Rixuel
Loyal Familiar
[TI0] Adventurer/Gamer. Only believe what make sense.
Posts: 397
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Mar 29, 2021 10:42:00 GMT -6
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Rixuel
[TI0] Adventurer/Gamer. Only believe what make sense.
397
Jun 14, 2015 13:10:11 GMT -6
June 2015
rixuel
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Post by Rixuel on Jul 7, 2016 19:35:41 GMT -6
Well as long as it makes everyone happy, I'm with that suggestion for sure.
Btw, about the cyan colors on Miriam, I think it looks good somehow. It's like an alternative of the aura in castlevania lol
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itaygerson
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Nov 21, 2024 17:27:01 GMT -6
itaygerson
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January 1970
GUEST
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Post by itaygerson on Jul 8, 2016 21:48:16 GMT -6
while creating selectable shaders i know is impossible. i do believe the cornet shader requiter much more work. the black border line does not look great, i even dare to say the boss looks bad. removing those black border will look better i think. does anyone wants to create a mod that does so? this might have a surprising results.
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LeoLeWolferoux
Wielder of Emptiness
Fifty Storms
[TI0] ...an intellectual with no room for feelings...
Posts: 673
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Wielder of Emptiness
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Jun 8, 2024 22:55:53 GMT -6
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LeoLeWolferoux
[TI0] ...an intellectual with no room for feelings...
673
Jun 25, 2016 1:34:49 GMT -6
June 2016
leolewolferoux
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Post by LeoLeWolferoux on Jul 8, 2016 22:33:27 GMT -6
while creating selectable shaders i know is impossible. i do believe the cornet shader requiter much more work. the black border line does not look great, i even dare to say the boss looks bad. removing those black border will look better i think. does anyone wants to create a mod that does so? this might have a surprising results. I totally agree, the art of the boss threw me off too. Along with the art of the Buer, it looks...2D in a 3D landscape...wtf lol
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estebant
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Post by estebant on Jul 9, 2016 0:11:45 GMT -6
while creating selectable shaders i know is impossible. i do believe the cornet shader requiter much more work. the black border line does not look great, i even dare to say the boss looks bad. removing those black border will look better i think. does anyone wants to create a mod that does so? this might have a surprising results. I totally agree, the art of the boos threw me off too. Along with the art of the Buer, it's...2D in a 3D landscape...wtf lol You could say it's almost... 2.5D
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LeoLeWolferoux
Wielder of Emptiness
Fifty Storms
[TI0] ...an intellectual with no room for feelings...
Posts: 673
inherit
Wielder of Emptiness
1573
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Jun 8, 2024 22:55:53 GMT -6
438
LeoLeWolferoux
[TI0] ...an intellectual with no room for feelings...
673
Jun 25, 2016 1:34:49 GMT -6
June 2016
leolewolferoux
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Post by LeoLeWolferoux on Jul 9, 2016 0:31:57 GMT -6
I totally agree, the art of the boos threw me off too. Along with the art of the Buer, it's...2D in a 3D landscape...wtf lol You could say it's almost... 2.5D omfg I know but the other enemies are 3D LOL Don't be rude ahaha
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fatihG
Devil Forgemaster
Fifty Storms
I am the morning sun, come to vanquish this horrible night!
Posts: 313
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Devil Forgemaster
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May 26, 2021 21:25:49 GMT -6
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fatihG
I am the morning sun, come to vanquish this horrible night!
313
Jun 9, 2016 17:36:43 GMT -6
June 2016
fatihg
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Post by fatihG on Jul 20, 2016 17:24:58 GMT -6
You could say it's almost... 2.5D omfg I know but the other enemies are 3D LOL Don't be rude ahaha Buer is actually a 3d model. In fact I was suprized at how much depth it had when I checked out the model. It basically consist of 2 elements. The "ring like" legs and the "floating" head.
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LeoLeWolferoux
Wielder of Emptiness
Fifty Storms
[TI0] ...an intellectual with no room for feelings...
Posts: 673
inherit
Wielder of Emptiness
1573
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Jun 8, 2024 22:55:53 GMT -6
438
LeoLeWolferoux
[TI0] ...an intellectual with no room for feelings...
673
Jun 25, 2016 1:34:49 GMT -6
June 2016
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Post by LeoLeWolferoux on Jul 20, 2016 22:12:31 GMT -6
omfg I know but the other enemies are 3D LOL Don't be rude ahaha Buer is actually a 3d model. In fact I was suprized at how much depth it had when I checked out the model. It basically consist of 2 elements. The "ring like" legs and the "floating" head. Hmmm. Interesting. It doesn't look very 3D in the game play. Maybe I just can't see it; usually keep my screen at a low brightness. I'll hafta have another gander at it. :p
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giwagiwa
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Nov 30, 2015 0:07:38 GMT -6
November 2015
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Post by giwagiwa on Jul 21, 2016 20:41:20 GMT -6
dareka's post really nails it. This is not a switch the devs can flip. This simply isn't true. You can swap out .vert and .frag shader programs as well as textures on the fly, and in fact they're doing that now in order to get different shaders working for the characters and background. And the whole point about the game "crashing" is overstated. From a purely technical standpoint, it's not a big deal. It's more of a question of artistic decision. If you adjust shaders, you'll tend to want to adjust several different textures as well to match with the look of the shader, including textures most people not involved in game development have ever heard of: normal maps, bump maps, etc. It takes a lot of time to create new textures, and it doesn't come with that great a benefit other than pleasing a few people.
