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Post by CastleDan on Jul 9, 2016 13:36:12 GMT -6
Mana , I don't know if this has been commented on yet but I ABSOLUTELY love the inventory section. Why? 1. My main issue with the DS Igavania's is stuff like a familiar would take up a spot in the magic section which means if I want to use a familiar it'd be replacing something else I want to use. Whereas in SOTN you'd have the ability to keep familiars going without taking anything off. 2. Like the above point there's so many shard types that it lets the game really breathe with all the mechanics. I want to be able to use every type at once and not feel too restrained and this allows that with so many SEPARATE shard types. 3. I'm seeing a LEVEL stat for the shards, so does that mean they can get better the more you get them? If so amazing, and that might also imply familiars like in SOTN can level up which would be even more awesome. ( I just hope they don't use MP) Seriously though, I love how neat the inventory is. I love how it tells you all the data you'd want to know from how much MP it uses to what the quality and levels are, and to sum up I LOVE that the familiars have their own spot and might have the possibility of leveling up as well. Thank you team. The game really seems like they're taking all the best qualities from each game and making the ultimate experience.
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Post by kronfarfar on Jul 9, 2016 14:12:07 GMT -6
Biggest con so far: I felt the movement was quite unresponsive. The character movements lagged enough behind button presses that I was definitely feeling some frustration by the time I finished the demo. I found myself pressing the buttons *really hard* hoping to get better responses (which of course only helped me to jump higher, but still slowly). I'm not sure if this is due to animation frame rate or a deliberate choice to make her slower at the beginning and then become more responsive as you level up/get better equipment.I'll tackle this one. Miriam has a startup animation to her jumps. I've studied it. Two frames of crouch-into-jump. She only actually gains altitude on the third frame. Jumps in Castlevania titles just gain altitude instantly, Super Mario Bros. style. Including SotN. So if one has recently played one of those, I can see how the subtle delay could be picked up on. Unfortunately, I have serious doubts that there are any plans in place to offer a way of circumventing this animation, item or otherwise. In any event, the game itself is not responsible for adding an excessive amount of latency, if that were ever considered a possibility. I went ahead and checked: Great work Asterra! I wonder why they put these start up frames since the other IGAvanias didn't have them. I hope they redo them so we get the instajump we're used to.
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Post by genemag on Jul 10, 2016 22:40:52 GMT -6
Alright, finally done a rough mockup to show some of what I was proposing with my feedback on page 4 ( bloodstainedfanforums.com/post/30626/thread). --------------------------------------------------------------------------- input buffering/anim cancel mockup, haxeflixel engine, html5It should run on html-5 compatible browsers like chrome and firefox, keyboard input for the controls. The amount of input buffering is set to match the E3 demo's by default, but you can toggle it with the [Q] key. For the animation canceling when Miriam lands from a jump, you can toggle the behavior with th [E] key. Player controls are the usual ones, wasd/arrows and [z][x][c]. Just a disclaimer, this isn't for a proper game. It's just to demonstrate how the input behavior changes how responsive the game feels. My mockup's in a 2d engine, but the timings and behaviors are applied the same way for 3d engines.
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Post by XombieMike on Jul 11, 2016 0:56:38 GMT -6
Alright, finally done a rough mockup to show some of what I was proposing with my feedback on page 4 ( bloodstainedfanforums.com/post/30626/thread). --------------------------------------------------------------------------- input buffering/anim cancel mockup, haxeflixel engine, html5It should run on html-5 compatible browsers like chrome and firefox, keyboard input for the controls. The amount of input buffering is set to match the E3 demo's by default, but you can toggle it with the [Q] key. For the animation canceling when Miriam lands from a jump, you can toggle the behavior with th [E] key. Player controls are the usual ones, wasd/arrows and [z][x][c]. Just a disclaimer, this isn't for a proper game. It's just to demonstrate how the input behavior changes how responsive the game feels. My mockup's in a 2d engine, but the timings and behaviors are applied the same way for 3d engines. It's 2 am but I can't forget to try this after work "tomorrow". Mana look
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Post by Yän on Jul 11, 2016 13:41:48 GMT -6
Alright, finally done a rough mockup to show some of what I was proposing with my feedback on page 4 ( bloodstainedfanforums.com/post/30626/thread). --------------------------------------------------------------------------- input buffering/anim cancel mockup, haxeflixel engine, html5It should run on html-5 compatible browsers like chrome and firefox, keyboard input for the controls. The amount of input buffering is set to match the E3 demo's by default, but you can toggle it with the [Q] key. For the animation canceling when Miriam lands from a jump, you can toggle the behavior with th [E] key. Player controls are the usual ones, wasd/arrows and [z][x][c]. Just a disclaimer, this isn't for a proper game. It's just to demonstrate how the input behavior changes how responsive the game feels. My mockup's in a 2d engine, but the timings and behaviors are applied the same way for 3d engines. Wow, this is a really impressive way to make a point! Kudos to you for putting in the work and actually making a decent looking, fully animated pixel art mockup! However, I can't make out the difference between the Q-modes at all. What am I missing here? What am I supposed to notice? The controls in all Q-modes feel exactly the same to me.
