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Post by m0nkf15h on Nov 12, 2016 15:58:02 GMT -6
if i were you i'd just do it without asking them and release it as freeware so they cant claim you're making money off it (maybe have a donate button on the webpage though ) Making it freeware doesn't really work all that well. They're the one with all the money to sue you if they want to. Not all companies play nice. And donations were what did in Fighting is Magic. The safest way to do it is to keep it under wraps and keep it off the internet until the final version and THEN release it in a burst so it has chance to propagate before the copyright holder takes notice. You mean in the style of Pokemon Uranium. Might work i guess but would be a one-shot thing and only very briefly available, i doubt dragonkd would go fo that. Interesting idea but i dont think they (konami) care enough to go for that, it's incredibly unlikely that they'd agree. Its probably safer and easier just to use original assets. It would certainly be interesting to see what you come up with and if it raises any eyebrows at konami. Speaking of game development hows Apart coming along?
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Post by m0nkf15h on Nov 11, 2016 16:48:35 GMT -6
Personally i'd rather they get on with the business of making the game good instead of telling me what they're planning/going to do with it. Dont get me wrong updates are nice, but they're a non-essential. I trust in IGA and his team so i dont need to know what they're doing every month.
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Post by m0nkf15h on Nov 7, 2016 14:01:32 GMT -6
qaantar I know your pain, all the Sierra games were great at killing you for no particular reason. I guess Ken and Roberta Williams just liked to make people suffer (that and it forced people to mail-order the walkthroughs in a pre-web-2.0 era - $$$$)
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Post by m0nkf15h on Nov 7, 2016 9:18:23 GMT -6
if i were you i'd just do it without asking them and release it as freeware so they cant claim you're making money off it (maybe have a donate button on the webpage though )
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Post by m0nkf15h on Nov 5, 2016 18:17:16 GMT -6
You're a little late it was released in 1992, its a great game. The only problem with it is that if you fuck up JUST ONCE at any point during the game then you wont have the power curve needed to complete the last level - it's brutal that way.
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Post by m0nkf15h on Nov 5, 2016 17:20:03 GMT -6
That wasnt the Agony i was thinking of:
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Post by m0nkf15h on Nov 1, 2016 14:21:11 GMT -6
Lunatico
To put this into context, it's running on a Commodore 64 (1 MHz, 8-bit, 64 kB RAM) home computer from the early 1980s
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Post by m0nkf15h on Nov 1, 2016 13:52:33 GMT -6
when is Nintendo gunna get their head outta their @$$es and translate mother 3 for us and europe...? think i have a translated rom somewhere if you're interested (it was done by fans of course)
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Post by m0nkf15h on Nov 1, 2016 13:49:14 GMT -6
Brownstained: Konami of the Night
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Post by m0nkf15h on Oct 31, 2016 13:36:47 GMT -6
i dread to think what he use's as "hair gel" :S
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Post by m0nkf15h on Oct 30, 2016 18:10:20 GMT -6
Awesome piece of work, must have taken a long time to make.
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Post by m0nkf15h on Oct 29, 2016 18:01:43 GMT -6
Yes I do consider digital games as part of my collection as well as the games that i own physical copies of. Any game that i have played and enjoyed i consider part of my collection this includes all of my vintage cartridges for old hardware PC games on disk and things that i own digitally. The key factor for me is whether the game is used not whether it exists physically or otherwise. I'm primarily a PC gamer these days but i still have a vast collection of old console stuff (from 8-bit era to PS2 stuff) all on physical media, this stuff i use less and less these days for numerous reasons -
Because old hard to replace physical media is easily damaged by small children (i have 2 now)
Its convenient to use digital media instead of all that tedious disk swapping rummaging through disk boxes etc. (all the more convenient for me because i have mobility issues and finding stuff can be time consuming)
Bottom line is it's the games themselves that matter and whether they are used not what format they're in.
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Post by m0nkf15h on Oct 24, 2016 13:22:49 GMT -6
Can you shed some light on how Crafting in Bloodstained will work? Will Shards be used as a raw material? Will we be able to break weapons down into component parts?
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Post by m0nkf15h on Oct 15, 2016 14:03:31 GMT -6
Interesting, do you mean something Lords-of-Shadow-esque or do you mean something similar to an old skool CV experience? How do you envision things working in first person?
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Post by m0nkf15h on Oct 15, 2016 13:14:38 GMT -6
It would cool of there was a cross over Castlevania X BloodStained . as I bet after this comes out, Konami will be begging IGA back. And as there on a "Look at us Guys, were nice now" So yeah most likey they will try to do deal with him, really see this like trying to but the rights to BloodStained.
