Nekketsu Kouha Kunio-Kun Re

In Progress Nekketsu Kouha Kunio-kun Re v0.03

No permission to download
The project is currently under development.
My thoughs and suggestions about this game

- That's a really awesome interpretation of The first Kunio kun game! like the original, the sense of being in a street fight is great, but your game is much more frenetic!!
- The sprites and art style, specially the colorful portraits, are really top notch. the way the game puts characters as model A (male) and model B (female) is sucint but satisfactory.
- The game is really super fast-paced and responsible, and albeit it indeed have some level of difficulty, it's pretty fun to play!
- Something I really like in Kunio-kun games is that late 80's vibe they have, and this game have it even with some modern cameos around the stage. i really like it.

Suggestions:

- Dunno if it's planned to be added in subsequent stages, but would be great to see those cutscenes found in the first arcade game where Hiroshi is beaten by the enemies of the stage, it's so awesome!
- Could be great to have items and be able to pick and use the dropped weapons enemies carries, as well as throw them for massive damage.
- Regarding moves that breaks the enemies attempt of mobbing you, perhaps could be a good idea to make these moves have a cost in the super bar, like half of it for example, to make things more balanced and avoid the player of exploiting this mechanic!
- The fast pacing and frenetical fights are a great aspect of this game, but it also makes some moves too risky to use, like the classic face beating when the enemy is down in the ground, forcing you to use the jumping stomp or even ignore that they're down instead.
- I played in normal difficulty level, but I feel that The boss fights are similar to an average crowded enemy fight, in the sense that it's just how you gather all the enemies together and beat all of them at same time and for this reason, I rarely managed fo see the boss attacks. So, I'd like to suggest that during boss fights instead of letting the normal enemies to come over and over during the entire battle, perhaps would be good to set a limit of enemies respawn and make the boss fight more "dangerous" instead, not harder or unfair, but similar to how kunio kun and double dragon boss fights usually are: bosses are tough, have some mechanics (can block, use special attacks, can counter you etc etc) => But since this one is a more heavy suggestion, you can ignore it if go against your producing plans or could cost too much time ;3

-By any chance, Did you have played "Eojjeonji Joheun Il-i Saenggil Geot Gateun Jeonyeok" before? 😁
"Eojjeonji Joheun Il-i Saenggil Geot Gateun Jeonyeok" (어쩐지 좋은 일이 생길 것 같은 저녁) or (어쩐지 저녁)
I know this is an old Korean comic book. I've read it too, but I've forgotten all the content.:cry:

There's a belt-scrolling game for DOS. It's high quality.
 
bor - 0006.png

We've implemented health recovery items into the game.
You'll receive them about twice per stage when you defeat an enemy.
More items may appear in longer stages.
Recovery doesn't restore all health, but rather a small amount.
 
View attachment 13338

We've implemented health recovery items into the game.
You'll receive them about twice per stage when you defeat an enemy.
More items may appear in longer stages.
Recovery doesn't restore all health, but rather a small amount.
That's good, that's perfect.
No need of more.
So you can go on with other stuffs for the game like gameplay, stages etc. :)
 

I tested the motorcycle stage.
However, since the character performs standard actions like jumping and attacking, I'd like to exclude those when riding a motorcycle.
Since the Z-axis is blocked, the stage only moves left and right.
 
  • Like
Reactions: NED
However, since the character performs standard actions like jumping and attacking, I'd like to exclude those when riding a motorcycle.
I liked the stage idea. About attacking and jumping, if you don't add a specific animation, the character won't use it.
since you are using weapons (alternate models), you can simply add blank animations to your character and set the right "weaponloss".

Regarding the level, I really liked its visuals. But here's a tip, which I think 40% (or more) of games made in OpenBOR get wrong: Take into account that the level is moving. Nothing can fall to the ground and stay in the same place, stationary. The entity must move in the opposite direction to the level's movement.
 
  • Like
Reactions: NED
I liked the stage idea. About attacking and jumping, if you don't add a specific animation, the character won't use it.
since you are using weapons (alternate models), you can simply add blank animations to your character and set the right "weaponloss".

Regarding the level, I really liked its visuals. But here's a tip, which I think 40% (or more) of games made in OpenBOR get wrong: Take into account that the level is moving. Nothing can fall to the ground and stay in the same place, stationary. The entity must move in the opposite direction to the level's movement.
Of course, I know this stage moves independently of the player. It feels like it might be similar to Konami's classic Antarctic Adventure game. :ROFLMAO:
 
"Eojjeonji Joheun Il-i Saenggil Geot Gateun Jeonyeok" (어쩐지 좋은 일이 생길 것 같은 저녁) or (어쩐지 저녁)
I know this is an old Korean comic book. I've read it too, but I've forgotten all the content.:cry:

There's a belt-scrolling game for DOS. It's high quality.
ahaha yeah, it's this very belt scrolling beat'em up game I'm talking about!
I used to play it pretty often and is a game as tough as nails, but i like it really much!
 

