN, shields had the sole use of blocking weak projectiles, being useless against both melee attacks and ranged attacks with large hitboxes (like a beam), projectiles that could be stopped much more quickly using the sword and some decent timing. In OOE, shields had one extremely gimmicky use, the Goliath boss fig-oh wait you have axe glyph to get rid of the ceiling debris whoops even the basic sword glyph works if you are confident in your timing/button mashing. But in all seriousness shields had almost no reason to exist in OOE, basic weapon glyphs hit overhead and spells were almost broken (looking at you Nitesco). First a quote from CastleDanNow onto why I actually placed my vote, to put it simply, clutter, that's what shields end up as in my playthroughs. As CastleDan brought up in the shoutbox not too long ago. Yes while the game doesn't force you to use them they still clutter up the inventory space and this isn't smash bros were a character is being cloned added last minute into the game, this is a game that barely has it's engine finalized. I should probably specify something though, I am against shields as an inventory item because I find them to be a waste of space. If there was a specialized blocking button then I would be fine with the idea.
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