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Offline X

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Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Reply #765 on: May 12, 2017, 10:21:42 AM »
0
Sexy blue fire   :D
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Offline eryson

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Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Reply #766 on: May 13, 2017, 09:51:10 AM »
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Well
It's hot

Offline Dracula9

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Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Reply #767 on: June 05, 2017, 08:25:46 AM »
+2


Demonstration of the previously-mentioned Light vs. Heavy attacks.
(If only Plot would let me show the cooler gif... :' ()


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Offline theplottwist

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Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Reply #768 on: June 05, 2017, 08:43:43 AM »
0


Demonstration of the previously-mentioned Light vs. Heavy attacks.
(If only Plot would let me show the cooler gif... :' ()

A little elaboration:

Julius' Heavy attack is the classic CV whip move, down to the same stance, save for the more-animated whip itself. It reaches further, it deals more damage, but has a longer wind up and cooldown.

Julius' Light attack is a more decompromissed move. Julius' stance is not as drastic or involved, so the whip doesn't reach as long or deals as much damage. In compensation, it attacks faster and leaves Julius less open to damage.

His gameplay is built around the player knowing when to use each move, what foes need more effort or (REDACTED). :P
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Offline Foffy

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Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Reply #769 on: June 05, 2017, 10:14:31 PM »
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Gawd I love the animations.

Assuming one is playing with a controller, light and heavy attacks would be mapped to buttons similarly to Lament of Innocence had light and heavy whip attacks?

Offline BLOOD MONKEY

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Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Reply #770 on: June 06, 2017, 07:02:34 AM »
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Gawd I love the animations.

Assuming one is playing with a controller, light and heavy attacks would be mapped to buttons similarly to Lament of Innocence had light and heavy whip attacks?

Or one can hope for control layout customization.
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Offline Dracula9

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Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Reply #771 on: June 06, 2017, 09:13:32 AM »
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Or one can hope for control layout customization.

Probably not happening on the controller end of things. Keyboard, probably. Controller layout has been mapped very meticulously already to best suit gameplay style (note: "mapped already" means the layout itself has been planned, but is not incorporated yet. Controller input in GM is and always has been a monumental pain in the ass to get working properly).

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peeping eyes are a pain in the ass rotate your eye and tail in the right direction you snots
« Last Edit: June 06, 2017, 09:16:03 AM by Dracula9 »


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Offline Foffy

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Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Reply #772 on: June 06, 2017, 09:30:38 AM »
0
Probably not happening on the controller end of things. Keyboard, probably. Controller layout has been mapped very meticulously already to best suit gameplay style (note: "mapped already" means the layout itself has been planned, but is not incorporated yet. Controller input in GM is and always has been a monumental pain in the ass to get working properly).

IMPORTANT UPDATE ANNOUNCEMENT

peeping eyes are a pain in the ass rotate your eye and tail in the right direction you snots

Would it be fair to expect the DS control scheme from those games? Y being weak attack, and X being strong for Julius?

Offline Dracula9

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Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Reply #773 on: June 06, 2017, 09:33:53 AM »
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More or less.


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Offline Shiroi Koumori

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Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Reply #774 on: June 07, 2017, 01:55:34 AM »
+1
DS controls are good.

Offline Wanhus

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Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Reply #775 on: June 07, 2017, 02:29:31 AM »
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Very nice whipping animation =)
Also both attacks seem like a cool feature.
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Offline Dracula9

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Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Reply #776 on: June 07, 2017, 09:10:55 AM »
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FOLLOWUP VERY IMPORTANT UPDATE ANNOUNCEMENT



i c u


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Offline BLOOD MONKEY

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Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Reply #777 on: June 07, 2017, 11:08:19 AM »
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Probably not happening on the controller end of things. Keyboard, probably. Controller layout has been mapped very meticulously already to best suit gameplay style (note: "mapped already" means the layout itself has been planned, but is not incorporated yet. Controller input in GM is and always has been a monumental pain in the ass to get working properly).

IMPORTANT UPDATE ANNOUNCEMENT

peeping eyes are a pain in the ass rotate your eye and tail in the right direction you snots

what about people with weird controllers? Like a 12 button or some other cheapo Directinput controller
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Offline theplottwist

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Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Reply #778 on: June 07, 2017, 11:34:15 AM »
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what about people with weird controllers? Like a 12 button or some other cheapo Directinput controller

We can make a compromise of *trying* to get it to work, but not *completelly making sure* it works, and certainly scrap it if it doesn't work perfectly.

With LC2 we learned the following: People will try to play the game with a toaster, and then come back to us saying we did a bad job because the toaster doesn't work. This is partly to blame on the engine itself that is finicky to work with, but also it is impossible to cover every possible controller everyone has.

We are aiming in special to main/core controllers (Keyboard/XBOX Controller/Playstation Controller) but we know there are the generic controllers (with 1, 2, 3, etc buttons). GMS also handles controller stuff differently to -- for the sake of the example -- MMF2. So it could very well just happen that we configure XBOX controls, and all others are automatically "understood" by the engine (yes it IS a real possibility). But it could also not be the case.

We will try it, but we will announce it from the get go if we can't get it to work.
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Offline Dracula9

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Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Reply #779 on: June 07, 2017, 12:27:56 PM »
+1
Or in shorter terms:

People with weird 12-button cheapo controllers might simply be out of luck. Hate to sound like a dick, but it is physically impossible to account for every possible controller type, namebrand and generic, and map everything accordingly. So we're going with one of the most widespread layouts (XB/PS) as it has just the layout we need for our (planned) mapping system.

The toaster analogy works too. If someone buys a game on Steam that requires graphics capabilities they don't have in their machine, it's not the devs' fault they can't play it. They should have looked at requirements more closely.

Same thing here. Controller and gamepad input status will be WELL documented as to its feasibility and efficacy, and will equally be notably listed in requirements when the thing finally launches.


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Tags: 1999 Awes