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Another boss walkthough plus glitches

ninjaa93

Well-known Member

hopfully capcom/ninja theory has fixed these also i dont think you style meter should go up after you spam they should change that
 
hopfully capcom/ninja theory has fixed these also i dont think you style meter should go up after you spam they should change that
Yea i hope they fix that too and also i hope the fix how much it charges your DT gauge, it was full after he spammed that one move after like 3 hits
 
LOL that's funny.:D I guess those are some things that happen. Hope NT will fix that before the final game.
 
the world need to crush you to if its to hard just or glitchy to peform i say do a cutscen like fatillity dmc 1 had thoose
 
better then nothing i fall and die on bayonetta when the have scenes like that or uncharted or even past dmc games
 
Those make me smile, still, in the first clips defense (won't hear me say that about NT games much!) it's not really much different than spamming RI against Berial or something so no problem there especially if this is a lowered difficulty like people expect, the others are more worrying however as NT are notorious for things like this even in their finished products.

They may have about 4 months to get it ready for shipment but the floor glitch especially would require extensive re-programming from pretty much the ground up and that's only for one segment of the game. I can imagine if it's this bad here it will be similar elsewhere and for how easy it was for people to spot in the demo I question the quality of the play testers involved.
You could pull the "pre-build" card but with the amount of major problems (and not problems that are usually in pre-builds like texture problems, clipping and other graphical anomalies, these are function glitches which would have a domino effect when edited) it just sounds like NT tried to do too much in too short amount of time with the experience their programmers have.
 
Those make me smile, still, in the first clips defense (won't hear me say that about NT games much!) it's not really much different than spamming RI against Berial or something so no problem there especially if this is a lowered difficulty like people expect, the others are more worrying however as NT are notorious for things like this even in their finished products.

They may have about 4 months to get it ready for shipment but the floor glitch especially would require extensive re-programming from pretty much the ground up and that's only for one segment of the game. I can imagine if it's this bad here it will be similar elsewhere and for how easy it was for people to spot in the demo I question the quality of the play testers involved.
You could pull the "pre-build" card but with the amount of major problems (and not problems that are usually in pre-builds like texture problems, clipping and other graphical anomalies, these are function glitches which would have a domino effect when edited) it just sounds like NT tried to do too much in too short amount of time with the experience their programmers have.

Though NT are still a bit of rookie developers, I gotta say, they came a long way, even if the glitches are there. However, these glitches could probably be fixed by the time the actual game is finished. I mean, there are many days in four to five months. This also made me smile too. Just shows NT still have a lot of work to do.^_^
 
That last one is a very weird glitch... I've seen people play the demo over and over and that never happened. There must be something that triggered that glitch that was never shown because they started recording after it started happening. It might just be a demo-only glitch though, since I doubt we have seen the final build of that one level (meaning the demo might skip ahead or cut some parts) so the glitch might resolve itself that way when the game comes out. It still worries me that things like these could happen though.

I had seen people doing that against Poison before. But that's legit. There were a lot of moves in DMC4 that you could spam and would keep increasing your rank... especially against big sized bosses. Kinda interesting how he's canceling the move into itself though... I wonder if there is a trick to it or it's just spam the launch button.
 
Kinda interesting how he's canceling the move into itself though... I wonder if there is a trick to it or it's just spam the launch button.

Other than button mashing, I would see a couple of ways. One way could be that he's switching Modes after Arbiter hits the ground, which cut off its animation for you to repeat it. Another way is by trying some other method of attack after Arbiter lands such as using DPing or trying a regular slash. All this mostly depends on DmC's framework.
 
Other than button mashing, I would see a couple of ways. One way could be that he's switching Modes after Arbiter hits the ground, which cut off its animation for you to repeat it. Another way is by trying some other method of attack after Arbiter lands such as using DPing or trying a regular slash. All this mostly depends on DmC's framework.

It's probably that this move actually instantly cancels once it hits an enemy (note that it works like a projectile) so if you hit an enemy that is almost in your face with it, then Dante will recover fast enough to be able to do another one right after. Of course, this doesn't work on regular enemies because they will be launched up in the air instead, so doing another one is kinda pointless.

Btw, I have seen regular gameplay of people using this launcher and it gives about half of a style bar... not a whole complete one. Meaning that the reason why he went up from C to B to A and so forth so fast there was because any simple attack on Poison while she's down gives you a crap ton of style points.
 
It's probably that this move actually instantly cancels once it hits an enemy (note that it works like a projectile) so if you hit an enemy that is almost in your face with it, then Dante will recover fast enough to be able to do another one right after. Of course, this doesn't work on regular enemies because they will be launched up in the air instead, so doing another one is kinda pointless.

I could see that but, again, that depends on how the frames work in that animation.

Btw, I have seen regular gameplay of people using this launcher and it gives about half of a style bar... not a whole complete one. Meaning that the reason why he went up from C to B to A and so forth so fast there was because any simple attack on Poison while she's down gives you a crap ton of style points.

You forget that there is a damage factor to that. Tremor's shockwave does extra damage, so I'm assuming that the shockwaves add extra points.
 
Those make me smile, still, in the first clips defense (won't hear me say that about NT games much!) it's not really much different than spamming RI against Berial or something so no problem there especially if this is a lowered difficulty like people expect, the others are more worrying however as NT are notorious for things like this even in their finished products.

Oh just remember how easy was to shove lucifer into Berials, Baels, Echidnas butt and get the style rank infinitely.
And using prop and RI into almost every small enemy in the game at 4.
I agree too about that infinite rank points but spamming is nothing new in this game.
 
Though NT are still a bit of rookie developers, I gotta say, they came a long way, even if the glitches are there. However, these glitches could probably be fixed by the time the actual game is finished. I mean, there are many days in four to five months. This also made me smile too. Just shows NT still have a lot of work to do.^_^


All opinions aside I must commend NT on what they have produced so far, they have produced something deeper than I initially thought they would that I feel surpasses their previous projects, I also think however that they would not have produced the same quality they have if they hadn't of been under as much pressure from the initial announcement trailer onwards, I just worry they were a bit too ambitious.
While I don't agree with the way they approach game design and the things they think make a good game I hope they can iron out the bugs and make a decent game for you guys.

That last one is a very weird glitch... I've seen people play the demo over and over and that never happened. There must be something that triggered that glitch that was never shown because they started recording after it started happening. It might just be a demo-only glitch though, since I doubt we have seen the final build of that one level (meaning the demo might skip ahead or cut some parts) so the glitch might resolve itself that way when the game comes out. It still worries me that things like these could happen though.


Just a guess but a lot of scripted events track the players position and trigger an event when the player enters a certain area. It looked like there was a problem with the tracking of the players position and the initial trigger of the event.
 
Just a guess but a lot of scripted events track the players position and trigger an event when the player enters a certain area. It looked like there was a problem with the tracking of the players position and the initial trigger of the event.

There isn't really a form of tracking rather there is a point where the character comes in contact with an invisible object on the floor that triggers the event. Usually, this object would be spread across an entire area but, if the object is small enogh for the player to skip passed it, it doesn't look like that would apply to this case.
 
did anyone else notice that he got SSS in just 8 attacks? 7 if that demon guard counts as a hit. and if so I think the leader boards will be almost meaningless, more so than before.
 
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