Neon Lightning Force

Complete Neon Lightning Force 2025-09-29

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Project is completed.
Excellent, awesome new weapon! Do you think it is possible to switch to wide screen (480X272) in order to have better gaming comfort?
 
Hi everyone, how is the demo going?
Hey buddy, how are you? I gave a try with my daughter (I will upload a video to my channel tomorrow) and those are my points.
Sorry for the wall of text :)

PROS
- The story of the game is very interesting (I thought this political theme was cool, with an alliance between the people of Latin America).
- The game's presentation is beautiful, it doesn't look like a fan game most of the time
- I loved how alive the levels are, with things moving, people passing by (and changing animation, like the girl in the first level who only leaves after a while)
- I really liked that the guys, at the level that has punk like Matlok as their boss, react to every hit you land. I've always wanted to do this in my games and I always leave it for later...
- Variety of weapons to choose from.
- Cool music - the music that happens in the bonus round (breaking the car) has a Jojo vibe.

POINTS THAT CAN BE IMPROVED
There is practically nothing in the game that I didn't like, in the sense that I found it broken. Just a few things that could perhaps be improved:

- Boss attacks. This is a criticism I have with several games developed in OpenBOR - in most games, all the boss attacks always knock you down and I find this very repetitive.

When I ran into this problem, I ended up thinking of two solutions (and I don't want to sound like "you did it wrong and I did it right", just sharing a solution I had with the same problem):

1- You can add new Pain animations, where the character (playable or not) slides backwards. This adds more variety to the gameplay, as it is a new way of reacting for the characters (and gives you more attack options).

In my games, I use this as "PAIN17":
anim pain17
loop 0
bbox 20 27 30 41
offset 36 67
delay 10
@cmd velo001 -2 NULL() NULL()
frame data/chars/basic/basic6/3.gif
@cmd velo001 -1 NULL() NULL()
frame data/chars/basic/basic6/3.gif
@cmd velo001 -0.5 NULL() NULL()
frame data/chars/basic/basic6/3.gif
@cmd velo001 0 NULL() NULL()
sound data/sounds/friction.wav
frame data/chars/basic/basic6/3.gif

2 - Something I tested in my last project is abandoning the Boolean way of treating attacks: either they knock down, or they don't knock down.

Instead of working with values like 0 (non knockdown) and 1 (knockdown), you can work with values like between 0-2 or 0-10 (or even more), depending on how many options you want. But you can test values between 0-2 initially, which is what I did.

With that, I have this scenario:
0 - Non Knockdown
1 - Potential Knockdown
2 - Knockdown
All characters (playable or not) have a minimum knockdowncount of 2.

And I gained the possibility of having attacks that I don't want to knock down the target on the first hit, but that if they hit more times, they will knock down, if I use "knockdown" as 1. For the attacks that I want to always knock down the target, target, I set the "knockdown" to 10.

- During the Turn animation, characters appear without the weapon they are carrying. And as the animation is a little slow, you can execute it several times if you press right and left alternately.

- In one of Isolda's throws (I believe it's Low+ attack), if you execute it very close to the edge of the screen, she leaves the playable area, ending the animation.

- It would be cool if characters kept their weapons during level changes :)

- During the bonus level, a flash was stuck on the screen, which is a known bug that happens randomly in OpenBOR.
Snapshot_62.png

I managed to resolve this as follows:
- I added a "lifespan" in the entity header
- I added this code in the last line of the animation
@cmd killentity getlocalvar("self")
frame data/chars/misc/empty.gif

- The position of the lifebar of the enemy that is hit by P2 is different from that of P1, which makes the text appear over P2's MP bar
Neon Lightning Force_1.5_demo - 0001.png

- I think the boss's life bar could appear centered on the screen, either at the top or at the bottom
Neon Lightning Force_1.5_demo - 0000.png

PURE PERSONAL OPINION
The pace of the game is a little slower than I like and although there were moments when I thought "it could be a little faster", you end up getting used to it over time. I think the points that most contribute to this impression are the Turn animation and the speed of the combos. But again, it's personal preference.

You did a great job here. I know the two original games and I've always really liked them because of the huge variety of movements.

Keep up your great work :)
 
Here is my gameplay with my daughter:

I've recorded it at 16:9, so some distortion occurs.
probably is a design choice, but a wide screen could be good. To avoid making you to edit all the stages by making the game 480x272, maybe you could just keep the 240 height and make it wider, like 427x240px. Althought video encoders doesn't like resolutions that aren't divisible by 16
 
Whoa cool fun game?

Very beautiful sprites and style.
Steven is awesome.

I think the girl may need a little more work as she seems kinda vanilla compared to him?

