Ultimate Double Dragon

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

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Project is completed.
darknior said:
Thanks a lot i will try with your video :D
And if you can do it, if it's not so many work, i think about : Mortal Kombat - The Chosen One

http://www.chronocrash.com/forum/index.php?topic=1871.0

I love his training mode, who show moves and let us trying many times to release them ;)
And like in your game there are so many moves possible, it can be a good idea to help users to release them fine and without learning on PC with a video before playing.

Well, you better ask Dantedevil how much of work was to make this training mode. Of which i'm sure it was a lot of work. But anyway, for me it's okay to have some training mode to test your moves, but i don't think it really has to be like in MKTCO game. This because i don't think that everyone likes this format of training anyway, and then if you will also take into account the work required for it... yeah..
But hey, this is just what i personally think. In the end is all up to Mr.Q to decide what he wants to do with his game.

By the way, here is my online co-op playthrough of the latest demo ver.0.5 with davpreec:


This was really fun man  ;D
 
Mr.Q! said:
Bloodbane is there any way to have an endlevel item but not having to touch it as a mandatory thing to end the level?

It's been years since I use endlevel entity so I can't recall if it requires touching it to complete the level
Anyways, why not use Generic Portal instead? you can read Tips & Tricks about how to make one. Unlike endlevel entity, that portal won't ask player to touch it

darknior said:
I love his training mode, who show moves and let us trying many times to release them

That would require some work creating the messages and editing lesson list in the script. But as magggas posted above, it depends on Mr.Q about it :)
 
BTW I still can't find a way to center the text in the Video Options menu, is there any way to do that? other ones are fine.
 
Amazing gameplay Magggas. This is an excellent game despíte it is still on developement, I love the product of all your work Mr Q. Excuse me where can I find version 0.5 of the demo? On the first page of this topic there is only version 0.3.
Thanks in advance
 
This is the only issue I'm getting in the options menu and allingment. Plombo Damon Caskey  Do you know if theres a fix for this? Also, my mod uses SNES true resolution (256x244), is it possible for ports and pc version to support 4:3, 16:9 aspect ratio? Because when I try this on a TV I get it they it looks now or just way too stretched to fit, and I think just a little strech might be great for these kind of resolutions and not the whole wide screen

O Ilusionista you helped me before with animated menu screen. is there a way to do that for the Options menu as well? well I don't want it animated really but would be fine to get a the same for all the options menu, video, controller mapping, etc
 

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Mr.Q! Yes, you can. Thre is a openborvariant for that, take a look at the list

"in_cheat_options", - detects cheat options
"in_control_options", - detects control options
"in_gameoverscreen", - detects GAME OVER screen
"in_halloffamescreen", detects HALL OF FAME screen
"in_level", Whether you are in a level (e.g., select screen is not a level).
"in_load_game", - detects LOAD GAME screen
"in_menuscreen", - detects MENU screen
"in_new_game", - detects NEW GAME screen
"in_options", - detects OPTIONS screen
"in_selectscreen", detects CHARACTER SELECT screen
"in_showcomplete", detects COMPLETE SCREEN screen
"in_sound_options", detects SOUND OPTIONS screen
"in_start_game", detects GAME OVER screen
"in_system_options", detects START GAME option
"in_titlescreen", detects TITLE screen (the one with PRESS START)
"in_enginecreditsscreen", detects if the engine's credits is displayed, but placed the variables for it in the shutdown command so that it can be called for even if the credits is not displayed.
"in_video_options", detects VIDEO OPTIONS screen

The one you need is this one:
"in_enginecreditsscreen", detects if the engine's credits is displayed, but placed the variables for it in the shutdown command so that it can be called for even if the credits is not displayed.

 
Mr.Q! said:
This is the only issue I'm getting in the options menu and allingment. Plombo Damon Caskey Do you know if theres a fix for this?

If you're asking about alignment of the text in the video options menu, then no. It doesn't look great, but there's no way to change it.

Mr.Q! said:
Also, my mod uses SNES true resolution (256x244), is it possible for ports and pc version to support 4:3, 16:9 aspect ratio? Because when I try this on a TV I get it they it looks now or just way too stretched to fit, and I think just a little strech might be great for these kind of resolutions and not the whole wide screen

There's no way to do that with OpenBOR currently. It would be possible to implement it in the future, but it would add even more complexity to the video code across multiple platforms, so I'm hesitant to do so.
 
I know it isn't a great solution, but probably the best thing to do is use very small font styles for fonts 0, 1, and 2, since those are what OpenBOR uses for menus. Of course that also louses up your HUD, but we can fix those. You can have lots of fonts, and IIRC, score, player name and such allow you to select the font they use. Super easy fix. If I'm wrong, we can always show you how to generate the HUD manually.

As for resolution, I'm kind of with Plombo. I can't see a way for us to support all physical screen types without tricky letter boxing or some such that will inevitably cause bugs elsewhere. :(

DC
 
I see, it's ok no probs.

Damon Caskey  BTW is there a way to set up a black image and toying with drawmethod to make the whole screen black N white for a moment? anyone that might know the values for that ?
 
Mr.Q! said:
I see, it's ok no probs.

Damon Caskey  BTW is there a way to set up a black image and toying with drawmethod to make the whole screen black N white for a moment? anyone that might know the values for that ?

