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Post by LordKaiser on Apr 9, 2019 18:16:25 GMT -6
gematsu.com/2019/04/bloodstained-ritual-of-the-night-the-tower-of-the-twin-dragons-gameplay-screenshotsMiriam still go trough ledges instead of dropping over them when you press down and the jump button. C'mon she is not a ghost, please fix this, I'm unsure if I mentioned this or someone else but it's something that I keep seeing over and over and is hard to ignore. Also I hope they fixed the whip so the whole whip does damage instead of just the tip. The whip had always worked this way during all 2D Castlevania games.
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Post by mourningxsun on Apr 9, 2019 18:33:50 GMT -6
The ledges all seem to be designed as grates or bars to at least give some level of small plausibility as to why she could drop through them.
That point aside, the game is 3D and features levels designed with this fact in mind. Watching her "drop over" ledges in an area like The Tower of Twin Dragons would fuck with perspective beyond belief.
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Post by LordKaiser on Apr 9, 2019 18:52:12 GMT -6
The point is that it won't appear as she is trespassing a solid object, it looks cheap this way. For example the nets that serves as ledges on the ship, they need to find a way to make this look more natural. Anyways at this point it may be too late to fix anything.
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purifyweirdshard
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Post by purifyweirdshard on Apr 10, 2019 9:35:22 GMT -6
Like MourningSun said, she's not traversing a solid object, there are actual holes in the platforms she's moving through. Pure Miriam's screenshots in this post make it easy to see what we're talking about (with this specifically illustrated as well) bloodstained.forums.net/post/62888
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RichterB
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Post by RichterB on Apr 10, 2019 14:33:17 GMT -6
I think LordKaiser has a point, purifyweirdshard . Technically, I think there's a difference between presenting a solid platform and a platform that either has some manner of gaps in it (like a board with a hole and grate with spaced bars) or else is spaced enough from the back wall (like the hammocks and masts) so that you could theoretically fall or rise behind/around it. But what we're unfortunately seeing, as far as I can tell, is Miriam falling or rising "through" some platforms regardless of their shape, placement, or spacing. I think this is one of those things that may have to be ignored as a quirk of the transition from 2D to 2.5D, but Dracula X Chronicles seemed to get it right (well, more often than not) despite using some 3D assets. I agree that the current situation is not ideal for a modern entry in this genre, but I can understand how it could have been overlooked in the development process, as it involves the layering of the assets and consideration of how level design will vary depending on scenarios. Hopefully it could be touched up, but I imagine it's probably too late. I don't know much about programming, but I imagine you'd either have to replace the platform assets that look more unnatural or else change how Miriam interacts with them. I think they're mostly all programmed to act the same right now. The easiest solution for many of the problematic ones would probably be to have Miriam pass over them (which creates the illusion of climbing or jumping off something in the background), as seen with Soma in Aria of Sorrow below.
COMPARISONS (sometimes it's right, sometimes it's not...Last two images are examples from older demo, but seem still relevant to the discussion)
I have since found an example of a logic error in DXC:
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Post by rav4ishing on Apr 10, 2019 15:00:33 GMT -6
I think LordKaiser has a point, purifyweirdshard . Technically, I think there's a difference between presenting a solid platform and a platform that either has some manner of gaps in it (like a board with a hole and grate with spaced bars) or else is spaced enough from the back wall (like the hammocks and masts) so that you could theoretically fall or rise behind/around it. But what we're unfortunately seeing, as far as I can tell, is Miriam falling or rising "through" some platforms regardless of their shape, placement, or spacing. I think this is one of those things that may have to be ignored as a quirk of the transition from 2D to 2.5D, but Dracula X Chronicles seemed to get it right despite using some 3D assets. I agree that the current situation is not ideal for a modern entry in this genre, but I can understand how it could have been overlooked in the development process, as it involves the layering of the assets and consideration of how level design will vary depending on scenarios. Hopefully it could be touched up, but I imagine it's probably too late. I don't know much about programming, but I imagine you'd either have to replace the platform assets that look more unnatural or else change how Miriam interacts with them. I think they're mostly all programmed to act the same right now. The easiest solution for many of the problematic ones would probably be to have Miriam pass over them (which creates the illusion of climbing or jumping off something in the background), as seen with Soma in Aria of Sorrow below.
COMPARISONS (sometimes it's right, sometimes it's not...)
I am confident it's on their list of defects and they're churning through each one to get ready for prime time! I work in software, and these kinds of bugs usually get squashed at the end. It's not uncommon for software demos to have silly glitches.
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RichterB
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Post by RichterB on Apr 10, 2019 15:08:25 GMT -6
I do have to say, after a little more digging, these mistakes do happen...
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Post by rav4ishing on Apr 10, 2019 15:14:33 GMT -6
I do have to say, after a little more digging, these mistakes do happen...
I'm just hoping I'm right lol Considering how often games are patched these days, I wouldn't be surprised if every game released these days has these issues.
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