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Offline darkmanx_429

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Re: The first sign rises with the full moon.
« Reply #2460 on: March 08, 2016, 12:24:14 PM »
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That is a sexy model and even sexier Shader.

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Offline X

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Re: The first sign rises with the full moon.
« Reply #2461 on: March 08, 2016, 06:01:05 PM »
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Quote
and it has the biggest castle in IGAvania history, so could have more bosses than SOTN's two castles.

I'm hoping that there will be other places to explore outside of the castle as well, giving us more environments to explore.
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Offline Castle34hk

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Re: The first sign rises with the full moon.
« Reply #2462 on: March 17, 2016, 02:17:57 PM »
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I'm hoping that there will be other places to explore outside of the castle as well, giving us more environments to explore.
  I think IGA sad it will be not only you can you in the castle and explore but also outside the castle. It will be plces outside if I remeber correct.... anyway biggest castle ever wow hope it will be many secret rooms and hidden itemt etc 2017 where are you...
« Last Edit: March 19, 2016, 10:19:08 AM by Castle34hk »

Offline VladCT

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Re: The first sign rises with the full moon.
« Reply #2463 on: April 01, 2016, 06:55:33 PM »
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Who knew IGA swings a mean umbrella? :V
It is precisely because it never cared, that people do care.  It's something which it's lacking, because that which it has, it has lackluster of.
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Offline Gunlord

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Re: The first sign rises with the full moon.
« Reply #2464 on: April 01, 2016, 08:28:16 PM »
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Like I said over at the Bloodstained forums, this is looking very cool! :D

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Offline theplottwist

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Re: The first sign rises with the full moon.
« Reply #2465 on: April 01, 2016, 08:40:07 PM »
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Who knew IGA swings a mean umbrella? :V

That Miriam is BEGGING to become an animated sprite.
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Offline Nagumo

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Re: The first sign rises with the full moon.
« Reply #2466 on: April 02, 2016, 12:15:33 AM »
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Indeed looks very nice, but it appears the dreaded floating platforms are back.

Offline Shiroi Koumori

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Re: The first sign rises with the full moon.
« Reply #2467 on: April 02, 2016, 12:24:29 AM »
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Indeed looks very nice, but it appears the dreaded floating platforms are back.
I actually like the floating platforms....

Umbrella weapon in game is needed. Make it happen IGA.  ;D

Offline zangetsu468

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Re: The first sign rises with the full moon.
« Reply #2468 on: April 02, 2016, 03:28:08 AM »
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I actually like the floating platforms....

Same here. I don't see what's wrong with them, I actually think they add to Metroidvanias, particularly where boss battles are involved.
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Offline VladCT

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Re: The first sign rises with the full moon.
« Reply #2469 on: April 02, 2016, 03:29:30 AM »
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Umbrella weapon in game is needed. Make it happen IGA.  ;D
Even if it's an Excalipoor-tier joke weapon? :V
It is precisely because it never cared, that people do care.  It's something which it's lacking, because that which it has, it has lackluster of.
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Re: The first sign rises with the full moon.
« Reply #2470 on: April 02, 2016, 04:14:26 AM »
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Well, it's no big deal to me, so I just brought it up half-jokingly. But basically the floating platforms break immersion a bit because they don't make sense from a logical stand point. SotN did a good job having a world in which areas feels naturally connected to each other, you really feel like you're in a distinct place, not just a series of separate video game levels. SotN also had floating platforms of course, but it had subtle explanations as to why they are there. You can see a crumbled stairway in the background in one such section for example. Later games kind off placed these platforms haphazardly around the levels, so it feels kind off cheap. It's a shame, since arguably this feeling of immersion was SotN's strongest point.

Offline zangetsu468

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Re: The first sign rises with the full moon.
« Reply #2471 on: April 02, 2016, 05:30:41 AM »
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Well, it's no big deal to me, so I just brought it up half-jokingly. But basically the floating platforms break immersion a bit because they don't make sense from a logical stand point. SotN did a good job having a world in which areas feels naturally connected to each other, you really feel like you're in a distinct place, not just a series of separate video game levels. SotN also had floating platforms of course, but it had subtle explanations as to why they are there. You can see a crumbled stairway in the background in one such section for example. Later games kind off placed these platforms haphazardly around the levels, so it feels kind off cheap. It's a shame, since arguably this feeling of immersion was SotN's strongest point.

I'd argue that SOTN paid more attention to detail with those subtleties in terms of architectural design.

POR used placing these platforms during boss battles such as Dullahan and Legion. Nation of fools and Burnt paradise also required the need for being able to drop through platforms quickly in terms of level design.

OOE went one step further and placed these platforms strategically for more difficult playthroughs. The Monastery for example has scales Shanoa can jump onto which are completely unnecessary on a normal playthrough. When playing on HMC L1 you die is a matter of 1-2 hits and are able to use these platforms to navigate more quickly through these rooms. In addition to the crab boss, that boss could not have worked without drop down platforms and involved precise timing particularly when trying to evade death. There were also other areas in the game where these became important. There is a reason I love OOE the way I do and that's just a couple right there.

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Offline Jorge D. Fuentes

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Re: The first sign rises with the full moon.
« Reply #2472 on: April 02, 2016, 09:39:21 AM »
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Floating Platforms can be easily made to make sense game-wise, like stacks of bookshelves or gazebos or anything else that works.

They don't 'have' to float in the air, plus the testing room is a vanilla room before one adds any meaningful objects and textures.
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Re: The first sign rises with the full moon.
« Reply #2473 on: April 02, 2016, 10:59:14 AM »
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I've never even thought about floating platforms as a problem. They've been in platformer video games since the dawn of time.

Though when I think about it, they look a bit strange and much more pronounced in 2.5D games. But it really is such a small thing. It's a fantasy video game after all, not meant to be realistic. Also, I'm sure the background graphics will make sense of these platforms in different ways.

The movement of Miriam looks really smooth and tight, much like the IGAMetroidvanias before it. It's almost as if it's running on the same engine as a lot of the handheld IGAvanias, except with 2.5D graphics.

Dunno about the kick though. I wonder how useful it will be?

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Re: The first sign rises with the full moon.
« Reply #2474 on: April 02, 2016, 11:01:38 AM »
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As useful as it was with Nathan Graves and Juste Belmont?
Meaning, only to get into small crevaces and probably not so good for running into enemies.

It'd be nice if it provided some sort of bounceback flip if you ran into enemies with it.
I don't recall the slide kick being that great in any CV game except for its awesome combo abilities in Castlevania64 and Legacy of Darkness, where you can slide through an enemy and use your short sword/ring/claws mid-slide for a second hit.
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