Ryngar Acia
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[TI2] ...and Another..
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Post by Ryngar Acia on Apr 2, 2016 9:21:06 GMT -6
Everything looks pretty nice to me, so far.
Also, I wonder if it'll be possible to do a "kicks only" playthrough of the game. :>
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Astaroth
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What a wonderful night to have a curse...
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Post by Astaroth on Apr 2, 2016 10:03:43 GMT -6
I imagine so, no/starter equipment runs have been a thing since before gamefaqs started getting guides on them, and gamefaqs' been around since dialup and 10 minute bof2 guide loads ;3;
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Post by Dragon_of_Dojima on Apr 2, 2016 12:10:35 GMT -6
The power to destroy a planet is insignificant compared to the power of that kick. I still think that the absolute best course of action now is to slow down and keep improving what you have so far. Details like backgrounds can come last, but shouldn't be an afterthought. I'd prioritize other things. They've taken more leaps than I anticipated. Keep it up.
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Rixuel
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[TI0] Adventurer/Gamer. Only believe what make sense.
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Post by Rixuel on Apr 2, 2016 12:55:51 GMT -6
Everything looks good. Just make the kick a little more faster. I like the sword strike at the beginning. It's really well done
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Post by Goobsausage on Apr 2, 2016 15:03:38 GMT -6
Earlier I mentioned I could see the kick being an unarmed attack, but reading all the comments about Miriam's kick got me thinking about equipping footwear or items to change or enhance it. I can see shoes, boots or sandals, being weapon types along with the various swords and whips. Maybe other equipment, such as a headband or karate black belt, could change Miriam's normal kick into something like a roundhouse kick or one of those kicks where the person flies forward with both legs together.
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Post by CastleDan on Apr 2, 2016 15:12:20 GMT -6
Earlier I mentioned I could see the kick being an unarmed attack, but reading all the comments about Miriam's kick got me thinking about equipping footwear or items to change or enhance it. I can see shoes, boots or sandals, being weapon types along with the various swords and whips. Maybe other equipment, such as a headband or karate black belt, could change Miriam's normal kick into something like a roundhouse kick or one of those kicks where the person flies forward with both legs together. The cool thing is they really seem to be expanding on the old games. It's got all the things you like from the previous games. The crazy equipment options and visual changes of SOTN, the soul type system from Aria/Dawn, and they're even coming up with new things like the kick and possibly equipment for the feet. That's all i've been asking, I felt like the DS games were a more streamlined version of SYMPHONY. I want what SOTN did but better and incorporate ALL the cool qualities from the best games into a new direction. That's what Bloodstained seems to be.
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Ciel
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Post by Ciel on Apr 2, 2016 15:43:33 GMT -6
Earlier I mentioned I could see the kick being an unarmed attack, but reading all the comments about Miriam's kick got me thinking about equipping footwear or items to change or enhance it. I can see shoes, boots or sandals, being weapon types along with the various swords and whips. Maybe other equipment, such as a headband or karate black belt, could change Miriam's normal kick into something like a roundhouse kick or one of those kicks where the person flies forward with both legs together.Eh, roundhouse kick + high heels = tons of damage. I already can see it happening.
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BloodyTears92
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Post by BloodyTears92 on Apr 2, 2016 15:56:57 GMT -6
I'm unsure about an entire equipment system centered around her kick, but something like "Spiked Boots" that enhances kick damage? I can see that. Haven't there been items like that in the past games? Boots that add damage for the skill where you jump, then drop onto enemies (even pogo-ing off them across a hall, always fun).
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cecil-kain
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Post by cecil-kain on Apr 2, 2016 18:10:57 GMT -6
After watching and rewatching the video there's not really much more I can add here.
I agree the running animation feels a just tad sluggish --almost like Miriam is running through water. Now that I think about it, I really didn't like the default running speed in Harmony of Despair --we shouldn't need sonic boots to move at a decent pace. I know Igarashi prefers the PCs to jog instead of running through stages, but I think he can punch it up a notch here.
