Galamoth
Ancient Legion
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on May 2, 2016 6:22:41 GMT -6
Here's the animation in what I think is a more natural resolution (and thus a higher quality though smaller image): EDIT: Meh, this came out just as large and as blurry as the video in the OP Nevermind that bit. Highlights include Miriam's "sassy" idle stance and Miriam's "combat ready" stance Something that good/strong animation does is give insight into the personality or machinations of a character overall (or in the moment). "Character acting" or "Character Animation". What I like about what I see here is that theses stances give off a sense of confidence and power. I think that overall bodes well for the type of character Miriam will be even though we have little direct insight into characterization or personality (though as always I hope they don't too far on the stoic scale). In addition to beauty, the implication is that she has brawn (which I'm sure will only further become evident as we see more of her combat repertoire). Now we just need to see the "brains" and we are all set That "sassy" idle stance. Yep, I think the development team has outdone themselves even at this point with Miriam's character-model.
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Post by purifyweirdshard on May 2, 2016 8:01:01 GMT -6
I really like her poses/animations... I think it's neat how the update video managed to be so short, but sneak in a few things we hadn't had a good look at before. In the previous animation video, we didn't really get to see as much of the "turn around" animation, but it's more clearly shown here, and they showed an improvement (perceived by me anyway) to the kick while also showing it as a crouching attack...all the while covering the stated intention of just showing a Morte. As others pointed out too, we also got to see damage numbers and some enemy disintegration. All of this in like, 5 seconds haha. Of course everything may change...but I'm pretty much happy with how Miriam looks/is moving. I do agree with Astaroth on maybe a frame more animation added on a stop/start for movement. Perhaps only necessary after she has dashed a certain distance? as a fun joke, there needs to be another monster named lick and there needs to be a room with lick and morte >P loving the animations so far, the turning animation is progressing nicely, maybe have a 1frame screech stop with a swoosh or dust cloud between the end of forward movement and the leg drag into opposite direction to give more weight to her movement? the low kick has a really nice snap to it at the end, and the morte going bleaugh and disintegrating is cool and he has the perfect shamble going, and miriams idle pose yeee ^_^ the ribbons are really cool, im wondering if the back cloud would be more ethereal if it was at 75% 0r 50% opacity, it may be the flat color background playing a trick but it looks like shes got a purple blob attached to her back when shes stationary, looks awesome when shes in motion though >_>b morte works really well as an early tutorial/zombie enemy, dullahammer looks like itd be fun to fight, and i wonder if seama will have a grab attack thatll leave you vulnerable to a smaller hit and run enemy?
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Post by wabawanga on May 5, 2016 7:10:06 GMT -6
Love the monster design. They have a very Junji Ito vibe, which I think will work perfectly for this game. The animation is fantastic as well, but I have a little feedback:
The last frames of morte's attack cycle are a little visually confusing to me. What's going in with the black and white cloud thingies shooting out of him? Also the monster design could lend itself to some really sick death animations, but the disintegration death they opted for is pretty generic.
That said,I would be totally happy if this ended up in the final game as is. I understand animators are a finite resource, and not every monster needs an Oscar-worthy death scene!
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Post by LordKaiser on May 5, 2016 14:05:35 GMT -6
That disintegration animation was good and it suited the shadow dissipating when destroyed.
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
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Post by Galamoth on May 5, 2016 14:40:47 GMT -6
That disintegration animation was good and it suited the shadow dissipating when destroyed. I think it possible that wabawanga was referring to his impression that the Morte basically looks like an amorphous blob. Maybe he prefers the Morte's death-animation to reflect what it looks like it's made of. It kind-of does look slimey/gooey to me. ^ Though, as he also said, it isn't like it's totally necessary to alter the Morte's death-animation. We'll all be happy with this game regardless.
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Post by wabawanga on May 6, 2016 9:28:37 GMT -6
That disintegration animation was good and it suited the shadow dissipating when destroyed. I think it possible that wabawanga was referring to his impression that the Morte basically looks like an amorphous blob. Maybe he prefers the Morte's death-animation to reflect what it looks like it's made of. It kind-of does look slimey/gooey to me. ^ Though, as he also said, it isn't like it's totally necessary to alter the Morte's death-animation. We'll all be happy with this game regardless. Yep, exactly. For the death animation, I was expecting the whole thing kind of collapse into a puddle of goop and bone. Minor detail=lots of work, so I'm definitely not sweating it. Just providing some feedback if they want it.
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Post by crocodile on May 6, 2016 11:20:35 GMT -6
While obviously Miriam will look more polished and be better animated than any monster in the final game, the impression I got from this clip was that the monster animations and model weren't 100% done (I could be wrong though). I expect some improvement though I dunno if the nature of the death animation will change.
