Nekketsu Kouha Kunio-Kun Re

In Progress Nekketsu Kouha Kunio-kun Re v0.03

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The project is currently under development.
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The background is a night street, but feeling that the lighting and details were lacking, I tried to add more details with my limited skills.
 
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This test video shows the completion of three enemy types. I plan to create the remaining enemies based on these. The biggest challenge is how to design the boss, but I will think about that later.
 

This test video shows the completion of three enemy types. I plan to create the remaining enemies based on these. The biggest challenge is how to design the boss, but I will think about that later.
Excellent work with Hasebe.
I like her Tetsuzanko super.

However somethink is very repetitive in term of BIG sound. The "powerful HIT" sound.
This sound is used for jump kick etc. and I think perhaps it could be used only for the special/super moves? (suggestion)
And replace it with a "medium HIT" sound for the less stong attacks like jump kick etc.

This is just a suggestion. :)
I really like the project and the level of detail you put on every aspect. :)
 
Excellent work with Hasebe.
I like her Tetsuzanko super.

However somethink is very repetitive in term of BIG sound. The "powerful HIT" sound.
This sound is used for jump kick etc. and I think perhaps it could be used only for the special/super moves? (suggestion)
And replace it with a "medium HIT" sound for the less stong attacks like jump kick etc.

This is just a suggestion. :)
I really like the project and the level of detail you put on every aspect. :)
As you mentioned, the jump kick sound uses the strongest impact sound. I will consider changing it.
 
  • Like
Reactions: NED
This test video shows the completion of three enemy types. I plan to create the remaining enemies based on these. The biggest challenge is how to design the boss, but I will think about that later.
Nice, I liked the people dancing on the background.

The only thing I would change is that beam of white light. I think it starts in a very strong tone, without opacity. You could do a test where the light starts in a more opaque tone instead of pure white, like a more gray tone - more or less the tone of the middle of the sprite.

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Nice, I liked the people dancing on the background.

The only thing I would change is that beam of white light. I think it starts in a very strong tone, without opacity. You could do a test where the light starts in a more opaque tone instead of pure white, like a more gray tone - more or less the tone of the middle of the sprite.

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I adjusted the brightness of the club's white lighting to make it softer.

As it gets darker, transparency is added, making the lighting appear more transparent than before.
 

This test video shows the completion of three enemy types. I plan to create the remaining enemies based on these. The biggest challenge is how to design the boss, but I will think about that later.

My only suggestion would be to make the whacko-throw and to-the-moon drop also hit other enemies that gets too close, much like other supers in the game.
everything else is perfect!!
 

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I am currently redesigning Misuzu, the Stage 3 boss.

The one on the right is the official design; since it follows an arcade style, it feels a bit too large in scale.

The one in the middle is a design I am creating today. It is not finalized yet, and I have only established the basic shape.
 
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