#BRUTAL KATANA - out now on Steam
4085 messages · Page 5 of 5 (latest)
real
Bug: the current menu item highlight doesn't cover long letters like y
also the length between the letter and the highlight edge is bigger above (and smaller below)
Looking real good! I will be able to playtest in like a week if its needed by then
or at least below it's partially covered by the shadow which makes it look smaller
will play more tomorrow, but generally the update is fire
these sakura trees especially.. no words
thank you! I really appreciate your help with testing the game, hope you enjoy the rest of the update!
Wow, i feel bad for buying this game only 3.4 dollars, it clearly deserve more
One "issue" (?) i noticed is that on ~high velocities the blood splash effects after slicing a head make the time window to notice the next head in the row (and determine the necessary direction to hit it) very short
No idea how to "fix" this and i actually will be perfectly happy with marking this off as intended
Makes keeping high momentum harder
Which is arguably a good thing
Also, i may have just forgotten but there didn't seem to be a tutorial explaining the new mechanics and controls for them
also some eyeball interactions may be useful when transitioning from the default setting/theme to the sakura to the "jungle" one
idea: make the main menu background have the same setting/theme as the last played level
e.g. if you last played a sakura level, the background should have sakuras and stuff instead of palms
also i guess the level designs are (understandably) mostly set in stone by now, but in the future it would be nice to see more "convoluted" and dense levels
i'm not saying the current ones are bad (quite the inverse), but they're very open/spacious and at least at first glance don't have the same optimization "potential" that some of the "current" levels allow
I can try making the blood disappear faster or make it more transparent the closer you are to the blood.
there is supposed to be a tutorial on level 28 and level 32 if you play them
I mean personally it's fine either way, i just thought this would be worth mentioning
Others may have stronger opinions
the reason I made the new levels more open is because it was quite hard to make similarly dense levels as the "old" ones with the new mechanics. I also personally have gotten a bit tired of the denser level format which is another reason I decided to make the new levels more spacious. hopefully the new levels don't feel to out of place or too different from the previous ones
They're awesome! Just different
that's good to hear! it would be really sad if they weren't good after all the time i spent on them lol
also are there any minor annoyances or issues you've found with the levels? like a segment that is unreasonably hard to clear compared to the reset of the level?
nope
the high velocity thing is the only one close
but it's debatable if it should be "fixed"
yeah I'll try some small adjustments and see if it's any better, if I don't find an easy fix then I will just ignore it
Still wondering @fleet canopy (sorry to bother you with that), how did you make this wallrun mechanic, especially, making it work on curved walls ?
Did you have any good source or resource to share, 'cause i'm trying to make this mechanic as well for my current project, but that really not that great, and as there is not a single tutorial for that in Godot 4 ...
I rarely use tutorials anymore so I can't really point you toward any good resources on how to implement wall running in Godot. I would just recommend that you learn some basic vector math (dot, cross, projection, etc) since most of my wall running code is just simple vector math. I've written a step-by-step explanation of how I implemented wall running in BK in this thread: https://x.com/bushsoftware/status/1853787274665750825
@DrayOdev (1/3) wall running uses Godot's CharacterBody3D node. I'm not sure how understandable this is but here's what the "algorithm" looks like:
When not wall running:
1. Cast two rays perpendicular to where the player is looking
2. If a ray hit wall when airborne: Start wall running
Can you put a screenshot of your 3 tweets ?
I don't have a Twitter account, and i really don't want to create one
And as the wonderful social media he's known for, i can't watch anything without having to log in
Thanks
Yeah, lot of maths application compared to my version
But my version sucks 😅
Thanks
Gdscript or C#?
C#
The new update has now been publicly released! (there is also a 35% discount on the game so you can get it for only £2.59)
https://store.steampowered.com/app/2741610/BRUTAL_KATANA/?beta=1
OverviewBRUTAL KATANA is an easy to learn but hard to master, short, first-person parkour action game where your goal is to kill meat statues as quickly as possible. The perfect game to play when you're bored, are waiting on something or just want to play something short, fun, and satisfying. Features Parkour: Fluid first-person parkour with w...
$2.59
the climbing from under a wall bug is still here i see
cuz i remember someone mentioning
or im remembering wrong
oops, I completely forgot about that bug
there has been many of those i think, so it might've been in a different place
Finally picked up the game! It's a lot of fun
Is there a way to keep the death sound from messing with the music?
Sadly no
And now I've finished! That's a great game!
Thank you!
@fleet canopy while wallrunning, if you use a hook without jumping off beforehand, you won't be able to wallrun
bug?
this is level 44
yeah that's a bug, I will fix it in the next update (which should be out in around 2 days)
it looks like you're grappling quite late, does it still happen if you grapple when your at the midpoint of the wall run on that wall?
uh frankly
if i grapple too early i don't get pulled enougn to reach the next wall
so i can't quite test
but i tried grappling as late as i could and in all cases the character did not wall run
ah okay, well I just wanted to see if it had anything to do with wall run coyote time
*as early
@sullen tulip i can't find the 01 run that (i think?) you sent somewhere here
do you still have it?
Im not home rn, can check as soon as i arrive
cant find the video and i dont remember sending one either. anything in particular ur wondering about?
another player asked for it
i could probably try to study it too
but it's fine
ok, u can hmu if u change ur mind :P
@fleet canopy I've been meaning to ask this for a while now but kept forgetting: is it just me or the game is very, VERY loud? My sound can be set to 10 out of 100 yet it will sound like i'm, dunno, at solid 50 or 60. Meanwhile all others apps have "normal" sound that is barely noticeable at 1 and ear crushing at 100
hmm, weird. From what I remember it worked as expected for me, I'll check it out later today. I might have written my linear to db function incorrectly or forgotten to use it somewhere.
I just tested out the audio settings and everything is working as expected for me. A value of 10 is really quiet (can barely hear it) and 100 is loud. So maybe it's some weird bug that only happens on your machine?
must be
i'll maybe record later how it sounds IRL, but it's gonna be real fun figuring out what is wrong (because like i said everything else is okay)
yeah, bugs like these are definitely the most fun (jk)
yo, there's now a discord server for BRUTAL KATANA if anyone's interested! The invite link can be found here:
https://store.steampowered.com/news/app/2741610/view/497190789924782333?l=english
Hello there! I just wanted to quickly announce that there is now an official discord server for BRUTAL KATANA! So if you're interested in talking to other members of the community, sharing speed running techniques, have bugs to report, or got some suggestions to share then come and join the discord. Here's the invite link for those interested! H...