Ultimate Double Dragon

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

No permission to download
Project is completed.
Any clues anyone?

That's because slamstart2 grabs opponent
Code:
void slamstart2()
{ // Slam Starter for nongrab slams
// Use finish or throw after using this
   void self = getlocalvar("self");
   void target = getlocalvar("Target" + self);

   if(target==NULL())
   {
     target = getentityproperty(self, "opponent");
     setlocalvar("Target" + self, target);
   }
   if(target!=NULL())
   {
     damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL7")); // Slam Starter
   }
}

Unlike slamstart function which grabs currently grabbed enemy, slamstart2 function grabs current opponent. Opponent could be obstacle or other enemy not being grabbed
IOW the latter is less stable than the former

he starts his punching anim and then I start my custom attack with slamstart2 script and I think I'm releasing the grabbed one and start attacking the one who threw the punch.

Just a minute, did you declare another slamstart2 in the custom attack animation?
After player grabbed an enemy with either slamstart function, you don't need to run slamstart again in custom attack animation

Whenever I use slamstart my enemy gets free to move, it won't happen with slamstart2, what am I missing?

I think it's because in the former, enemy isn't grabbed yet. I believe the slam attempt must've been failed when enemy moves after the attempt
 
My playable characters has cancellable attacks in their Anim Grab, like this:

Code:
anim grab
	 loop       0
	 delay      10
	 offset     80 129
	 bbox       0
	 cancel     1 2 0 a2 freespecial51
	 cancel     1 2 0 j  freespecial52
         frame      data/chars/1billy/grab01.gif
         frame      data/chars/1billy/grab02.gif

So, in one of them I have:

Code:
anim freespecial51
	 loop       0
	 delay      8
	 offset     80 129
	 bbox       0 0 0 0
	 attackone  1
@cmd slamstart
@cmd position 39 38 0 0 0
         frame      data/chars/1billy/ho01.gif
         frame      data/chars/1billy/ho06.gif
         frame      data/chars/1billy/ho08.gif
	 delay      18
         frame      data/chars/1billy/ho09.gif
	 delay      9
	 sound      data/sounds/beat7.wav
@cmd position 41 38 0 0 0
         frame      data/chars/1billy/ho10.gif
@cmd position 42 38 0 0 0
         frame      data/chars/1billy/ho11.gif
	 sound      data/sounds/beat8.wav
@cmd position 41 38 0 0 0
         frame      data/chars/1billy/ho10.gif
@cmd position 40 38 0 0 0
         frame      data/chars/1billy/ho09.gif
	 sound      data/sounds/beat7.wav
@cmd position 41 38 0 0 0
         frame      data/chars/1billy/ho10.gif
@cmd position 42 38 0 0 0
         frame      data/chars/1billy/ho11.gif
	 sound      data/sounds/beat8.wav
@cmd position 41 38 0 0 0
         frame      data/chars/1billy/ho10.gif
@cmd position 40 38 0 0 0
         frame      data/chars/1billy/ho09.gif
@cmd depost 0
@cmd finish 15 1 1.5 2 0 0 1
	 sound      data/sounds/beatg.wav
	 delay      8
         frame      data/chars/1billy/ho10.gif
         frame      data/chars/1billy/ho11.gif
         frame      data/chars/1billy/ho12.gif
         frame      data/chars/1billy/ho13.gif
         frame      data/chars/1billy/tr02.gif
         frame      data/chars/1billy/tr03.gif
         frame      data/chars/1billy/tr04.gif
	 delay      18
         frame      data/chars/1billy/tr05.gif

But I'm getting what I've said, as soon as the attack starts, the enemy gets released from the grab
 
Ah okay, now i see what happens. The enemy should never touch the ground during the slam because remember, the enemy is supposed to be in falling state this whole time and you just adjusting his position while that happening. So once the enemy touches the ground the engine is starting already to count his risetime and after that he can start walking again and break the system.
The solution is to always hold the enemy floating  at least 1 pixel of the ground like this:
@cmd position 41 38 1 0 0
 
Just tried it, and I'm getting the same results, even by adjusting up to 3 pixels and the enemy still gets released :/
 
Mr.Q! said:
Just tried it, and I'm getting the same results, even by adjusting up to 3 pixels and the enemy still gets released :/

It's not really about the specific adjustment, it's making sure the target's own offset never goes to or below floor level. When I find myself having problems like this, I start with some stupid silly adjustment I know will put it high and away, just for testing. Then work my way back down.

