Scuttlest
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Post by Scuttlest on Apr 1, 2016 20:49:19 GMT -6
Am I a pervert? When she did that kick, my eyes zeroed in on those boxer shorts she's wearing.
Maybe I just noticed it because I haven't seen any official work that draws any kind of meaningful attention to her undergarments (or maybe I just wasn't paying attention at those times), but still.
Beyond that, I did like what I saw. Wish she had the scarf on her model, but oh well. Maybe next update. I also liked the running animation, seems to be an attempt to have a middle ground between the typical 'girly run' (ex. how Cheria runs in Tales of Graces, as just one of almost countless examples I could give) and a more 'normal' style of running.
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ReySol
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Post by ReySol on Apr 1, 2016 20:52:18 GMT -6
This video made me realize I am not going to want to play as a female character. Hopefully Z a n g e t s u will be my saviour. Anyway it is a cool udate and I love seeing IGA excited and playing As always, the update came during the European night, so I watched it wrote here at 3AM or 4AM, with the plan to continue writing my thoughts in the morning. First of all, I am so happy to see Miriam in motion. It is amazing we get to see how well the development is going. It is a good time to be a fan of IGA. Everything looks amazing, it still has that 2D feel from Igavanias. The speed is fine, I like the jumps, kicks, katana animation and especially seeing IGA in action with the umbrella. What I didn`t like is the sound of her boots, it is too loud and it reminds me of irritating sounds when a woman in high heels walks in the apartment above you or in the hall nearby. At the end of the video I have a feel of the save room and a boss room. I am already imagining everything and can`t wait to see designs of the castle.
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LuckPercentSRL
Critical Striker
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On the forums here and there. Possibly streaming once a blue moon
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Post by LuckPercentSRL on Apr 1, 2016 20:55:24 GMT -6
Anyone else in love with that sword swing animation? Omg such grace <3
Other than that, game looks to be going smoothly so far. Loving all the other animations. I do question the kick though. Not sure why its there, but I mean the animation looks great!
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gunlord500
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Post by gunlord500 on Apr 1, 2016 21:12:44 GMT -6
My my, I'm really impressed. Seriously! It seems like IGA and the team have been paying a LOT of attention to what we've been saying here. Even in such an early build, they've captured a lot of the touches we loved from Symphony of the Night, in 3d as well. The animation for Miriam's turns, the start and end of her jumps, and I especially like what IGA highlighted, the stance for her kick. The katana animation was badass too; there was a little clipping but I'm sure it'll be corrected as time goes on. Excellent progress, I'd say, especially since they're laying the groundwork for the levels!
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Post by Scars Unseen on Apr 1, 2016 21:18:06 GMT -6
I just woke up, and I have to leave for work, so no in depth comments from me until later, but initial reaction: fantastic!
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Post by EliteLonewolf76 on Apr 1, 2016 21:25:31 GMT -6
Everything is looking great. The only thing that I can criticize at the moment is the stance she is in when falling. I feel her head is to far forward, the contrast from standing and falling seems a little awkward. Other then that this is a huge update. Thank you very much.
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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 1, 2016 21:25:44 GMT -6
The hud does look really nice, it has this sort of vial feel to the hp bar, some flourish to it with the flowers, gold trim, and moon, wonder if the bust of Goofball would change depending on status or story, and i really love the silver filligree around the map ^_^
Miriams kick seems to be mapped to □, so that may be an unarmed attack which is really nice because it gives it a bit more range than a punch and might even hint to different 'styles' of punch and kick weapons being a thing, and i like how she balances herself when she kicks and takes a good stance when she strikes, and the emissions off her back crystal, and the iaido strike is in with a really neat 'sheathing' motion, and so much right with this \^_^/
I wonder if they went with a bit of a 'hand on ledge' look to the drop where she rotates a little toward the camera and ducks a frame before dropping or had it look like she rolls sideways off instead of drops straight through that might alleviate the oddness some people are having with the visual of her dropping through platforms, but it doesnt bother me since it does replicate spritework like others have mentioned
as for the vertical transitions i think thats a frame of reference thing, you are focusing solely on Goofball because you lack all the extra data to process when entering a new area like enemy placement, breakable objects, platforms, the background, the foreground, and music, as more things get added i think that oddness will fade
Ill probably add more stuff later, but im really impressed with what weve seen and love that were getting to see the dev steps that go into creating a stage that isnt a half second flash in a timelapse vid
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Maker
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Post by Maker on Apr 1, 2016 22:17:00 GMT -6
I think the "slow" people are seeing isn't really slow movement, its the animation that goes strait into her basic forward movement and having very little animation to her turning or transitioning. Think SotN Alucard beginning to run forward was a lengthy animation and his turns were equally as animated over time not just in short efficient order. If they can manage it, I'd like to see that for all the cast, not just Miriam. I get it's certainly not mandatory or anything but the way she seems to move right now reminds me a lot of megaman games rather than the Castlevania games I'm used to. Then again, It could just be that super smooth animation I'm not used to.