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genemag
New Blood
working, 3D Animation/TD
Posts: 22
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1399
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Jun 29, 2018 20:45:20 GMT -6
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genemag
working, 3D Animation/TD
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Jun 22, 2016 23:57:10 GMT -6
June 2016
genemag
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Post by genemag on Jul 22, 2016 0:29:07 GMT -6
Turning a switch is a bit of a semantics argument... But yes, adding multiple shaders to the game adds WAY TOO MUCH WORK for everyone.
Texture artists have to paint multiple versions for each character. Shader artists have to tweak the shader to match the texture for each character. Art leads have to QC each shader style to make sure they look good, and that they're consistent. Revision time spent for every tweak that has to be done for each character (artists waiting for feedback, time to read and interpret feedback, time to load character models, paint new textures, save texture files, send message to art lead to check revisions, etc.) They also have to make sure that the textures are actually assigned to the correct shader set. Not to mention the number of texture atlases you have to stick into the game's installer, which adds up very quickly.
So to have just two shader variants, you already doubled the workload for each person concerned. And how many characters are there in the game? How many enemies? How many projectiles? Weapon VFX? Creature VFX?
Long story short, needs too much time, needs too much work, needs too many in-game resources.
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Olrox
New Blood
IGA Take my energyつ ◕_◕ ༽つ
Posts: 89
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Jun 20, 2019 7:42:51 GMT -6
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Olrox
IGA Take my energyつ ◕_◕ ༽つ
89
Jul 11, 2015 11:24:24 GMT -6
July 2015
olrok
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Post by Olrox on Jul 23, 2016 12:55:30 GMT -6
Turning a switch is a bit of a semantics argument... But yes, adding multiple shaders to the game adds WAY TOO MUCH WORK for everyone. Texture artists have to paint multiple versions for each character. Shader artists have to tweak the shader to match the texture for each character. Art leads have to QC each shader style to make sure they look good, and that they're consistent. Revision time spent for every tweak that has to be done for each character (artists waiting for feedback, time to read and interpret feedback, time to load character models, paint new textures, save texture files, send message to art lead to check revisions, etc.) They also have to make sure that the textures are actually assigned to the correct shader set. Not to mention the number of texture atlases you have to stick into the game's installer, which adds up very quickly. So to have just two shader variants, you already doubled the workload for each person concerned. And how many characters are there in the game? How many enemies? How many projectiles? Weapon VFX? Creature VFX? Long story short, needs too much time, needs too much work, needs too many in-game resources. Completely agree here, Better for artists and programmers to focus on polishing the game with the current shaders than splitting their efforts on just a secondary function that quite frankly most of use would never use because we as a comunity already voted on which shaders we think look best. Perhaps in the future mods could help out tunning the shaders, but for now let's not give IGA's already loaded team more work than needed.
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Torabi
New Blood
[TI0]
Posts: 29
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Jul 11, 2022 23:06:58 GMT -6
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Torabi
[TI0]
29
Mar 5, 2016 6:00:41 GMT -6
March 2016
torabi
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Post by Torabi on Jul 27, 2016 13:44:16 GMT -6
In response to the idea that alternate shaders can't be included because they'd either look bad with the existing assets, or would require too much time/effort/money: If someone's using an alternate shader because they think the default one looks bad, I think they're going to be more willing to put up with the alternate not looking perfect, as long as it addresses their problems with the default. There's a considerable community of PC gamers devoted to texture and shader replacement. Consider tools like ReShade and SweetFX. I've never felt the need to use something like that before, but I'll certainly be thinking about it for Bloodstained, and hope that the shader community takes an interest in it.
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genemag
New Blood
working, 3D Animation/TD
Posts: 22
inherit
1399
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Jun 29, 2018 20:45:20 GMT -6
39
genemag
working, 3D Animation/TD
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Jun 22, 2016 23:57:10 GMT -6
June 2016
genemag
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Post by genemag on Jul 27, 2016 17:56:46 GMT -6
In response to the idea that alternate shaders can't be included because they'd either look bad with the existing assets, or would require too much time/effort/money: If someone's using an alternate shader because they think the default one looks bad, I think they're going to be more willing to put up with the alternate not looking perfect, as long as it addresses their problems with the default. There's a considerable community of PC gamers devoted to texture and shader replacement. Consider tools like ReShade and SweetFX. I've never felt the need to use something like that before, but I'll certainly be thinking about it for Bloodstained, and hope that the shader community takes an interest in it. Yeah, if there's a way to open up shading/texturing for mods without taking too much resources from the dev team, I'm totally okay with that.
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LeoLeWolferoux
Wielder of Emptiness
Fifty Storms
[TI0] ...an intellectual with no room for feelings...
Posts: 673
inherit
Wielder of Emptiness
1573
0
Jun 8, 2024 22:55:53 GMT -6
438
LeoLeWolferoux
[TI0] ...an intellectual with no room for feelings...
673
Jun 25, 2016 1:34:49 GMT -6
June 2016
leolewolferoux
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Post by LeoLeWolferoux on Jul 27, 2016 18:24:59 GMT -6
In response to the idea that alternate shaders can't be included because they'd either look bad with the existing assets, or would require too much time/effort/money: If someone's using an alternate shader because they think the default one looks bad, I think they're going to be more willing to put up with the alternate not looking perfect, as long as it addresses their problems with the default. There's a considerable community of PC gamers devoted to texture and shader replacement. Consider tools like ReShade and SweetFX. I've never felt the need to use something like that before, but I'll certainly be thinking about it for Bloodstained, and hope that the shader community takes an interest in it. Yeah, if there's a way to open up shading/texturing for mods without taking too much resources from the dev team, I'm totally okay with that. Same. But I can see this causing a lot of debate, since you would essentially need a copy of every game asset, but in a different shaded option. I mean, on paper, it would seem to take a large chunk of time, if not doubling the amount of total work for the devs. :3
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