Story
Hiroshi, a student at Nekketsu High School, is attacked by a gang of bullies, bikers, sukeban, and yakuza. Kunio, unable to stand by, delivers justice to them.
Pass : DD Tokki
maxattacks 99
maxattacktypes 99
maxfollows 99
maxfreespecials 99
versusdamage 0
colourselect 1
noaircancel 1
noslow 1
I fixed the air attack cancellation issue by adding "noaircancel 1" to Model.txt. It's a minor change, but I'll upload it again.
I tested the issue of the jump special move being canceled, as seen in the game footage. I confirmed that the special move would be canceled if the attack and special buttons were pressed simultaneously while jumping. While the move would normally be activated by pressing only the special button...
I watched the gameplay video. Did you encounter any issues? It looks like the aerial special move isn't working in the video, but it worked fine when I tested it. If it's due to a different executable version or another reason, please let me know.
Thank you. The problem with my game is that once you're attacked by an enemy, there's no way to avoid it.
Unlike other games, there's no Mega Crash evasion technique, but that's because it reflects the original game's direction.
I'll consider addressing that in the next update.
Here's the first demo for nekketsu kouha kunio-kun Re.
I don't know how to upload it to the forum, so you can reupload it later.
This game is marked as a demo version.
We'll consider whether to update it later.
The story, faithful to the original, is about Kunio seeking justice for a bullied...
Game development is nearing completion. Although it's a demo version, it's taking this long, so we're planning to split the stages into separate parts. This game only covers Stage 1. For the parts covered in the video, I've inserted demo screens and completed the how-to-play guide.
In this video, we've added new cut-ins and special moves. As the boss progresses, we'll be finishing Stage 1 and releasing a trial version.
We've made this decision because the project has been taking too long.
Today, I completed the drawing at the very bottom, continuing the special move cut-in I drew previously.
But it's too early to feel relieved, because there's so much work to be done, so we'll have to finish it all up later.
While developing the game, I was wondering when to start working on bosses. The workload and specifications were different from those of regular enemies, so I kept putting it off, saying I'd start at some point. This time, I've finally decided to get started. Bosses require a significant amount...
I like the atmosphere of the city, but I don't really have a good sense of it when it comes to making a game, so I'd like to develop more expressiveness. haha..:cry:
Stage 3-2 is set in a nightclub, but the atmosphere feels like an underground dungeon, so I'm constantly revising and adding to it.
Unfortunately, I've never been to a nightclub before, so I don't know what the atmosphere is like.
I'm making improvements based on photos.
I've hastily created Stage 3-2.
It started off difficult, so I forced myself to get going.
Now, if I just add some background characters, this stage will be full of energy.
These days, due to my daily life, game development hasn't been progressing very well. Still, I'm making progress little by little. This time, I'm in the process of implementing Kunio's new technology and the character's updated graphics. That's why it's taking a lot of time.
It's fine to call up options from the pause menu. I'm impressed by the level of difficulty of the feature I'm currently building, and I want to learn it slowly.