Either way this is super good info and I LOVE the fact her kick animation ends in an actual combat stance. Detail done proper.
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Post by crocodile on Apr 1, 2016 22:52:48 GMT -6
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Post by aquaraider11 on Apr 2, 2016 1:45:52 GMT -6
The look at gameplay footage was a good surprise. I didn't expect the game to be that far along. I did, and i would have been worried if it was not, as every game needs minimum viable product before expanding, and that is just that. Its just rare that developer shows it to as wide audience as player base, but that they do it is good thing because the more users look at it the faster and more efficiently worst bugs ETC get noted and fixed.
So Thanks for showing us that.
Also my comments on video.
1. i would appreciate if the scarf would be optional in options.
2. Kick is too slow, as someone mentioned already.
3. Skirt (This needs lots of work.) - Dat clipping tho - It needs way more bones, or way more space to move (depending if you did it with bones or physx) - also it needs to be more flexible. - also it needs to be able to contract and stretch so it does not get that plastic collar deformation effect. - also skirt should have more weight so it does not float 2 inches from thigh when in kick position
4. jumping and falling, At the moment, if i m not mistaken jump up speed = fall speed, i don't know if that's necessarily bad but what i expect others to feel as "floating" is that falling animation, witch is basically floating animation, suspend character in air, and play that animation and you got perfect magical floating animation (medusa head maybe)
5. When dropping down platforms, character probably should extend it self under the platform instead of standing up and platform loosing solidness, thus causing effect of sneaking to drop of platform instead of touching the floor to make it non solid, then standing up and just falling (so in short move character to extend downwards when dropping from platform instead of upwards)
Also for someone that wondered if animations where hand made... I don't know, BUT its 50% change to ether one, as in UE4 animations are REALLY EASY to motion capture, probably even easier than to hand craft them, through i have not done ether so i really don't know witch is easier, (watch some Epics videos about it).
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JoJo
Most Bizarre Adventurer
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[TI1] I'm Fabulous!!
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Post by JoJo on Apr 2, 2016 2:33:38 GMT -6
With the animation out of the way, I wonder if they can transition from the 2D to 3D-cutscene with the in-game engine? that will be so cool
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Kaius
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[TI2]My heart is blood, my blood is glass, my soul is frozen.
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Post by Kaius on Apr 2, 2016 2:39:54 GMT -6
- I wanna say she looks slow but I can't tell if its because she's actually slow or just because I'm too used to maximizing movement in these games and watching speed runs.
- I can also see why they added those ribbons. She looks a bit "off" without some flowing garment.
- So I know they said that they didn't have the ribbons here but how come? Was this done before the model mockup from last update was created? Or were they just taken off the model for some adjustments?
- Interesting that the background and layouts are all orthogonal in projection but since these aren't final at all who knows what that might mean moving forward
Don't you think Miriam will look faster when they will add ribbons to the motion ? I think we should wait and see but I agree with you. It looks like a peaceful jog at the moment, though I think we'll be able to get speed boost with equipment or magic, or it can still change withing the devlopment anyway. - - - - Thank you everyone for the update ! I watched IGA slashing his umbrella like ten times... ha ! ha ! Such a cool move ! I really like the kick too as much as her pose then. I don't think it will be used for heavy combat purpose like Beowulf in DMC but more like a push attack, or a combo starter, I dunno... Otherwise, the motions looks really great ! It feels like an IGAvania for sure ! I like the tackle to get through the passage, good dynamic. The area switch is great too, going well with the 2.5D to make a good classic Castlevania game. About the interface, I like the mini-map ! What annoys me in SOTN is that you had to go to the menu each time to watch map. Now you can have a real time plan but like before, it should be uncovered at first. I like the health / magic bars and portrait too. I would rather see them even more in the corners but that's not really the purpose of the video anyway ! It's really awesome IGA gives us a preview on the grid map ! It's always fantastic to see how much they care about the community and I can't wait to see how far we can go. Also, I'm super hyped to see what vines people will do !
