K, Nathan ____ toddler316 in the creds :tup:
@crotchpuncha You give gamers an inch and they take a mile, half the people here complaining about the game not being finished and polished a few months after it started development Still I believe KS as it exists does a lot more good than bad, for every whiny entitled gamer demanding unrealistic deadlines, you have at least as many if not more sensible people who appreciate the work being done and actually contribute to the development in a healthy way. Also the Inafuneās and Schaferās of KS are the minority, most indie game devs on KS have good intentions to deliver as promised and when they canāt they keep fans in the loop when they get in over their head. It just so happens the shady KS guys are the ones with the most fame prior to using KS so theyre maginified and make the 90% of other legit KS devs look bad kind of like how corrupt cops make lots of people assume all cops are monsters, people are quick to lose faith almost as if itās easier to believe in negativity and disappointment then positive outcomes.
Take a game like Project Phoenix they raised over 1 million in 2013 and said game would be done in 2015ā¦then a few months ago they said it would be done in late 2018 due to them not having secured a full time programmer until 2015 and will not offer refunds. See this story picked up a decent amount of attention across the big media sites like Polygon for one, but how much coverage do you think the countless other KS devs who actually delivered their game as promised like Volgarr the Viking got? None because āindie dev gives gamers what he said he wouldā doesnāt make for good click bait itās sad how the negatives of KS are so amplified and the positives are shunned just like in broadcast TV news. The game industry is a microcosm of the problem, but yeah getting back in topic I donāt believe KS devs should go dark as you claim, thatās basically admitting defeat to the media and shitty gamers who ruin an otherwise good thing.
Anyways after looking at the pics a million times because they look so damn similar, I definitely have to agree 3:3 looks the best by far, itās the most colorful and vibrant while still not being too bright and staying true to the Gothic vibe of CV. I think itās very important to have at least one defining visual trait that makes the player character stand out clearly from the background without being too distracting visually and the character outline on model 3 finds that sweet spot compared to Harmony of Dissonance where the bright blue outline along with the super high contrast and overly vibrant colors in that game ruined it for me making it look very alien to my expectation of CV and yes Iām aware BS is not CV, but itās clearly trying to channel the same look to a degree.
This is the ugly shit Iām talking about, that blue outline is just garish as fuck for a CV
http://i.ytimg.com/vi/PWlKPnR2lY8/maxresdefault.jpg
It just looks cheap and annoying to distinguish foreground from background with just a character outline (UMVC did the same thing) Iām sure thereās some neurological reason explaining why it looks so jarring, which is why Iām glad Igarashi and co sought to include flowing tassels or a scarf of some kind similar to the Shinobi series, I always loved how both Overworks and Griptonite Games gave Shinobiās scarf a life of itās own this little animating detail did so much to give personality to the character during game play and just help the player keep track of the action.
This is how you make a player character stand out from the background and command attention without being an eyesore:
I just assumed that that was because IGA and his team werenāt familiar with the GBA yet (COTM wasnāt them) and either didnāt know what would work on the gameās small screen, or couldnāt get the effect they wanted on it.
Harmony of Dissonanceās graphics took a hit because they wasted a lot of memory on the new sound compression to get songs similar to its console big brothers.
No it didnāt. The graphics ātook a hitā because Iga wanted bright graphics for GBA screens. Back then, the screens did not have backlights, and people complained that CotM was too dark to see on their original GBAs. Thatās why Juste has an easily seen blue outline at all times plus the gameās graphics are really bright.
The actual graphics arenāt bad, theyāre just⦠tiny, and really bright If you look at the stuff that would be considered graphically taxing in 2D, look at things like parallax and special effects like alpha blending, which the game has plenty of. There is also the 2D bone based animation on enemies like the Steam Knight (which was a pretty gigantic sprite) that was able to be rotated around, which would be an advanced technique on the GBA at the time. Something similar was used in Bloodlines for the Genesis for the steam knights in that game, too. The game also had many new sprites that werenāt copy&pasta from SNES and TG-16 and tons of full screen boss battles. There was also palette cycling to animate some of the backgrounds, too.
The gameās music was partially chip based and partially samples. The percussion was the only sample based instruments in the game, and 2 songs used extreme high compression so that theyād fit on the cart. Those were not played back at any point during the actual game, but only for the title screen and the end credits.
Unlike Aria of Sorrow, the game also had bright graphics but used sampled based sounds for the music, meaning something similar, using highly compressed audio sounds played back via MIDI. AFAIK, no full blown compressed music.
Background 1/Character 1is my choice for the recent update that was emailed.
Character 3 looks too āMvC3ā if that makes sense.
Background 1 Character 3 for me.
I wish they could revise the body art somehow. It looks like kids doodled all over her body, and it looks hilarious. I didnāt realize it was this bad until I saw her portrait render.
But itās stained glass (where we get the āstainedā part of the title). You canāt really change the way it looks because youāre always going to have a collection of brightly colored panes.
With the shader convo being a hotter topic I didnāt actually read the whole update until today.
Iām not usually a fan art fan, itās usually some random guys interpretation of something I like presented in a way i hate but this piece I thought was very impressive.
Has a very dark souls vibe which I also really loved.

Man, as much as I am hesitant to give this project any credit, I have to hand it to Iga for at least keeping his customers updated with progress. I just wonder if this will be delayed perpetually like another project out thereā¦
new update on shaders poll
hi-res art that appeared on the destructoid magazine cover months ago
http://i.imgur.com/pxU3qpw.png
I am curious about Miriam. She has a nice, wholesome look but apparently sheās a very rough girl.
Interesting, never noticed that the crystal shards on the flower on her back were actually sticking out.
Hi, everyone! This month weād like to show you something that few people outside the development team ever get to see: A work-in-progress āgridā map that weāre using to test stage size, scrolling mechanics, enemy placement, and more. Iāve provided some narration to make it easier to see where weāre making progress.
Weāre also revealing the katana animation. To provide our animators a reference for the motion, the team filmed me swinging an umbrella. Days after the video shoot I still had some muscle pain, but letās please keep that between usā¦
Short video on KS page of a new monster and Mirian kicking
What? A Kickstarter that actually updates people on progress and doesnāt continuously money-beg?
To be fair Inafune seems to really care a lot about the fans. It honestly feels like he enjoys doing this.
Thatās par the course with every Kickstarter that isnāt a scam.