K.K.Z. for Nuclear Throne Together
A downloadable mod
* latest version: 2.0.1 released on 2023.04.10
K.K.Z. is a character inspired by fighting game mechanics.
Parry
Right click just before getting hurt to nullify the damage you would take.
Dash
Double-tap a direction to jump a short distance ahead with a small amount of invincibility. Dashing after a successful parry is invincible for the entire dash.
Super Meter
Build super meter by defeating enemies and spend it on powerful EX shots that vary per weapon type.
Once you reach level ultra, you can spend a full super meter on unique Super Arts.
Download
There are two downloads available:
kkz-9940: for the latest stable version of NTT (v9940, available on itch.io)
kkz-v100: for the latest beta version of NTT (v100.000+, available as a beta branch in Steam)
Both versions should be identical in gameplay, but kkz-v100 will only work on v100.000 and above.
Status | Released |
Category | Game mod |
Rating | Rated 5.0 out of 5 stars (2 total ratings) |
Author | SadColor |
Tags | Nuclear Throne Together, ntt-race |
Download
Click download now to get access to the following files:
Development log
- K.K.Z. version 2.0.1 releaseApr 11, 2023
- K.K.Z. version 2.0.0 release!!Apr 11, 2023
- K.K.Z. version 1.3.2 releaseMar 26, 2023
- K.K.Z. version 1.3.1 releaseMar 26, 2023
- K.K.Z. version 1.3 releaseAug 30, 2022
- K.K.Z. version 1.2.2 releaseAug 06, 2022
- K.K.Z. version 1.2.1 releaseAug 06, 2022
- K.K.Z version 1.2 releaseAug 04, 2022
Comments
Log in with itch.io to leave a comment.
On the kkz-9940 download for version 2.0.0, with both NTT 9940 and 9944, there is an error when you parry (kkzHUD.mod.gml [L158,c45]) where the game expects a string but doesn't get one (I think it's string_length receiving a number). The error happens every frame after what would have been a successful parry, until the run ends.
I haven't had a good run yet but I can tell already that I like the character. Nice work!
(Also, I recommend removing the "kkz/" from the beginning of both load commands. If the kkz folder is not directly in the mods folder it will not find the files, but if it's just "/loadrace kkz" the search will work no matter what because load commands use relative paths.)
Thanks for the bug report!! I just fixed both of those things.
pretty dope
The HUD gets broken when you change the window size since you're using the draw_gui_end function to handle the HUD. Most mods use draw_set_projection(); and draw_reset_projection(); in a Draw event.
https://github.com/saniblues/Past-Nuclear-Throne-Daily-Seeds/blob/master/Lightwe...
This is how Vagabonds does it and it also factors for multiple resolutions and any changes to the viewport. The code I provided just guts one particular aspect of a character from that mod, so all it does is draw a yellow screen over every player's HUD.
I've yet to sink my teeth into the character yet but I'll give my input when I do! Looking forward to playing it
(Screenshot of the code I'm posting in action)
Oh, I didn’t know about that!!
Thanks for the info, I’ll be sure to fix it for the next update. 🐣
So...Is this character not 60 fps compatible?
It should be, I was testing it most of the time in 60fps.
Oh my bad, i guess it is compatible with 60 fps, its just the character's slow idle animation that made me think it wasn't 60 fps compatible, sorry for misunderstanding
While this char is not really my jam, props to you ,this guy is amazing. Love the parry visuals, and the readme.txt giving instructions for changing some macros to make the playing experience better is such a good idea. Overall, love this fella
This is amazing mod
Good luck with your mod
Sorry forma muy english