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Post by Malek Deneith on Apr 2, 2016 2:43:44 GMT -6
That slide. Small thing but for whatever reason seeing this classic Castlevania move almost made me squee. I'm glad to see Miriam in motion and it looks great. However is it just me or does it look a tad bit weird when she drops through platforms? I'm not sure exactly what it is but maybe it's due to her staying in the air for a sec before actually falling. Perhaps it's the fact that at the moment she seems to phase through the platforms on the way up or down? It kind of bugged me but I guess that'll change later on. *snip vids* It can't only be me thinking this right? So that's what the kick reminded me of. Damn, now I wish DMC3 had a PS4 port.
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Post by CastleDan on Apr 2, 2016 4:45:47 GMT -6
The look at gameplay footage was a good surprise. I didn't expect the game to be that far along. I did, and i would have been worried if it was not, as every game needs minimum viable product before expanding, and that is just that. Its just rare that developer shows it to as wide audience as player base, but that they do it is good thing because the more users look at it the faster and more efficiently worst bugs ETC get noted and fixed.
So Thanks for showing us that.
Also my comments on video.
1. i would appreciate if the scarf would be optional in options.
2. Kick is too slow, as someone mentioned already.
3. Skirt (This needs lots of work.) - Dat clipping tho - It needs way more bones, or way more space to move (depending if you did it with bones or physx) - also it needs to be more flexible. - also it needs to be able to contract and stretch so it does not get that plastic collar deformation effect. - also skirt should have more weight so it does not float 2 inches from thigh when in kick position
4. jumping and falling, At the moment, if i m not mistaken jump up speed = fall speed, i don't know if that's necessarily bad but what i expect others to feel as "floating" is that falling animation, witch is basically floating animation, suspend character in air, and play that animation and you got perfect magical floating animation (medusa head maybe)
5. When dropping down platforms, character probably should extend it self under the platform instead of standing up and platform loosing solidness, thus causing effect of sneaking to drop of platform instead of touching the floor to make it non solid, then standing up and just falling (so in short move character to extend downwards when dropping from platform instead of upwards)
Also for someone that wondered if animations where hand made... I don't know, BUT its 50% change to ether one, as in UE4 animations are REALLY EASY to motion capture, probably even easier than to hand craft them, through i have not done ether so i really don't know witch is easier, (watch some Epics videos about it).
Jeez, you have quite the list. The ribbons are detatchable in the game so you shouldn't be worried there but I'm surprised a person wouldn't want it because she looks kinda weird without a flowing garment and the ribbons look pretty cool.
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Dengojin
Wild Rose
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Post by Dengojin on Apr 2, 2016 4:58:44 GMT -6
Everything looks so good! really. some stuff really needs some tweaking though :
- the kick : they really need to make it look like a hit, not a leg shaking or something, make it faster and add some effect to it and that's it for the kick
- the skirt : what the guy has already mentioned above
other than that. everything looks really impressive! also, is it me or "Cursed Orphan" sounds slightly different in this video ?
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Post by Scars Unseen on Apr 2, 2016 5:24:06 GMT -6
So... off of work, and I've had a chance to take a closer look at the video. Still love it over all. Reading some of the comments, here is my feedback: - Running: I think the speed is perfect. I could see it adjusted maybe just a tiny bit faster, but I don't think Miriam needs it. Castlevania has always been more about positioning than momentum, and a faster movement speed would make it more difficult to stop just outside of an attack's range. Save the speed for traversal techniques like sliding and back dash.
- Jumping: The way Miriam looks down when she falls is a bit different from what we saw in the Castlevanias. I don't know if I'd call that a negative per se; after all, I'd want to see where I was falling too. If I was to criticize, I'd say that when you aren't falling a long distance, it kind of looks like she's bobbing her head. Easiest compromise I can think of would be to delay her leaning animation so that it only comes into effect when she's actually dropping a significant distance.
