Battletoads Double Dragon: The Revenge (v.9) - Anniversary Edition

Complete Battletoads Double Dragon: The Revenge (v.9) - Anniversary Edition 0.9

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Project is completed.
MadGear good updates and im glad i was able to show that bug (tho as i said i thought it was funny hahaha) if i get time later i will do a full playthrough of  this updated version including all the bonus stages :) Keep up the awesome work buddy :D
 
Oh holy s...! You two are actually going to do a co-op run for this game? :P This is the part that's actually making me nervous because the co-op part of the game is the one thing that I cannot test properly because I have nobody to test it with during development. I'm really hoping everything goes well. Fingers crossed because this is the mod's ultimate final test!

(I may sound like a nervous train-wreck... that's because I am! :P)
 
MadGear said:
Oh holy s...! You two are actually going to do a co-op run for this game? :P This is the part that's actually making me nervous because the co-op part of the game is the one thing that I cannot test properly because I have nobody to test it with during development. I'm really hoping everything goes well. Fingers crossed because this is the mod's ultimate final test!

(I may sound like a nervous train-wreck... that's because I am! :P )

Hahaha yeah thats one thing that is hard to test or even balance is 2 players with openbor. I think it will go great but if anything strange or buggy happens atleast you will be able to see it with are playthrough :)
 
Davpreec said:
MadGear said:
Oh holy s...! You two are actually going to do a co-op run for this game? :P This is the part that's actually making me nervous because the co-op part of the game is the one thing that I cannot test properly because I have nobody to test it with during development. I'm really hoping everything goes well. Fingers crossed because this is the mod's ultimate final test!

(I may sound like a nervous train-wreck... that's because I am! :P )

Hahaha yeah thats one thing that is hard to test or even balance is 2 players with openbor. I think it will go great but if anything strange or buggy happens atleast you will be able to see it with are playthrough :)
I once did do a co-op run with a cousin of mine. But that was from an earlier version many years ago. I think it was v.5 of the mod. The co-op worked fine during my run with my cousin, so let's hope that carried over to this latest v.9 version of the mod.

I do wonder: How are you actually able to do a co-op run? As far as I know, OpenBOR tends to be a little bit buggy when trying to play with two controllers.
 
MadGear said:
I'm assuming you're talking about the moments when T.Bird is talking to the team when beginning a new stage, right? I'll see what I can do.

Yep, those were what I was referring to. Thanks for providing an update for that so quick also, I appreciate it. You are right though, it does make the text harder than I thought it would to read. It's still definitely readable, and I hate to say this, but IF you do ever decide to revisit the mod again at a later day or year, maybe try 75% transparency instead of 50, lol. Or just never think about again, because it's not a big deal. I'm just obsessive about stupid stuff like that and tend to get focused on insignificant things. If I made a mod, it would probably never get released due to that fact alone.
 
MadGear  We play co-op over parsec software i know what you mean about the 2 controllers being buggy (for instance on my pc my xbox controller will not work properly with latest openbor builds the inputs show as unknown for some reason) but works fine with playstation 4 controllers over parsec and on my pc.

We did a play of it earlier we didnt find any bugs or anything but had a few issues with friendly fire im some cases. Like if i do a special move the enemy can actually fly into and hit the other player and make them take damage. The spaceships also move too slow making getting past the instant death spikes next to impossible to dodge.

Also giant blag is too over powered (tho i figured out how to beat him easy by spamming him with running charge attacks like i did in my playthrough) i can see alot of people getting either annoyed or losing tons of lives on that fight lol. I dont think O Ilusionista was ready for him and lost a few lives. Well so did i actually its harder to get him in the right pattern to do the method i did when its 2 players hahaha.

Not sure you can do anything about that annoying friendly fire thing i know it happened in some other games that me and magggas played co-op. Its annoying more than anything lol.

Other than that the game works fine in 2 players and is an excellent game well done on all your hard work and time put into it :)

I expect that O Ilusionista can give you some actual pointers as he also makes awesome openbor games i dont have a clue about the coding or anything like that i just play them hahaha.

 
Glad to hear that there were no bugs when playing co-op :)

About that friendly-fire thing: I don't think I can do anything about that. Perhaps it requires scripting? I don't know.

All the barriers in the space ship level can be avoided. You just gotta know when and where they'll appear. When you do the level enough times and practice it, you'll be able to avoid all of them. I know for sure, because I'm able to get through that level without dying. In the original Battletoads game, you had to practice those kinds of levels too. You would die a lot until you were able to memorize where the traps would appear.

Big Blag is overpowered because I tried to re-create the battle with him from the original BDD. In that game, he could kill you with three hits. In my game, he can too.
 
I understand your point of trying to recreating the original game, but for me (with no offense) that is a huge game design flaw: the game isn't fun to play. We were playing and recording and we decided to quit from it.

There is a fragile line between challenge and cheapness, and while I remember the original game being hard, that boss is broken, really.

There are some other feedback I could give, but since you won't work on this game for now, I don't want to look I am bashing your work.
 
O Ilusionista said:
I understand your point of trying to recreating the original game, but for me (with no offense) that is a huge game design flaw: the game isn't fun to play. We were playing and recording and we decided to quit from it.

