Canceled Enter the Double Dragon (8bit style)

Project is halted prior to completion and will not receive further updates.

Die_In_Fire

Well-known member
Hello everyone!!

I'm a big fan of the DOuble Dragon series, it all started when I played on the arcades as a kid, and was the first arcade game that I finished with one coin.
I loved the glitches and details on DD 1 and 2 from the arcades, and the overall feel was great.
Then I kept following the series on nes (to my country, Chile, the nes versions arrived late), and I loved nes DD3, although I hated the globetrotting setting.
So I always had on mind to do a Double Dragon mod after I discovered OpenBor, in fact, searching for Double Dragon fangames was the how I found Openbor on a site called borgeneration or borrevolution (can't recall the name of the site, but it had an spanish section on the forum), as time passed and there were some good DD mods, I decided to go for Kunio kun scenarios instead, but I added lot of DD influences (and Final Fight) : some stage music, the enemy Jeff, the beat sounds, etc...

Years later, when I started working on River CIty Ransom Zero, I wanted to test a different gameplay, but didn't want to try with RCRZ, as the character .txt was so big (for me and my easy to get lost brain). That's where this mod entered the stage:
Some years back I played Mr.Q's Double Dragon 8bit demo, and loved it!!! But although it had many good edits, it was missing some stuff so I decided to edit some sprites and kept that modification only for me. Additionally, I started testing a different gameplay to making it more DD (let's face it, Double Dragon with just one attack button doesn't have the DD feel) and started to turn it into a totally different mod. Plus, I always dreamed with a nes DD game more loyal to the arcades (the stages, and Abobo looking like Mr.T as it was supposed to be!!) so I decided to go for it!!

From time to time I keep modding on both, this DD mod and my RCRZ. And lately a very big sad tragedy happened on my personal life, and the best way to keep me distracted, is to mod.

please note that the title says "8bit style", that's because technically it isn't 8bit, because I'm using more colours.
So far this mod doesn't have an official name, I just don't know how to name it, so for now is only DD in Fire...

This is the mod planning:
1. Arcade DD 1: the arcade story telling, with no Chin and no platforming.
2. Arcade DD 2: the arcade storyline, with Willy again being the last boss.
3. Nes styled DD 1 and 2: a mix of the nes version of the games, with all the other enemies that didn't appear on the arcades, and were exclusive to nes/famicom. So the 2nd part will be against the Gen-Satsu-Ken. Of course I cannot code stairs so forget that part of b oth games...
4. Original: My version of DD3. You fight against the Neo Shadow Warriors commanded by Jim, Willy's elder brother (which is the boss of the DD3, but on the nes version this was omitted, and all is explained on the japanese game manual). So they will not go globetrotting on my game. Note that I will focus on a more First of the north star/Mad max environment (as it was originally intended by the creator Kishimoto) in the sense of the destroyed cities and wastelands (if possible).
5. and so.... : same modes as above, but with different music (it could be sms music, arcade, dd zeebo, prototron etc.)

what I have so far:
DD1 stages 1 to 3.
DD2 stage 1.
Original 2 stages.

the gameplay and presnetations aren't very good. I lack the expertise to turn this into a jewel like Pierwolf's (one of my fave modders). But I will do my best, and I hope it will be fun to play, regardless its flaws.

The demo I have currently, can be finished in about 10 minutes!! there's a lot to improve yet, so when I upload the demo, feedback will be very useful.

I want to thank the next great guys: BloodBane, Mr. Q, Maggas, Swainy, Vyck, Utunnels, Beastie, Rafhot, Mr. Q's little brother (little Q), and many others...

I remember I put some screens on Lavalit, here we go again (some screens are way outdated):

bor_-_0003.png
bor_-_0008.png


the true Abobo!!

bor_-_0012.png
DIFbor_-_0015.png


Jeff is back!!

bor_-_0009.png

new challengers awaits for the Dragons!
bor_-_0013.png
bor_-_0011.png


more classic looks:

bor_-_0016.png
DIFbor_-_0014.png


You can also see the progress through these videos:
My Double Dragon fangame 双截龍 ダブルドラゴン
DIF's Double Dragon fangame
Stage 2 preview
Double Dragon DIF stage 1 updated preview
Double Dragon DIF new stage airplane Megalomania 8bit remix
Double Dragon DIF stage 2 update
Double Dragon DIF stage 1 updated preview
Double Dragon DIF stage 2 update
Double Dragon DIF new stage dock + DD3 remix 8bit Openbor
Double Dragon DIF new stage airplane Megalomania 8bit remix
Double Dragon DIF stage 3-2 preview
plus a little remix:
Super Double Dragon remix with Final Fantasy 4 and 6 instruments

uff!! that was a very long thread start, sorry about that.
 