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Post by CastleDan on May 6, 2016 12:00:20 GMT -6
While obviously Miriam will look more polished and be better animated than any monster in the final game, the impression I got from this clip was that the monster animations and model weren't 100% done (I could be wrong though). I expect some improvement though I dunno if the nature of the death animation will change. I'm not too concerned, even in the other Igavania's some enemies were just cooler looking than others or had cooler animations. Just look at the star enemies from the VERY early animation sample, they had terrific animations.
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on May 6, 2016 13:33:54 GMT -6
While obviously Miriam will look more polished and be better animated than any monster in the final game, the impression I got from this clip was that the monster animations and model weren't 100% done (I could be wrong though). I expect some improvement though I dunno if the nature of the death animation will change. I'm not too concerned, even in the other Igavania's some enemies were just cooler looking than others or had cooler animations. Just look at the star enemies from the VERY early animation sample, they had terrific animations. Do you think they'll become the new "Medusa Heads"?
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Post by crocodile on May 6, 2016 21:29:06 GMT -6
I'm not too concerned, even in the other Igavania's some enemies were just cooler looking than others or had cooler animations. Just look at the star enemies from the VERY early animation sample, they had terrific animations. Do you think they'll become the new "Medusa Heads"? I mean given the sinoidal nature of their movement patterns, it seemed clear to me those star enemies are intended to fill that niche. That's how I feel at least.
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Post by demiurgos on May 7, 2016 4:33:09 GMT -6
I think Seama is the best one of 'em. Will probably scare the sh** out of me when encountered in the castle.
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
inherit
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on May 7, 2016 6:06:06 GMT -6
I'm sure we're all wondering what Update #39 of this month will contain. Hopefully, we'll see animations for all of the other revealed enemies. I mostly want to see the Dullahammer.
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Post by ghalion on May 7, 2016 11:49:21 GMT -6
I wanna hear a new track or two.
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Post by dimlitcandle on May 7, 2016 19:12:33 GMT -6
Here's the animation in what I think is a more natural resolution (and thus a higher quality though smaller image): EDIT: Meh, this came out just as large and as blurry as the video in the OP Nevermind that bit. Highlights include Miriam's "sassy" idle stance and Miriam's "combat ready" stance Something that good/strong animation does is give insight into the personality or machinations of a character overall (or in the moment). "Character acting" or "Character Animation". What I like about what I see here is that theses stances give off a sense of confidence and power. I think that overall bodes well for the type of character Miriam will be even though we have little direct insight into characterization or personality (though as always I hope they don't too far on the stoic scale). In addition to beauty, the implication is that she has brawn (which I'm sure will only further become evident as we see more of her combat repertoire). Now we just need to see the "brains" and we are all set I still can't get over how good the character model is. It seriously looks like a highly detailed 2d sprite in pictures. They've done a spectacular job where it counts so far. I agree. I'm highly impressed with everything thus far. I can't wait for more music tracks, and eventual BETA.
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Post by crocodile on May 10, 2016 21:13:08 GMT -6
Thinking about it, the nature of these enemies obviously suggest some sort of water/aquatic section or level in the castle. I wonder how it will manifest itself in the game. Between SOTN, AOS, OOE, etc. I wonder which game the water level(s) in Bloodstained will most resemble.
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Post by Goobsausage on May 10, 2016 22:34:33 GMT -6
Thinking about it, the nature of these enemies obviously suggest some sort of water/aquatic section or level in the castle. I wonder how it will manifest itself in the game. Between SOTN, AOS, OOE, etc. I wonder which game the water level(s) in Bloodstained will most resemble. Well, the concept art did show a castle surrounded by water. I'm thinking the aquatic feel the monsters give could be a product of the castle's surroundings. Ooh, tinfoil hat conspiracy game theory and baseless accusation time! What if there's some sort of irrigation or plumbing system all throughout Bloodstained's castle and the monsters adapted to live in that? Maybe that same system (or a similar one) could double as Bloodstained's fast travel; the player just jumps in the water and drifts along the current until they reach where they want to go.
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Post by ghaleon on May 10, 2016 22:45:14 GMT -6
Yeah I'm really hoping the actual gameplay/level design actually makes use of the multiple castles in a lake thing for whatever reason. I don't know why but having 'baby' castles is always interesting to me for some reason. Even just that little rado's annex or whatever it's called in Ys1,2, and origins was something interesting to me.
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Post by crocodile on May 11, 2016 0:30:25 GMT -6
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Post by nekurors on May 22, 2016 1:30:00 GMT -6
Didn't post earlier because there is no much to say, just wanted to say i like the enemies concept art, Miriam's movements are just wonderful as expected nice poses and animation no complains there. Love the Morte's animation, his unstable physical form was a cool idea and his movements are pretty nice, considering his concept i wonder if we wait enough time or do something while fighting him he would change his form to something special/stronger or funny. Also that's a nice name for him, Morte in portuguese means death (probably just a coincidence anyway).
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Post by otoshigami on May 22, 2016 18:47:30 GMT -6
Cool update, Hope to see more DEMONS in a long run.
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