NCKGame The Troll Warrior

Complete Original Project "NCKGame" (First Demo) 1.9

No permission to buy ($4.95)
Project is completed.
Hi everyone, I have finally been able to complete the first demo of my original project.
I am a beginner and I understand little about scripts, however I have been able to implement some with your help and I am very grateful.

UPDATE (26-nov-2021)
New version of Level 2
--->DOWNLOAD Beta3 (Level2) (26-nov-2021)<---

UPDATE (1-nov-2021)

New version of Level 1 of my project, I have re-structured the level and how the enemies work.
Default Keys:
Attack: A
Special: S
Hurricane: D
Striker: W

I appreciate your comments and suggestions of all kinds.
Some suggestions that have been made to me I plan to implement in the next version that will include more playable levels.
--->DOWNLOAD Beta3 (1-nov-2021)<---

Thank you all, I accept comments and suggestions.

Here I leave the trailer in case someone has not seen it yet.
 
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Thanks for comments Blade Master, nsw25

congrats, I love the artwork. If you have plans to sell this game I highly suggest you package the game so people dont steal your assets and modify and butcher game etc... (I can help you if you dont know how)

some feedback on game: wish it was in English ! The player walks and runs way too slow. I dont understand the text so cant learn how to play but seems like you have a good grasp on the engine and how to make things look polished. Looking forward to seeing future updates.
Oh, it would be very helpful to learn how to package the game, is it something difficult to achieve? I bought a STEAM game created in OpenBOR, and everything was inside an EXE, there was no Pak folder or anything like that, you mean something like that?

I plan to make an English version, although I still don't know how to create a switch to switch between the 2 languages. I tried to use the text as little as possible to make it intuitive, maybe I need to polish that to make something more universal.
I'm going to do more speed tests, thanks for the suggestions, I really appreciate it.
 
Was it Bad ass babes or Urban lockdown on Steam ? they are mine, though Steam removed Bad ass babes a while ago but its still on my site.

You need a program called Enigma Virtual box. Yes its the same method so the pak is somewhat protected.

regarding speeds heres my suggestions:

Amado
speed 20
running 40 3 3 0 0
walk animations delay 8
run animations delay 6


Kaifaz
speed 30
running 50 3 3 0 0
walk animations delay 8
run animations delay 5

maybe its my personal prefeferences but it feels like those are the proper speeds for the characters and their animations. Hope it helps
Oh yeah it's Urban Lockdown, I love everything, especially the Pit Fighter style artwork. Also look for Bad Ass Babes, but it was no longer available on Steam. What an honor for me to receive suggestions from the creator of those games. Thanks.

Ok, I will try Enigma Virtual box, and I will do some tests see speed that you mention, sometimes a small change improves the whole game.

Thanks :D
 
I love the art , i have soft spot for rocko style and this type of graphics, its great, animations are very nice, maybe a bit on slow side but great.
I will buy this when it will come out. so i can play together with my kid.
It will be nice on a phone with custom buttons images for each attack.
How many people are animating this? Do you have fullsize animations somewhere to se?
 
Thank you pepodmc, bWWd
I love the art , i have soft spot for rocko style and this type of graphics, its great, animations are very nice, maybe a bit on slow side but great.
I will buy this when it will come out. so i can play together with my kid.
It will be nice on a phone with custom buttons images for each attack.
How many people are animating this? Do you have fullsize animations somewhere to se?
I'm making adjustments to the speed, I think they come in handy. For now I am alone working on this project.
One of the plans is to make a version for Android, I hope to learn to make touch controls in some way, I would like them to have their own design, it is another of my goals.

Thanks
 
Its easy to do, just make custom touch.txt file and texture png .
They need to be in data folder.Just replace A,A2 , A3 and A4 with your icons and thats it.
This is inside touch.txt, just change coords of a2,a3 etc, cause i gave them -99 cause i dont use them, first two numbers are X and Y coords , then you have scale ( 0.08), last number is according to corner so 0 is first corner ,1 is right corner or something like that, just test it., theres info about it on forums here, just search for touch.txt :

texture data/touch.png
button attack 0.15 0.1 0.08 2
button jump 0.35 0.1 0.08 2
button special -99 -99 0.08 0
button attack2 -99 -99 0.08 0
button attack3 -99 -99 0.08 0
button attack4 -99 -99 0.08 0
button esc -99 -99 0.08 0
button start 0.1 0.1 0.08 1


touch.png

If you did all this alone, all anims , then respect ! I think youre best animator here great work.
Can we see more artwork somewhere? Im curious about characters.
 
