Canceled Double Dragon IV "The Annihilation"

Project is halted prior to completion and will not receive further updates.
Groiser said:
Yes friends please I need help because I try but not run this  :-\

Alright Groiser, I updated DD mini adding Abobo to show how to implement that throw. You can get it here:

https://www.mediafire.com/?au1dhpswm8h9hd1
 
Bloodbane said:
Groiser said:
Yes friends please I need help because I try but not run this  :-\

Alright Groiser, I updated DD mini adding Abobo to show how to implement that throw. You can get it here:

https://www.mediafire.com/?au1dhpswm8h9hd1

Thankyou very much Bloodbane
I do this but not run

anim grab
delay 1
offset 62 132
        sound data/sounds/abobo.wav
frame data/chars/abobo/th1.gif
delay 20
@cmd slamstart
@cmd position 0 20 1 -1 -1
frame data/chars/abobo/th1.gif
@cmd position 4 30 14 -1 -1
frame data/chars/abobo/th2.gif
@cmd position 5 -6 51 -1 -1
frame data/chars/abobo/th3.gif
delay 10
@cmd antiwall -20 20 -1
@cmd position 6 -20 60 -1 -1
frame data/chars/abobo/th4.gif
delay 100
@cmd depost 0
@cmd throw 25 1 1 1 0 0
        @cmd clearGrab
frame data/chars/abobo/th4.gif

what can I do?  :(
 
Oh you need to copy animation script Abobo is using i.e harden.c from data/scripts folder to your mod
And declare that script with this:

animationscript data/scripts/harden.c

in Abobo.txt header
 
Hi guys sorry for the late finally already can do the throw in abobo, buuuuuuutttttttttttttt I can't insert the complete throw animation in billy when it is thrown head down

https://www.youtube.com/watch?v=5UYR-3lWWD0&feature=youtu.be

billy:

anim  fall4
        delay 1000
offset 65 131
frame data/chars/1dragon/thd1.gif
frame data/chars/1dragon/thd1.gif
frame data/chars/1dragon/thd1.gif
frame data/chars/1dragon/thd1.gif
offset 57 117
frame data/chars/1dragon/thd2.gif
offset 90 81
frame data/chars/1dragon/thd3.gif
offset 104 74
frame data/chars/1dragon/thd4.gif
        offset 104 74
frame data/chars/1dragon/thd5.gif
        offset 68 131
frame data/chars/1dragon/thd5.gif
frame data/chars/1dragon/thd5.gif
frame data/chars/1dragon/thd5.gif
frame data/chars/1dragon/thd5.gif
        frame data/chars/1dragon/thd5.gif
frame data/chars/1dragon/thd5.gif
frame data/chars/1dragon/thd5.gif
        offset 68 60
frame data/chars/1dragon/fall2.gif


abobo:

anim attack1
delay 1
        range  0 30
offset 66 133
sound data/sounds/abobo.wav
frame data/chars/abobo/th1.gif
delay 20
@cmd slamstart
@cmd position 0 20 1 -1 -1
frame data/chars/abobo/th1.gif
@cmd position 4 30 14 -1 -1
frame data/chars/abobo/th2.gif
@cmd position 5 -6 51 -1 -1
frame data/chars/abobo/th3.gif
        delay 10
@cmd antiwall -20 20 -1
@cmd position 6 -20 60 -1 -1
        attack16 47 0 7 1 30 1 0 0 0 0
frame data/chars/abobo/th4.gif
        delay 100
@cmd depost 0
@cmd throw 25 1 1 1 0 0
@cmd clearGrab
        attack3 47 0 7 1 30 1 0 0 0 0
frame data/chars/abobo/th4.gif

I want know what's remaining for complete the animation throw

sorry for my poor english  :P
 
You can have more control in the fall animation by adding more delays and using these commands to control the frame changes. 