Nice size to download and works great on android. So glad someone made a new denjin Makai game, really underappreciated series. Nobody knows about the 1st arcade one or the snes one.

Will you maybe add a few more characters?

Great work Crimsondeath!
 
Thank god v1.5 difficulty level is more balance now it's playable (y)

I have 3 opinions that might be useful to make this game more fun to play.
maybe you want to consider it:
1. I hope the grab can be done by simply approaching the enemy
2. no bbox when doing jumpkick (just the kick frame, not the jump)
3. Special, maybe to use health when player don't have any MP left

Bonus game Car breaks with Points so awesome 🤩 so far I really like the new v1.5 🤗
 
@kimono : mmm I don't think that could be posible at this point of development (I may had to do that with cutscenes too xd).
but......I won't said anything xdddd.

@lanyer : Thank. I wish to know how to do that :( .

@crimefighters3 : Well, maybe... is a very small game. It's not exactly Denjin Makai but their sprites and animations were just what I needed to tell the story that I have in mind.

@Uche : I just change a few words, phrases, layouts, but in essence it's the same story.

@machok :
1. I hope the grab can be done by simply approaching the enemy
2. no bbox when doing jumpkick (just the kick frame, not the jump)
3. Special, maybe to use health when player don't have any MP left
1. Nope sorry :( . It happens me every time I want to run throught enemys (to get some health item) they "stick" to my character xd. But you'll grab enemys without hitting them if you'll stun them with the electric rod or with a strong hit on their heads (in the final version):
eeMyuUv.gif
RKPYM5S.gif


2. Mmm I'll try that. This is for prevent enemys hit "each other" in the air? Player will be invincible during that frame... If you can tell me some OpenBOR games where that is used?
3. I'm not a fan of that either, but thanks to Chavyn's Neon Lightning Force mod now entities can recover 10% of MP by blocking enemy attacks.

@O Ilusionista : I watched the gameplay thanks :D.

2 - Something I tested in my last project is abandoning the Boolean way of treating attacks: either they knock down, or they don't knock down.
Yeah, but I used that for giant enemys (Just 3 bosses are giant x'd), they can't be knockeddown easyly. But Steven can do something similar with his last combo, you need to press down to change his last attack:
hcZx7nL.gif
DU2x8BY.gif


It's useful to perform a grabattack, but I couln't imagine a boss that need it x') .

- During the Turn animation, characters appear without the weapon they are carrying. And as the animation is a little slow, you can execute it several times if you press right and left alternately.
Yeah, I took that from the original Denjin Makai, maybe I should speed up the turn animation x 4:
Nhqvi96.gif
- In one of Isolda's throws (I believe it's Low+ attack), if you execute it very close to the edge of the screen, she leaves the playable area, ending the animation.
I solved that with the Sailor Moon Demo "grab attack code" :D .

- It would be cool if characters kept their weapons during level changes :)
Yeah I hope to know how to do that x'd, or else... I leave it for a future version xd.

- The position of the lifebar of the enemy that is hit by P2 is different from that of P1, which makes the text appear over P2's MP bar
...
- During the bonus level, a flash was stuck on the screen, which is a known bug that happens randomly in OpenBOR.
Thanks I fix that :D .

The pace of the game is a little slower than I like and although there were moments when I thought "it could be a little faster", you end up getting used to it over time. I think the points that most contribute to this impression are the Turn animation and the speed of the combos. But again, it's personal preference.
I always forgot to ask a properly speed for combos and turn animations? xd



By the way some weapons can be throw to enemies:

Maybe some people didn't notice because it's a skill which replace the "range freespecial attack" from every character (Up + Down + Attack):
2HCghkE.gif


It's a good idea to leave it like that?
or you think is better: "Attack4 (the weapon drop button) + Forward" to throw the weapon to an enemy?
 
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I think it would be better if the player character could be frozen when the boss appears and poses.
I can see what you mean. It's similar to @mersox's Power Rangers Beats of Power mod where you're frozen as a player to wait for the last boss to appear until you're unfrozen to take action after it starts battle. I think that would be cool to see it happen.

Yeah I hope to know how to do that x'd, or else... I leave it for a future version xd.
You should take a look at @kimono's Shadows of Death mod. Every time you pick any weapon in the game in one level to another, you'll always carry a weapon until you lose it.
 
Hi everyone, how is the demo going?
It's fire.
I like how enemies will pick up weapons and how they spawn into levels.
The Loco Mat fight is done very well, love the use of riseattack and escapehits in the fight and it don't feel cheap.
It would be cool to see characters from part 2 added as well.
If there's one character that would fit well in this game then it has be Predator as a playable character.
 
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