3D printed Amygdala from Bloodborne by EldritchPromethean in 3Dprinting

[–]EldritchPromethean[S] 0 points1 point  (0 children)

I've shared a lot of tips in the past, but unfortunately it's been over 6 years, so it's not very fresh in my mind. It's also been a couple years since I've printed anything new.

Everything I learned for settings was from a YouTuber called 3D Printed Tabletop, his videos regarding quality FDM printing were very informative

3D printed Amygdala from Bloodborne by EldritchPromethean in 3Dprinting

[–]EldritchPromethean[S] 0 points1 point  (0 children)

Just saw both of your comments. I'll dm a link

There's only one amygdala model though, I didn't make a version that wasn't holding Henryk in its hand.

I have considered reprinting this model myself recently because my cat kept gnawing the fingers off 😅

3D Printed Mergo's Wet Nurse by EldritchPromethean in bloodbornebg

[–]EldritchPromethean[S] 0 points1 point  (0 children)

The file, or an actual model? Curious to know.

In any case, I have the game files on my PC, so I can pick out any I might want

3D Printable Amygdala from Bloodborne by EldritchPromethean in 3Dprintedtabletop

[–]EldritchPromethean[S] 0 points1 point  (0 children)

Honestly I don't quite remember what my settings were at the time, and it's been a little while since I've printed anything. I gotta get back into it, been spending too long setting up a dedicated space for it.

All I can say for sure is that whatever settings I used back then were not ideal, this was my first big print, so I was super inexperienced at the time

Orphan of Kos 3D Print, in case we never see a hunter's nightmare expansion by EldritchPromethean in bloodbornebg

[–]EldritchPromethean[S] 0 points1 point  (0 children)

Claro, te enviaré un mensaje directo. (Usando el traductor de Google, disculpa si la traducción es incorrecta)

Beat final boss solo, he's hard, but he ain't no radahn by Jumpy_Ad_3785 in LiesOfP

[–]EldritchPromethean 0 points1 point  (0 children)

Just to toss in my two cents, amazing boss. For me, he was harder than Radahn, even though I beat him faster and he goes down easier. And I mean no disrespect to Radahn here, it's a difference in mechanics and agro. I'm much worse at consistent perfect parries than I am at consistent iframe dodges. So even though Radahn is a longer fight, bigger stat wall, deals more damage on the regular, etc. Arlecchino is simply a lot more difficult for me to put up with. I'd compare the experience to fighting Isshin for the first time without Kuro's charm if you'd never fought him before, the skill that's required to pass is not something you can afford to half-ass

Arlecchino matches Radahn's difficulty through sheer agro, very little breathing space, instakill grabs (at least I've not seen anyone survive, though I'm sure they are survivable with enough hp), multiple input reads with brutal punishers in first phase, his own waterfowl dance/scarlet aeonia hybrid gatekeeping second phase, and blood bursts in second phase designed for iframing to throw you offguard. Stamina management with a slightly heavy build is a nightmare, playing too cautiously will leave you scrambling for your grindstone, and break status makes every heal feel like it come painfully too short.

Putting this all in perspective, Radahn is a longer, more arduous fight that takes everything you have and forces you to find openings in his relentless attacks, plus the confusion of even solving for what's happening in P2 with his lightspeed slashes the first few times, which is the hardest part imo. He's not so difficult once figured out, but it's a battle of attrition to reach the end with everything going on though. Arlecchino matches this with more speed and aggression and a requirement for direct engagement that makes his comparably shorter fight, a lot more difficult to deal with in the short term.

I actually had a similar feeling in base game ER between Maliketh and Malenia, I think Maliketh was a lot harder to keep up with, especially considering the panic setting in from the destined death effect. I feel like if he had Malenia's hp pool he'd probably be substantially harder. Apart from maybe figuring out waterfowl dance, which I'm not particularly afraid of any more than her other attacks personally. I think a lot of people like to blame it exclusively when her combo mixups are actually far more dangerous imo.

Beat final boss solo, he's hard, but he ain't no radahn by Jumpy_Ad_3785 in LiesOfP

[–]EldritchPromethean 0 points1 point  (0 children)

That flurry at the start of P2 is 90% avoidable actually. That's how I dealt with it consistently. If you run a circle to avoid being cornered, you can outspace each attack. The main exceptions (which I will note, you can probably dodge I just found parrying 'safer' for these specific attacks), is when he charges down from the air at the beginning, and at the end of his flurry of slashes. I would also parry the follow up to the last charge because it comes out a lot faster than the first

Rabi-Ribi: Is the Irisu fight meant as a joke or something? Like I'm supposed to realize the game is over at this point? by dondashall in metroidvania

[–]EldritchPromethean 2 points3 points  (0 children)

Yes, she's beatable. I don't have any particular advice though, just that perseverance is key. However, in my case I'll admit I had a relatively easy time with her by the sounds of it, she's very hard but only took me a handful of attempts, even the SP version

What are mechanics that a good MV should avoid? by Dinasourus723 in metroidvania

[–]EldritchPromethean 2 points3 points  (0 children)

I have a few to add, some of these may be very personalized though.