Its easy to do, just make custom touch.txt file and texture png .
They need to be in data folder.Just replace A,A2 , A3 and A4 with your icons and thats it.
This is inside touch.txt, just change coords of a2,a3 etc, cause i gave them -99 cause i dont use them, first two numbers are X and Y coords , then you have scale ( 0.08), last number is according to corner so 0 is first corner ,1 is right corner or something like that, just test it., theres info about it on forums here, just search for touch.txt :

texture data/touch.png
button attack 0.15 0.1 0.08 2
button jump 0.35 0.1 0.08 2
button special -99 -99 0.08 0
button attack2 -99 -99 0.08 0
button attack3 -99 -99 0.08 0
button attack4 -99 -99 0.08 0
button esc -99 -99 0.08 0
button start 0.1 0.1 0.08 1


touch.png

If you did all this alone, all anims , then respect ! I think youre best animator here great work.
Can we see more artwork somewhere? Im curious about characters.
Oh thank you very much, this is just what I need to make the Android version. I'll start creating my own buttons.
:D:D:D:D:D:D
 
After playing it more times, i think the special attacks consume too much life, id make another magic bar for special attacks so you wont lose life so easily, You perform special two times and you lose half your life.So whats the result? I dont use special attacks at all and i dont think this is what you want people to do.But for now its just not worth it to use specials.
Some of them like sugar bag are powerful so i would make it cost one magic bar or half of it, so you cant spam it and you wont lose life so easily with specials.
I hope there will be some levels with z depth, cause you cant move up/down on that demo stage.
 
I've played the demo and I can see your aim and style with this game :D . I love seeing how enemy animates when they appear instead of just dropping in.

I might need to play more to get used to the moveset but they are good so far. I only wish the dodge would move farther to make it more convincing when dodging thrown objects.
 
After playing it more times, i think the special attacks consume too much life, id make another magic bar for special attacks so you wont lose life so easily, You perform special two times and you lose half your life.So whats the result? I dont use special attacks at all and i dont think this is what you want people to do.But for now its just not worth it to use specials.
Some of them like sugar bag are powerful so i would make it cost one magic bar or half of it, so you cant spam it and you wont lose life so easily with specials.
I hope there will be some levels with z depth, cause you cant move up/down on that demo stage.
Hello, thank you very much for the comments.
Yes, you are quite right about the life consumption of the specials. I originally had a magic bar for that, but I never managed to set it up the way I wanted, so I opted to simplify it all more Final Fight style. I'm going to adjust the amount of life the specials consume and if it doesn't work well I'll try again using a magic bar.
For now the game only works in 2 directions, so was the original planning, but I am analyzing the possibility of doing a bonus stage where the z axis can be used.
Thanks for comments :D

I've played the demo and I can see your aim and style with this game :D . I love seeing how enemy animates when they appear instead of just dropping in.

I might need to play more to get used to the moveset but they are good so far. I only wish the dodge would move farther to make it more convincing when dodging thrown objects.
Thank you very much for playing my demo. I will do some tests with the distance to dodge and we will see how it works. ;)

interesting demo game, but the demo could be in pak format to play in other systems?
I will put the version in Pak when the development is more advanced, I have only tested it on Android and windows. What other system would you like to run this demo on? I confess that I still do not know how to achieve that.
Thanks :)
 
Hello, thank you very much for the comments.
Yes, you are quite right about the life consumption of the specials. I originally had a magic bar for that, but I never managed to set it up the way I wanted, so I opted to simplify it all more Final Fight style. I'm going to adjust the amount of life the specials consume and if it doesn't work well I'll try again using a magic bar.
For now the game only works in 2 directions, so was the original planning, but I am analyzing the possibility of doing a bonus stage where the z axis can be used.
Thanks for comments :D


Thank you very much for playing my demo. I will do some tests with the distance to dodge and we will see how it works. ;)


I will put the version in Pak when the development is more advanced, I have only tested it on Android and windows. What other system would you like to run this demo on? I confess that I still do not know how to achieve that.
Thanks :)
Hello, and thanks for your answer, I play with OpenBor for MorphOS, but I understand that you protect your game and you make the exe for Windos, perhaps a little demo in pak format to test your work in other systems as the mine.
 
Hello, sorry for the delay, I will upload a new demo soon, I am polishing several things and trying others, I am trying to figure out how to make the Branch change depending on which character kills the boss.
Thank you all for your backing and interest in this project.

Good idea!
One reminder : if game's paths merged after branching paths, you'd need another script to bring player back to main path.
 
Greetings, I have taken a long time to respond to work on the most recent version.
chexk enemy name in boss pain,fall,death anims and set variable thats gonna be used by branch script
Yes, I am testing this for a new update, thanks for the recommendation.

Good idea!
One reminder : if game's paths merged after branching paths, you'd need another script to bring player back to main path.
As my knowledge of scripts is very basic, I am planning that when the boss dies, he throws an item (Like Castlevania bosses), then the player who takes the item will be the path that the game will follow.



Thanks for your comments, you just updated the post with a new revision of Level 1.
 
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