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    Posted on 19-06-15, 20:20
    Contractually Immortal

    Post: #268 of 598
    Since: 10-29-18

    Last post: 87 days
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    That.

    That right there.

    Best post.
    Posted on 19-06-15, 21:50
    Custom title here

    Post: #519 of 1150
    Since: 10-30-18

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    Posted by Kawa
    That.

    That right there.

    Best post.
    May as well shut the board down now. Anything more can only be a disappointment by comparison.

    --- In UTF-16, where available. ---
    Posted on 19-06-20, 09:15 (revision 1)
    Full mod

    Post: #275 of 443
    Since: 10-30-18

    Last post: 863 days
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    So, after a few years in development and a change of devteam, Bloodstained: Ritual Of The Night finally came out, and of course I've been playing it. I've very nearly gotten as far as I did in the Backer Beta (I'm up to the second boss, but haven't beaten it yet), and so far I like it!

    Compared to the beta:

    - the game no longer gives out weapons like candy, which makes sense, since they're not trying to demonstrate a full game's weapon-set in a short demo anymore

    - The game seems to be better optimised; the menus and cutscenes still spin my fans a lot harder than regular gameplay, but it seems better than the beta

    - I think it's maybe *fractionally* easier than the beta was, but it still seems a lot harder than Aria of Sorrow was... although I *did* nearly 100% Aria, so maybe I'm misremembering

    It's possible part of the difficulty comes from trying to play with a 360 pad, since neither the analog stick nor that d-pad are particularly good for nimble, precise movement. If only there was a way to use my GBA or 3DS as a controller... or maybe I should even try out the keyboard controls.

    Overall, the game definitely feels like Aria and Dawn of Sorrow, but scaled up. For example, you still have an item shop and a sell/upgrade weapons/souls shop, but now you can craft and upgrade armour and accessories, too - including the ridiculous number of lovingly-drawn food items the game has. To encourage players to get into crafting, there's also a bunch of quest NPCs - one wants you to kill particular monsters, one wants particular equipment, and one wants particular foods... and the reward is other equipment or food, so I can foresee there'll be a bit of chaining going on. There's also a farmer that will grow different kinds of seeds (so far, I've found rice seeds, wheat seeds, and potato seeds) into the corresponding item... although that seems a very, very niche ability. Of all the items in the game, how many could possibly be plantable?

    Actually, now that there's a Castlevania-style game on the PC, I *really* hope somebody makes a mod that allows the Game Over screen to be skipped. In this (as in Aria and other games), the single most annoying thing about the entire game is having to sit and wait for the Game Over screen to animate in after you die.

    The ending of the words is ALMSIVI.
    Posted on 19-06-20, 09:44
    Post: #217 of 426
    Since: 10-30-18

    Last post: 261 days
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    Is the gameplay anything like what Jim Sterling demonstrated? ie: Stupidly unforgivably easy looking?

    AMD Ryzen 3700X | MSI Gamer Geforce 1070Ti 8GB | 16GB 3600MHz DDR4 RAM | ASUS Crosshair VIII Hero (WiFi) Motherboard | Windows 10 x64
    Posted on 19-06-20, 11:44
    Custom title here

    Post: #525 of 1150
    Since: 10-30-18

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    On normal mode, it is Symphony of the Night easy. So yes.


    Starting a new game with the name NIGHTMARE apparently unlocks all difficulties immediately.



    Also, I've spent most of an evening transforming into a bunny girl and kicking Shovel Knight right in his tool. I got the transformation immediately after telling someone this game is less random and unfocused than Symphony was.

    --- In UTF-16, where available. ---
    Posted on 19-06-20, 18:47

    Post: #90 of 175
    Since: 10-30-18

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    Posted by Screwtape

    It's possible part of the difficulty comes from trying to play with a 360 pad, since neither the analog stick nor that d-pad are particularly good for nimble, precise movement. If only there was a way to use my GBA or 3DS as a controller... or maybe I should even try out the keyboard controls.