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Post by genemag on Jul 11, 2016 14:55:12 GMT -6
Wow, this is a really impressive way to make a point! Kudos to you for putting in the work and actually making a decent looking, fully animated pixel art mockup! However, I can't make out the difference between the Q-modes at all. What am I missing here? What am I supposed to notice? The controls in all Q-modes feel exactly the same to me. Q affects how early you can press the jump or attack buttons and it will still register the action. e.g. In the E3 demo, if you press the attack button once while you're already doing an attack animation, nothing will happen after the current animation ends. The same when you try to press the jump button while you're doing in the jump recovery animation; you don't jump after the animation. Basically, you can't chain inputs. You can only trigger attack and jump button presses if Miriam is in her idle animation. And because of the extra transition animations Miriam has, it makes it hard to do frame-perfect timings with your actions since the animation feels like it has a one/two-frame delay.
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Post by Yän on Jul 11, 2016 15:57:50 GMT -6
Wow, this is a really impressive way to make a point! Kudos to you for putting in the work and actually making a decent looking, fully animated pixel art mockup! However, I can't make out the difference between the Q-modes at all. What am I missing here? What am I supposed to notice? The controls in all Q-modes feel exactly the same to me. Q affects how early you can press the jump or attack buttons and it will still register the action. e.g. In the E3 demo, if you press the attack button once while you're already doing an attack animation, nothing will happen after the current animation ends. The same when you try to press the jump button while you're doing in the jump recovery animation; you don't jump after the animation. Basically, you can't chain inputs. You can only trigger attack and jump button presses if Miriam is in her idle animation. And because of the extra transition animations Miriam has, it makes it hard to do frame-perfect timings with your actions since the animation feels like it has a one/two-frame delay. Thank you for your response. With this in mind I tried it again and I think for the sake of attacking more quickly I like your proposed changes (not the exaggerated change though). However, when I'm accidentally pressing the attack-button twice and I want to turn around quickly after my attack, with your proposal only I have to wait until the second "accidental" attack is over until I can turn around. So in that regard it's actually slower / less responsive. All in all I'd be completely fine with both versions. As for attack cancellation on landing I think I like the way it is in the demo. Makes for more careful timing decisions during jump slashing rather than mindless button mashing. Still I'd be okay with both versions here too. I still think that the changes are so small most people wouldn't even notice them at all.
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Post by XombieMike on Jul 11, 2016 17:15:25 GMT -6
I think it certainly makes a difference once it's been pointed out to me. If it can be tweaked, I like genemag's version. That's such a cool little demo! I love the Miriam sprites you've done. Your has become a defining characteristic of these forums since it's early days. Thanks for being so cool!
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Post by Mana on Jul 11, 2016 19:20:57 GMT -6
I'll be doing another round of feedback collection very soon. Thanks for the explanation and awesome little demo genemag! I had to share it the team and they loved it. "Can't we just use this for the retro level?" It seems like half the jump & attack issues were fixed in the BitSummit version of the demo. Input buffers may be adjusted, but I think they have a different plan in mind. They were testing it out on your demo and understood what you were explaining! I'm sure this will solve the input delay issue you're feeling.
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Post by kipz on Jul 11, 2016 21:32:24 GMT -6
Alright, finally done a rough mockup to show some of what I was proposing with my feedback on page 4 ( bloodstainedfanforums.com/post/30626/thread). --------------------------------------------------------------------------- input buffering/anim cancel mockup, haxeflixel engine, html5It should run on html-5 compatible browsers like chrome and firefox, keyboard input for the controls. The amount of input buffering is set to match the E3 demo's by default, but you can toggle it with the [Q] key. For the animation canceling when Miriam lands from a jump, you can toggle the behavior with th [E] key. Player controls are the usual ones, wasd/arrows and [z][x][c]. Just a disclaimer, this isn't for a proper game. It's just to demonstrate how the input behavior changes how responsive the game feels. My mockup's in a 2d engine, but the timings and behaviors are applied the same way for 3d engines. Wow, this is a really impressive way to make a point! Kudos to you for putting in the work and actually making a decent looking, fully animated pixel art mockup! However, I can't make out the difference between the Q-modes at all. What am I missing here? What am I supposed to notice? The controls in all Q-modes feel exactly the same to me. I was curious myself since I love some game mechanics. I tried to test like a speed runner would, you may be able to see the difference in the short clip I made if you cant feel it yourself. I couldn't bdc as well but movement while jump attacking seems much smoother Also.... I'm sorry I broke it. I really liked the demonstration of the differences even though I felt like the back step didn't feel the same.
