River City Ransom Zero - RCRz Kunio-kun

In Progress River City Ransom Zero - RCRz Kunio-kun V1.0

No permission to download
The project is currently under development.
Hi guys!!!
I didn't want to share this until I get more content to offer and correct many stuff that still bothers me about the gameplay, but I need help from the community on how to fix some of the animations coding to make them less choppy. And also I'd like some feedback in that regard before releasing a demo publicly.

-specially I need somebody to help me correct the scripted grabup
-I think I'll get rid of the faint animations, dont like them very much...
-I dont know how to make the lockers on the locker room, to hide the characters. I made walls but probably better to spawn a different entity as platform?
-there's a game breaking glitch when you use one of the specials with two players at the same time, I'll upload a video of it later.
-there's different features not in this demo like talk with npcs and taking branches, plus lot of other stages.
-I need to add lot of enemies, but the laptop is too slow and takes me an eternity to make even the smallest changes on Gimp. I'll see how I'll manage. Yesterday I added two new regular enemies.
-All pseudobosses are fillers.
-I left in this demo some different modes with stuff I never completed for the curious. That 16-bit bike sequence will not make the cut most probably.

anyways, here's the link:
(check the downloads section)


Edit: This is the glitch. Surely is related to fastattack command
 
Last edited:
The fastattack looks like it has hundreds of digits flying out that might be why you're having some slow down, I added the demo to resources, linked this discussion to the download and made @Die_In_Fire resource owner.
 
I enjoyed the demo, the ride, well made 🤗
I rarely play kunio kun games so I don't know much the details
If you can upgrade the color 16 bit style and add a bit animation on stage, visuals will definitely be more beautiful
 
Edit: This is the glitch. Surely is related to fastattack command
@Die_In_Fire

Long time ago I developed a script to prevent the multihit glitch in some sittuations without removing the fastattack 1 command, I posted the code below in case you want to give it a try.

1. Create a file named "multihits.c" and place it at "data/scripts".

2. Copy/Paste the script below inside the file

C:
void main()
{//Script to avoid "multihits" glitch, same as the original SOR2 (NOT USED FOR NOW...)

    //WORKS FOR ATTACKER ONLY
    if(!getlocalvar("which")){
        void self        = getlocalvar("self");
        void other        = getlocalvar("other");
        void atkType    = getlocalvar("attacktype");
        int atkId        = getentityproperty(self, "attackid");

        //AVOID SOME ATTACK TYPES
        if(    atkType != openborconstant("ATK_LAND")        &&
            atkType != openborconstant("ATK_LIFESPAN")    &&
            atkType != openborconstant("ATK_PIT")        &&
            atkType != openborconstant("ATK_TIMEOVER")    ){

            //THE CURRENT ATTACKBOX ID IS SAME AS THE PREVIOUS USED ONE?? DISABLE THE ENGINE HIT HANDLING
            if(atkId == getentityvar(self, "atkId"+other)){changeopenborvariant("lasthitc", 0);}

            //SAVE THE "LAST ATTACKBOX ID" + "CURRENT PLAYER" + "DAMAGED ENTITY"
            setentityvar(self, "atkId"+other, atkId);
        }
    }
}

3. Call the ondoattack script event at the character header, like the example below.
Code:
ondoattackscript data/scripts/multihits.c

4. Test the game. I already applied and tested in your game and it works fine, recorded a video to show.
 
@Die_In_Fire

Long time ago I developed a script to prevent the multihit glitch in some sittuations without removing the fastattack 1 command, I posted the code below in case you want to give it a try.

1. Create a file named "multihits.c" and place it at "data/scripts".

2. Copy/Paste the script below inside the file

C:
void main()
{//Script to avoid "multihits" glitch, same as the original SOR2 (NOT USED FOR NOW...)

    //WORKS FOR ATTACKER ONLY
    if(!getlocalvar("which")){
        void self        = getlocalvar("self");
        void other        = getlocalvar("other");
        void atkType    = getlocalvar("attacktype");
        int atkId        = getentityproperty(self, "attackid");

        //AVOID SOME ATTACK TYPES
        if(    atkType != openborconstant("ATK_LAND")        &&
            atkType != openborconstant("ATK_LIFESPAN")    &&
            atkType != openborconstant("ATK_PIT")        &&
            atkType != openborconstant("ATK_TIMEOVER")    ){

            //THE CURRENT ATTACKBOX ID IS SAME AS THE PREVIOUS USED ONE?? DISABLE THE ENGINE HIT HANDLING
            if(atkId == getentityvar(self, "atkId"+other)){changeopenborvariant("lasthitc", 0);}

            //SAVE THE "LAST ATTACKBOX ID" + "CURRENT PLAYER" + "DAMAGED ENTITY"
            setentityvar(self, "atkId"+other, atkId);
        }
    }
}

3. Call the ondoattack script event at the character header, like the example below.
Code:
ondoattackscript data/scripts/multihits.c

4. Test the game. I already applied and tested in your game and it works fine, recorded a video to show.
I have a doubt, can this script be used for all types, for example: projectiles or throwing weapons.
 
I have a doubt, can this script be used for all types, for example: projectiles or throwing weapons.
Yes, it can be used for everything that does an attack. This code is similar to the engine multihit fix I added some time ago, but after the new v4.0 is launched this script will not be necessary anymore, I made this code for the 6330/6391.
 
This is a small engine glitch that can happen when you use the fastattack 1.