Code:
dropframe {frame}

    ~This is used to make entity switch to set {frame} when flight apex is reached while in air.


landframe {frame} {dust}

    ~If this is set, entity will be forced to frame {frame} when entity lands after jumping with 'jumpframe' or while falling no matter which frame entity currently is.
    ~{dust} defines which dust entity this entity will drop when entity lands. See 'dust' command above for more info about dust entity.
    ~In order to get this to work properly, give long delay to frame right before landing frame. The former frame will be played while 'waiting' to land.
    ~Make sure the landing frame exists otherwise the entity will disappear right after landing!

Screen shake could also be added in the landing if you like.

Code:
quakeframe {frame} {loops} {intensity}

    ~Used to make screen shakes with certain intensity.
    ~{frame} determines at which frame the quake/shake starts.
    ~{loops} determines how many quake this animation will make after quake starts. Bear in mind that if the animation ends, there won't be another quake. And you have to provide a frame for each quake.
    ~{intensity} determines how strong the quake would be. Technically it is how far the panel would go down in pixels.
    ~Negative value works for this and the quake will be new style extreme quake.
 
Groiser, you need to set different FALL animation for Billy and don't use FALL4 for that then register a new type of thrown in harden.c

For now use the FALL4 I've set in DDMini and set new FALL animation for thrown head down animation
After you do that, then I'll tell you how to register :)
 
BeasTie: thankyou very much for your help, I already try add more delay but not run well :(

Bloodbane: Thankyou very much I hope that update  :D
 
you need to set a few delays and play around till you get it how you want.

Here's a fall anim from my TMNT mod.

Code:
anim	fall
	dropframe	2
	landframe	3
	loop	0
	offset	120 124
	delay	30
	frame	data/chars/leo/fall/00.png
	frame	data/chars/leo/fall/01.png
	delay	40
	offset	120 148
	frame	data/chars/leo/fall/02.png
	delay	120
	frame	data/chars/leo/fall/03.png

so it wont switch to dropframe until the char is actually falling, it will stay in the frame before it regardless of the delay.  Then the same for landing, it wont continue past that frame until it actually lands, then the rest of the animation will continue. 
 
BeasTie said:
you need to set a few delays and play around till you get it how you want.

Here's a fall anim from my TMNT mod.

Code:
anim	fall
	dropframe	2
	landframe	3
	loop	0
	offset	120 124
	delay	30
	frame	data/chars/leo/fall/00.png
	frame	data/chars/leo/fall/01.png
	delay	40
	offset	120 148
	frame	data/chars/leo/fall/02.png
	delay	120
	frame	data/chars/leo/fall/03.png

so it wont switch to dropframe until the char is actually falling, it will stay in the frame before it regardless of the delay.  Then the same for landing, it wont continue past that frame until it actually lands, then the rest of the animation will continue.

BeasTie I try but not run, the image become toooooo slow but not run the animation  :'(
 
Groiser said:
BeasTie I try but not run, the image become toooooo slow but not run the animation  :'(

BTW have you made special FALL animation for being thrown in the head for Billy?
 
Hi Bloodbane  :D I already try change the harden.c script but no find solution.
Special Fall about not run  :(
probably my way of proceeding is wrong  :-\
 
It looks great! I'll wait for this game. Great job! Good luck with the project! :) I like Double Dragon. (Sorry for bad english)
 
MKLIUKANG1 said:
It looks great! I'll wait for this game. Great job! Good luck with the project! :) I like Double Dragon. (Sorry for bad english)

Thankyou very much my friend!!! I already play your MOD and Want to say congratulations is really wonderful version to NES, no problem my english too very poor hahaha
 
 
Bloodbane said:
Groiser said:
Hi Bloodbane  :D I already try change the harden.c script but no find solution.
Special Fall about not run  :(

What exactly did you do?

I modified your script harden.c and change the attack in abobo but not have good result

damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL5")); // 1st throw type
    } else if(Type==2){
      damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL4")); // 2nd throw type
    }
 
You know, I think I could help you better if you would send me a demo of your mod. With Abobo in it of course
 
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