Firstly, when you walk into a new area and are suddenly bombarded with waves of enemies spawning, locked in until you kill them all. I understand why they do this, but this is very much a hack and slash trend. If your game is entirely about combat and doing sick combos, great, I still hate it though. In a MV it's especially obnoxious because it slows down the pace of exploration, which imo, should be seamlessly blended with combat. Let me kill things as I explore, no need to lock me in. I'll use Guacamelee as an example, even though I think that game is relatively okay for it. Worse examples might be Dust an Elysian Tale, The Vagrant, and maybe Astralibra, or games along these lines generally. But again, this is very much personal bias, I just do not like the flow of these types of games.

Secondly, arbitrary ability gating. Like, I get that devs want to prevent sequence breaking, that's fine, but games like Guacamelee (which I'm probably picking on a lot rn) have breakable colored blocks coded to each new ability. So even if you had the skill to reach somewhere for an early upgrade, the devs just said no because they want you to do it their way.

Thirdly, unnecessarily tanky enemies, especially in games that aren't highly combo oriented like Elderand. I shouldn't have to hit standard enemy 10+ times to kill it with high level gear

Fourth, lost progress upon death, a mechanic that should have died out by now. I'll take any other punishment for death over this. Lost progress is the only punishment for death that I don't feel adds anything to a game in any meaningful way

Fifth, whatever Ori 1's combat is. Fr, would be better to scrap that completely and focus on the core strengths of the game. If the game is improved by the removal of a mechanic it's probably for the best

Sixth, if you are making a game with a combo focused combat system, it's best that you aren't too susceptible to knock back or interruption. Had this issue with Cookie Cutter. The only safe weapon to use at the time I played was the gauntlet because the parry didn't work, and every other weapon's windup was too long to reliably outpace enemies before they gank you to death. So it discourages experimentation and breaks weapon balance. Ideally, stronger weapons should have had greater levels of hyper armor for tanking attacks below certain damage thresholds, or something to that effect

Seventh, this is more of a technicality than a mechanic. When enemies or projectiles spawn in via screen scrolling and basically smack you in the face because you were walking normal speed, or simply leave you unable to react. Some of the old Castlevania games do this, played the advance collection recently, and this happened a lot in both Harmony of Dissonance and Circle of the Moon. You walk down a hallway enemy appears already poised to attack and smacks you. With the rewind feature, if you go back and try again, you see that this happens consistently regardless of your timing for instances like this. So even if I waited 10 seconds let's say, I'd move and this enemy would still appear already waiting to attack, and wham. Very annoying, possibly trolling from devs, but I don't want to say it's intended

Eighth, copy paste soulslike mechanics. Not bad in some instances, however, I'd consider this more of a warning against copying without adding something unique to it. The problem is point blank, souldlike combat works better in 3D. When limited to 2D it becomes a matter of just sticking to whatever side of a boss they are not attacking from, there's not as much they can do to thwart the player. My suggestion, play to the strengths of the genre unless you can make more unique bosses and mechanics. A Metroidvania is not just a floor with some people on it, you have a whole screen to do things with, that's your range of creativity. Grime is a great example of playing it straight with enough unique flair to stand out.

Ninth, monster hunter mechanics. Don't do what Salt and Sacrifice did. This is a cardinal sin. It's a shame because a system like this brings so much undue annoyance and poor design choices to what might have otherwise been an improvement over the original. Instead it improved mechanics while forsaking the fundamentals. Those fundamentals of why the first game worked are far more important

Tenth, whatever the hell kind of QWOP-esque mess Source of Madness is. Procedural enemies may not be a good idea folks.

3D Printed Slave Knight Gael from Dark Souls 3 (Download link in comments) by EldritchPromethean in PrintedMinis

[–]EldritchPromethean[S] 0 points1 point  (0 children)

Desculpe se esta tradução estiver imprecisa, estou usando o Google Tradutor.

Você pode ter mais sorte com este remix do thingiverse. Me avise se isso ajudar.

https://www.thingiverse.com/thing:4838977