There is a fragile line between challenge and cheapness, and while I remember the original game being hard, that boss is broken, really.

There are some other feedback I could give, but since you won't work on this game for now, I don't want to look I am bashing your work.
I'm sorry about that boss then. Would you find the game more fun if he was less cheaper? If so, then I may consider changing that. The last thing I wanna do is deliver a broken game. Did you at least enjoy what came before the Big Blag boss? Or do you not enjoy the game in general?

Don't get me wrong, I welcome feedback. It's just that I don't know what else to change. The only thing I can think of is changing the damage that Big Blag deals. His damage per hit is 35. I can change that to something less like 15 or so. I can also make him jump higher so the player has more time to get out of his way.

Of course I don't like it when people don't enjoy the game. But it does comfort me that I know there are people that actually do enjoy the game.
 
Thanks for understanding that I'm not belittling your work, I'm trying to help.

I can change that to something lesser like 15 or so. I can also make him jump higher so the player has more time to get out of his way.
I think giving the player more time to dodge, whether the boss is jumping higher or getting longer on the floor with every jump, is a good idea.

Another point I would like to comment on: that boss who is a giant snake (by the way, I would like to use him in my game if you don't mind) has a strange behavior - you can't hit his head while he's not on the floor even if your attacks touch him.

And one thing I noticed is the problem of hit range of some characters, especially Battletoads. Normal hits have a very bad range and the impression is that enemies can always hit you before you, because their attacks are short.

This causes players to abuse the running attack as it fails less than normal attacks, and this leaves the gameplay somewhat repetitive. I can host the video I recorded yesterday with Davpreec for you to see - we abused it, because in most other cases the attacks fail. Even jumping attacks are subject to this.

It's normal that you can't use jumping attacks against some enemies sometimes, but in some cases you're always punished, like against Abobo.

I liked the game overall. There are just some points to be fixed.
 
Of course you can use the snake character ;)

Yeah, I have a lot of trouble when it comes to range.
You have to understand that English isn't my first language (I'm from Holland). Couple that with my autism and that can cause a lack of understanding the coding. It's always trial and error for me and hoping it goes well. Having said that, I do always try my best with the knowledge I have.
 
Okay, so if I'm understanding all this correctly, the following needs to be fixed/adjusted:
- Big Blag (2nd form) needs to either jump higher or stay longer on the ground after a jump
- Karnath (snake boss) needs to have a hitbox when he's above the player (I was thinking about moving him a little bit higher so your jumpattacks won't hit him)
- The 'Toads' standard attacks need to be adjusted (because I really don't understand the 'range' feature, I was thinking of moving the attackboxes of their punches a little to the right so they don't have to be as close to the enemy as they need to right now. It may look a little weird, but it's the only solution I can think of that's within my capability)

Please let me know if you agree with this so that I can start work on it.
 
MadGear said:
Glad to hear that there were no bugs when playing co-op :)

About that friendly-fire thing: I don't think I can do anything about that. Perhaps it requires scripting? I don't know.

All the barriers in the space ship level can be avoided. You just gotta know when and where they'll appear. When you do the level enough times and practice it, you'll be able to avoid all of them. I know for sure, because I'm able to get through that level without dying. In the original Battletoads game, you had to practice those kinds of levels too. You would die a lot until you were able to memorize where the traps would appear.

Big Blag is overpowered because I tried to re-create the battle with him from the original BDD. In that game, he could kill you with three hits. In my game, he can too.

MadGear yeah i kind of figured that one reason i skipped them on my playthrough hahaha. I have never liked the turbo tunnels in any of the games its too hard for me and unfun it ruins the game for me when i get to that stage. I always just the game off in the originals when i get to that stage lol.

Maybe i just suck i dont know  ;)
 
O Ilusionista

Alrighty, so I adjusted the 2nd form of Big Blag. He now jumps a bit higher, giving you some more time to dodge his jump when the player has fallen on the ground. He now also does less damage. It's 19 now instead of 35. So the player can now be hit more times before dying.

I also adjusted Karnath (snake boss). He now hangs higher up the screen, out of reach for jumpattacks. To compensate for being higher up the screen, he now charges faster to the player. Otherwise, he would be too easy.

I still have to adjust the 'Toads' standard attacks. But I'm waiting for your advice about that. Should I just move their attackboxes a little to the right? Because I really don't know how else to fix this. I don't wish to mess with the 'range' feature simply because I just don't understand how that works.
 
O Ilusionista

Here's an example of what I mean by moving those attackboxes:

pimple.png


The top one is how they are right now. The bottom one is the adjusted one.
Do you think that would fix it?
 
Yes, the bottom one is way better - actually, the top one is wrong.
On my game, I kinda mix both versions you  had posted there - the attack box starts always on the center of the character and extends a bit beyond the character members.
Since OpenBOR has no solid bbox (in fact, it has but the method is not good and it will be changed), some attacks can miss the target if they are too close.

I don't wish to mess with the 'range' feature simply because I just don't understand how that works.
Really? range is super easy. You just set the distance you want them to attack - if you use OpenBORstats, you can set it graphically.
 
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