K.K.Z. version 1.3 release


The biggest thing of this release is the improved performance (from a really simple change, too…) but the second biggest thing is that it’s now compatible with the Piledriver mod, for that one person who wanted that.
(Hopefully I didn’t introduce any other stupid bugs, but I’m too lazy to thoroughly test. ʅ(˘ω˘)ʃ)

When using K.K.Z. with the piledriver mod, it will draw afterimages during the piledriver activation.
You can actually dash after doing the piledriver input, so your effective range is increased quite a lot.
You may want to turn off double-tap dash if you’re using the Piledriver mod, as the dash interferes with the super piledriver input (↑ ↑ ↓ ↓ ← → ← →).
The two mods still seem to occasionally glitch out. If you enter a glitched state due to the piledriver, you should be able to dash to make things normal again.

Bugfixes

  • fixed HUD surface drawing behavior so it makes sense now. this actually seems to increase the performance a ton LOL
  • (NTT v100.006+ only, i think) fixed a silly copy/paste error that broke meter gain for melee weapons!!
  • fixed EX disc gun not working due to a typo

Misc. changes

  • now has an animation for sitting on the throne (this also stops the victory sound from looping over itself repeatedly)
  • should be more compatible with the piledriver mod, but no promises about it working perfectly.
    you also have afterimages when using the piledriver so it looks cooler :)
  • various changes to the afterimage code make afterimages look different than before
    mainly: afterimages can now linger and also fade out over time (in a different way than before)

Boring code changes

  • some sprite animations are now loaded as base64 to make it compatible with the piledriver mod
  • change to the behavior of dash primarily to make it more compatible with the piledriver mod, but may also make it less glitchy in other situations i dunno

Files

kkz-9940.zip 571 kB
Aug 30, 2022
kkz-v100.zip 571 kB
Aug 30, 2022

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