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Another boss walkthough plus glitches

He took too much damage while doing his spam-run to claim the game is dumbed down, it was already stated several times that you can beat Poison without taking any damage if you're good enough, the fact that he almost died while doing it doesn't prove anything.

The spam really is dumb though.

The style meter filling up too easily is understandable. The game gets faster and the song gets better along with your style meter, if it was too hard to get that S ranking, most players would never experience the game at it's best.
 
Well atleast there aren't any glitches like in PoP:WW where going into the wrong place at the wrong time can basically break the whole game, so that you are trapped into a certain place forever and there goes your well spent 10+ hours...
And this is from Ubisoft, the developers of Assassin's Creed series.

And about the ranking... what matters is not the rank of one battle but the whole mission rank, obviously there is a target score for a certain letter, for example "S", so even if you get an S rank combos but your overall score is too low, you won't get stylish rank S on a mission.
Also consider the possibility that on lower difficulties it could be easier to get those SSS combos, which makes perfect sense to me.
 
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.

Every game has trackers and listeners of some description and they even stem into most other programming languages for things like web design, if you can't track the players position things like camera movement, receiving damage and pretty much anything won't work, a basic example would be in 2D platformers like Mario, there will be a line of code somewhere that states screen so-ordinates must be x pixels/defined space from the player position.

I doubt they are using object orientated event triggers with a project this complex, with all that is going on there would be memory issues having a lot of "invisible" objects around and frame rate issues would insue, I was more hinting at a sequential call in from a combination of a tracker for the player position and a listener of sorts for their position.

Invisible object events are not used as much anymore per say as more efficient procedures have been invented, they are only really used now for what I like to call lego game engines, for example programs like RPG maker where you don't need to know anything about programming and can just place things where you like.
 
Every game has trackers and listeners of some description and they even stem into most other programming languages for things like web design, if you can't track the players position things like camera movement, receiving damage and pretty much anything won't work, a basic example would be in 2D platformers like Mario, there will be a line of code somewhere that states screen so-ordinates must be x pixels/defined space from the player position.

I doubt they are using object orientated event triggers with a project this complex, with all that is going on there would be memory issues having a lot of "invisible" objects around and frame rate issues would insue, I was more hinting at a sequential call in from a combination of a tracker for the player position and a listener of sorts for their position.

Invisible object events are not used as much anymore per say as more efficient procedures have been invented, they are only really used now for what I like to call lego game engines, for example programs like RPG maker where you don't need to know anything about programming and can just place things where you like.

Ah, I get what you're saying, but I was always under the belief that tracking was a natural part of even the most basic games so I never considered that as part of being an activation process for an event, but you're right though. Coordinate systems are used for games that require higher level workings than the ever- so basic "game maker" but I thought the tracking process of that was a natural consequence of such systems.

Mind me for using terms like "objects" and stuff. I find those terms easier to use in explanations as they are easier to envision.
 
Also NT might have fixed some of those glitches by now...I mean the one where the walls don't crush you Berto played the a demo at Comic-con(after E3) and he pretty much stated that the walls do crush you if you don't move.
 
Also NT might have fixed some of those glitches by now...I mean the one where the walls don't crush you Berto played the a demo at Comic-con(after E3) and he pretty much stated that the walls do crush you if you don't move.

They won't initially, but they'll slowly crawl towards you. The guy in the video didn't stand around long enough for us to see whether they moved or not.
 
They won't initially, but they'll slowly crawl towards you. The guy in the video didn't stand around long enough for us to see whether they moved or not.
Heh the walls must be pretty slow since the demo is on a low difficulty setting....maybe even platforming gets harder on higher difficulty settings.....I've noticed that on one mission in DMC4.
 
Heh the walls must be pretty slow since the demo is on a low difficulty setting....maybe even platforming gets harder on higher difficulty settings.....I've noticed that on one mission in DMC4.

I would assume that the walls will not hesitate to kill you on DMD mode.
 
I would assume that the walls will not hesitate to kill you on DMD mode.
Or on that Night Club stage where if your standing on a blue panel you gotta use an angel weapon or red panel demon weapon or you'll take damage....does those panels change colors and if they do imagine on DMD they must change colors pretty quickly so we must resort to air combat or using Rebellion & Gun weapons.
 
Or on that Night Club stage where if your standing on a blue panel you gotta use an angel weapon or red panel demon weapon or you'll take damage....does those panels change colors and if they do imagine on DMD they must change colors pretty quickly so we must resort to air combat or using Rebellion & Gun weapons.

Actually, you have to be on the corresponding regardless of whether you're in the air or on Normal mode. In fact, it would be better for you to stay on the ground since you can probably see the panels better.
 
Actually, you have to be on the corresponding regardless of whether you're in the air or on Normal mode. In fact, it would be better for you to stay on the ground since you can probably see the panels better.
Ohhhh....you knoe I might not wanna replay that stage much often even if it is the most impressive and flashy stage thus far.
 
Make a fire then let a Pygmy get warm near the fire once that touch the fire to burn the Pygmy then destroy the fire and stack it one on the other then strike a dodo bird with lightning and put it ontop of the wood then spawn a Pygmy and let the Pygmy stack the wood and eat the bird (wood and bird must be on the fire place)
 
Make a fire then let a Pygmy get warm near the fire once that touch the fire to burn the Pygmy then destroy the fire and stack it one on the other then strike a dodo bird with lightning and put it ontop of the wood then spawn a Pygmy and let the Pygmy stack the wood and eat the bird (wood and bird must be on the fire place)

WTF are you talkin' about?
 
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