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Post by thrashinuva on Jun 29, 2018 21:29:13 GMT -6
This is mostly only an issue while equipping a gun, due to the desire to be frugal with ammo.
I would love to have the ability to switch weapons on the fly, but something like having a separate slot for guns would also work, and you could maybe shoot with R1 instead of the regular attack button.
My greatest desire however would be the SotN style of equipping two weapons which are activated by two different attack buttons.
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thrashinuva
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Post by thrashinuva on Jun 29, 2018 8:06:11 GMT -6
It's a valid criticism to have, but don't just sit there whining when there are perfectly available solutions to your problems. You're not doing anyone any favors.
Say you're unhappy with it. Tell them you expect better in the future. Move on, and if you absolutely need to play the demo then try one if the many solutions that can work for you.
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thrashinuva
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Post by thrashinuva on Jun 28, 2018 22:45:04 GMT -6
The demo is configured only for controllers. The keyboard commands weren't meant to be in this demo. The final version of the game will have keyboard support. Alright, seeing as this is the case, I had to register to ask one teeny tiny little question: What in the everloving fuck is wrong with all of you. Seriously, guys, it's on PC. PC controls should be standard, available, or at the very least keybindable into the backer demo. We've paid $60+. We've waited years for the project to get this far. You've got the controls programmed- hell half the binds are there already. Why the hell are only half there, why isn't there a keybind option for people without controllers, why are controllers straight up required without notifying ANYBODY ahead of time? You have a demographic here that does not own controllers and can NOT play the demo for more than 5 minutes under the best circumstances because of this decision, and there is literally no reason for it. All you need to do to fix it is add in literally 6 more keyboard keybinds and tell us what they all are- it's literally that easy, but you're saying you're not even going to do that? It's not hard, it doesn't take long, why would you refuse to do it? Hell, you can even bundle in a tiny update with a fix for the crate pushing problem I keep hearing about on the Steam discussions. It wouldn't even take that much time or work, why would you screw over a good chunk of the people who have already put the time and money investing in this?
I'm somewhat positive this is likely an oversight made because of different keys being on Japanese keyboards.
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thrashinuva
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Post by thrashinuva on Jun 28, 2018 22:20:13 GMT -6
You can also use vjoy. www.headsoft.com.au/index.php?category=vjoyMap keys to controller buttons. Make sure to map buttons in steam big picture mode. Steam is picky and will require you to map most of the buttons, so you may have to temporarily assign many of the buttons to keys in vjoy. It doesn't matter which keys you use or which buttons. Just make sure you have keys set for: Primary Action (needed for menu confirmations) Go back (needed for menu cancellations) (might be wrong on this one) Tertiary Action (needed for basic abilities) Left Shoulder (needed for back step) Right Trigger (needed for aimed abilities) Back (needed for map) (might be wrong on this one) And make sure these keys are not: wasd (movement) arrow keys (aiming / scroll down through menus) space bar (jump) enter key (attack) escape key (basic escape key functions) page up (scroll up through menus) Everything else is free reign. You also can't cycle left and right in the save menu, but I don't know the keys you'd need for that, but it isn't very pressing. Leave everything else in vjoy set to "none", and click the "enabled" box. You'll be able to use the default keyboard controls with few gamepad controls you assigned to specific keys. Set it off enabled whenever you want to type because it just doesn't understand. I set it once and now it's stubborn and won't let me change it in the steam settings, so be sure that you have something you'll be content with. The specific button you have set in vjoy doesn't matter, since steam is translating that with the settings you have in steam.
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thrashinuva
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Post by thrashinuva on Jun 8, 2018 16:27:01 GMT -6
What age is Miriam, and for how long was she in a coma?
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thrashinuva
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Post by thrashinuva on Jan 20, 2018 10:24:37 GMT -6
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thrashinuva
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Post by thrashinuva on Jan 9, 2018 6:39:34 GMT -6
I can only choose 1.
