Ultimate Double Dragon

Complete LOTDD - Now: Ultimate Double Dragon 3.0 (Final)

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Project is completed.
So...any words on the demo? has anyone experienced some bugs? would be cool to know if there's something strange going on
 
Mr.Q! said:
Miru said:
I liked the combo structure, but the enemy animations feel stiff.
What do you mean by stiff? What's the game lacking?

Their animations overall aren't as fleshed out as the stars, but that's a minor complaint. Otherwise, I think enemies should hurt each other when tossed into each other.
 
Oh , well the enemies are just dummies by now, the demo is only for tests purposes about the playable characters' plethora of moves. Enemies are not finalized yet.
 
Mr.Q! said:
So...any words on the demo? has anyone experienced some bugs? would be cool to know if there's something strange going on

I think it's amazing. The combo system is a lot of fun and the amount of variety is very impressive. I only encountered one glitch where an enemy became attached to my character and I couldn't do anything to separate from him. That happened only one time and I have played the demo quite a bit.

Did you widen the hit box in the new demo? I'm not sure if you widened the hit box, or I have just adapted to it as I have played it more. Also, are you looking for gameplay critiques at this point? I only have one complaint, but will refrain, if it's too early in development to be critiquing anything. This looks like a masterpiece in the making. Already better than Super Double Dragon.
 
Lindros88 said:
Mr.Q! said:
So...any words on the demo? has anyone experienced some bugs? would be cool to know if there's something strange going on

I think it's amazing. The combo system is a lot of fun and the amount of variety is very impressive. I only encountered one glitch where an enemy became attached to my character and I couldn't do anything to separate from him. That happened only one time and I have played the demo quite a bit.

Did you widen the hit box in the new demo? I'm not sure if you widened the hit box, or I have just adapted to it as I have played it more. Also, are you looking for gameplay critiques at this point? I only have one complaint, but will refrain, if it's too early in development to be critiquing anything. This looks like a masterpiece in the making. Already better than Super Double Dragon.

Thanks for your words, I haven't got feedback about it like, at all. I haven't widen the hit box at all, maybe it's just you adapting the gameplay, I wanted to reflect the same feeling SDD has in the SNES game, and it's kinda like that. Any complaints at this point are considered as suggestions and I'm all open to read them. Would be super great though to know what were you doing that caused that glitch you mention. Please let me know if ot does happen again and the scenario if possible.
 
It has a very similar feel to SDD, but far superior moves, animations and combat variety. It is superior in all regards, thus far, which is awesome because SDD is a game that I always felt had wasted potential. It was one of my top 3 favorite games as a kid and I still enjoy it from time to time, but it is flawed, mainly because it is too easy and the combat was slow. It didn't take any strategy to fight enemies, since all enemies fought the same way and had the same tendencies, except for those guys who would sometimes flip you when you tried to kick them. So far in your game, I have noticed that the enemies seem more aggressive than what I remember in SDD, which is great.

I can't recall exactly how the glitch occurred. It took me by surprise when it happened, but I'm pretty sure it happened when I was fighting close to one of the sidewalls. After it happened, I tried getting it to trigger again, but I couldn't get it to happen again. I'm going to play a lot more and will post any glitches I find.

Oh yeah, the one complaint I had was the power meter. I like the power meter, since it prevents you from being able to spam the special moves, but I don't like having to charge it with the two buttons. I think it would be better if the meter filled by landing normal attacks. That way it would force you to use more of the basic moves in your arsenal and you wouldn't have to step away from combat to recharge it. Though if you are firm on keeping it manually rechargeable, maybe you could make it so you can recharge while moving. That's the only complaint I have. This is looking like it's going to be one of the best beat em ups of all time. Amazing work.
 
Thanks again for your kind works. As far as I know, the special energy bar can get automatically charged, or not charged at all, like I have currently in the demo. The initial idea was to get special metter with the style switch animation, so that way it would force you to master all 3 styles for getting the metter filled up everytime. I'm still deciding how it will get filled up, maybe I'll set it to get charged automatically but with a faster rate, or just like now but same idea, faster rate.

