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Post by snajed on Jun 15, 2016 15:09:08 GMT -6
Throughout the Castlevainia series many of the protagonists have an aura of sort to be more visible, I understand that IGA has done this using Miriam's scarf thought I would prefer a full body aura like Soma,Alucard,etc. Thoughts? Opinions?
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Astaroth
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Post by Astaroth on Jun 15, 2016 18:50:36 GMT -6
i dont really consider alucard and somas afterimages as auras, an aura would be more like justes blue outline or the full mp outline effect alucard has, that being said having a scarf replacement that gives miriam an afterimage trail would be awesome option and nod to previous games
for base miriam im happy with the ribbons and the little glowy blue cloud her back crystal is putting off ^^
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Yän
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Post by Yän on Jun 15, 2016 19:06:08 GMT -6
Not a fan of this Idea as a default since we already have the rose-petal-particle-effects - however if it can be optional / equippable I'm all for it.
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Post by Goobsausage on Jun 15, 2016 19:35:27 GMT -6
I'm fine with either, but I voted for full body because I think it might look cooler.
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Post by nekurors on Jun 15, 2016 20:26:28 GMT -6
I believe this element was switched to other similar like her scarf and the petal particles effect, i do not see a need for anything else, it may look weird if we force these things, i vote for how is it right now.
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Rixuel
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Post by Rixuel on Jun 15, 2016 22:50:39 GMT -6
Well... it's hard to decide. I'm kinda between the 2 options, but I vote for partial.
If it's full body, then I prefer the aura to be very transparent at least. Not an outline like in Harmony of Dissonance lol
EDIT: hey, btw, maybe it's also a good idea to add full body character aura for different "passive" shards?
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Shax
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Post by Shax on Jun 16, 2016 10:22:01 GMT -6
I think partial is better but I think its possible for shards and possibly costumes to affect it, like others have said. An example would probably be Pure Miriam who likely doesn't have the rose on her back. This might remove the effect completely or change it into a different effect...or it might not do anything.
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Post by Wilhelm on Jun 18, 2016 1:27:01 GMT -6
I have to go with the full body. I know the scarf seems... nice? But there's just something slightly unnerving and even supernatural about that full-body aura. I loved it, and I feel like it's become a staple of Castlevania games. OR, what would be interesting is an aura that gradually becomes visible as she gains more power. From almost nil and the scarf at Lv. 1 to an Alucard-like aura at max level. This would likely satisfy BOTH preferences.
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Post by spideryfingers on Jun 18, 2016 4:04:19 GMT -6
I've never been a fan of the blue outline aura ... looks tacky and defaces the appearance of the character. An full aura with around minimal opacity (up to about 5%) is fine with me but anything too bright and garish is, personally, a no-go zone.
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Post by CastleDan on Jun 18, 2016 19:43:44 GMT -6
Honestly, when she's jumping around in the demo footage it has almost the same exact effect. I'm fine with it staying the same, it gets a similar feel across while being different.
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Post by demiurgos on Jun 19, 2016 0:24:09 GMT -6
I would like IGA to decide this for himself.
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Post by CastleDan on Jun 19, 2016 8:27:27 GMT -6
I'd like to add people keep saying full body and get rid of the scarf... Why? Alucard has his cape and a full body afterimage.
If they were to change the afterimage I'd want them to keep the scarf as well.
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fatihG
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Post by fatihG on Jun 20, 2016 13:02:46 GMT -6
An effect like this is not as simple to do as in a 2d game.
In a 2d game you just draw the sprites multiple times at a delay and it will create the trail effect.
In a 3d game you cant just 'dump' a 3d model mid animation, this would mean each frame of an animation would need to be exported as a separate model(or sprite). Even if it was possible you would need to render the same character x amount of times based on the duration of the after image. (If the trail was half a second long, you would need to render at least 30 additional models on screen per second at 60 fps)
Now yo could argue that allot of 3d games have sword with a trail in 3d space and what not. Yes, but than again a sword is generally a solid object, it doesn't change shape mid animation. So if you'd use a single 3d trail renderer on Miriam it would look off if she just walked and it would be too short, on the opposite end it will look weird if she ducks or slides or whatever and the trail renderer is too high.
You could add a trail on each limb so it is correct always, but than you would have to deal with the trails overlapping. So if it is an additive effect (it makes stuff bright which it overlaps with) if parts of the trails of each limb would overlap, those areas would be brighter as well.
Anyway, these trails will never look like an after image (like Sotn or AOS/DOS). In fact I don't remember seeing any 3d game that had after images.
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Post by maddemon64 on Jun 20, 2016 13:28:54 GMT -6
I voted for scarf because, well, call me crazy but maybe instead of making auras there should be various effects that could augment or completely change or replace her scarf, including but not limited to:
making her scarf perpetually ablaze or frozen replacing her scarf with a chain (like her voltic chain) placing demonic heads at the ends of her scarf that make it float unnaturally (maybe make it a summon that helps her attack enemies) have the scarf end in scythe-like blades (turning it into a weapon) turn her scarf into a giant arterial vein that is attached to a giant beating heart that floats behind her (it could potentially be something that gives her a gigantic boost to health at the cost of a much larger and easier-to-hit hitbox).
Just some ideas I just came up with.
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