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Post by Dengojin on Apr 5, 2016 11:07:40 GMT -6
My hobby is making combo videos on youtube, and I became very good at it. but no for combos in bloodstained xD
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Post by Fangamer Steve on Apr 5, 2016 13:08:47 GMT -6
Hey folks, the latest video's frame rate was scaled down to 29.97 fps in order to match the footage of IGA talking/swinging the umbrella. For reference, here's a full fps .gif of the kick animation: (your computer/phone may not play it at max speed unless it has a very fast processor) Also here's the Katana animation as well:
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Post by Fangamer Steve on Apr 5, 2016 13:19:08 GMT -6
No, that has no correlation to this; this is the same video recording with a higher frame rate playback.
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Dengojin
Wild Rose
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Post by Dengojin on Apr 5, 2016 13:53:43 GMT -6
Hey folks, the latest video's frame rate was scaled down to 29.97 fps in order to match the footage of IGA talking/swinging the umbrella. For reference, here's a full fps .gif of the kick animation: (your computer/phone may not play it at max speed unless it has a very fast processor) Also here's the Katana animation as well: Yeah looks better on 60 fps !
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Redogan
Monster-Hunting Igavaniac
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Post by Redogan on Apr 5, 2016 13:59:04 GMT -6
I noticed on the katana swing clip that the weapon does not have an arc trail. Will there be weapon trails (i.e. the curved arc you get when you swing the Crissaegrim in SotN) eventually? I know in the early clip of IGA playing around with Miriam hitting the floating eyeballs, there were weapon path arcs. I just assumed they would be in. Maybe the weapon path arc isn't in the katana clip to better show the movement of the swing?
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Post by CastleDan on Apr 5, 2016 14:41:09 GMT -6
I noticed on the katana swing clip that the weapon does not have an arc trail. Will there be weapon trails (i.e. the curved arc you get when you swing the Crissaegrim in SotN) eventually? I know in the early clip of IGA playing around with Miriam hitting the floating eyeballs, there were weapon path arcs. I just assumed they would be in. Maybe the weapon path arc isn't in the katana clip to better show the movement of the swing? Yeah, I hope that's still in it. It's a nice little visual that helps the sword have a bit more visual flair.
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ChucklesTheJester
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Post by ChucklesTheJester on Apr 5, 2016 15:21:41 GMT -6
I noticed on the katana swing clip that the weapon does not have an arc trail. Will there be weapon trails (i.e. the curved arc you get when you swing the Crissaegrim in SotN) eventually? I know in the early clip of IGA playing around with Miriam hitting the floating eyeballs, there were weapon path arcs. I just assumed they would be in. Maybe the weapon path arc isn't in the katana clip to better show the movement of the swing? It's unfinished, so I wasn't expecting there to be a weapon trail. Even if they were present at an earlier point in development, stuff like that's going to have to be remade for new weapons and updated when there are changes to the graphics. It's pretty complicated stuff all things considered.
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lai
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Post by lai on Apr 5, 2016 16:19:03 GMT -6
Hey folks, the latest video's frame rate was scaled down to 29.97 fps in order to match the footage of IGA talking/swinging the umbrella. For reference, here's a full fps .gif of the kick animation: Hmm the kick still feels a bit weak. I think the issue is that it doesn't snap like a real kick should. The entire animation seems to be at a constant speed when the beginning should be slower and the motion of the leg extending and retracting should be faster. It also hangs a bit when her leg is fully extended which shouldn't be happening (and is actually harder to do than the actual kick at times), reducing the length of the full extension animation by about 2-5 frames and it should look better.
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Post by crocodile on Apr 5, 2016 18:13:39 GMT -6
Maybe its just my eyes but the thigh of the leg Miriam uses to kick looks a bit curved when it should be straight. It seems a bit similar to that weird leg from back in the game assets/shader screenshots back from the November kickstarter update.
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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 5, 2016 18:45:39 GMT -6
sweet, the katana animation gets off a feeling of power and speed right off the bat, and the move to guard before going back to ready is a nice touch you rarely see in combat animations, i do notice she slowly brings the weapon back down to her hip after moving to ready and that iga did that as well, im curious, is that part of the form or something iga did that was really cool and carried over, either way its one of those details that i really like and hope stays in some fashion, the only gameplay issue i have with the extended part of the guard to ready is if that is a hard cooldown and a single swing takes that long people may not use it unless its absurdly powerful to make up for the long reset (or can jumpcancel it), but since the kick has an animation cycle where miriam has a pose she goes into between the kick and her default stand and you can still kick fairly quickly i have the feeling the katana has something similar on the table and we got to see the full animation cycle because epicness and it syncs with iga doing the full motion ^_^ as for the kick, the 60fps does make it a little more forceful and smooths out the jerkiness in the ks vid, especially on the intitial kick, the second kick seems a tad slower but still has some power to it, also its not as obvious in the gif but i love that she actually wobbles a bit in that ready stance and bends her knee to keep herself balanced on top of her leaning back and extending her arm during the kick itself, its a very impressive kick, there is one frame at the full extension where shes hovering off the ground but thats a minor nitpick and it took viewing it in hd for me to finally notice it ^_^ crocodile if youre talking about her thigh on the full extension its the shader, it makes the white cuff on her boots blend into her leg and makes it look like theres a huge cutout in her outer thigh by her knee
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Post by crocodile on Apr 5, 2016 19:02:06 GMT -6
Astaroth I'm talking about when her leg is retracted and she's in crane position not during full extension. It also makes the proximal thigh look unusually raised?
