Ultimate Double Dragon

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

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Project is completed.
O Ilusionista said:
Mr.Q! take a look at your animation:

anim fall1
loop      0
delay      60
offset    80 129
bbox      0 0 0 0
landframe  2
        frame      data/chars/1billy/fall01.gif
delay      999
bbox      0 0 0 0
        frame      data/chars/1billy/fall02.gif
delay      12
        frame      data/chars/1billy/fall02.gif
sound      data/sounds/fall1.wav
        frame      data/chars/1billy/fall03.gif

anim rise
loop      0
delay      40
offset    80 129
bbox      0 0 0 0
        frame      data/chars/1billy/fall03.gif
delay      12
        frame      data/chars/1billy/rise01.gif
        frame      data/chars/1billy/rise02.gif

You do have active bbox (even if they are set to 0, they are active).
Just remove them from the animation and the enemies won't try to attack.

I don't remeber this working this way at all wow thanks

Damon Caskey would love to try that method as well, combined with aggresive enemies
 
I was working on adding this Baker enemy and tested the no bbox thing mentioned,  and they still try to hit me (ignore Baker slamstart issue):

Code:
anim grab
@script
  if(frame==0){
    void self = getlocalvar("self");
    void target = getentityproperty(self, "opponent");

    setlocalvar("Target" + self, target);
  }
@end_script
	 delay      1
	 offset     80 129
	 cancel     2 3 0 a2 freespecial51
	 cancel     2 3 0 j  freespecial52
         frame      data/chars/1billy/grab01.gif
	 delay      10
         frame      data/chars/1billy/grab01.gif
         frame      data/chars/1billy/grab02.gif




BTW, I'm getting this error with my custom res 256X224 (SNES Res) for the game, check the lower part, it's suppoused to show just 224 pixels high, but the engine somehow shows a little more than that.




Also, I'm getting this menu text allingment due to my resolution as well, any way to fix this?

hCjP26t.png
 
Not sure about everything else, but on the menu, what version of OpenBOR are you using? IIRC it tries to adapt to your resolution, but earlier versions may have used static spacing.

DC
 
Okay, about the bbox issue, i made some tests and i found out that the problem is the Grab Animation. Here is what i did:

1. Tested my DD game on the same build as your game and the enemies are not attacking where is no bbox. My DD game is not using the standard Grab Animation at all.

2. Tested my WH game which is using the standard Grab Animation but with custom grabattack anims. The enemies were trying to attack me only while on the Grab Animation with or without  bbox. On all other animations without bbox they did not attack.

3. Then i tested again all scenarios on both 6412 engine you are using and on older 4153 engine. Then again i got the same results.

So that means that the problem is specifically the Grab Animation! It seems like only on that animation it does not matter if you have an bbox or not. The enemies will still try to attack while you are on that specific animation.

By the way, here is why the engine is displaying more pixels in high than the set resolution:

panel {norm} {neon} {scrn}

    ~{norm}, {neon}, and {scrn} are paths which point to the normal, neon, and screen graphics for a panel. {neon} and {scrn} are optional fields. If you aren't using them, put the word 'none' in their place.
    ~Just like any image used by OpenBoR, panels must use paletted images. In 8 bit colourdepth (default), it must use same palette as 'background' (see above). In 16/32 bit, it can use different palette
    ~Beware though, if panels use different palette than background, 'palette' command (see below) won't work
    ~Panels are mostly used as the floor and walls of a screen. However, in pseudo travel levels where background are autoscrolling (see bgspeed below), sometimes panels aren't used at all and replaced by blank image
    ~If a panel is declared in autoscrolling level, it won't autoscroll. Great for platforms or vehicles!
    ~In default resolution, panels are normally 244 pixels high (which is 240 pixels from screen height + 4 extra pixels for quake effect) but should be 256 if the stage is set to rock up and down. It may also need to be extended depending on the 'z' values set in LEVELS.txt
 
Ok thanks man fixed everything, getting ready a new demo pretty soon, and probably the last one untill the game is done :)

BTW is there any way to make a freespecial move to give the playable character magic metter? I tried Negative Energycost values but nope heh
 
You can do it with a two line script, but there's also the Charge animation. It activates when you hold Special + Jump.

