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Post by giwagiwa on Jun 25, 2016 7:56:37 GMT -6
It's not hard. I'm very experienced in 3d modeling, rigging, and animating. They already have Miriam's animation rig set up. It's easy to create additional pieces of armor. The real question would be design-wise, would the chest armor slot fit over her costume or replace it somehow? But don't give me "it's hard". You're talking to the wrong person. Hard isn't the question. Whether or not it's worth the cost to do it is. Unless one of the artists is willing to do it on their own time, they've got to budget for the time spent. If they can afford to do so, great. Otherwise, it's something relatively unimportant. None of us are in the position to judge whether they can afford to do so, only Iga and his team. That's stating the obvious.
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Post by giwagiwa on Jun 24, 2016 21:00:32 GMT -6
Attacks did not strike foes and spells failed to activate occasionally, I had to medal with some things to get the attacks to hit again. Also, the activation of commands as a whole felt really unresponsive. Almost all the problems were eliminated once I switched from full screen to windowed, it was kind of unexpected though since it doesn't seem to be a very demanding demo. Optimizing necessary? Sounds like you're running into issues that stem from low FPS. This happens when the input listening loop is running at the same frame rate as the physics and graphics loop(s). On my computer where everything runs at a perfect 60 fps all the time, I had responsive controls.
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Post by giwagiwa on Jun 24, 2016 20:26:21 GMT -6
I was able to slide on a fall-through platform by landing on the very tip of its edge. This is so hard to reproduce it's probably not worth fixing.
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Post by giwagiwa on Jun 24, 2016 18:54:09 GMT -6
If you use norton antivirus it marks the exe file as a virus and deletes it. You can disable sonar in advanced options for 15 minutes and load the game as a workaround but that does leave your pc vulnerable for that time. Norton is a virus. I recommend instead of bogging down your computer with horrible hard-drive scanning software that shortens its lifespan, simply be smart and don't run executables you've obtained from the internet that aren't from reputable sources. That's all it takes to not get a virus. Avoid program hosting sites like cnet.com like the plague, since they wrap the actual program's installer inside of an extra installer that puts spyware etc on your computer.
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Post by giwagiwa on Jun 24, 2016 18:40:13 GMT -6
I was able to get myself stuck on a corner in the room before the boss room.
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Post by giwagiwa on Jun 24, 2016 17:51:36 GMT -6
I had used a PS4 controller for the demo and the controls were rather off compared to what they were explained to be in the tutorials. Jump and slide was circle (B) Attack was Square (X) AND Triangle (Y) but only Y would work in the air. X (A) did nothing except exit menus Another glitch I experienced was you can get stuck running left even with your hands off the controls. I've recreated it more than a few times, (some of it purposely). If you jump diagonally to the left, attack in the air to the right, sometimes you can get stuck running left. Crouching or jumping sometimes stops it, but not always. It's pretty easy to recreate. The PS4 controller worked perfectly for me. I'm using DS4Windows v1.4.401 to connect it.
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Post by giwagiwa on Jun 24, 2016 17:10:00 GMT -6
OS: Windows 10 x64 Processor: Intel i5 4670K @ 3.4GHz Graphics: NVIDIA GTX 1080 8GB GDDR5X Memory: 8GB DDR3 Motherboard: ASUS Z87-PRO Game runs fine except some frame skipping here and there as well as a couple really annoying graphical glitches that I can't get rid of.... I had no graphical glitches; you must be having driver issues since the GTX 1080 is brand spanking new.
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Post by giwagiwa on Jun 24, 2016 11:33:14 GMT -6
My two cents: Vepar's "boobs" looked like saggy water balloons to me. I still enjoyed every minute of fighting him. Haha hitting them was fun for some reason. And since he's a water creature, doesn't it make sense for them to act like water balloons?
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Post by giwagiwa on Jun 24, 2016 11:26:37 GMT -6
Motherboard: Asus Sabertooth Z77 CPU: i7 3770K GPU: EVGA GTX 980 TI RAM: 32GB DDR3
It runs perfectly.
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Post by giwagiwa on Jun 24, 2016 6:06:19 GMT -6
That won't work since armor requires precise animation and should have movement, also she would look strange when you get a heavy armor, i don't see a point on doing it considering how hard is to implement such a thing, depending on how many armors there is that translate on several hours of work modeling and animating them, that just too much. We already have head and weapon gear changing that's more that i believed it would be and it is very likely that not ALL the head gears will change the look. Actually that could even be a bad thing if there is not an option to use the default look if you don't like how certain equipment looks like but still want to use the for the stats. It's not hard. I'm very experienced in 3d modeling, rigging, and animating. They already have Miriam's animation rig set up. It's easy to create additional pieces of armor. The real question would be design-wise, would the chest armor slot fit over her costume or replace it somehow? But don't give me "it's hard". You're talking to the wrong person.