You can't truly make the make black and white (yet, I'm working on that), but you can grey wash it and get a very similar effect. There's several ways to do that, but which one is easier probably depends on what condition you want to trigger the effect with.

DC
 
Damon Caskey said:
Mr.Q! said:
I see, it's ok no probs.

Damon Caskey  BTW is there a way to set up a black image and toying with drawmethod to make the whole screen black N white for a moment? anyone that might know the values for that ?

You can't truly make the make black and white (yet, I'm working on that), but you can grey wash it and get a very similar effect. There's several ways to do that, but which one is easier probably depends on what condition you want to trigger the effect with.

DC

Damon Caskey I want this in a type text entity, how can I do that?
 
Bloodbane said:
As I mentioned in other thread, instead of using boss 1 command, you could use other way to kill remaining enemies with this entity:
Code:
name    	Bosser
type		none


anim	idle
@script
    if(frame==1){
      void vEntity;                                     //Target entity placeholder.
      int  iEntity;                                     //Entity enumeration holder.
      int  iType;                                       //Entity type.
      int  iHP;                                         //Entity HP
      int  iMax = openborvariant("count_entities");     //Entity count.

       //Enumerate and loop through entity collection.
      for(iEntity=0; iEntity<iMax; iEntity++){    
        vEntity = getentity(iEntity);                 //Get target entity from current loop.
        iType   = getentityproperty(vEntity, "type"); //Get target type.
        iHP   = getentityproperty(vEntity, "health"); //Get target health

        //Enemy type?
        if(iType == openborconstant("TYPE_ENEMY") && iHP > 0){
          damageentity(vEntity, vEntity, 2000, 1, openborconstant("ATK_NORMAL"));
        }
      } 
      changeopenborvariant("slowmotion", 1);
    }
    if(frame==2){
      void self = getlocalvar("self");
      changeopenborvariant("slowmotion", 0);
      killentity(self);
    }
@end_script
	loop	1
	delay	1
	offset	1 1
	frame	data/chars/misc/empty.gif
	delay	300
	frame	data/chars/misc/empty.gif
	frame	data/chars/misc/empty.gif

anim	spawn
	delay	1
	offset	1 1
	frame	data/chars/misc/empty.gif

Use it in level like this:
Code:
spawn	Boss
item	bosser
coords	80 210
at	0

When the boss is defeated, he'll drop the bosser which kills remaining enemies

That should be enough, but to ensure stability, add a line in your endlevel.c into this:
Code:
void main()
{
   changeopenborvariant("slowmotion", 0);
   setglobalvar("zoomentity", NULL());
   setglobalvar("Atap", NULL());
}

HTH

This works great, man! It does have some problems though:

If I pause & then quit the game when the slowmotion is happening, if I restart the game or load a stage the game remains in slowmotion untill I kill someone who has the Bosser item and get the effect again.
The enemies fall too far & high when this happens,  how could I get the same effect but without falling like this or maybe with a dropv 1 1 effect?
For some reason, if I want to spawn something else within this bosser.txt with subentity+spawnframe I don't get anything, any clues?
 
If I pause & then quit the game when the slowmotion is happening, if I restart the game or load a stage the game remains in slowmotion untill I kill someone who has the Bosser item and get the effect again.
If I remember well, when you quit the game, the endlevel.c isn't triggered - because it haven't actually ended, you had quit from it. It can seams the same thing but they aren't, logically speaking.

You would need to use
Code:
changeopenborvariant("slowmotion", 0);
In your updated.c, under "in_gameoverscreen" or even "in_titlescreen".

 
That's strange. endlevel.c should have disabled slowmotion when exiting the game. I may need to check this myself

how could I get the same effect but without falling like this or maybe with a dropv 1 1 effect?

Hmmm... the script needs to be adjusted a bit for that. Give me time

if I want to spawn something else within this bosser.txt with subentity+spawnframe I don't get anything, any clues?

What actually you want to spawn? and when exactly you want to spawn it?

[couple hours later]

Here's the updated script to control dead enemy's falling speed:
Code:
anim	idle
@script
    if(frame==1){
      void vEntity;                                     //Target entity placeholder.
      int  iEntity;                                     //Entity enumeration holder.
      int  iType;                                       //Entity type.
      int  iHP;                                         //Entity HP
      int  iMax = openborvariant("count_entities");     //Entity count.

       //Enumerate and loop through entity collection.
      for(iEntity=0; iEntity<iMax; iEntity++){    
        vEntity = getentity(iEntity);                 //Get target entity from current loop.
        iType   = getentityproperty(vEntity, "type"); //Get target type.
        iHP   = getentityproperty(vEntity, "health"); //Get target health

        //Enemy type?
        if(iType == openborconstant("TYPE_ENEMY") && iHP > 0){
          damageentity(vEntity, vEntity, 2000, 1, openborconstant("ATK_NORMAL35"));
          tossentity(vEntity, 1, 0);
        }
      } 
      changeopenborvariant("slowmotion", 1);
    }
    if(frame==2){
      void self = getlocalvar("self");
      changeopenborvariant("slowmotion", 0);
      killentity(self);
    }
@end_script
...

The rest is the same

BTW slow motion is resetted when quitting a game when I tested it here IOW it works as intended
 
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