DC
 
I've just figured out the problem here and it just exactly what I've posted before. Let me quote this:
anim grab
loop      0
delay      10
offset    80 129
bbox      0
cancel    1 2 0 a2 freespecial51
cancel    1 2 0 j  freespecial52
        frame      data/chars/1billy/grab01.gif
        frame      data/chars/1billy/grab02.gif

When player cancels to a FREESPECIAL from grabbing, grabbed enemy will be released. Because of that, slamstart function which finds grabbed opponent will fail to work. That's why enemy can walk free when you use that function

Because of that, you can only use slamstart2 function to slam/throw enemy in FREESPECIAL cancels. Or just change slamstart to work like  slamstart2

Any clues anyone?

I'm still thinking about this... and another cause that crossed my mind is that you haven't declared clearL function either in IDLE or at the end of slam/throw animation
 
I did, in Anim idle:

Code:
anim idle
	 loop       1
	 delay      200
	 offset     80 129
	 bbox       68 83 24 44
@cmd  clearL
         frame      data/chars/1billy/idle03.gif
	 delay      9
         frame      data/chars/1billy/idle04.gif
	 delay      200
         frame      data/chars/1billy/idle05.gif
	 delay      9
         frame      data/chars/1billy/idle04.gif

Because of that, you can only use slamstart2 function to slam/throw enemy in FREESPECIAL cancels. Or just change slamstart to work like  slamstart2

So I'm using Slamstart2 since it's a freespecial cancel from Anim Grab, is there any solution to this? Because if I change the way Slamstart works it'll just act the same as Slamstart2 wich means I'll slam the closest enemy that gets to me even if I have another one already grabbed

 
Hmm... in order to end this stabbing in the dark, can you make small demo showing the problems in your mod? you can PM me the link to the demo
 
There are weapons in the game, still dunno if I'm going to add even more becuase there're a lot already:

Drums
Rocks
Bo Staff
Nunchucks
Knife
Grenades

 
Lindros88 said:
Bugs on throws and stuff

I will release an updated demo with the changes I was suggested to make for getting rid of the issues you mentioned really soon, please if you can test this let me know, you peeps in this topic are the only ones giving me feedback.
 
Mr.Q! said:
Lindros88 said:
Bugs on throws and stuff

I will release an updated demo with the changes I was suggested to make for getting rid of the issues you mentioned really soon, please if you can test this let me know, you peeps in this topic are the only ones giving me feedback.

No problem at all. I will gladly play test the new demo.
 
Just added this to the new available demo (Ver0.3), link is on the 1st post & also in the download section (should be, just uploaded it).  Suggested bugfixes are there so please try this new demo and see what happens

 
i enjoy the sound fx you are going to use in the game. Bruce Lee sound fx are excellent. when you release the full game, enter the dragon theme should be used for the menu screen.
 
I played the new demo for a little while and I couldn't get any of the old glitches to occur. No more enemies freezing in place, getting stuck to me or going through walls. I'm not sure if it's important or not, but the demo crashes after you lose your lives and press start to continue. Also, not sure if it was intentional or not, but you can throw elbows when holding weapons.
 
Lindros88 said:
.. I'm not sure if it's important or not, but the demo crashes after you lose your lives and press start to continue...

This happen to me as well. I checked the files but i'm not sure why it's happening. I hope that you (Mr.Q) know why. Otherwise, what is there is really well done and everything seems to work fine! Really nice job so far!
Now i hope to see more enemies and stages soon  ;D
 
Back
Top Bottom