Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

Drasnus

73
Posts
136
Followers
1
Following
A member registered May 28, 2016 · View creator page →

Creator of

Recent community posts

Antivirus software tends to be wary of 'unsigned' executables. As an independent developer my game isn't recognized by most antivirus software so it will urge you to be careful. You can scan it all you want - it's safe.

Hello,

The AI currently has some pretty big blind spots. I've got an update in the works to improve it, and some improved mechanics. It's almost ready for release but I've been very busy for the last few months. Thanks for the feedback.

Hey dude,

I'm currently working on a update and I've been improving the AI to get rid of a few blind-spots they have. At the moment I can beat the master too easily too so I'll be sure to make him a nightmare again for the new update.

Hey man,

I'm currently close to releasing a new update with some improvements across the board. The parry is something I'm currently looking at as I think the mechanic needs some extra depth. I can also add a stance indicator - I imagine that'd be useful for playing with the mouse controls.

Your comment inspired me to try out a survival mode like you mentioned - that's done now, and it will be in the new update. If you thought the blood looked ridiculous before, imagine what it looks like after 10 fights in a row :)

Thanks for playing.

Thanks for your support.

I'm currently figuring out a way to add more depth to the parries. My thoughts were along the same lines as yours, with sword direction playing a part. We'll see how that goes. It's been awhile since I updated because I got so busy lately, but I've got another small update planned soon and I'll probably try out some tweaks to the parrying.

I'll also go ahead and add support for playing on the same keyboard. It'll be pretty clumsy but as long as everyone is equally disadvantaged then it's a good call.

Start with a larger canvas than you'll need, you can always crop out the excess space later. There is no uniform sprite size you should use, it's determined by the resolution of the game it will be used in. If you already have some tiles for scale then just make sure your character looks in proportion to them. You don't need to make the character size an exact multiple of the tile size. Everything just needs to be visually in proportion with eachother. If you create a tileset for a house, and then a character to go with it, as long as he looks like he'd fit through the door then his size is fine.

If you want a jumping off point I'd recommend looking at older games to see the sizes they used. For example the NES ran at 256x240 and used 8x8 or 8x16 sprite sizes (but lots of developers just put a bunch of those sprites together to make even taller/wider characters). The background tiles were 8x8. The SNES could have sprites up to 64x64. You're not limited by hardware the way these developers were, but if you want to make sprites that look authentic then I'd suggest using similar sizes.

Thanks buddy. Simplicity is one of the key principles of the game so no worries there.

Hello. I'm not sure exactly how to fix that bug as I haven't encountered it before, but I have a suggestion. Try opening 'options.ini' (it's in the game folder) and change the line 'VertexBufferMethod=1' to 'VertexBufferMethod=2'.

Thanks for the detailed feedback. I'm always happy to hear what people think, especially since balancing a fighting game is a tricky thing.

A lot of my balancing comes from fighting the AI and trying to prevent any one move from being too cheesable. It's always more interesting to fight a real person though and I get a lot of insights about the game from doing so. The AI always fights 'optimally' but I've seen players do all kinds of interesting things, including kicking my ass after learning the game in 10 minutes.

The intent behind the dodge is to give you a means of avoiding a hit without becoming locked into a blocking state. Ideally a perfect dodge would have you exiting your dodge just after the enemy has missed, giving you a brief window in which they are defenseless. A back and forth of parrying will lock you into a particular rhythm of attacking and blocking, and dodging ideally lets you disrupt that rhythm. The same goes for counter attacks. When fighting the AI a well-timed counter isn't a guarantee of victory, but if I chain them together I eventually find the sweet spot where the blades collide but the attack gets through anyway. Both of these things can certainly be tweaked though and it's a matter of finding the midway point between under and overpowered. The game is always a one-hit kill so I usually lean more towards under-powered just for the purposes of feeling fair.

Parrying is definitely overpowered at the moment but I feel that it's an essential mechanic to prevent ending the match in seconds due to pure luck. I wanted it to be easy and intuitive to defend yourself. At the moment I'm thinking of fleshing it out by making the directions of the strikes affect how the parry comes out. An up-strike and a down-strike colliding will cause more stun than two up-strikes glancing off of each other. In theory it'd mean you could get locked into a spamming match but then aim your strikes to gain the upper hand against someone slashing at random. That said I was never quite sure who should have priority during a parry, since reactive parrying is very difficult due to the long windup on all the attacks.

The directions of the strikes are intended to be a trade-off between range and speed. The low-attack is quicker than the middle-attack but it's also much easier to avoid due to its short range. Like most of the mechanics the difference is just a matter of a few frames but those frames can make a big difference when you're trying to land a hit during their brief recovery state.