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Post by purifyweirdshard on Jul 11, 2016 21:59:29 GMT -6
Yeah, I don't think that mashing the buttons should be per se favored, kind of what Yän was saying. An emphasis on timing actions rather than freely canceling into repeated actions might be preferable? Were this a faster "action" game or certainly a fighting game, input buffers might be more prioritized. I don't think that players will necessarily notice or be hindered by a 2f jump startup either, and that may be a necessary piece for the workings and balance of the game... Anyway, I know they're definitely looking at these bits and will certainly be considering this to make the right calls (just as Mana already pointed out, isn't this place great? lol). They certainly must know what they're doing to have nailed it so well this far. Thanks for doing this browser demo, man. It's really cool!
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Post by asterra on Jul 11, 2016 21:59:38 GMT -6
Impressive demonstration. As far as tweaking the gameplay mechanics from what the demo presents, I am of the firm opinion that the devs need only use Symphony of the Night as their guide. Anything the demo is potentially doing wrong is a case where they need to scrutinize SotN for guidance. A good case in point from your original post: Jump and attack inputs are completely dropped for the whole duration of the [attack -> attack-to-idle] animations. Indeed it is so (for magic and kicks, at least), and this needs to be fixed. (To clarify: The attack-to-idle animation needs to be made interruptible, but the attack animation itself does not.) However, this: I recommend adding an input buffer for attack and jump. obviously doesn't exist in SotN. I also feel, based on the demo you helpfully provided, that it cheapens the mechanics, and even feels like ghost inputs, such as when buffering a jump after an attack. If a feature like this were to be implemented, I would hope for no more than one frame, or two at most, and for it to affect attacks only. My preference would be for it not to be used, for reasons stated. Kicks get animation-canceled during [airborne-to-grounded] animation (press kick when Miriam's falling, around 1 foot off the ground). The leg animation does not fully play out, so the attack's hitbox is effectively zero. It makes it feel as if input is getting dropped. The sword also gets animation-canceled, but it feels less severe. This is identical to SotN. It feels less of an issue because nobody playing SotN is going to be using the slowest weapons available once they have something better, and/or the weapon they're using animates independently of the player character, as many do. Meanwhile, it is a mechanic that simply requires the player to adjust to the speed of the attack, which is of course going to be highly variable across the dozens of available weapons. If you mash the backstep button, she'll keep on moving in the same direction, even if you're pressing the DPad/LStick in a different direction. This is, in my opinion, the primary gameplay mark that the demo misses. In SotN, the backslide can be interrupted by attacks, jumping, or any movement on the controller except specifically in the direction opposite to the backslide, until of course 0.25 seconds later. In Bloodstained, the backslide is a back hop, which makes it a little less practical to simply interrupt with anything, but this still needs to be addressed. By far the most important change that needs to be enabled for the player is the ability to attack in the direction of the control pad during the backhop. Whether or not this would entail actually interrupting the backhop is a separate consideration, but I would hope they invent a way to make it happen. (Edit: I remembered that attacks can interrupt the backhop at any time as long as the backhop was not itself interrupting an attack. This interruption doesn't look as unnatural as I was expecting, so it probably would be practical to allow the backhop to be interrupted by all the same actions which can interrupt a backstep in SotN.)
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Post by genemag on Jul 12, 2016 2:58:50 GMT -6
@ Yän : Yeah, the attack cancel I proposed in the mockup feels sluggish. A better option is to cancel Miriam's attack animation like in the E3 demo/SotN, but keep the weapon's animation playing. That way the attack will register like in SotN, and allow Miriam to stay mobile.
@ XombieMike : Thanks! Glad to contribute to Bloodstained in one way or another (on top of being a backer, ehehe.)
@ Mana : Thanks! Yeah, my demo's adjustments were based on the E3 demo. If they have ways of handling the delays, I think buffering won't be needed. With how fast they're tweaking the prototypes I'm sure they'll get the feel right. Speaking of retro level... any news on the prequel/minigame stretch goal?
@ kipz : Yeah, I'm still working on the game engine for my platformer and there's still a lot of bugs. I posted a build with just enough stuff that can relate to my critiques on the E3 demo. The bug you caught was the jump's trigger condition getting reset during the freefall attack. It affects a few things and would take a long time to fix, so I left it there instead.
