K.K.Z. version 2.0.0 release!!


K.K.Z. version 2.0.0 is now complete!
This is a near-complete rewrite. It should be faster and more stable now, hopefully!
As usual, I haven’t tested anything as much as I should have, so there’s probably some dumb thing I’ve missed, but whatever…

Bugfixes

  • fixed meter checking for (heavy) assault rifle, super splinter gun, wave gun
  • adjusted meter checking code so that meter checking can persist past a weapon swap
  • fixed meter gain for big rads
  • fixed meter gain for shell weapons
    • there’s a “bonus” variable that affects the damage that i didn’t know about before
      (i just assumed the damage variable itself changed)
  • EX disc deceleration no longer changes based on framerate
  • fixed EX golden disc gun not working due to incorrect sprite name

Gameplay changes

  • parry detection method has changed. it should be less glitchy as it no longer relies on rewinding damage
  • dashing now decelerates slightly, affected by a floor tile’s traction and whether or not you have extra feet
    • this also fixes dashing behavior over webbed floor tiles (which previously made you go almost nowhere)
  • lightning collision detection should be reliable now
  • Plutonium Hunger now increases meter gain from rads to 1.5×

Gameplay changes (EX shots)

  • using an EX move now inflicts a 2-second penalty where your meter gain is reduced to 0.2×
  • EX Shell weapons now shoot 4 times instead of 3
  • EX Flak Cannon now deals 2× damage, fires 6 bullets at once instead of 4, and lasts twice as long.
  • EX Super Flak Cannon has been reworked
    • it now shoots a Super Flak shot that will land at the cursor position (or the nearest Floor tile) and explode into several EX Flak bullets
  • EX Crossbow is now only invincible during the backwards leap
  • EX Splinters can now spawn an additional splinter twice
  • EX Seekers now deal double damage per shot
  • EX Discs now deal double damage rather than +2 damage
    • inputting EX Shot twice in a row will make the discs travel slowly instead of stopping
  • EX Grenade weapons now fire explosions in a fan shape rather than a straight line.
  • EX Flame is now slightly buffed with Boiling Veins (blocking a projectile only shortens its lifespan by 1 frame instead of 2)
    • EX Flame’s duration in increased to 10 seconds when using Dragon or Flame Cannon.
    • EX Flame’s flame trail now blocks projectiles, making it much more consistent for shielding
  • EX Rocket/Nuke is no longer invincible (why did i do that in the first place?)
  • EX Rocket/Nuke now does 4× damage instead of 2×
  • EX Laser weapons adjusted; fires fewer lasers, but the lasers are larger
  • EX Plasma explosion upon landing now does 6× damage instead of 5× when you have Laser Brain
    • EX Plasma shots are now 4× the size instead of 3× when you have Laser Brain
    • EX Plasma now fires 16 plasma shots instead of 8 upon landing
  • EX Plasma Cannon size now increases if you have Laser Brain
  • EX Super Plasma Cannon reworked; now fires one larger SPC shot that spawns EX Plasma Cannon shots
  • EX Lightning reworked; now fires several shots that deal 3× damage and linger for much longer
  • EX Lightning Cannon has the same buff as EX Flame, but with Laser Brain instead
    • EX Lightning Cannon duration increased to 10-ish seconds
    • EX Lightning Cannon is (probably) a little more reliable at blocking projectiles
  • added*?* EX Party Gun
  • added EX Gun Gun, which fires 1 later-game weapon that deals 777 damage

Gameplay changes (Super Arts)

  • using a Super Art now inflicts a 3-second penalty where your meter gain is reduced to 0.4×
  • i’ve decided not to reimplement the super freeze (at least for now)
    • i don’t know if there’s a way to do it that isn’t buggy or annoying
  • Super Art I (Buster Wolf) has a different effect on the second hit (similar to the new EX Grenade)
    • Super Art I now has a turning radius while dashing
  • Super Art II (Soul Satellite) duration is now shortened by only 2 frames (1 frame with Throne Butt) when blocking a projectile or damaging an enemy
  • Super Art III (Sei’ei Enbu) now grants a weaker form of Trigger Fingers, which can stack with the real deal
    • Super Art III now quarters ammo cost instead of halving it
    • Super Art III now refunds rads for ultra weapons
    • parrying during Super Art III now extends the timer slightly
    • you can now use EX Shot during Super Art III at the cost of time, but it can be done with any amount of time remaining

Misc. changes

  • added a new makeshift effect for the super art activation rather than using a big spritesheet
  • fixed level start code so now K.K.Z. says a narrator voice line every level
  • voice lines are now randomized every level rather than every run
  • super meter only turns yellow when you can use a Super Art
  • now uses some of the frames from other animations during Super Art activations
  • when using Super Art II offensively, the sparkle trail changes

Boring code changes

  • the majority of the code has been rewritten
    • this is actually the biggest change but since it’s technically a matter of coding, it’s been relegated here
    • in general, there should be a lot less duplicated code, the structure should make more sense, and it should cause less errors
  • many more changeable settings have been added through macros if you really want to tweak the character’s gameplay more
    • walk and dash speed
    • parry window and cooldown time
    • length of an EX bar
    • meter gain multiplier
    • duration and magnitude of meter gain penalties after EX Fire and Super Art
      (some of these were there already, but I’ve just moved them to more convenient locations to be easily changed)
  • i learned how you’re actually supposed to use #pragma fast whoops
  • i just decided to base64 all the sprites cuz whatever
  • all cases of numbers for weapons/mutations have been replaced with their macros
  • meter tracking is now handled by a separate object. this seems to reduce errors and make things speedier
  • the HUD now uses more premade sprites instead of rectangles/text which is faster, but mostly makes the code simpler

Files

kkz-v100.zip 442 kB
Apr 11, 2023
kkz-9940.zip 442 kB
Apr 11, 2023

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