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thrashinuva
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Post by thrashinuva on Jul 24, 2017 21:32:19 GMT -6
Maybe it is best to clarify it here. Inti Creates is not involved in the main development of the Bloodstained game, but they are involved in the prequel mini-game. Part of the vagueness is to avoid unneeded attention and negative speculation. So yes, they are involved but not in the main game since last year's E3. DICO has picked up the development from where they have left off under mutual agreement. A lot of parties are involved so it could be quite confusing. ArtPlay is the main developer, while we are hiring DICO as a third party developer. We created the game design, story, direction, gimmicks, and the overall production of the game while DICO creates art assets, design levels, and basically filling in the manpower ArtPlay doesn't have. In the future, you'll most likely see 505 Games and ArtPlay credited on trailer videos and articles to come out. Ah, the speculation ends! Finally some official word on this. I'm sure this will also mean we will have less Ippo music, but perhaps more Yamane music. That's OK to me, but I'll always wonder how he could have contributed more. My personal opinion is that the farther away from Inti the project is, the less people can point at MN9. That can't be a bad thing. This is exciting news! If I remember correctly, Inti isn't exactly not touching the core Bloodstained game, it's simply that as a development team they won't be part of it, meaning individuals within the company that don't consist of a team will still be contributors, I think the track tied with his name in the very Kickstarter itself attests to that. I'm absolutely confident you'll see his name in the credits.
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thrashinuva
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Post by thrashinuva on Jul 23, 2017 20:40:47 GMT -6
I'm fairly sure it's more complicated than that.
I don't think Inti-Creates, as a development team, was ever scheduled to work on the project from inception to completion.
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Post by thrashinuva on Jun 14, 2017 5:14:08 GMT -6
Oh thanks. I sorta half missed it myself.
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Post by thrashinuva on Jun 11, 2017 8:23:47 GMT -6
Let's not forget that an Igavania is not designed for you to speed through all the environments to race to the end of the game. The speed of Bloodstained being highly representative of the speed of SOTN is an example of the style of product that he advertised in the beginning, and is a testament to itself.
If you want fast, though, there's a couple of new Sonic games coming out.
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thrashinuva
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Post by thrashinuva on Jun 10, 2017 23:47:38 GMT -6
One of the only things that bugged me was the weird blue color of the familiar. Why is that a thing? It kills any detail that our little buddies should have. I get that maybe they want to differentiate from the actual enemies but why not just make it a different color. So for example if we get a demon familiar, instead of the familiar using the purple color of the enemy in the game, it's a red one as a familiar. No weird blue glow highlight thing but the texture of the enemy in a different color. I noticed the monkey summon did the same thing. It actually took me out of it a bit. On the positive side, the effects in this game look killer. It makes me super excited for special weapons we might find. For instance the Bloodless umbrella weapon she swings looks so damn cool. It has a really neat blur effect with blood flying as it swings. So pumped. Hopefully there's loads of unique cool weapons like that for MIRIAM to use. I admit the blue form did bother me. That was until you see her start summoning identically colored monkeys. It dawned on me that these are not creatures, but crystal manifestations of power.
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Post by thrashinuva on Jun 10, 2017 17:01:37 GMT -6
Want to go over a few points.
First off, great as always. I have newfound confidence in the game.
I'll just talk about what I have glanced at people talking about.
The game looks slow: I don't know why people are saying this. It looks fine to me. It's pretty clear that speed runners will be making ample use of her dive kick. Unrealistic lighting: It's to be expected. We're playing a video game and not looking at a picture.We're supposed to see detail for gameplay reasons, and also so we can appreciate the context of the world. I saw someone say "stone isn't so reflective!" or something along those lines, and what I have to say about that is "have you ever gone outside?" Rocks shine when they're wet or polished, in which case we see both of in the cavern and in the construction materials of the castle. It's not as if they're reflecting images. Everything reflects light.