@ purifyweirdshard : Button mashing is definitely something that doesn't play well with Igavanias. My intent with the input buffer is to compensate for the overly long windup/recovery animations that Miriam had in the demo. If the animations were snappier, then buffering shouldn't be needed.
@asterra : The biggest reason I mentioned input buffering was because the windup/recovery animations in the demo makes the input windows feel off. If they managed to shorten/remove those transitions between animation states, then input buffering wouldn't be needed, as is the case for the 2d Igavanias that do not have procedurally-generated transition animations that the E3 demo had.
Regarding jump landing animation-canceling attacks, the biggest difference between the demo and SotN was that in SotN, the full weapon hitbox is used from the very first frame the attack executes. In the demo, the windup animation has a very small hitbox, so anim-canceling your attack can cause your attacks to not register at all, even if the animation suggests otherwise. Either speeding up the weapon's windup or changing the weapon's hitbox would help match SotN's behavior.
I agree with you on the backstep. The one in the E3 demo wasn't that useful for anything outside of running through empty hallways. It doesn't anim-cancel to enough actions to justify its use during combat, unlike Alucard's backdash. The recovery animation after the backstep also reduces its usefulness as an evasive move. The Megaman X/Megaman Zero games IMO were some platformers that best handled dash maneuvers for both combat and platforming. With the Igavanias... I think SotN is the most effective. The dash/evade moves in the other games were kinda sluggish compared to Alucard's.
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Post by asterra on Jul 12, 2016 4:05:55 GMT -6
Regarding jump landing animation-canceling attacks, the biggest difference between the demo and SotN was that in SotN, the full weapon hitbox is used from the very first frame the attack executes. In the demo, the windup animation has a very small hitbox, so anim-canceling your attack can cause your attacks to not register at all, even if the animation suggests otherwise. Either speeding up the weapon's windup or changing the weapon's hitbox would help match SotN's behavior.
Again, I think the problem here may primarily be down to the comparatively long windup of the weapons we are given in the demo, especially if compared to what we get early on in SotN. Alucard's Sword, the Short Sword and Red Rust all have a one-frame windup state on the ground, and all but Red Rust have that windup completely eliminated in the air (although there is a one-frame, no-animation delay). The windups for kick and Iron Sword are many frames - something like 6 for the sword and 5-6 for the kick. There exists the unsettling chance that every weapon in the game will also fail to have the near-instantaneous attack of the weapons in SotN due to this being a design choice. It would be unfortunate, but still preferable, in my opinion, to an enemy getting visibly hit from no physical contact from the weapon. Castlevania's whips certainly never let the player hit an enemy on the first frame of the windup. As far as the perception that SotN has a frontal hitbox on the first attack frame, well, it may seem so, but I went ahead and tested this. Red Rust is an early weapon that doesn't lose its one-frame windup in the air, and it is very definitely possible to pull out that windup by itself before landing. Any enemy in front of Alucard in such a scenario does not get hit. In short, I think that as long as weapons beyond the (pre-castle) galleon end up having, on the whole, the near-nonexistent windup of many SotN weapons, this is nothing of great concern, since weapons whose timing the player must adjust for are part of the traditional formula. It would still, definitely, be good to let the dev team know that we'd expect the Iron Sword's long windup to be more the exception than the rule, in case they were planning to use it as the standard to base future weapons on.
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Post by samuraifoochs on Jul 12, 2016 15:18:59 GMT -6
I haven't been able to play the demo because I don't have a PC I trust to run it well (I'm a console gamer) but I will say for the most part I love what I see. I have a couple concerns, but just operate under the assumption that anything I DON'T mention gets my 100% seal of approval so far.
My main concern(s) are thankfully being discussed, and they have to do mostly with the combat animations and feel. Right now, visually the combat feels a little "smooth but chunky". It's crisp enough, but the swings of the weapon and the kicks seem to have a pretty substantial windup as was said. It could just be the weapon, or the early animations, or the lack of souls to diversify the combat or a mixture but right now I can't say I'm wild about the pacing of the combat, and I THINK that's mostly due to the animation cycling but I can't be positive. Am I making sense to anyone else or is this just gibberish? Haha.
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Post by asterra on Jul 12, 2016 20:09:47 GMT -6
I've been meaning to mention this for a while. Or maybe just agree with what others have said, since a few already pointed it out, weeks ago. If a new round of feedback is about to be forwarded, then I can't overlook this opportunity:
Miriam's model needs physics, starting with her hair.