DC
 
I'm interested in that script, 'cause anim Charge can be sometimes not easy to perform depending on the keyboard / gamepad to use
 
Ok, I'm traveling my phone now, but send me a reminder and I'll whip one up tonight. It's really super simple.

DC
 
You can do something like this:

@script
void self = getlocalvar("self"); //get the self var
void power = getentityproperty(self,"mp"); // get target's current mp
changeentityproperty(self, "mp", power+30);
@end_script
 
O Ilusionista said:
You can do something like this:

@script
void self = getlocalvar("self"); //get the self var
void power = getentityproperty(self,"mp"); // get target's current mp
changeentityproperty(self, "mp", power+30);
@end_script

Worked pretty well, thakns a lot, bye bye anim charge heh, in fact, this was the way the game was suppoused to have it.
 
First of all I am so sorry for not posting here after. I want to say that I have been followed news about this excellent project. I owe you great respect for all the hard work you are doing here and all the time you spend polishing details about scripts and functions, I grew up with this excellent game on my SNES Return of the double dragon was one of the first double dragon games I played on my childhood. I really liked the mix with bruce lee movies fx, I just want to say thank you for such great work and great game you are doing an excellent game here.
 
Argulus Gideon said:
First of all I am so sorry for not posting here after. I want to say that I have been followed news about this excellent project. I owe you great respect for all the hard work you are doing here and all the time you spend polishing details about scripts and functions, I grew up with this excellent game on my SNES Return of the double dragon was one of the first double dragon games I played on my childhood. I really liked the mix with bruce lee movies fx, I just want to say thank you for such great work and great game you are doing an excellent game here.

Thank you for your kind words, I'l release a new (and last) demo soon with the 1st section of Las Vegas stage so everyone can test all weapons & enemies done so far (enemies are easier and faster to work into if you get the 1st one completly done)

The game will recreate my 1st attempt to make SDD/ROTDD a complete game, according to this:
Return of/Super Double Dragon: The True Story
By Muneki Ebinuma for Game Kommander

https://doubledragon.kontek.net/features/sddtruestory.html.

 
I can't understand scrollx in direction both levels, i mean, i don't know how to re open the limit between enemy groups without the Wait at command. I tried looking for a tutorial about this but couldn't find any. scrollx gets read by the engine before i defeat the last enemy of my 2nd group, sometimes i get stucked after the 2nd group :

Code:
#music           data/music/01.BOR
background	data/bgs/01lasv/b01.gif
panel		data/bgs/01lasv/n01.gif
direction       both
light  		10  20
at       	0
settime         0
notime          1
noslow          1
order	        a
#type            1
spawn1          73 30
spawn2          48 56
updatescript    data/scripts/traileru.c

wall   50 174   -90   -90    3   3   2   50
wall  575 174   -88   -88    6   6   2   50
wall  717 175     0     0   21  21   3 1000
wall  861 172 -1000 -1000    0  0   20 1000
wall 1453 160     0     0  500  500  5   50
wall 1624 194   -60   -10  500  500 51 1000
wall 1621 228   -11   -11  500  500 80 1000

spawn   cas01
flip    1
coords  750 228
at      0
spawn   cas02
flip    1
coords  0 147
at      0
#######

