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Post by Deleted on Aug 22, 2015 23:36:52 GMT -6
In most Igavania games, greatswords have no follow up attack, just the downward swing I think it would be cool if all weapons had follow up attacks, so if you keep pressing the attack button you get a flow of attacks, instead of a repeated animation One handed example: Two handed example: This would be nice for all weapons but the one that would benefit most from it are the big heavy ones with a downward swing because in game it just cuts the animation
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Post by Dvv on Aug 23, 2015 1:02:30 GMT -6
As much as I like Dark Souls not every game has to be Dark Souls. I don't recall any occasion in Castlevania where any weapon had follow up attacks, and the game don't really need them. Heck even if the game did have it Bloodstained will probably have backdash/jump canceling(as most Iga games do) so a lot of people wouldn't use them anyway unless the follow up attack is just that good.
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Post by Deleted on Aug 23, 2015 1:08:06 GMT -6
Dark Souls didn't invent follow up animations lol. Most games have those, I just used it as an example because I think its animations are well done and those in particular fit the 2d sidescroller view of bloodstained
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Post by Lelygax on Aug 23, 2015 1:23:01 GMT -6
This would count as combos and I think that is why they never did that.
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Post by gunlord500 on Aug 23, 2015 2:49:46 GMT -6
Yeah, those are combos. Refresh my memory, did IGA say those wouldn't be in Bloodstained?
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Post by Lelygax on Aug 23, 2015 3:38:57 GMT -6
Yes, he did say that he won't were going to include combos.
But in this case, I think he was referring to combinations on D-Pad, like a hadouken, not combo moves.
But here he indeed said it:
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Post by gunlord500 on Aug 23, 2015 3:43:14 GMT -6
Yes, he did say that he won't were going to include combos. But in this case, I think he was referring to combinations on D-Pad, like a hadouken, not combo moves. But here he indeed said it: Ah, I see. Thanks lely
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Post by Lelygax on Aug 23, 2015 4:05:24 GMT -6
You're welcome. In fact I needed to re-read it anyway since I wasn't 100% sure too.
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Post by Deleted on Aug 23, 2015 12:07:21 GMT -6
You guys are missing the point. This isn't about combos or being useful. The followup would probably be as useful as a second swing done in normal fashion.
This is about looking good. It just looks goofy for the character to cut the animation and suddenly the weapon is back up. It's a minor detail, but aren't the minor, sometimes even useless, details that make the Igavania games so alive? Like the confession room, for example.
It's so satisfying to see a fluid animation, even if it's not useful at all.
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Post by gunlord500 on Aug 23, 2015 14:09:23 GMT -6
You guys are missing the point. This isn't about combos or being useful. The followup would probably be as useful as a second swing done in normal fashion. This is about looking good. It just looks goofy for the character to cut the animation and suddenly the weapon is back up. It's a minor detail, but aren't the minor, sometimes even useless, details that make the Igavania games so alive? Like the confession room, for example. It's so satisfying to see a fluid animation, even if it's not useful at all. Yeah, that is true, though of course we also have to decide how involved the follow-up animations would be. Would it just be shifts between two attack animations, like in the ones of Dark Souls (overhead swing - rising swing, ad nauseum) or more elaborate? Anything more than that might be a lot more work ;o
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Post by Arcueid Brunestud on Aug 23, 2015 16:09:18 GMT -6
I feel like this video is relevant to Dark Soul sword swing animations in general.
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Post by Astaroth on Aug 27, 2015 11:51:00 GMT -6
I dont have an issue with fantasy swords, if the setting is realistic it may be more beneficial to use only real world weapons, but if you as a creator decide to put in a skyscraper as a weapon, more power to you and ill try it out and see if i like it (new game+ skyscraper% >P)
One downside of 3d animation is you cant easily fall back on a one or two frame 'arm out weapon appears' animation since it looks off, the upside of 3d animation is mocap, which they could use to get more references for weapon animations so they feel like they have weight and followthrough and the more unusual weapons or weapons with a specific fighting style like nunchaku, flamberge, claymore, or estoc get their moment to shine
However they decide to do it though will be epic, Iga and his team have worked on everything from pixels to polygons to 3d, and im sure theyve learned a lot along the way ^_^
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Post by purifyweirdshard on Aug 27, 2015 12:08:39 GMT -6
I'm all for having the Sorrow-style overhead swing changed somehow, if they were to use that kind of animation in the game. The weapons were usually comically large and just kind of ugly. The way Alucard handled them was preferable to me, but adding a follow-up or more fluid transition animation like what's discussed here could be great.