And if I was IGA I'd never sell not for anything, Konami has shown us that they can no longer be trusted.
Well IGA has openly said that if Konami were ever to approach him with a view to working on another Castlevania game he would be open to discussion and harbors no ill-will towards them; so a cross-over could happen. I really hope it doesn't though because Konami gave up on true Castlevainia games a long time ago and a man of IGA's talents does not need them, Bloodstained will prove this.
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Post by m0nkf15h on Oct 15, 2016 12:36:47 GMT -6
Well i know theres gonna be a samurai dude as another character, my guess is he'll be a sword user. though i know miriam will get to use swords,whips, guns and heavy melee weapons (probably more stuff too) and i almost forgot she'll also get to use deadly killer shoes of doom.
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Post by m0nkf15h on Oct 14, 2016 8:07:16 GMT -6
rightfully so in my view, sword is a much more elegant weapon for her.
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Post by m0nkf15h on Oct 12, 2016 7:24:14 GMT -6
If indicatros can pollute the game, there is something easy that can be done too. Let the numbers as they are now, and just add a special effect on the attack, when it lands, if the enemy is weak against it: Neutral damage: no effect. Enemy is strong against that damage: no effect. Enemy is weak against that damage: a special effect shows up where the attack landed (a small fire, a bigger slash, some cracking ice and such). This is a great idea. Simple, clear and uncomplicated. Love it! It's an elegant solution, gives clear feedback so we can tell whats effecting the enemy. Still leaves room in the bestiary for icons etc. where they should be, and it leaves room for experimentation too as an effect would only show if an enemy is weak vs something. It's the perfect solution in my view. This is a good idea - alongside the traditional bestiary functionality. You could have the stats an icons directly underneath the monster image and have the lore beneath this gradually filled in or "translated from demonic script" as you kill more of the same enemy type. Its nice because it gives another thing for the completionist player to strive for.
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Post by m0nkf15h on Oct 11, 2016 17:34:28 GMT -6
m0nkf15h , purifyweirdshard ; Thing is, we already have different colored indicators for health recovery, health damage, mp damage and enemy damage. I don't see how having a couple more would ruin the game aesthetic. Concerning how this system would affect difficulty, I don't really see how it could make a difference. It just quickens the process of finding the weakness of a stronger foe while saving you from having to remind yourself or remember stats of weaker enemies. All this does is streamline the experience. Moreover, it would be extremely easy to implement the option to turn weakness/resistance indicators off, in case someone really finds them an eyesore and/or wants to memorize the monster compendium. I really can't think of a reason to not throw something like this in. The indicators we have relate to the player character, Miriam, who we control so it makes sense that we'd know information pertaining to ourselves (before you say it enemy damage indicator is damage dealt by us so it still makes sense we'd be aware of it). To me it makes less sense to be aware of, for example, if the enemy is weak vs slashing because as Miriam we'd be unaware of this. So for me this kind of breaks immersion you could argue that its not that big a stretch from what we're used to but for me this matters.You're not arguing for a couple more indicators you're arguing for 4 - 5 all with complex definitions PLUS an icon system. I'm hoping for a gothic kind of gameplay experience so i dont want brightly coloured numbers all over my screen. I don't want to have to learn what the colours mean - i just want simple, clear feedback so i can tell what i really need to know at a glance. If i'm given to much information on enemy weaknesses it limits the scope for experimentation because i'll know whats most effective and i can gear my crafting in that direction - i dont want that, i want to find things out though testing them. I don't want a streamlined experience or a quickened process i want the old IGAvainia experience that i'm used to, that we've been deprived of for so long. I want the sort of thing you describe in the bestiary where i feel it belongs, not cluttering my screen in the middle of combat.
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Post by m0nkf15h on Oct 10, 2016 15:26:14 GMT -6
Personally i think having all these different coloured numbers splashed around would maybe take away from the games aesthetic. I think if you give the player too much information about what a creature is vulnerable to you risk making the game kind of easy. When it comes to weapon types (slashing, hammer etc.) the player should be allowed to experiment and find these things out rather than have them displayed like some kind of Maths Rainbow on the screen. Icons could be used in the bestiary to show what affinities a creature is vulnerable to (or strong against?) but thats as far as i'd go - and then only after the monster has been defeated. I would not want the damage indicators to hold my hand too much.
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