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Nekketsu High School: Yamada's Revenge / Kunio-Kun Online
#1
   

Nekketsu High School: Yamada's Revenge is a cancelled MMO in the Kunio-kun series. It was a sidescrolling beat'em'up that used 2D sprites in 3D environments. It had betas in 2008 and 2010. There hasn't been a web presence since 2011. The developer, Windysoft, is no longer in business as far as I can tell.
There's only one other mention of the game on VG Resource. Some of us on the Double Dragon / Kunio-Kun Discord managed to rip the sprites from this format and convert to PNG. They're in the same order as they were stored in the installation, so loosely organized by character but not in sequence. I also managed to isolate the colorizable pieces of the sprites to use as a mask.

Our current goals are to put frames in sequence and to find the alignment for the layered characters (character customization, enemies that share bodies).

I've always thought these sprites looked amazing, and after getting them open and seeing everything the artists did, I think they're even better! I hope to see them used in fan games and animations for years to come, as a welcome update to the 8-bit look (which I also love).

Player bodies:
               
               

The Boys:
       

Some NPCs / Assists:
           

Some wackier enemies:
           


Attached Files Thumbnail(s)
   
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#2
I'm in love with this art style. I was wondering whether more updates are coming and if I could do anything to help.
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#3
(04-20-2023, 10:50 AM)malong Wrote: I'm in love with this art style. I was wondering whether more updates are coming and if I could do anything to help.

Thanks! There is lots more that could be done, but I have been working on other projects. The enemies and world NPCs are pretty much done. I'll upload the character portraits sometime soon.

The biggest help would be organizing NPC heads onto their own sheets in the same order as each other so I can place them automatically on the body.

There's 31 and I've done... 2.5?
Here's Kazaoka, who was easiest because the files had animation references for him. I got Yamada into the same order, but things are slightly misplaced.
   
   

Let me know if you want to help! I can share the files and give deeper instructions
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#4
(04-24-2023, 05:14 PM)dauntingmountain Wrote:
(04-20-2023, 10:50 AM)malong Wrote: I'm in love with this art style. I was wondering whether more updates are coming and if I could do anything to help.

Thanks! There is lots more that could be done, but I have been working on other projects. The enemies and world NPCs are pretty much done. I'll upload the character portraits sometime soon.

The biggest help would be organizing NPC heads onto their own sheets in the same order as each other so I can place them automatically on the body.

There's 31 and I've done... 2.5?
Here's Kazaoka, who was easiest because the files had animation references for him. I got Yamada into the same order, but things are slightly misplaced.



Let me know if you want to help! I can share the files and give deeper instructions

Yes, please! Instructions would also be appreciated since I'm new to this. But I love the customizable nature of this setup.

I'm also looking for smaller animations, like the dust cloud while walking and I think I saw some kind of a dizzy animation that plays 'above' the head.

I was also trying to use the creature sheet but I I ran into trouble aligning the animations so they would fit into a single pattern, like the 192x192 of the character sprites.

Anywho, any help would be greatly appreciated and sorry for the delay, but I didn't receive an email notification, so I have to look into that as well. But I'll check back more frequently in the mean time.
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#5
(04-27-2023, 05:46 AM)malong Wrote: Yes, please! Instructions would also be appreciated since I'm new to this. But I love the customizable nature of this setup.

I'm also looking for smaller animations, like the dust cloud while walking and I think I saw some kind of a dizzy animation that plays 'above' the head.

I was also trying to use the creature sheet but I I ran into trouble aligning the animations so they would fit into a single pattern, like the 192x192 of the character sprites.

Anywho, any help would be greatly appreciated and sorry for the delay, but I didn't receive an email notification, so I have to look into that as well. But I'll check back more frequently in the mean time.

I have the effects ripped, yep!

The creatures are different sizes. Some are 128x128, others are 192x192 and 256x256.
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Thanked by: malong
#6
Nice! I'll eagerly await the next update. I think I'll separate the creatures accordingly. It's the best workflow atm when the sprites are likes this, but I probably just have to familiarize myself with atlas regions. Then it wouldn't be much of an issue. I'm currently looking into making the input buffer, so I can see those SWEET special attacks in action =)

If you have any instructions on how to separate the heads, etc. point me in the right direction.

One more thing... I'm really struggling with the layout of interior scenes, so any interior graphics (e.g. inside school) might provide some insight as to how I might go about it. The original idea was that you can zoom out and see things going on on the floor above (maybe even below you). I might just drop that altogether though as it is rarely done in these games and without anything to copy I'm pretty cluesless about perspective and such things. Plus, I was going for 2.5D even though I understand it was meant for 3D. But I don't really see the point. Sure, knockback effect and such could be done with weight of characters, gravity, etc. but doing it in 2D only takes a couple lines of code and isn't a big deal.
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#7
(04-27-2023, 11:06 AM)malong Wrote: Nice! I'll eagerly await the next update. I think I'll separate the creatures accordingly. It's the best workflow atm when the sprites are likes this, but I probably just have to familiarize myself with atlas regions. Then it wouldn't be much of an issue. I'm currently looking into making the input buffer, so I can see those SWEET special attacks in action =)

If you have any instructions on how to separate the heads, etc. point me in the right direction.

One more thing... I'm really struggling with the layout of interior scenes, so any interior graphics (e.g. inside school) might provide some insight as to how I might go about it. The original idea was that you can zoom out and see things going on on the floor above (maybe even below you). I might just drop that altogether though as it is rarely done in these games and without anything to copy I'm pretty cluesless about perspective and such things. Plus, I was going for 2.5D even though I understand it was meant for 3D. But I don't really see the point. Sure, knockback effect and such could be done with weight of characters, gravity, etc. but doing it in 2D only takes a couple lines of code and isn't a big deal.

The heads are already separated. They need to be organized so they can be placed. Like, for each character, head1 would be looking forward neutral, head2 would be looking forward angry, head3 would be taking damage, etc. The files are not in order and need to be manually organized.

I'm not sure what you're asking for in the second part. Spriter's Resource has level maps of several Kunio games and other beat'em'ups. You can check those out to get an idea of belt-scrolling level design. The levels of this game are 3D despite the characters being 2D sprites. I have no intention of attempting to rip the model data.
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#8
If you could try and explain how you did it, then I would try doing the same for the other NPCs. Since Kazaoka is done, should this be used as a template for the others to follow?

Do you know if the beta can still be downloaded from somewhere?

Thanks for your patience. I am - as mentioned - entirely new to this.
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#9
testing
   
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