The floatiness concerns me a bit too. In my opinion, platforming is a bit more satisfying when you can feel the pull, speed, and impact of gravity. Miriam should leap off the ground at a decent speed that slows toward the peak of her jump. And then when her jump peaks, we should feel gravity taking hold and throwing her back down. The greater the fall, the greater the speed, and the harder the impact. I always loved how Castlevania PCs take the stun of a hard fall in a kneeling position without actually taking fall damage. I hope that tradition continues in Bloodstained.
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Pure Miriam
Legendary Comrade
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Apr 2, 2016 18:54:02 GMT -6
Time to give my two cents.
I really like what i saw in general. The devs are really hearing us, we can see that on this little gameplay video. I think we need to talk and clarify what we liked and not, so we can help the devs even more.
About her Kick
Considering the button mapping, i really think that her kick is her unarmed attack, witch is a nice little thing. I also don't think it is slow, it just lacks impact. Maybe a lil effect on her feet would help that. I disagree on putting special combo kicks on her through. Although i do like SOTN's fightning skills, most of then was downright useless and a little hard to imput for untrained players. I'm all for a Aria/Dawn Soul-esque magic system, where you equip your magic and use it with one or two buttons.
About her overall animation
Everything looks smoth, witch is fine for me. Her running speed is good, i also agree that Castlevania games where much more about momentum and position rather than pure evasion speed. When she jumps, she is falling on a delicate, girly way, witch is a quite nice touch but yeah, she looks a little stiff in general, but not too much. The way she drops down from plataforms is very bad, i agree. She kinda goes down and then suddenly stands and then falls down. No, no good. Need to really improve that.
I loved the slide! So Castlevania-esque!
She does look like she is floating a little, but this is not something that i particulary find it bad and i think this is an optical illusion, because the test grid has no background and the floor is undetailed.
At first, i was thinking that her skirt needed more weight. I was thinking "wait a second, her skirt floats with her jog, so, she is always showing her black boxers-like shorts." But then, i noticed that when she is STANDING STIL you can see her lower clothing. So, that is just how her clothing works. Her skirt is not there to fully cover her undergarments, it is just part of the overall model and that means that her skirt is short and light, so, the animation makes a lot of sense.
The hud
The Hud is obviously just a placeholder, but i like it. It needs more love, of course, but the vial potion look is really nice. The game is about alchemy, in a sense, so, it would be fun if those two bars looked more like big long potions or glass vials. The mini map is a great idea, something that every castlevania needed.
The need for the shoulder ribbons
I like the ribbons i and i think Miriam needs then. I can imagine Miriam walking and fightning on a great and detailed background and she will not stand out without then floating on her back and i think she even needs more than that. Her back flower, as the person above said, could sparkle more and some petals could keep flying over as she jogs. I hope we see her with the ribbons on a new video soon!
About the Music
The music is a little different from the first version, i think. It is still nice and fun!
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Post by CastleDan on Apr 2, 2016 22:00:28 GMT -6
I watched the video in slow motion and I think everyone should as you get a greater sense of the attention to detail In the animations. I like her turn around animation, I like her stationary pose with her hand on her hip, i think the jump animation is great. I'll take some screen shots of each of These sometime tomorrow unless someone else does it.
I gotta disagree about the comment above regarding SOTNs button input spells while most were hard to pull off there's something quite pleasurable about pulling off a combo to make a special spell get performed. Much like the feeling you get when you do a combo to achieve a fatality in a mortal Kombat game. It gives you a sense of accomplIshment instead of easily pulling off every spell in the game with a press of a button. Now should some spells be easy with a click of a button? Sure. I just think an aspect of the game that lets us pull off moves to achieve a special spell is an enjoyable asset of the game.
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Post by galcian on Apr 3, 2016 2:37:05 GMT -6
Liking it so far. Two observations: Maybe it's just me... but it needs... more weight in her actions? Falling speed after the jump. Yes, I know that it reminds many of SotN and that is nice and all, but I feel it lacks just a bit of weight. Also. it would be nice to see a different animation to distinguish a jump from a short distance from a "long" drop... how do I explain? When jumping from greater heights, maybe that the player receives visual feedback, the character reacts to a higher drop. I'll keep an eye on this. Liking what I see.
