Downtown Nekketsu Monogatari

In Progress Downtown Nekketsu Monogatari v.220716

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The project is currently under development.
We have finally released a demo version of this game. This is the second because the first version already existed.

*link removed* danno
 
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This game is almost perfect the only thing it's missing at the moment is alertanate routes option and more power ups including weapons and items to use and the way you enter shops and recharge your health etc and build up your power and strength etc.
 
This game is almost perfect the only thing it's missing at the moment is alertanate routes option and more power ups including weapons and items to use and the way you enter shops and recharge your health etc and build up your power and strength etc.
thank you There is a plan to create a shop after clearing a stage and give 1up as a reward, but I do not know yet whether it will be possible to implement a growth system with a level-up script.
 
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The game is absolutely perfect, in term of gameplay, graphics, music, sound...
The only things I noticed
-Landing attack : The idea is pretty unique, but not very user friendly because these moves cannot be done during normal combo (like A, A, A, -> cancel to this attack)
-Stomp attack : It tends to miss the opponent when you're a bit too close to opponent.

Beside of that, this is just the perfect conversion of Kunio games. (I like the fact it gives a 16 bits feeling, like a SFC/SNES game)
 
The game is absolutely perfect, in term of gameplay, graphics, music, sound...
The only things I noticed
-Landing attack : The idea is pretty unique, but not very user friendly because these moves cannot be done during normal combo (like A, A, A, -> cancel to this attack)
-Stomp attack : It tends to miss the opponent when you're a bit too close to opponent.

Beside of that, this is just the perfect conversion of Kunio games. (I like the fact it gives a 16 bits feeling, like a SFC/SNES game)
Thanks for the analysis. You want to link the landing attack to the combo?
The stomp attack is an effective attack until the opponent gets up, but we will adjust the distance by reflecting the opinion.
 
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I took your advice and made corrections. Since the original background is a full picture, I have to work hard to draw even the invisible parts when dividing the layers, but I think it will be smoother than I thought. And the red line on the enemy's life bar has been changed to decrease faster.
 
Thanks for the analysis. You want to link the landing attack to the combo?
The stomp attack is an effective attack until the opponent gets up, but we will adjust the distance by reflecting the opinion.
Yes, this landing attack can be a good alternative to finish a combo. (but I only suggest it ^^)

The game look even better at every update! As I commented, the background depth is impressive.
Sure it requires more work and redraw, copy paste some elements. (Sometimes I'm affraid such beautiful details can slow down your progress, but the result is so good)

I have a question. Can you tell me wich exact version of Nekketsu games you took the first stage landscape? (I mean, the Famicom/NES base that you edited)
I'm interested to compare how you upgraded it to 16bits style.
 
I took your advice and made corrections. Since the original background is a full picture, I have to work hard to draw even the invisible parts when dividing the layers, but I think it will be smoother than I thought. And the red line on the enemy's life bar has been changed to decrease faster.

Looks much better. FYI, here's a simple way to add another layer and get even more impressive depth. Notice there's always a hard line between the walk area and the first portion of background. Making a layer split here doesn't require as much work as other portions of the background and will really help the stages pop out. See highlight line in screenshot.

1658060887902.png

In the case of night stages, I would recommend replacing the draw in light sourcing with an overlayed layer using alpha transparency. This would give your stage more dynamic light sourcing, and in the future also save you a lot of work since you wouldn't have to draw the light into your street manually any more.

1658061114182.png

One last thing I would suggest is some kind of foreground like a low fence, bush, rail, or occasional street lamps.



These things are all merely suggestions, but in my opinion they are quick additions that would make a huge difference in your presentation. If you have any questions, just ask us. Keep up the good work.

DC



 
Looks much better. FYI, here's a simple way to add another layer and get even more impressive depth. Notice there's always a hard line between the walk area and the first portion of background. Making a layer split here doesn't require as much work as other portions of the background and will really help the stages pop out. See highlight line in screenshot.

View attachment 1939

In the case of night stages, I would recommend replacing the draw in light sourcing with an overlayed layer using alpha transparency. This would give your stage more dynamic light sourcing, and in the future also save you a lot of work since you wouldn't have to draw the light into your street manually any more.

View attachment 1940

One last thing I would suggest is some kind of foreground like a low fence, bush, rail, or occasional street lamps.



These things are all merely suggestions, but in my opinion they are quick additions that would make a huge difference in your presentation. If you have any questions, just ask us. Keep up the good work.

DC



thank you. The actual light effect was not drawn on the floor, but added a layer, and it was expressed to suit the game.
 
I played your mod. I really like it.

There are some stuff I encountered in that game.