    I just use an official PS4 controller. The dpad is decent and in the right place, and the wired protocol is just USB HID. Everybody is doing a competing sale on them for ~40 USD right now, but I don’t know if that extends outside NA or not.
    Posted on 19-06-21, 05:27 (revision 1)
    Post: #218 of 426
    Since: 10-30-18

    Last post: 261 days
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    For 2D side scrolling platformer games I use a Logitech F310 gamepad. It's not ideal for games that rely on rolling your thumb around the DPad (ie: various Street Fighter style fighting games where you have to perform circular motions on the DPad to pull off certain moves).

    AMD Ryzen 3700X | MSI Gamer Geforce 1070Ti 8GB | 16GB 3600MHz DDR4 RAM | ASUS Crosshair VIII Hero (WiFi) Motherboard | Windows 10 x64
    Posted on 19-06-21, 08:13
    Full mod

    Post: #280 of 443
    Since: 10-30-18

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    Posted by CaptainJistuce
    On normal mode, it is Symphony of the Night easy. So yes.

    :<<<<<

    Posted by BearOso
    I just use an official PS4 controller. The dpad is decent and in the right place, and the wired protocol is just USB HID. Everybody is doing a competing sale on them for ~40 USD right now, but I don’t know if that extends outside NA or not.

    I've heard Bloodstained doesn't support DirectInput pads, only XInput. Does the PS4 controller support XInput?

    Although I'm on Linux, so I don't really know what the interaction of "kernel drivers making the 360 pad look like any other joystick" and "wine making generic joysticks look like XInput devices" would be.

    Posted by Nicholas Steel
    It's not ideal for games that rely on rolling your thumb around the DPad (ie: various Street Fighter style fighting games where you have to perform circular motions on the DPad to pull off certain moves).

    Funny you should mention that; Bloodstained has fighting-game-style attacks for certain weapons. For example, if you're wielding a dagger-class weapon, then you can press ↓↙←Ⓧ to throw it at the enemy, like the classic Castlevania knife subweapon.

    I do have an old digital-only USB gamepad (i.e. without thumbsticks)... I wonder if that would be any better. Sometimes you need to aim with the right stick, though, so maybe that wouldn't be a great idea.

    The ending of the words is ALMSIVI.
    Posted on 19-06-21, 09:41 (revision 1)
    Post: #221 of 426
    Since: 10-30-18

    Last post: 261 days
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    The Logitech F310 supports both XInput and Direct Input methods of operation via a simple switch on the back of it. It also has a button that swaps the Left Analog Stick with the DPad which is nice for those games that only use the analog stick for movement when the DPad would be more appropriate (like Hollowknight for example).

    AMD Ryzen 3700X | MSI Gamer Geforce 1070Ti 8GB | 16GB 3600MHz DDR4 RAM | ASUS Crosshair VIII Hero (WiFi) Motherboard | Windows 10 x64
    Posted on 19-06-21, 14:24
    Custom title here

    Post: #528 of 1150
    Since: 10-30-18

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    Posted by Screwtape

    I do have an old digital-only USB gamepad (i.e. without thumbsticks)... I wonder if that would be any better. Sometimes you need to aim with the right stick, though, so maybe that wouldn't be a great idea.
    Use of the right analog nipple is mandatory for progression past a certain point. It would definitely be a bad idea.

    --- In UTF-16, where available. ---
    Posted on 19-06-21, 16:30

    Post: #91 of 175
    Since: 10-30-18

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    Posted by Screwtape

    Although I'm on Linux, so I don't really know what the interaction of "kernel drivers making the 360 pad look like any other joystick" and "wine making generic joysticks look like XInput devices" would be.

    PS4 controllers are USB HID, so they're generic. The HID mapping doesn't match the expected order of the face buttons expected by Steam or whatever, so the square, cross and circle buttons are mixed up if the game has "PS4 button icons."

    Speaking of wine, how's the game's performance with it? I'm deliberating whether to get it for PS4 or PC, but I might just wait until the next patch to see if the issues are ironed out.
    Posted on 19-06-22, 03:29 (revision 2)

    Post: #100 of 166
    Since: 10-29-18

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    Posted by CaptainJistuce
    On normal mode, it is Symphony of the Night easy. So yes.


    Yikes since basically SOTN is almost God mode by default...


    Cho Ren Sha 68k


    Played on the X68000 (emulated, obviously). Reached 2-2. Loop 2 has an extra final boss which I never reached.

    The game is freely available on Windows (there's a 2017 update for Windows too). Even the 68k version has been made available.

