Discussion in 'Gaming' started by Squire Grooktook, May 11, 2015.
Hey man, I've bought Tekken Tag 2 like, 3 times. I know where you're coming from.
BLOODSTAINED DEMO CODES ARE OUT!
CHECK YOUR E-MAILS!
It's a Steam key btw, not a download link. It's about 5gigs for people with metered connections or not, never mind oops. Demo feedback is to be directed at the official forums here, just be sure to check the project update so you know what the dev team is already aware of.
I'm sorry, it's just the playable demo codes, I've already made sure to fix the post I made.
got a bit too excited there.
Cause who needs streamlining?
I'll probably give this a play tomorrow, considering I haven't slept yet and I have a math class in 6 hours.
Demo is only about 768 MB by the way.
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here's the size for my steam download.
where are people getting 5gigs from?
Probably the recommended requirements that were posted.
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well, that shouldnt be indicative for how big the game is. maybe its also taking into account the installation size of Unreal 4?
Recommended space requirements will generally pad out for anything you might need to install. So not *always* indicative of what the final size might be. Also they might have put down the size of what might be the final game? Either way it's definitely not that big.
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Ugh, I want to try the demo, but my computer gets an error whenever trying to install Unreal Engine 4. And even when it says it fully installed, Bloodstained doesn't recognize it as such and makes me uninstall it anyways. It's getting really infuriating. I hope the full game or next demo don't require that download patch, cause if so then I just wasted $75 D:
I'm trying to get my account set up on the bloodstained forums, but I can't get the activation code for my account in my email.
I've checked everywhere in my email and I can't find anything.
I tried out the demo today. The movement and basic controls feel right. When I looked at some videos I thought Miriam's movement speed was a little slow but it actually was a nice pace and felt responsive. The boss was too easy but since it's a demo I'm sure it's not representative of the final product. So far the demo is pointing towards a favorable conclusion to this kickstarter which I needed after seeing anime fan on pizza explosions night.
So I played the demo last night when I got the code. It ran a bit sluggish on my old hardware, but I was kind of expecting that. As long as they further optimize it, and provide some good graphics options in the finished game, it should be fine. Despite those hiccups though, I enjoyed it, and it definitely made me more interested to play the Beta when it's ready. It already gets fairly close to emulating that SOTN-style a lot of Backers were probably looking for, which is cool.
I want to believe that Iga playing the Indivisible Prototype might have actually been partially responsible for how they opted to present this thing. This demo tries to hit a lot of the same bullet points in terms of gameplay, treating the whole experience like a small standalone game, and even has a few little secrets on the side. Being compared to other crowdfunded projects in the same vein last year might have been a nice push for them.
However, on the downside, I have to admit that I think the Bloodstained Demo feels surprisingly less finished right now than the Indivisible Prototype was. While the overall aesthetics in it are more figured out, there are some obvious rough areas with occasional spotty inputs, weird collision detection at times, lack of Settings & Options (NO BUTTON CONFIG), general optimization issues, surprisingly nonfunctional UI (no working Money Counter or Play Clock), and other things that you'd kinda expect to be mostly figured out by this point in development. Obviously the project is still heavy WIP, and this was just a copy-paste E3 demo, but since we know LabZero hit a lot of these basic checkmarks before Indivisible even started pre-production, I think it's fair to expect a similar level of polish from Inti after putting in a year.
Don't get me wrong though, I love that they've finally provided actual gameplay to the public, and I'm probably more excited for the game now than I was at the start. I just think this demo was really something they should have gotten out months ago, even if it would have looked less finished aesthetically. Regardless, it looks like they're more on track to satisfying their supporters than Comcept was, which will be a welcome change of pace for IntiCreates, and crowdfunding in general.
Don't fault them for that - I don't.
We only had it because we already had it entirely written for Skullgirls. It took WEEKS, maybe months, to get it to a state of completion, and another week or two to get it working in Indivisible.
If the final game ships without DirectInput support (or a button config, but it won't ship without that) THEN you can feel upset.
We did a lot of stuff in 3 months, I won't lie, but we also already had a working engine that shipped a fighting game, so crafting characters was a breeze compared to setting up the system to do it from scratch.