Can happens if two enemies are hitting a certain player too.
this means using the multi-hits script is highly recommended since it something like a patch?
 
this means using the multi-hits script is highly recommended since it something like a patch?
It depends on how the attacks are built in your game (with fastattack or not), or maybe if you want to use this multhit as a part of your game.
But in case you don't like the multihit, it's a recommended script.
 
I enjoyed the demo, the ride, well made 🤗
I rarely play kunio kun games so I don't know much the details
If you can upgrade the color 16 bit style and add a bit animation on stage, visuals will definitely be more beautiful
Animation on stage you mean like decoration stuff? Like I did with the sakura blossom.
I have rain too but didn’t include it in the demo, but yeah I have a few stages that are totally static because are inside buildings.
 
-specially I need somebody to help me correct the scripted grabup

I've tinkered GRABUP couple times until it looks great and fixed:
Code:
anim    grabup
    delay    1
        attackone 0
    offset    43 75
    @cmd   slamstart
       @cmd   position 7 14 13 -1 -1
    frame    data/chars/kunio/58.gif
    delay   7
       @cmd   position 2 -23 13 -1 1
       frame    data/chars/kunio/131.gif
       attack4   45 41 40 22 5 1
       @cmd   keymove 0.7 0.3
       @cmd   position 2 -23 13 1 -1
       frame    data/chars/kunio/132.gif
       @cmd   keymove 0.7 0.3
       @cmd   position 2 -13 3 1 -1
       frame    data/chars/kunio/133.gif
       @cmd   position 2 13 6 1 1
       frame    data/chars/kunio/134.gif
       attack4   45 41 40 22 5 1
       @cmd   keymove 0.7 0.3
       @cmd   position 2 23 18 -1 1
       frame    data/chars/kunio/135.gif
       attack   0
       @cmd   keymove 0.7 0.3
       @cmd   position 2 13 11 -1 1
       frame    data/chars/kunio/136.gif #
    delay   5
       attack4   1 42 41 24 6 1
       @cmd   position 2 -23 13 -1 1
       frame    data/chars/kunio/131.gif
       attack4   45 41 40 22 5 1
       @cmd   keymove 0.7 0.3
       @cmd   position 2 -23 13 1 -1
       frame    data/chars/kunio/132.gif
       @cmd   keymove 0.7 0.3
       @cmd   position 2 -13 3 1 -1
       frame    data/chars/kunio/133.gif
       @cmd   position 2 13 6 1 1
       frame    data/chars/kunio/134.gif
       attack4   45 41 40 22 5 1
       @cmd   keymove 0.7 0.3
       @cmd   position 2 23 18 -1 1
       frame    data/chars/kunio/135.gif
       attack   0
       @cmd   keymove 0.7 0.3
       @cmd   position 2 13 11 -1 1
       frame    data/chars/kunio/136.gif #
       attack4   1 42 41 24 6 1
       @cmd   position 2 -23 13 -1 1
       frame    data/chars/kunio/131.gif
       attack4   45 41 40 22 5 1
       @cmd   keymove 0.7 0.3
       @cmd   position 2 -23 13 1 -1
       frame    data/chars/kunio/132.gif
       @cmd   keymove 0.7 0.3
       @cmd   position 2 -13 3 1 -1
       frame    data/chars/kunio/133.gif
       @cmd   position 2 13 6 1 1
       frame    data/chars/kunio/134.gif
       attack4   45 41 40 22 5 1
       @cmd   keymove 0.7 0.3
       @cmd   position 2 23 18 -1 1
       frame    data/chars/kunio/135.gif
       attack   0
       @cmd   keymove 0.7 0.3
       @cmd   position 2 13 11 -1 1
       frame    data/chars/kunio/136.gif #
       attack4   1 42 41 24 6 1
       @cmd   position 2 -23 13 -1 1
       frame    data/chars/kunio/131.gif
       attack4   45 41 40 22 5 1
       @cmd   keymove 0.7 0.3
       @cmd   position 2 -23 13 1 -1
       frame    data/chars/kunio/132.gif
       @cmd   keymove 0.7 0.3
       @cmd   position 2 -13 3 1 -1
       frame    data/chars/kunio/133.gif
       @cmd   position 2 13 6 1 1
       frame    data/chars/kunio/134.gif
       attack4   45 41 40 22 5 1
       @cmd   keymove 0.7 0.3
       @cmd   position 2 23 18 -1 1
       frame    data/chars/kunio/135.gif
       attack   0
       @cmd   keymove 0.7 0.3
       @cmd   position 2 13 11 -1 1
       frame    data/chars/kunio/136.gif #
    delay   1
       @cmd   stop
       @cmd   antiwall 25 -13 1
       @cmd   position 0 23 18 -1 -1
    frame    data/chars/kunio/135.gif
       delay   15
       @cmd   depost 0
       @cmd   antiwall 25 -12 1
#      @cmd   throw 40 5 -5 1 0 0 cae al lado
#    @cmd   throw 40 20 -5 1 0 0 divertido efecto
    @cmd   throw 10 -15 -5 1 0 0
          frame    data/chars/kunio/136.gif
    @cmd    clearL
       delay   7
          frame    data/chars/kunio/136.gif

Give this a try and tell me what you think :)

-I dont know how to make the lockers on the locker room, to hide the characters. I made walls but probably better to spawn a different entity as platform?

Walls is great to solidify lockers in that room but it won't cover anything so you'd need entity for that purpose. But if you're using entity, it'd be better to just use platform instead of wall so you can set both locker and platform in single file.
 
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