I actually more or less expect this to happen in the final product, but I'm still putting in my vote, just in case there was any chance that the devs would assume the positive reaction to the demo was a full endorsement of everything in it. Miriam's body / dress are hand-animated based on the given animation. It sort of works, in the same sense that it sort of works when it's 2d sprites. In any event, the hair can't remain completely static.
Edit: While I'm at it, I wanted to reiterate that I think it would be a good idea to increase the rarity scaling, which I suspect is currently designed to cap at 1/100 (such as with Amy's shard). If something's truly meant to be rare, 1/100 isn't good enough, because it could still be gotten in a few minutes of farming.
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Post by genemag on Jul 13, 2016 3:06:54 GMT -6
Again, I think the problem here may primarily be down to the comparatively long windup of the weapons we are given in the demo, especially if compared to what we get early on in SotN. Alucard's Sword, the Short Sword and Red Rust all have a one-frame windup state on the ground, and all but Red Rust have that windup completely eliminated in the air (although there is a one-frame, no-animation delay). The windups for kick and Iron Sword are many frames - something like 6 for the sword and 5-6 for the kick. There exists the unsettling chance that every weapon in the game will also fail to have the near-instantaneous attack of the weapons in SotN due to this being a design choice. It would be unfortunate, but still preferable, in my opinion, to an enemy getting visibly hit from no physical contact from the weapon. Castlevania's whips certainly never let the player hit an enemy on the first frame of the windup. As far as the perception that SotN has a frontal hitbox on the first attack frame, well, it may seem so, but I went ahead and tested this. Red Rust is an early weapon that doesn't lose its one-frame windup in the air, and it is very definitely possible to pull out that windup by itself before landing. Any enemy in front of Alucard in such a scenario does not get hit. In short, I think that as long as weapons beyond the (pre-castle) galleon end up having, on the whole, the near-nonexistent windup of many SotN weapons, this is nothing of great concern, since weapons whose timing the player must adjust for are part of the traditional formula. It would still, definitely, be good to let the dev team know that we'd expect the Iron Sword's long windup to be more the exception than the rule, in case they were planning to use it as the standard to base future weapons on. I did a screen recording for Miriam's jumping kick and checked it frame by frame. I think I was looking at the wrong part of the problem. The windup/recovery delays are only a minor reason why it feels off. What I have below is one jump-attack cycle with Miriam's kick getting animation-canceled before she can fully extend: The image on the left is how Miriam's collision box looks like to the player based on her on-screen sprite. The image on the right is how Miriam's collision box looks like in the game engine ( I assume it's the collision box that the game engine uses for platforming, based on her trajectory and her animation triggers.) The red box is Miriam's distance from the floor when the animation-cancel triggers. From the player's standpoint, Miriam's kick gets canceled about two to three feet off the ground. But from the game engine's point of view, the kick is canceled only a few inches off the floor. This is why there's this big disconnect between how the player anticipates the jumping kick's behavior versus what happens in the game; visually it looks like it gets canceled way too high/early. The sword's animation cancel feels okay not because it's faster, but because its visual collision box and in-game collision box are the same (her height is the same with a plain jump as when she attacks with the sword). It makes sense for the player since they see the sword getting anim-canceled as Miriam almost touches the ground, as they anticipated. I'd assume that for most hand-held weapons, the animation-cancel for jumping attacks would feel okay. I'm just worried about special ones like boots and the like, where her sprite's dimensions during the attack changes a lot.
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Post by CastleDan on Jul 16, 2016 15:21:50 GMT -6
Really simple criticism.
Can the backdash have a more present sound effect? You can barely hear the current one.
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Post by Yän on Jul 17, 2016 5:17:36 GMT -6
Really simple criticism. Can the backdash have a more present sound effect? You can barely hear the current one. I'll have to disagree with this one: people will chain the backdash a lot because of how fast it is. This means any speedrun is going to sound really annoying if the backdash has a loud sound effect. Not as annoying as "CHARLOTTE! JONATHAN!" but still... I really like how subtle the backdash is right now.
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Post by CastleDan on Jul 17, 2016 7:31:31 GMT -6
Really simple criticism. Can the backdash have a more present sound effect? You can barely hear the current one. I'll have to disagree with this one: people will chain the backdash a lot because of how fast it is. This means any speedrun is going to sound really annoying if the backdash has a loud sound effect. Not as annoying as "CHARLOTTE! JONATHAN!" but still... I really like how subtle the backdash is right now. I'm not asking it to be loud but at times it sounds like there's no sound effect at all which is jarring to me. She's doing a movement and naturally there should be a pretty obvious sound connected to that. Especially in the water when you do it it sounds like you're doing nothing lol
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