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Pure Miriam
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Apr 3, 2016 3:17:46 GMT -6
Here are some GIFs from the video. Giphy failed me after the first one, so i used imgflip for the others. Katana Walking
Drop from plataform Sliding and jumping
Kicking
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Post by qaantar on Apr 3, 2016 5:19:27 GMT -6
Excellent update, and exciting progress!
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Astaroth
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Post by Astaroth on Apr 3, 2016 12:16:41 GMT -6
Yes, spiked boots exist in por and combo boots in ooe, but they are only useful for pogoing since you cant 'kick' otherwise in those games
Remember that sound is just as important as visual, the only sound in this so far is landing and sliding, so her kick may seem slow because theres no snap or swoosh to it, and that with a bit of vfx may be all it needs to get that force across
as for her jump it does seem a little floaty, with a bit more acceleration being put into the start and fall but keeping the same air time that is there you would end up with a tiny bit more time spent near the apex but the appearance of more power being put into the jump and a heavier weight to the falling, but remember with jumping the timing of the parabola has a huge impact on platforming, so this is something that iga and team are going to be looking at very closely anyway throughout developement and the end result will be based on the needs of the game as much if not more than the needs of realism
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Post by nekurors on Apr 3, 2016 12:46:44 GMT -6
The movement animation looks great i like it, specially the kick animation that was amazing really! The katana swing also looks very nice, no complains there. Sliding animation also looking great, i feel like i could play like that already no doubt they are going on the right direction.
The only problem i see there is on her running animation a detail about how her clothes react to her legs moving, if i see correctly her clothes passes inside her legs, however that can "easily" be fixed i guess. About the running speed i have no complains yet as other people thing she is slow, i don't think so, at least until we have more references to see how fast she really is (monsters/background) it seems pretty good for me.
I am not sure about her kick speed, it's hard to tell since we lack other weapons attack speed references to tell anything about it, however the animation stance it's absolutely great. I can easily think about variations of her kicks (requiring or not 'relics' to enable) like a spinning kick or a charged stronger kick and/or a kick that makes her move forward maybe affecting multiple enemies, also a spinning kick could create a powerful swilr on the air, or be able to lift enemies to the air (or down to the floor) with a special kick move oh my god my mind is filling with possibilities for kicking enemies azes now. Kicking things makes much more sense than punching them since we are playing as a woman, i love it.
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BalancedHydra
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Post by BalancedHydra on Apr 3, 2016 14:01:57 GMT -6
You people just made me picture Miriam doing Street Fighter moves. Think we could gleam ideas from that?
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Post by CastleDan on Apr 3, 2016 14:03:06 GMT -6
As promised I said I'd upload pics of frames frozen on specific animations of etails to show the great work they're doing. This is the turn around which is always beautiful animation in the 2d games. When you do a quick change of direction you see the front of the character. Still looks as good as ever in bloodstained.this is the iconic idle pose of Miriam and reminds me of Soma's in dawn which I think is great- This is her crouch This is the animation I noticed when she's running full speed and stops abruptly Finally her good ol kick! So i gotta say they're putting the attention to detail that they did with the 2d games which is very reassuring. I couldn't be happier after watching this in slo mo and seeing all the little details. All they truly need is minor adjustments and even then it's just icing on a cake
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ChucklesTheJester
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Post by ChucklesTheJester on Apr 3, 2016 14:23:54 GMT -6
That katana animation is excellent, far more animated than let's say Soma's, but still being that same style of strike. I also like the post-kick idle animation, I always like it in games when a character comes to rest in a different stance if you don't move after performing a specific action. Makes for some cool poses for when you finish a fight with an attack like that. Speaking of the kick, wouldn't it be cool if it was a knockback move? I imagine it would be rather satisfying to punt this game's equivalent of a medusa head so hard it flies into a wall and explodes. Or even better, if you could upgrade it so you could mash out a hundred kicks, picture related.
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Post by Deleted on Apr 3, 2016 15:02:00 GMT -6
Very cool show a lil bit of game development and was Iga making the umbrella/katana movement?
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