    Also the development notes of the author (translated in English) are pretty interesting.
    http://shmuplations.com/chorensha68k/
    Posted on 19-06-22, 04:06
    Custom title here

    Post: #530 of 1150
    Since: 10-30-18

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    Ooooh, I last played that sometime before 2017.
    And author's notes are always nice.

    "In my design concept for ChoRenSha68k, my number one goal was to make the sense of destruction fun. Second was to make the shooting exciting. "

    MY HERO!

    --- In UTF-16, where available. ---
    Posted on 19-06-22, 06:26
    Full mod

    Post: #283 of 443
    Since: 10-30-18

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    Posted by BearOso
    Speaking of wine, how's the game's performance with it? I'm deliberating whether to get it for PS4 or PC, but I might just wait until the next patch to see if the issues are ironed out.

    I'm on Debian Testing, which currently ships with Wine 4.2, and my initial impressions were pretty good. I installed it, booted up the game, and started playing without so much as an error dialog. I'm playing with all the graphics options set to Low because I don't fully trust my CPU fan right now, but there doesn't seem to be any weirdness other than the intro movie ("505 Games Presents... an Art Play game... " etc.) being silently skipped.

    Out of curiosity I tried installing dxvk for better DirectX 11 support, but that made the sound super-choppy. I understand that later versions of Wine implement Windows' XAudio API on top of the open source FAudio library (originally developed for Linux ports of XNA games), but the only way I can get binaries of newer Wine versions is from PlayOnLinux, and their generic Linux binaries don't always play well on Debian for whatever reason. So eventually I blew all that away and went back to Debian's standard Wine 4.2.

    However, I finally beat the second boss, and made my way into the Chapel. I arrived in the bottom of a big tall room filled with Buers and Poltergeists, and whenever I exit the room through the doorway at the top left, the game instantly crashes to desktop, no error message or backtrace or anything. I haven't put much effort into investigating yet, but I notice patch 1.05 came out yesterday, so I'll apply that before digging further.

    The ending of the words is ALMSIVI.
    Posted on 19-06-22, 07:12
    Custom title here

    Post: #531 of 1150
    Since: 10-30-18

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    Posted by Screwtape
    ... the only way I can get binaries of newer Wine versions is from PlayOnLinux...
    Sounds likje it is time to start compiling your own!111

    --- In UTF-16, where available. ---
    Posted on 19-06-22, 09:41
    Full mod

    Post: #285 of 443
    Since: 10-30-18

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    > I haven't put much effort into investigating yet, but I notice patch 1.05 came out yesterday, so I'll apply that before digging further.

    1.05 didn't help.

    I found where the game keeps its crash reports, and it turns out it was getting an Illegal Argument error from CreateVertexShader(). Although it seemed to give me sound weirdness before, I tried installing DXVK again, and this time everything worked beautifully.

    I probably took maybe two dozen attempts to beat Boss #2, Zangetsu, including the two potions I happened to have on me at the time. I just now stumbled onto Boss #3, whose name I forget but it's like a fist made from shattered stained-glass windows, and beat it first time without using any healing items at all. I guess the difficulty is... variable?

    Another thing that surprises me: in Aria, the rhythm is dependable: you enter an area, you find a save room, you explore the area until you find a room with a boss-door exit, and one of the other exits to that room will be another save room. Save the game, beat the boss, and you'll get to a loot room with a relic or upgrade. This game is different: I've encountered relics just standing around in open rooms, I've found a boss with nothing directly behind it, I've found a boss with multiple loot rooms. Now that I'm back to exploring rather than beating my head against a boss, I'm having a lot more fun again.

    The ending of the words is ALMSIVI.
    Posted on 19-06-22, 10:46
    Custom title here

    Post: #532 of 1150
    Since: 10-30-18

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    Man, you should've played the beta/demo. Zangetsu was toned way down from his original final boss-like aggression.

    Often, the boss doesn't need to guard any items, because the boss's shard is the key to victory!... I mean further progression.

    There's ONE random-drop shard that will be required for progression past a certain point. Jury is out on if it is a brilliant subversion of expectations and meta-design, or just a dick move.
    I'm opting for the latter, because random drops can take forever if your luck is bad(real luck, not the in-game stat).