The shove move definitely needs work. Having to hold attack while tapping a direction was intended just to reduce the number of buttons the game requires, since one of my design principles is to make it as simple to pick up as possible. It clearly causes some problems though, so I'll probably change it to a different input. Maybe pressing attack and dodge together? At the moment you skip some of the animation if the shove lands, but it's subtle and I could make the difference more obvious. My friend also keeps insisting that I put the dash mechanic back in (from a much earlier build) but I replaced it with the charged hits awhile ago and I'm not sure if it would be redundant since the dodge already lets you step out of danger.

Anyway, by all means feel free to give me feedback on the mechanics. It's extremely valuable for polishing the game.

I like your idea for a different weapon style, I'm just apprehensive about balance - especially regarding fast weapons. Usually you balance fast weapons by making them do less damage but in a one-hit game I'd have to find other ways of making them feel fair. Different playstyles are definitely something I want to attempt but it would be the most work out of any potential additions. Foolishly, I designed the player customization by just putting all the different combinations together on multiple sprite sheets instead of using layers in-engine. I'll have to overhaul that system if i'm going to be adding a lot of new player animations, otherwise I'll have to import an absolute ton of images.

Your brother will be happy to know that I've been planning an 'adventure' mode for a while (it's actually the reason I added player customization in the first place). I'm not quite sure how it will turn out but the idea is that you'll fight a bunch of simpler AI on the way to a boss AI.

You don't sound harsh at all, thanks for playing and for letting me know your thoughts.

Hey dude, thanks for commenting. It has been a while since my last update because I got busy with school again but I do plan on continuing soon. 

By physics, are you referring to things like ragdoll effects? I'm always interested in giving the game more impact so you can be sure I'll be tweaking the kills over time. I've been thinking about adding new weapons or fighting styles since the beginning but it would be a huge undertaking so for now it will likely remain as just katanas. I do like the idea of different fighting styles (I particularly like the idea of a drunken-boxing style of swordplay) but keeping everything balanced would be my number 1 priority.

Anyway, thanks for sticking around. I really appreciate it.

Thanks for your thoughts. I'm still figuring out how I'm going to proceed; some of your ideas line up with my plans, some don't, but we'll see how it turns out down the line. A little story mode is definitely something I'm interested in, plus fixing the menu and more customization. I'm glad you like it.  :)

Thanks! I'm still figuring out where it will go. It would be great to add some new weapons but it might require another overhaul of the player sprites and a lot of testing to keep it balanced. We'll see how it goes. I've considered adding a boken for a while since it would only require changing the sword colour and adding a 'knocked out' animation.

Yes, you can use these sprites in your games, commercial or otherwise. Thanks for purchasing.

Thanks man. Adding networking is a lot of work but I might just give it a shot sometime.

Yes. There's a small chance that you'll end up in one of the 'blood' stages.

I thought it might be that. I'm glad it's working for you.

What does the error say?

Great video, thanks!

Thank you. I'd like to add more characters at some point in the future when I have more time.

Thanks!

It depends on your control scheme. If you're using mouse and keyboard: it's right click to dodge and if you're holding your sword high or low you will sidestep.

Yes, that's the plan.

Thanks buddy. I hadn't thought of that but I'll consider it.

Thanks!

Thanks buddy

Thanks for taking a look

Thanks, I'm glad you like it.

I already mapped dodge to RMB, but I could assign push to something else. I was pretty much trying to minimize the number of buttons needed for simplicity's sake but there's no reason I can't include both. Is there a preferred key I could use? Does your mouse have any other buttons?

You caught me at a good time anyway, I'm gearing up to push a small update so I can include those changes right now.

Thanks for sticking around. I'm going to give the menu a proper overhaul at some point so I'll be sure to include both those things.

Thanks!

Thanks for recording yourself, it's a really valuable means of feedback.
Master difficulty is downright silly, I saw him do some stuff in your video even I didn't know he could do.  Good job beating him.
The window for blocking is quite wide but it can be tricky recognizing each attack in time to react to it, especially using keyboard controls. I'm thinking of adding a 'game speed' option so new players don't get thrown in the deep end.

Thanks buddy.

Hey man. I can't promise anything for the moment since I'm very busy, but when I update it again I will definitely add some samurai assets.

Hey dude. I'm pretty sure you're the person who messaged me elsewhere, but if not:

You get the second key after the last portal door. Getting it open requires some careful positioning, but you can kind of see it being done in the trailer.

Thanks for the compliments.

Yeah you're right. I used blank frames to separate each animation in the strip. Thanks for clarifying.

Hi, could you elaborate?

Good effort, thanks for posting.

I guess it's still in somehow. Either that or they're triggering the input by themselves which is a scary thought.

Hey dude, great video. It's always fun to see how people do. :)

Hey man. I love the video; thanks for taking the time.