In Progress Nekketsu Kouha Kunio-kun

The project is currently under development.
Stage01-old.gif

I created Stage 1 from scratch.
Since it was the first stage I created, I realized it lacked detail compared to later stages, so I decided to create a new one. With this, I've completed all the stages.

stage1.png
stage1

stage2.png
stage2

stage3.png
stage3

stage4.png
stage4

stage5.png
stage5

stage6.png
stage6

stage7.png
stage7

stage8.png
stage8


Here's a new Stage 1 test video.
 
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@DD Tokki Your project is getting more and more professionnal.
To me, it is better looking and playing than any modern official try to make a new Kunio game.
I sincerely like your games and Kunio universe.
I really wish it will become playable one day. I support it and we all wish you to update it at your rhythm, step by step when you can.
 
@DD Tokki Your project is getting more and more professionnal.
To me, it is better looking and playing than any modern official try to make a new Kunio game.
I sincerely like your games and Kunio universe.
I really wish it will become playable one day. I support it and we all wish you to update it at your rhythm, step by step when you can.
Thank you for your generous praise for a mere fan game. I will continue to work hard until it is released, and I look forward to that day.
 
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Here's a new Stage 1 test video.
Really cool!
Some suggestions:
-Perhaps you could start the level without the train car present, and have it arrive after the first wave.
- You could make the train doors a separate entity, and have them summon enemies. This would allow enemies to appear as soon as the doors open, as they currently appear out of nowhere after the doors open. Simply spawn them at a lower Z position than the door, and turn off the enemies' subject_to_minz (and then turn it back on).
- It would be interesting to have some kind of animation for the characters in the background.
 
Really cool!
Some suggestions:
-Perhaps you could start the level without the train car present, and have it arrive after the first wave.
- You could make the train doors a separate entity, and have them summon enemies. This would allow enemies to appear as soon as the doors open, as they currently appear out of nowhere after the doors open. Simply spawn them at a lower Z position than the door, and turn off the enemies' subject_to_minz (and then turn it back on).
- It would be interesting to have some kind of animation for the characters in the background.
Right now, enemies appear through doors in a fixed setting, but I'd like to learn how to create scenes where enemies appear from moving vehicles like boats or cars later. I still have a lot to learn.
 
Right now, enemies appear through doors in a fixed setting, but I'd like to learn how to create scenes where enemies appear from moving vehicles like boats or cars later. I still have a lot to learn.
If you just want to make a vehicle pass across the screen and summon an enemy, simply create an entity for that vehicle, use load in its header to ensure the enemy is loaded, and spawn that enemy. This would be the case with a train.

It might be more complicated if it's, for example, a motorcycle or a car where the driver jumps out of the vehicle, but it's just a simple animation change.

In the case of doors and gates, it depends on how you want to do it—for example, what triggers the door to open? The camera position? The time? The number of enemies? A specific enemy?

I used all of this in my game Pocket Dimensional Clash 2. Feel free to download and study the game and reuse whatever you need. After unzipping the game, open it in the CMT and search for entities called "gate." Each one works differently, and they're located in scenario folders with the same name (DD is in the Double Dragon folder, Military is in the Military folder, etc.).

Some examples:
12:25 This gate works based on the camera position. It's active all the time (I spawn these things right at the beginning of the level, at 0, before the enemies). When the camera is at 250px, the gate changes animation and moves upward, summoning the Abobo.

14:46 This is the same gate (I use the same entity for all animations in the same level), but with a different animation. Here, it doesn't work based on the camera, but rather waiting for a specific enemy to appear (Tazzer, the bald enemy). The code is triggered if an enemy with a specific character is on screen, and if so, it spawns the boss (and turns that enemy into a BOSS). Until Tazzer is on screen, the gate won't open.

41:57 Here's a new gate that works differently: it counts how many enemies are on screen, in a loop. When it detects there's only one enemy (the Bison in the background is a stationary enemy), it plays a new animation that spawns the Living Laser, transforming it into a boss.

If you have any questions, feel free to post them here and tag me :)
 
If you just want to make a vehicle pass across the screen and summon an enemy, simply create an entity for that vehicle, use load in its header to ensure the enemy is loaded, and spawn that enemy. This would be the case with a train.

It might be more complicated if it's, for example, a motorcycle or a car where the driver jumps out of the vehicle, but it's just a simple animation change.

In the case of doors and gates, it depends on how you want to do it—for example, what triggers the door to open? The camera position? The time? The number of enemies? A specific enemy?

I used all of this in my game Pocket Dimensional Clash 2. Feel free to download and study the game and reuse whatever you need. After unzipping the game, open it in the CMT and search for entities called "gate." Each one works differently, and they're located in scenario folders with the same name (DD is in the Double Dragon folder, Military is in the Military folder, etc.).

Some examples:
12:25 This gate works based on the camera position. It's active all the time (I spawn these things right at the beginning of the level, at 0, before the enemies). When the camera is at 250px, the gate changes animation and moves upward, summoning the Abobo.

14:46 This is the same gate (I use the same entity for all animations in the same level), but with a different animation. Here, it doesn't work based on the camera, but rather waiting for a specific enemy to appear (Tazzer, the bald enemy). The code is triggered if an enemy with a specific character is on screen, and if so, it spawns the boss (and turns that enemy into a BOSS). Until Tazzer is on screen, the gate won't open.

41:57 Here's a new gate that works differently: it counts how many enemies are on screen, in a loop. When it detects there's only one enemy (the Bison in the background is a stationary enemy), it plays a new animation that spawns the Living Laser, transforming it into a boss.

If you have any questions, feel free to post them here and tag me :)
Even if you want to reference the game's structure, you can't access the game's PAK file. It just crashes midway.
 
Huh? Just use Paxplode and it will extract the content.
The problem with extracting the game seems to vary depending on the language. Others say the error I'm experiencing doesn't occur. I'm using the Korean operating system, so I'm guessing it's something unexpected.
 
bor - 0001.png

We've further refined the animation of enemies emerging from the train doors.
By applying "subject_to_minz" to terrain that was blocked by the Z-axis, we've made it possible to move upwards further, and we've created a space inside the train where enemy characters can emerge.
 
By applying "subject_to_minz" to terrain that was blocked by the Z-axis, we've made it possible to move upwards further, and we've created a space inside the train where enemy characters can emerge.
Cool! And its a good trick to not put subject to minz, maxz and wall on the enemies header, so you can have more freedom with spawn animations.
Just remember to set it back then the spawn animation finishes :)
 

Since the same enemies always appeared in every game test video, I started creating enemies for Stage 2. They don't have any special moves yet, but they will continue to be upgraded.
Great!
I can't wait to see progress on the playable characters as well!
Particularly Hasebe. ^^
 
I'll make some female action sprites someday.
I know I am giving too much ideas here, but If I can share a tip based on my experience (and errors), here it is:
Before adding new enemies on your game, try to polish and finish all the existing enemies, so you can just copy and paste the base code.
because if you start adding a new enemy and, down on the road, you need to change something on the core code (like adding a new animation), its a painfull process.
I've been there and made that mistake, its a royal pain.
 
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