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Astaroth
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Post by Astaroth on Apr 5, 2016 19:14:47 GMT -6
crocodile i see what you mean now, her cuff is clipping through the back of her thigh, i was too busy oohing over the other leg in that pose >P Mana neat, good to know about the kick, im interested to see what the updated one will look like ^_^
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Mana
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Post by Mana on Apr 5, 2016 19:22:11 GMT -6
Fangamer Steve Thanks for the higher fps version!! Also, I just got into office this morning and heard some updated news. When we received an email from Inti Creates regarding the kick motion, we heard that there was a problem with the kick speed inside the game that we missed during the check. Our game director says, "Damn, the fans were right. They have better eyes than us." Haha! Thanks everyone. This will definitely be adjusted when we make the rest of Miriam's attack motions.
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Post by samuraifoochs on Apr 5, 2016 19:22:29 GMT -6
With regards to combos, all I can say is please pleeease have most weapons have say, 3 or 4 chainable strikes. I love SOTN with all my soul but my replay is teaching me that the combat would feel much more satisfying if it wasn't just "slash, wait, slash, wait". Current technology obviously allows such things, and I think it would make the combat more satisfying, smoother, AND look cooler! It's one thing if it's like, a gigantic hammer or something, but I feel most weapons should have strings of attacks.
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Post by crocodile on Apr 5, 2016 22:46:05 GMT -6
With regards to combos, all I can say is please pleeease have most weapons have say, 3 or 4 chainable strikes. I love SOTN with all my soul but my replay is teaching me that the combat would feel much more satisfying if it wasn't just "slash, wait, slash, wait". Current technology obviously allows such things, and I think it would make the combat more satisfying, smoother, AND look cooler! It's one thing if it's like, a gigantic hammer or something, but I feel most weapons should have strings of attacks. That sounds somewhat similar to the combat the God of War games or Lords of Shadows games utilized. That's not a good thing in my opinion. Not that I'm opposed to chainable attacks on principle or anything or that it can't be well done. I just don't want to be kind of stuck in place being committed to do chains to inflict any real damage - especially as a default or the majority of combat as you propose. I prefer the speed and snappiness of standard Igavania combat to stuff in the Lords of Shadows series. The combat of say games like Devil May Cry or Bayonetta is aces but this isn't the sort of game that wants/should/is even able to emulate that sort of combat in a lateral, side-scrolling game.
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Post by CastleDan on Apr 5, 2016 23:18:56 GMT -6
With regards to combos, all I can say is please pleeease have most weapons have say, 3 or 4 chainable strikes. I love SOTN with all my soul but my replay is teaching me that the combat would feel much more satisfying if it wasn't just "slash, wait, slash, wait". Current technology obviously allows such things, and I think it would make the combat more satisfying, smoother, AND look cooler! It's one thing if it's like, a gigantic hammer or something, but I feel most weapons should have strings of attacks. That sounds somewhat similar to the combat the God of War games or Lords of Shadows games utilized. That's not a good thing in my opinion. Not that I'm opposed to chainable attacks on principle or anything or that it can't be well done. I just don't want to be kind of stuck in place being committed to do chains to inflict any real damage - especially as a default or the majority of combat as you propose. I prefer the speed and snappiness of standard Igavania combat to stuff in the Lords of Shadows series. The combat of say games like Devil May Cry or Bayonetta is aces but this isn't the sort of game that wants/should/is even able to emulate that sort of combat in a lateral, side-scrolling game. With crocodile in this. I'm all for new ideas but not if it'd change the very feel of what makes igavania games igavania games. Going to a combo type system changes the very pacing and feel of the game into something it's not.
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Astaroth
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Post by Astaroth on Apr 5, 2016 23:48:19 GMT -6
animation strings very yes since that is primarily the team coming up with cool ideas that are extra polish and detail
combo trees or combo chains that change the properties of the attack not so much since igas style of combat has never revolved around stunlocking enemies so you can get those big endchain hits in, and word of iga is he wants to stay with the more mobile style of combat hes known for, so any possible 'combo chain' type stuff will likely come from experimenting using the magic and >possibly< dual wielding as opposed to static combo systems (which i actually think is a much more varied and robust system since you get to choose when you put in your heavy hits or your quick jabs or your area attacks)
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Post by nekurors on Apr 6, 2016 2:43:19 GMT -6
With regards to combos, all I can say is please pleeease have most weapons have say, 3 or 4 chainable strikes. I love SOTN with all my soul but my replay is teaching me that the combat would feel much more satisfying if it wasn't just "slash, wait, slash, wait". Current technology obviously allows such things, and I think it would make the combat more satisfying, smoother, AND look cooler! It's one thing if it's like, a gigantic hammer or something, but I feel most weapons should have strings of attacks. Sorry i am with the others, this could change the feels of how a igavania should work, not that it couldn't be good or even better, but i can't see it working properly on an igavania yet so it seems too risky to do. However this could be added as a special attack from certain weapons costing a certain ammount of mana to cast and maybe a drawback in the end of the chain attacks like a cooldown animation leting you exposed to attackes before you can hit again.
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JoJo
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Post by JoJo on Apr 6, 2016 5:27:38 GMT -6
So combos is not an option at all? even the animation?
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thrashinuva
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Post by thrashinuva on Apr 6, 2016 5:49:16 GMT -6
So combos is not an option at all? even the animation? I don't want complex input combos, I'm cool with the actual attacks themselves.
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