#spawn   Bo
#coords  328 210
#at      0

#spawn   rock01
#coords  178 182
#at      0

#spawn   grenade0
#coords  212 223 90
#at      0

####### 

group   3 3 
at      0

wait
at      0

spawn   williams
health  80
coords  -50 190
at      0

spawn   baker
health  80
coords  280 190
at      0

spawn   roper
health  80
coords  280 220
at      0

spawn   williams
map     1
health  80
coords  -50 190
at      0

spawn   roper
map     1
health  80
coords  280 190
at      0

scrollx 80 185
at      80
spawn   drum01
coords  265 200
at      80

#----group 2

scrollx 100 185
at      106

group   3 3 
at      106

spawn   roper
map     2
health  80
coords  -50 190
at      106

spawn   williams
map     2
health  80
coords  -50 220
at      106

spawn   baker
map     2
health  80
coords  280 220
at      106

spawn   roper
map     3
health  80
coords  280 190
at      106

spawn   williams
map     3
health  80
coords  -50 190
at      106

spawn   nunchuck
coords  265 185
at      185

#----group 3

scrollx 340 464
at      416

group   3 3 
at      350

spawn   williams
health  80
coords  270 185
at      350

spawn   roper
map     4
health  80
coords  280 220
at      350

spawn   baker
map     3
health  80
coords  -50 220
at      350

spawn   roper
map     3
health  80
coords  -50 190
at      350

spawn   baker
map     4
health  80
coords  280 190
at      350
 
Mr.Q! Check the  "Scrollable Wait" section on this topic:
http://www.chronocrash.com/forum/index.php?topic=55.0

This is what i'm using on my DD game too and it works very well!

By the way, this is wong:
scrollx 100 185
at      106

The scrollx minimum should be the same as the "at". Or the screen will move backwards if the scrollx minimum is less than the "at".
 
Ok man reading this by now.
BTW I didn't know scrollx  is considered inside group at values, i cheated by inserting the new scrollx values inside a group 1 1 at, since when i had it outside my group 3 3 at, it was being read by the engine
 
The true story of the game is very different of what we have on the final version of the game. I like the idea to release the true story. Keep the good work Mr. Q
 
Mr.Q! said:
.. since when i had it outside my group 3 3 at, it was being read by the engine

This was because between your gpoup2 and group3 the gouping was still "group  3 3"
And don't forget, "group 3 3" means the engine will care spawn anything setted next to maintain the max number of 3 spawned entities in same time. And scrollx does count on grouping.

Here is an example of how it should be:
scrollx 80 185
at      80
spawn  drum01
coords  265 200
at      80

#----group 2

scrollx 106 185
at      106

group  3 3
at      106

spawn  roper
map    2
health  80
coords  -50 190
at      106

spawn  williams
map    2
health  80
coords  -50 220
at      106

spawn  baker
map    2
health  80
coords  280 220
at      106

spawn  roper
map    3
health  80
coords  280 190
at      106

spawn  williams
map    3
health  80
coords  -50 190
at      106

group  1 1
at      0

scrollx 106 5000
at  0


spawn  nunchuck
coords  265 185
at      185

#----group 3

scrollx 350 464
at      350

group  3 3
at      350

spawn  williams
health  80
coords  270 185
at      350

spawn  roper
map    4
health  80
coords  280 220
at      350

spawn  baker
map    3
health  80
coords  -50 220
at      350

spawn  roper
map    3
health  80
coords  -50 190
at      350

spawn  baker
map    4
health  80
coords  280 190
at      350

group  1 1
at      0

scrollx 350 5000
at  0

scrollx 464 5000
at  464

...


Hm.. for some reason the half text is getting bold text from nothing and i can't highlight only  what i want  :o
 
Mr Q said:
i cheated by inserting the new scrollx values inside a group 1 1 at, since when i had it outside my group 3 3 at, it was being read by the engine

It's not a cheat since that's how it should be done IMO. Setting group 1 1 is very important to ensure some mechanics such as scrollx and custom arrow to work properly

Mr Q said:
The game will recreate my 1st attempt to make SDD/ROTDD a complete game, according to this:...

Interesting
That article explains couple things I don't understand from that game :)

BTW will you bring new enemies to your mod? the original SDD concept doesn't explicitly mention regular enemies so you should be able to bring some new ones

scrollx 185 5000
at  0

That's a good example magggas, though for that quoted part I suggest setting scrollx 106 5000 instead (in case player hasn't reached scrollpos 185 yet)
 
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