And nah, this isn't a combo. You're pressing the same button twice and getting two attacks in probably the same amount of time you would have otherwise, it just looks more natural instead of like you're chopping wood with a sword over and over.
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Post by Astaroth on Aug 27, 2015 12:52:27 GMT -6
One thing i think we should remember about comically large weapons is why they came about, in the era of pixels if you have a 16 pixel tall character swinging a realistic sized sword it would be 6-8 pixels tall and 1 pixel wide, and that allows for no detail whatsoever and requires insanely precise controls to get right up on your enemy and not get hit constantly, so for detailed items they made weapons bigger than the character so they could show off that super cool ultima sword of +5 worldslaying you just fought for 30 minutes to get, meanwhile link gets a sword thats as long as he is and half as wide so its usable and easily seen, that same sword realistically would reach half a square and again be 1 pixel wide
Once things moved to polygons this wasnt needed as much but early polygons were not super high res so their texture maps were still fairly small and pixel conservation was still in effect
Nowadays textures can be as huge and detailed as the artist wants for the most part, you can have a single texture that the engine doesnt blink at that would take up an entire NES cartridge, and they can cram all that detail into a tiny dagger that sits on a characters belt if they want
Now i dont want to see comically large weapons go byebye simply because we dont need to do it any more, but neither do we need to switch to only realistically sized weapons just because we can, id personally enjoy seeing a mix of both >P
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Post by Astaroth on Aug 27, 2015 13:01:00 GMT -6
And nah, this isn't a combo. You're pressing the same button twice and getting two attacks in probably the same amount of time you would have otherwise, it just looks more natural instead of like you're chopping wood with a sword over and over. ^this i can get behind, it creates opportunities for Iga and his team to add zazz ^_^
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Post by purifyweirdshard on Aug 27, 2015 13:24:16 GMT -6
One thing i think we should remember about comically large weapons is why they came about, in the era of pixels if you have a 16 pixel tall character swinging a realistic sized sword it would be 6-8 pixels tall and 1 pixel wide, and that allows for no detail whatsoever and requires insanely precise controls to get right up on your enemy and not get hit constantly, so for detailed items they made weapons bigger than the character so they could show off that super cool ultima sword of +5 worldslaying you just fought for 30 minutes to get You know, I never thought of that. Makes sense...now I feel kind of bad that I didn't appreciate them more than I did, if the artists just had to make them larger to show off detail.
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Post by Deleted on Aug 30, 2015 3:16:04 GMT -6
I'm all for having the Sorrow-style overhead swing changed somehow, if they were to use that kind of animation in the game. The weapons were usually comically large and just kind of ugly. The way Alucard handled them was preferable to me, but adding a follow-up or more fluid transition animation like what's discussed here could be great. And nah, this isn't a combo. You're pressing the same button twice and getting two attacks in probably the same amount of time you would have otherwise, it just looks more natural instead of like you're chopping wood with a sword over and over. You. Me. Town square. Noon.
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Post by Lelygax on Aug 30, 2015 6:13:16 GMT -6
Guys, choose your weapons:
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Post by purifyweirdshard on Aug 31, 2015 6:47:55 GMT -6
I'm all for having the Sorrow-style overhead swing changed somehow, if they were to use that kind of animation in the game. The weapons were usually comically large and just kind of ugly. The way Alucard handled them was preferable to me, but adding a follow-up or more fluid transition animation like what's discussed here could be great. And nah, this isn't a combo. You're pressing the same button twice and getting two attacks in probably the same amount of time you would have otherwise, it just looks more natural instead of like you're chopping wood with a sword over and over. You. Me. Town square. Noon. lol, no joke, when I saw you had quoted this, I said to myself "Oh dear, I wonder what he disagreed with".
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Post by Deleted on Aug 31, 2015 12:24:21 GMT -6
As I am a gentleman of fine taste and not a vulgar peasant who knows nothing of grace, I'll let you make the pick.
Your armaments of choice mean little to me, for my victory is assured!
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