Attachments

  • 1768618743839.png
    1768618743839.png
    206.9 KB · Views: 10

This time, I made a big decision. Since I'm not a professional music maker, I've always been concerned about the quality of my music. A friend introduced me to AI-powered music creation.
I didn't start from scratch, but rather upgraded existing songs I'd already created.

I personally see no problem in using AI in this game's soundtrack, I think it's still better than using the original musics directly ripped from the classic games and will really give the OST a touch of uniqueness!!
If I could give a advice, should be to take utmost care in the "melody", and make it be the closest possible of the originals, I've seen some videogame musics processed with AI to sound like a different style but sometimes they deviate too much of the originals :V

This way, you'll end having the same awesome musics of the classics but "Kunio-kun Re." version :D
 
I personally see no problem in using AI in this game's soundtrack, I think it's still better than using the original musics directly ripped from the classic games and will really give the OST a touch of uniqueness!!
If I could give a advice, should be to take utmost care in the "melody", and make it be the closest possible of the originals, I've seen some videogame musics processed with AI to sound like a different style but sometimes they deviate too much of the originals :V

This way, you'll end having the same awesome musics of the classics but "Kunio-kun Re." version :D
In fact, the songs in Kunio-kun Re are AI remakes, but they weren't originals. Instead, they were remakes of the originals, created with my own limited skills.
The current songs were created using those remakes. I know there's an option to make them more similar to the originals, but it costs cash each time you make one.
Since it's randomly generated from a song of your choice, I didn't always like it the first time.
So, sometimes I have to compromise with those songs.
 
I liked the stage idea. About attacking and jumping, if you don't add a specific animation, the character won't use it.
since you are using weapons (alternate models), you can simply add blank animations to your character and set the right "weaponloss".

Regarding the level, I really liked its visuals. But here's a tip, which I think 40% (or more) of games made in OpenBOR get wrong: Take into account that the level is moving. Nothing can fall to the ground and stay in the same place, stationary. The entity must move in the opposite direction to the level's movement.
I'm curious. It's possible to block the original character's movements with animation, but how can I block the jump settings specified in the header? The character ended up jumping in a transformed form.

I thought there was a command like "NO JUMP" in the guide, but it doesn't seem to be there.
 
I personally see no problem in using AI in this game's soundtrack, I think it's still better than using the original musics directly ripped from the classic games and will really give the OST a touch of uniqueness!!
If I could give a advice, should be to take utmost care in the "melody", and make it be the closest possible of the originals, I've seen some videogame musics processed with AI to sound like a different style but sometimes they deviate too much of the originals :V

This way, you'll end having the same awesome musics of the classics but "Kunio-kun Re." version :D
But the remakes I made were so similar to the originals that sometimes I feel absurd when I hear the AI remakes.
 
I'm curious. It's possible to block the original character's movements with animation, but how can I block the jump settings specified in the header? The character ended up jumping in a transformed form.

You need to set modelflag 1 in ride model text. This setting will prevent using animations from former model.

As for the stage, I suggest allowing moving in z axis a bit, just 10 to 20 pixels to allow free movement.
 
You need to set modelflag 1 in ride model text. This setting will prevent using animations from former model.

As for the stage, I suggest allowing moving in z axis a bit, just 10 to 20 pixels to allow free movement.
Thank you, I needed this feature because I don't need the character to run or jump while riding a bike.
 
Well done, the prospects for the trucks are spot on. I suppose Kunio will be able to use his fists and feet later on too.
He's not afraid to drive without a helmet :)
 
For that graffiti name at the back of the truck, am I reminded of the game Isekai Fighting Girls? :LOL:

Anyway. Good job on the bike level.

"weaponloss"
weaploss?

weaploss {flag} {weapnum}

  • Determines how weapon could be lost when the character is wielding a weapon.
    • {flag} 0 (default) = weapon is lost and dropped on any hit.
    • {flag} 1 = weapon is lost only on knockdown hit.
    • {flag} 2 = weapon is lost only on death.
    • {flag} 3 = weapon is lost only when level ends or character is changed during continue. This depends on the level settings and whether players had weapons on start or not.
    • {weapnum} is optional. If set on, the entity set weapon to {weapnum} (see weapnum {int})
  • This setting can also be declared in weapon text. If you do so, the setting will override similar setting in character's text and it will only be used for that weapon.
 
Back
Top Bottom