I don't really want to go too deep in script right now, because i Just need the basics in order to make a mod enjoyable for myself and my close ones, it's the playability & overall structure what makes a mod enjoyable IMO, and this is the same for me in the making process, because I have lots of fun creating a mod like this, and I don't want to turn it into a chore or something I have to learn a lot  in order to finish it.

The enemies will act kind of unique when the game is done. I think it will contain just the weapons I've already made for it, so no boomerangs, or maybe just an enemy capable to spam them as his projectile of choice.

BTW the game will have at least 8 more style switch combos as hidden easter eggs, but that will be show when the game comes out
 
Having it fill up with the style switch animations like you described is cool too. I know you mentioned in a previous post about wanting this mod to have high replay value and it is looking like you are going to accomplish that.

I don't know anything about making games or how it's done, but the level of passion and talent is evident, even to a layman like me. Such a staggering level of variety in the combat already and to think there will be 8 more hidden style switch animations, is insane.

Here are some oddities I came across while playing. I apologize in advance if this information is not useful to you.

  • When enemies are directly up against sidewalls or corners, I can't grapple them when they are stunned. Even if my characters back is against corners or sidewalls, I still can't grapple them.

  • When my characters back is directly against a sidewall and I throw an enemy towards the wall, they hit the wall and disappear. Though if I am a few steps forward of the wall and throw the enemy, the glitch doesn't happen.

  • When close to sidewalls, grapple kick combination and grapple punch combination makes enemies hit wall and disappear. Strangely, this was only happening as Billy Lee. I couldn't make it happen with Jimmy Lee.

  • When throwing the knife with Jimmy Lee, it goes over the enemies heads.

  • I grapple kick combo'd an enemy near a wall and came separated from him in mid animation. He stayed there in a frozen state until I hit him. (I can provide a screenshot, if you want)
 
Here's my observation... thus far you've made awesome quality Double Dragon mods from the arcade sprites, the GBA sprites, and now Super NES. Don't deny it man, you're doing screen grabs of the Neon models for your next project as we speak!  ;D

DC
 
Damon Caskey said:
you're doing screen grabs of the Neon models for your next project as we speak!  ;D
Would be very cool if he actually went and did that. But it will probably never happen. As far as I know, he dislikes Neon. I can understand that. Personally, I like Neon, but it is a very different Double Dragon game. The humor, the art style. It's quite lighthearted compared to the older DD games.
 
When you grapple an enemy and press either attack 1 or jump, if another enemy walks in front of you and gets hit during the animation, it will disrupt the animation and the enemy you were grappling will remain in a frozen state. I tested this multiple times and I'm positive that this is what causes it to happen. Here's a screenshot of the frozen enemy.

Edit: I just found out that this also can cause the glitch where you get attached to the enemy, like I mentioned in an earlier post. It doesn't happen every time, but it definitely has something to do with it. I'm going to mess around with it more to see if I can see exactly what conditions trigger it. Right now it appears random.

Edit 2: I'm pretty sure I've narrowed it down. When the grapple and attack 1 animation (kick combo) is interrupted, you become separated from the enemy and he remains in a frozen state. When the grapple and jump animation (punch combo) is interrupted, you become attached to the character you grappled and the only way I know to break the glitch is to let your character die.

2dkaf4l.png

 
I added "attackone 1" to all of those attacks and I still get other enemies attached like this. I wounder if there's a combination of AI settings in order to attack one enemy at a time like in the original DDragon games, in SNES; arcade, and NES they have this behaviour. The other thing I can think of, is adding the @cmd bind 0 0 0 0 0 to every animation in my playable characters in order to let them go whatever the case. DC any ideas?
 
Maybe. If it's what I think it is, we need to add something to the takedamage script. I don't want to make spoilers though. Will PM you.
 
Take a look in their behaviour in DDragon II arcade

...and in SNES SDD

As you can see, they want you to get surrounded, attacking one at a time. Any ideas?
 
There's no single built in AI behavior for that. There are several single behaviors you could splice together that would come sort of close, but still not exact since there needs to be some logic on deciding which side to circle round to. Otherwise they'd both be trying to get at one side of you or another. So there's going to be some script involved to get it just like Double Dragon.

The guy to talk to is Bloodbane, because he has already created templates for a lot scripted AI script behavior.

DC
 
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