    --- In UTF-16, where available. ---
    Posted on 19-06-22, 16:18

    Post: #101 of 166
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    Posted by CaptainJistuce
    Ooooh, I last played that sometime before 2017.
    And author's notes are always nice.

    "In my design concept for ChoRenSha68k, my number one goal was to make the sense of destruction fun. Second was to make the shooting exciting. "

    MY HERO!


    There's also an Atari Falcon port, which I never heard of...released in 1992. You can see a WIP version, looks a bit square-y.

    The Falcon was produced only for a short period before the company stopped production of all systems other than the upcoming Atari Jaguar. It was Atari's final computer product.


    Ah.
    Posted on 19-06-22, 16:36

    Post: #92 of 175
    Since: 10-30-18

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    Posted by Screwtape

    Out of curiosity I tried installing dxvk for better DirectX 11 support, but that made the sound super-choppy. I understand that later versions of Wine implement Windows' XAudio API on top of the open source FAudio library (originally developed for Linux ports of XNA games), but the only way I can get binaries of newer Wine versions is from PlayOnLinux, and their generic Linux binaries don't always play well on Debian for whatever reason. So eventually I blew all that away and went back to Debian's standard Wine 4.2.

    Lutris also has an auto-downloader for several different builds of Wine that you could try. It stores these in a user's .local/share/lutris directory. Looks like there's some debian packages.

    Videos can be a pain. You could try "winetricks amstream quartz devenum" then add an entry to disable winegstreamer in the libraries section of winecfg. If it's a WMV codec, it's probably not going to work no matter what.
    Posted on 19-07-08, 21:11 (revision 1)
    Dinosaur

    Post: #428 of 1282
    Since: 10-30-18

    Last post: 4 days
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    I've been into Super Mario 64 ROM hacks lately.

    Unfortunately, it seems the scene there has a severe case of the ZSNES, as most of the hacks I've downloaded only seem to be compatible with Project64. That's a problem for those of us Not Running Windows™ (no sureanem, I Am Not Going To Emulate An Emulator!), because in the case of Linux, we don't have many options for playing N64 games (but the one we have -Mupen64Plus- is actually among the best ones in the HLE arena).

    As a rule of thumb, if the hack comes as a .ppf patch, it won't run on M64P (no, I'm not mispatching my ROMs: I've tried PPF-O-Matic 3 under Wine, and the native applyppf by Paradox: both generate valid ROMs but M64P won't even bother booting them). Only The Missing Stars patches and runs under M64P. I've had better luck with hacks shipped as .bps/xdelta patches (it seems people at SMW Central embraced the byuu format for patches, and I've had a good chance to test my Java-based BPS patcher I wrote 6 years ago -yes it works!-). Oh, and a fair warning: none of those hacks seem to run on recent M64P builds! Either the emulator hangs badly (sometimes requiring a reboot for no good reason!) or the ROM hangs after the splashscreen. The ancient M64P build shipped on Debian Stretch actually works fine for playing ROM hacks, so go figure.

    Anyway, it seems most hacks are on the "how we can make SM64 more ANNOYING" and "yay more floating islands" leagues. Did I've mentioned how much I hate floating islands? (the last two worlds in vanilla SM64 were nothing short of hell for me - I'll take underwater/lava/quicksands levels any day of the week, thanks). So far I'm kinda enjoying The Missing Stars and Star Revenge 0.5 - Unused Levels. And a meme hack labeled as Super Jeezus 64 (which is nothing but vanilla SM64 with a very very crude paint job on top, to say the least. And the most fitting BGM for Bowser worlds, seriously!)

    Posted by BearOso
    Videos can be a pain. You could try "winetricks amstream quartz devenum" then add an entry to disable winegstreamer in the libraries section of winecfg. If it's a WMV codec, it's probably not going to work no matter what.

    I have Fatal Zero Action, a doujin game installed on my Wine prefix since... what, 2013?
    The opening video is a .WMV file. All it needed to get that working was native devenum+quartz, plus installing the Windows Media 9 Format Redistributable (wmfdist.exe).

    Other games using more mainstream codecs (like Melty Blood's opening MPEG) have been far more trickier for me, and I'm unsure if I ever got those working.

    Licensed Pirate® since 2006, 100% Buttcoin™-free, enemy of All Things JavaScript™
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