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Post by giwagiwa on Jun 24, 2016 5:57:50 GMT -6
My reaction to Vepar is that, as Morte would say, "Okay, this is a little too lowbrow, even for me." Wait, whoops, wrong Morte ... But, uh, yeah. The boss really does not need those ridiculously oversized flopping boobs. It just doesn't. It's pointless and takes away from the whole experience. Might I remind you of the general community's thoughts on having boobs in the game: bloodstainedfanforums.com/thread/758/stance-on-nudity"let IGA do whatever he wants"... basically.
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Post by giwagiwa on Jun 23, 2016 17:13:27 GMT -6
I'm not promoting removing existing changes to her looks, I'm promoting making every piece of armor change her look. Extremely tedious and probably pretty expensive to make every piece change her looks. They're already modeling the headgear. I you develop games, and find yourself using the phrase "extremely tedious" to describe your job, it's not for you. There are plenty of people who enjoy 3d modeling. And once you have a piece of armor modeled, textured, and rigged, the animation process handles the rest for you. It's not like the days of 2d anymore, where you would have to draw each piece frame-by-frame. You only have to create it once, and reuse it for every pose.
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Post by giwagiwa on Jun 23, 2016 9:56:28 GMT -6
I'm not promoting removing existing changes to her looks, I'm promoting making every piece of armor change her look.
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Post by giwagiwa on Jun 23, 2016 6:48:20 GMT -6
So, just like every IGA-vania game to date, equipping new chest/head armor etc does not change the look of the character Miriam. I am fine with this because I realize how expensive it would be to model every little thing, but it had me thinking. Since different costumes that DO change Miriam's look like the "pure Miriam" outfit exist, it's going to be weird having some clothing that changes her looks and not others. What do you think?
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Post by giwagiwa on Jun 20, 2016 6:43:38 GMT -6
Boss needs to be harder, phase two seems lacking, what if she trows some enemie jellyfish in the mix? Two chests together seems weird, why not add the two items in one chest? I've never liked it when bosses spam normal enemies. It'd be better if she just had more attacks. One chest per item has the advantage of feeling more rewarding to the player, like having 3 presents instead of 1. It also makes it easier to keep track of what you're getting, especially when one item is much more important than the other.
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Post by giwagiwa on Jun 16, 2016 20:06:38 GMT -6
A small criticism I had with the demo is that when you open chests, the chest opens and there's no item that comes out of it. I'm sure they've simply not set up a system where the item you get pops up from the chest, but it did seem like a strange omission given the previous games IGA's done where this wasn't the case. I can't really say much else unless I've played the demo, for the rest would need to be based on experience, not simply visual perceptions. I did not think about that but completely agree. What makes an igavania great is the small details.
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Post by giwagiwa on Jun 16, 2016 16:56:20 GMT -6
Mana is so cute =)
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Post by giwagiwa on Jun 15, 2016 17:16:54 GMT -6
Yeah I know it's a little bit early to talk about this since the game has just begun the development. But considering they're using 3D modeling in the background and 2D rendering (referred as 2.5D), I'm thinking about my laptop may not have enough juice to run Bloodstained at full speed. It can barely handle Ori and the Blind Forest in 1366*768 at 60FPS... My laptop is an Acer Aspire 4750G (a 4-year-old model which is bought by my parents for celebrating my admission of university, now I'm graduated). i5-2410M & GT540M, with 8GB RAM and SSD (I added them later for better performance). So what do you think about the recommended requirements, guys? Ori and the Blind forest used sprites for their characters, as well as several other 2d assets in the environment. Typically, that would mean it's a less demanding game than a game that uses 3d models for everything (Bloodstained), however you can never really tell.
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Post by giwagiwa on Jun 8, 2016 11:42:27 GMT -6
Her passing through platforms doesn't bother me. Sometimes you have to remind yourself it's a videogame and because of that reality is sacrificed for good mechanics.
For example, most platforming jumping arcs go straight up at a constant speed until the player releases the jump key, then they slowly accelerate towards the ground. This gives the player much more precise control over the jump but it's not realistic in any way.
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Post by giwagiwa on Jun 8, 2016 11:37:04 GMT -6
I think the true plus is that the tutorial stage is spent OUTSIDE the castle. Although, I'm not a fan of tutorials in games, I much rather figure out the mechanics on my own without the game showing me how much of a game it is. I'm glad they don't a section of the castle on that. When did they say this was a tutorial stage? It just looks like the first stage to me.
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