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  1. DD Tokki

    In Progress Nekketsu Kouha Kunio-kun Re

    Of course, I know this stage moves independently of the player. It feels like it might be similar to Konami's classic Antarctic Adventure game. :ROFLMAO:
  2. DD Tokki

    In Progress Nekketsu Kouha Kunio-kun Re

    I tested the motorcycle stage. However, since the character performs standard actions like jumping and attacking, I'd like to exclude those when riding a motorcycle. Since the Z-axis is blocked, the stage only moves left and right.
  3. DD Tokki

    In Progress Nekketsu Kouha Kunio-kun Re

    I was worried it would be difficult to make, but I finally made the second stage of Stage 2, which is moving. It will be a stage for bike battles.
  4. DD Tokki

    Solved I have a question about displaying damage numbers.

    I actually tested the method I proposed. The problem started with "When an enemy's HP reaches 0, the damage number doesn't display." Before starting, I considered the grab value. If an enemy's HP is 100, it's actually set to 9100, and when they spawn, it's reduced by 9000 to 100. When an enemy...
  5. DD Tokki

    In Progress Nekketsu Kouha Kunio-kun Re

    More may be added later, but we are trying various things to balance the game.
  6. DD Tokki

    In Progress Nekketsu Kouha Kunio-kun Re

    We've implemented health recovery items into the game. You'll receive them about twice per stage when you defeat an enemy. More items may appear in longer stages. Recovery doesn't restore all health, but rather a small amount.
  7. DD Tokki

    In Progress Nekketsu Kouha Kunio-kun Re

    "Eojjeonji Joheun Il-i Saenggil Geot Gateun Jeonyeok" (어쩐지 좋은 일이 생길 것 같은 저녁) or (어쩐지 저녁) I know this is an old Korean comic book. I've read it too, but I've forgotten all the content.:cry: There's a belt-scrolling game for DOS. It's high quality.
  8. DD Tokki

    In Progress Nekketsu Kouha Kunio-kun Re

    Thank you for your suggestion. We plan to include scenes where Hiroshi is harassed in each stage. We've already designed the system to do so, so it's feasible. We've been experimenting with various options since the demo was released. We're considering recovery items and weapons, but the...
  9. DD Tokki

    Solved I have a question about displaying damage numbers.

    I'm not sure, but is there a way to create a random fixed value only when the player attempts a grab attack, and then reset it to its original value only when finishing off an enemy? If the value is fixed to 1, I'm not sure if the displayed damage will also be 1, but I'd like to try scripting...
  10. DD Tokki

    Solved I have a question about displaying damage numbers.

    My current attack settings are set to "nokill," but it seems like enemies are still being treated as having zero HP. Is there a way to add extra HP when a certain HP is reached, and then kill the enemy when the grapple attack is released?
  11. DD Tokki

    Solved I have a question about displaying damage numbers.

    name number type none shadow 0 lifespan 0.5 setlayer 1000 antigravity 100 animationscript data/scripts/script.c anim spawn @script { dasher(0,0.4,0); } @end_script loop 0 delay -1 offset 1 1 frame...
  12. DD Tokki

    Solved I have a question about displaying damage numbers.

    takedamagescript data/scripts/num.c "takedamage script" and number sprites are used.
  13. DD Tokki

    MP gauge charging speed or movement

    mpset 24 0 0 1 0 0 The current game settings allow the MP gauge to recharge automatically, and attacks don't interfere with it. My question is, the gauge seems to recharge only in one-second increments. Even if I increase the speed, it feels like it's doubling every second. I'd like...
  14. DD Tokki

    Solved I have a question about displaying damage numbers.

    void number() { void self = getlocalvar("self"); void f; int damage = getlocalvar("damage"); int x, z, a, t; int atkType = getlocalvar("attacktype"); if(damage > 0 && atkType != openborconstant("ATK_TIMEOVER")) { x = getentityproperty(self, "x")+4; z =...
  15. DD Tokki

    In Progress Nekketsu Kouha Kunio-kun Re

    If you're attacked by an enemy and have SP gauge, you can escape with a special move. Additionally, we're considering introducing a Mega Crash. It'll be activated by consuming SP gauge. Since the SP gauge fills automatically and slowly, caution is required when using it. We're also considering...
  16. DD Tokki

    In Progress Nekketsu Kouha Kunio-kun Re

    Because Hasebe's movements haven't been fully completed yet, some are omitted from the video. The remaining movements will be completed later.
  17. DD Tokki

    Nekketsu Kouha Kunio-Kun Re - v0.03 update

    1. Fixed an issue where the music would not loop after it ended during a boss battle. 2. Fixed an issue where the enemy's position would change during an event where Hiroshi was attacked by an enemy.
  18. DD Tokki

    In Progress Nekketsu Kouha Kunio-kun Re

    DD Tokki updated Nekketsu Kouha Kunio-Kun Re with a new update entry: v0.03 update Read the rest of this update entry...
  19. DD Tokki

    In Progress Nekketsu Kouha Kunio-kun Re

    I'm building Hasebe at a rapid pace. It's about 70% complete, and aside from some unimplemented moves, it works pretty well.
  20. DD Tokki

    In Progress Nekketsu Kouha Kunio-kun Re

    I'm currently working on creating an attack motion based on Hasebe's original moves. The standing attack is complete.
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