- You can make Boss Sonokawa not to be allowed to chase you at the very near entrance. Even NPCs face a similar situation with Boss Sonokawa. Is it an error or is it a nice trick to defeat him?
- I don't get why I can't normally jump. I only can runjump. I'm just curious. Maybe that must be the purpose? Let me know if I'm wrong.
- I can see there is no cache entry for Hasebe (Remake) NPC according to the log. Probably you forgot to put her in or you save it for the next update?
- I can see enemy lifebars showing at front while enemies are covered when they fall all the way down to the hole. You should use fglayer or frontpanel. If you use fglayer, you can set z like setlayer. Before I ask to change, what is the z or setlayer for that drawbox from the enemy for that hole stage?
- After selecting an NPC and dying, I cannot continue to proceed with choosing another character. Is it because I started Load Game or something? I don't know.

I don't know what else to say, but it's fun playing it. Sorry for being kinda nitpicky, but I just help finding errors. I do understand the difference between nitpicking and critiques. No criticisms from me. This is why I don't comment feedbacks because of the way I act like I'm nitpicking.

Keep up the good work, man. :) Your project is very potential to play. ☺️
 
I played your mod. I really like it.

There are some stuff I encountered in that game.

- You can make Boss Sonokawa not to be allowed to chase you at the very near entrance. Even NPCs face a similar situation with Boss Sonokawa. Is it an error or is it a nice trick to defeat him?
- I don't get why I can't normally jump. I only can runjump. I'm just curious. Maybe that must be the purpose? Let me know if I'm wrong.
- I can see there is no cache entry for Hasebe (Remake) NPC according to the log. Probably you forgot to put her in or you save it for the next update?
- I can see enemy lifebars showing at front while enemies are covered when they fall all the way down to the hole. You should use fglayer or frontpanel. If you use fglayer, you can set z like setlayer. Before I ask to change, what is the z or setlayer for that drawbox from the enemy for that hole stage?
- After selecting an NPC and dying, I cannot continue to proceed with choosing another character. Is it because I started Load Game or something? I don't know.

I don't know what else to say, but it's fun playing it. Sorry for being kinda nitpicky, but I just help finding errors. I do understand the difference between nitpicking and critiques. No criticisms from me. This is why I don't comment feedbacks because of the way I act like I'm nitpicking.

Keep up the good work, man. :) Your project is very potential to play. ☺️
Thanks for the analysis. If you have such a comment, you can fix it right away. I've done a lot of testing too, but I may be missing something. I will reply back after confirmation. First, the reason the enemy keeps jumping from the pole seems to be the habit of jumping right where the AI judges it to be a wall. It's just a guess, but if I can fix this, I'll do it.
 
I played your mod. I really like it.

There are some stuff I encountered in that game.

- You can make Boss Sonokawa not to be allowed to chase you at the very near entrance. Even NPCs face a similar situation with Boss Sonokawa. Is it an error or is it a nice trick to defeat him?
- I don't get why I can't normally jump. I only can runjump. I'm just curious. Maybe that must be the purpose? Let me know if I'm wrong.
- I can see there is no cache entry for Hasebe (Remake) NPC according to the log. Probably you forgot to put her in or you save it for the next update?
- I can see enemy lifebars showing at front while enemies are covered when they fall all the way down to the hole. You should use fglayer or frontpanel. If you use fglayer, you can set z like setlayer. Before I ask to change, what is the z or setlayer for that drawbox from the enemy for that hole stage?
- After selecting an NPC and dying, I cannot continue to proceed with choosing another character. Is it because I started Load Game or something? I don't know.

I don't know what else to say, but it's fun playing it. Sorry for being kinda nitpicky, but I just help finding errors. I do understand the difference between nitpicking and critiques. No criticisms from me. This is why I don't comment feedbacks because of the way I act like I'm nitpicking.

Keep up the good work, man. :) Your project is very potential to play. ☺️
Was the Hasebe remake about the partner menu?
It didn't mention, but the partner menu is not complete. There are still characters that are still in testing and have only names and have not yet been registered.
I don't know why the game can't continue when a partner breaks in, so I'll check it out and ask the person who made the partner menu if it doesn't work.
Regarding the enemy character, the order of the lifebars will be corrected if it can be hidden with a layer.
 
Yes. I should've said she's not complete.

Yeah when the NPC respawn setting is instant, I can't continue until it's game over. Even when I set the NPC to respawn as "each new level" and let NPC die, I can continue to select character.
 
In this video, the updated coins are shown one by one, the original and the remake. And reflecting the advice, the life bar of the enemy character is set to be hidden in the upper and lower layers of the screen.
 
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