I don't really do speedrunning-type things (Mostly cause I'm pretty shit at video games), but this is short enough that I felt comfortable trying my hand at it. I think, from the searching I've done, that this is the fastest run currently published (Though I've heard rumors that Romscout managed under 3 minutes, which says to me that there may be a glitch I'm unaware of). We'll see if it holds; even with this run, I can see the potential for a few seconds to be shaved off, and in fact some of my other attempts got to the boss faster, but this is the quickest boss kill I've ever had.
EDIT: Currently uploading a much faster run of the demo (3:19.34). Will be ready in a few hours.
Yeah, I wasn't really expecting it, especially since the demo was made to run specifically on the setups they had at E3. I was just impressed that the early MN9 demos actually had one, so I was kinda hoping Inti would pull the same magic again. I'm sure they won't leave anyone hanging for the final game.
I'm really looking forward to trying this over the weekend. The last couple of posts made me rather optimistic.
Game runs at under half speed on my pc, can't play ;_;
Did you try setting the application to High Priority? I did that while playing Fullscreen at lowest res, and it evened out for me a good bit, even with my browsers open. I'm fairly confident that once they let us turn off some lighting effects it should run pretty smooth on our clunkers.
This is my current best, and I'm more-or-less happy with it. I could probably do better, but for now I'll sleep.
Also Romscout is a fucking wizard if he managed under 3 min, like fucking seriously man.
Also also I won't post any more attempts so I don't flood the thread.
i finally got a chance to install my E3 demo from the code i got. i'm not too surprised i had to drop the resolution of the game to get it to 60 fps on my computer (since I doubt that at this stage of making the game there's been much optimization)
i will also say that, yes, this is definitely castlevania and i love what i've seen so far.
Bloodstained delayed to first half of 2018
It was gonna get a delay eventually. I got a huge backlog of games so it's all good.
3 new characters.
hello domination nun.
"She is a bright and cheerful girl."
Also, Sypha lost her title as Iga's biggest tit church girl.
I expect porn of that Nun within a few days.
Her legs are nice.
I give it about 20 minutes
who got this queen's blade in my Not-Castlevania?
Honestly visuals are complete ass, gameplay looks a bit on the slow side. The statement from a few weeks or so ago that this is only 30% done gives me hope though. The E3 demo was definitely fine, it was an Iga Castlevania game at worst, and that's still something I like.
A. Why do people expect Kickstarter games to be visual masterpieces. B. Why do people expect a spiritual successor to Castlevania to be fast.
I like the blood lady boss where you have to stand under her umbrellas to avoid the rain falling on you that's rlly neat
A. Why do people expect making things up and pretending others said them qualifies as something rational? Do they think it's being clever? But let's follow your logic, so I will ask, since when are Kickstarter games, especially those with over 10 million in funds and publisher backing not allowed to look decent at all?
B. Actually A covered this one too, but slow might not have been the right word, but I recently replayed Aria and Ecclesia and something just seems off.
I did too.
It's not like Metroidvanias have had methods of moving fast on their own, now if you'll excuse me, here's a transcript of my button presses through empty rooms: triangle triangle triangle triangle triangle triangle triangle.
Like, I still feel the game looks good in it's own right, and I hope they don't go out of their way to make it built for speed running, and trying to get through areas super quick. Just make the movement natural, and if the audience finds a way to move quickly because of a manipulation of the game's mechanics, then that's for them to find, not the developers to put in. Don't pull a Mighty Bumber 9 and make the movement suck unless you're always dashing.
And to talk about the design, I like the way it's going. It's not the greatest thing ever, but at least the visual design is done through fan input, which I would prefer to be done all the time, because now the game has a lot of colors, which is good. And I don't mind things like Miriam clipping through platforms when she crouches down and drops through them.
You said it looks like complete ass when it looks fine idk what to tell u man
Building in """exploits""" would also be bad, see Zero Mission and Fusion.
I didn't know your opinion was fact, excuse me. I also didn't say Kickstarters must be visual masterpieces and actually bothered to respond to your nonsense because I assumed had some sort of point, but I guess not.
I doubt the visuals are complete, those graphics don't seem to blend too much together. Gameplay looks cool tbh.
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