There are things here and there that can be worked on, and they will likely work on them. I just saw Miriam walk on a puddle and there were no relevant physics involved. No splashing, no movement in the water, etc. But it's not as if we're staring at the final build. The appearance will be improved.
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Post by thrashinuva on May 31, 2017 20:23:25 GMT -6
So, some changes.
Square Enix is seeking core staff for the development of Final Fantasy VII Remake!!!
Just kidding.
Also Cyber Connect 2 is fired.
Everything we've seen up till now is not indicative of the final product.
"Part 1" (assuming it's still in parts) could come out as late as 2021, or perhaps even later.
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Post by thrashinuva on May 21, 2017 16:44:29 GMT -6
thrashinuva although i think you looked into some details that they probably haven't thought about it, you made really interesting points that could really be true. And that would be awesome. The major thing that conflicts with this is Bloodstained is about a crystal curse, and this armor curse is anything but crystal. However, the source of the crystal curse is through the demonic realm, and so there could very well be more than one kind of curse, and could be why it's affected a far eastern swordsman rather than another European.
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thrashinuva
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Post by thrashinuva on May 21, 2017 11:37:06 GMT -6
Changed my mind, I have interesting things to say, and they're positive.
The detail in the design is actually quite nice If you pay attention you see that the piece of clothing dangling on his back is his sleeve. He's unable to wear this sleeve with the armor he's wearing on his arm, due to the shoulder pad. On his other arm, however, you can see that the armor doesn't rise to his shoulder, and so he can wear it. Also on this same arm you can see that the sleeve is stitched together, but not on the other arm.
What this implies is pretty interesting.
Zangetsu is unable to put his coat on normally because of the armor on his arms. He's unable to remove this armor that is on his arms, otherwise he'd just remove it and put his coat on first. This coat seems important to him though, as he didn't simply just cut off the other sleeve that he cannot use, and he bothered to have the one sleeve stitched together. We can see that a chain is wrapped around the shorter piece of armor. The obvious conclusion is that this armor is demonic in nature, and that he's possessed. This chain serves to restrict the demonic power to keep it from consuming his body. He also has a similar chain around his waist, and around his ankles. Perhaps even his boots are demonic in nature.
This all also implies that he's been under this curse for some time, as the coat was put on after the curse had taken place, and he's already determined a means of living with the curse. The talismans on his right arm imply that the chains he's using on his other limbs are not effective enough. His right arm is this source of the curse, and requires the most effort to control.
His appearance looks as if he's in some sort of military, but given all these other details I don't think we can assume that, though it's still likely. The coat is likely not demonic at all, and seems to belong to a military uniform, he likely chose to wear this coat for a reason. The armor he's wearing might also be based off what he was wearing at the time of his being cursed.
Quite an interesting design. I like it, and I am really looking forward to his character.
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Post by thrashinuva on May 21, 2017 8:21:04 GMT -6
Nothing interesting for me to say. It looks pretty cool.
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Post by thrashinuva on Apr 3, 2017 19:17:17 GMT -6
Japan's April Fools was on our 3/31. They're ahead of us rather than behind, so if this was up to date information, then it's no joke.
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thrashinuva
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Post by thrashinuva on Apr 3, 2017 15:37:21 GMT -6
I think Iga sees Symphony of the Night and onward as "Iga" games.
I want Iga to make an "Iga Game", whatever that should turn out to be.
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thrashinuva
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Post by thrashinuva on Mar 29, 2017 10:32:15 GMT -6
I'm a little pressed for time at the moment so I'll skip any lengthy explanation. I say no, not because she's a bad character (I think she's a great character), and not because she'd be bad mechanically (I think you could easily make it work, and be neat), but because I think she's better suited to being a non-player character. I think it would be more interesting for the player if her contacts and business dealings remained a mystery to the player, and I feel that having a playable story around her would feel incomplete if you didn't divulge those sorts of things.
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