- The Kick: I can see where people are coming from saying that it's too slow, but I don't think that's really the problem. The problem is that it lacks impact. Speeding up the animation wouldn't fix that. What would fix it is to selectively speed up the part of the animation where she extends from the crooked knee to full extension, leaving the rest of the animation at the original speed. It would give the kick more of a snap, and I feel that would be much more visually satisfying.
Keep up the good work guys; you're doing great!
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Redogan
Monster-Hunting Igavaniac
Fifty Storms
[TI0] Game On!
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Post by Redogan on Apr 2, 2016 8:09:40 GMT -6
I'm very impressed with everything in that video. My only hope is that the backgrounds, when added, give the game more of a 2.5D feel. The grid is supposed to be 2D so they can do enemy placement and whatnot. I just don't want the final product to feel THAT 2D. I want the depth of field from the background with the blood fountain.
Amazing work, IGA and team! Dat Umbrella/katana.....
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Post by aquaraider11 on Apr 2, 2016 8:12:49 GMT -6
I did, and i would have been worried if it was not, as every game needs minimum viable product before expanding, and that is just that. Its just rare that developer shows it to as wide audience as player base, but that they do it is good thing because the more users look at it the faster and more efficiently worst bugs ETC get noted and fixed.
So Thanks for showing us that.
Also my comments on video.
1. i would appreciate if the scarf would be optional in options.
2. Kick is too slow, as someone mentioned already.
3. Skirt (This needs lots of work.) - Dat clipping tho - It needs way more bones, or way more space to move (depending if you did it with bones or physx) - also it needs to be more flexible. - also it needs to be able to contract and stretch so it does not get that plastic collar deformation effect. - also skirt should have more weight so it does not float 2 inches from thigh when in kick position
4. jumping and falling, At the moment, if i m not mistaken jump up speed = fall speed, i don't know if that's necessarily bad but what i expect others to feel as "floating" is that falling animation, witch is basically floating animation, suspend character in air, and play that animation and you got perfect magical floating animation (medusa head maybe)
5. When dropping down platforms, character probably should extend it self under the platform instead of standing up and platform loosing solidness, thus causing effect of sneaking to drop of platform instead of touching the floor to make it non solid, then standing up and just falling (so in short move character to extend downwards when dropping from platform instead of upwards)
Also for someone that wondered if animations where hand made... I don't know, BUT its 50% change to ether one, as in UE4 animations are REALLY EASY to motion capture, probably even easier than to hand craft them, through i have not done ether so i really don't know witch is easier, (watch some Epics videos about it).
Jeez, you have quite the list. The ribbons are detatchable in the game so you shouldn't be worried there but I'm surprised a person wouldn't want it because she looks kinda weird without a flowing garment and the ribbons look pretty cool. Sorry, just trying to be helpful and pointing out problems and possible solutions i notice, also i never post just "i don't like this" without reason, or at least possible solution, because that would not be helpful for developers.
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thrashinuva
Master Alchemist
[TI2] I'm interested in this.
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Post by thrashinuva on Apr 2, 2016 8:51:01 GMT -6
Nah I'm cool with everything I saw.
I think the kick will feel better once there is a sound effect attached to it, including Miriam's battle grunts. The slide felt perfect. The jump looks like it could transition into a double jump quite nicely, which would be a nice special ability to unlock later on in the game. Her animation when she falls down makes it feel like she's preparing for the fall, which makes sense. I don't think her jog is very slow, there's not any background to look at so I think people aren't thinking about what the big picture will look like in the end, this could be tweaked later on I feel. Fancy kicks WOULD feel nice, but for a basic unarmed Miriam I think a regular kick makes sense, maybe more ability unlocks?
The only thing that bothers me is that Miriam drawing her sword doesn't look as cool as Iga drawing his umbrella.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on Apr 2, 2016 9:20:09 GMT -6
Mmhm, having a bit of a swoosh or snap to the end could give it more perceived power and speed, and a bit of a dusty cloud coming off her boot would give a good indicator of force transfer, but thats something that can be fleshed out down the line, maybe one of her hth weapons could be an homage to bruce lees one inch punch?
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