I love it, it is fantastic!! I like the edits, you have many moves, I think that nes DD3 is great and Bimmy and Jimmy have very good looking moves too, +10 points to this mod !!!

congratulations Die_In_Fire !!!
 
The platforms look like they are coded very nicely in stage 2. I believe you made some edits of the sprites for platforms, right? You did set with platform for entities. Maybe you may need anim WALKOFF with probably some script. Using anim WALKOFF would make characters move out of platform.
 
Thanks Ned, Cuchara and Maxman  :)

maxman said:
The platforms look like they are coded very nicely in stage 2. I believe you made some edits of the sprites for platforms, right? You did set with platform for entities.
do you remember the thread I did asking for wall help? BloodBane did some walls, and then I added more. Then I followed Utunnels advice, by declaring the left walls first. SO I only used wall command, not platform command and no additional entities  ;)

Maybe you may need anim WALKOFF with probably some script. Using anim WALKOFF would make characters move out of platform.
you were so right about this! I just added walkoff and it looks so much better!!. I also added jumpland.

there's a way to play some "land" animation after walkoff?
like jump->jumpland vs walkoff->walkoffland ???
 
Die_In_Fire said:
there's a way to play some "land" animation after walkoff?
like jump->jumpland vs walkoff->walkoffland ???

I'm not sure but perhaps you can use landframe?
Just try it, it should work IMO.
(I'm not a coder at all  :P)
 
Die_In_Fire said:
do you remember the thread I did asking for wall help? BloodBane did some walls, and then I added more. Then I followed Utunnels advice, by declaring the left walls first. SO I only used wall command, not platform command and no additional entities  ;)

Maybe you may need anim WALKOFF with probably some script. Using anim WALKOFF would make characters move out of platform.
you were so right about this! I just added walkoff and it looks so much better!!. I also added jumpland.

there's a way to play some "land" animation after walkoff?
like jump->jumpland vs walkoff->walkoffland ???
:-[ I gotta admit. Yes. a) I thought there were gonna be some people who know/knew better about platforms/walls to help you on it other than I. b) I thought it was difficult for me to help you on it (probably 'cause I didn't understand what it was about?) so I let Bloodbane and Utunnels help you on that. c) I was in school last spring. d) I did know some about platforms but I didn't know about the higher width of a platform that is like over 300 or 700 pixels until Bloodbane taught me. I was scared of trying out with the width 'cause when you spawn a platform where it should be, your platform disappears instead of appearing where it's supposed to be. Also, I thought I was limited to only 300 till Bloodbane told me it could be any number or more for the platform. Setting platforms is tricky because you have to deal with x coords and scrollpos, even the altitude where you have to have the object move upward for position from the z position. Also, here's the formula that Bloodbane gave me: total of x coord = total width of video size (e.g. 320, 480, 640) + total width of platform sprite (e.g. platform that's like 345). Along with scrollpos, it will total where it's gonna be in the stage.

Example:
spawn  Ice_Panel
coords  528 920 130 #480+48=526; 480 width of size res; 48 width of platform
at      6823 # 6823+528=7351; 6823 position for platform, 7351 = total x value for main position[/color]


I'm sorry Die_In_Fire for not helping you on it.

You added anim jumpland, so you need to add anim jumpdelay for your character to start jumping. If you use anim jumpdelay, your character will play that animation as in he's about to jump, and then he plays the anim jump in air.
 
jiam said:
(los sprites los has editado tu?)
los escenarios los edité todos yo, a excepción del auto y del aviso "scoop". los colores de los sprites y la mayoría de los edits los hice yo, pero también estoy usando algunos edits de Mr.Q.

(sorry for spanish)

You added anim jumpland, so you need to add anim jumpdelay for your character to start jumping. If you use anim jumpdelay
yeah I already had that added, but I'm thinking of remove it...
 
OK. Just to let you know that you can set a loop with a start frame and an end frame, plus a landframe, for your anim walkoff in case if you have your char animated 'specially with hair. Even with jump animation too. It's okay that you'll remove jumpdelay, DIF. :) (Thanks to DC for pointing out a new anim called anim walkoff which I didn't know in the Unelmia WIP/demo thread.)
 
I dig the 8-bit sprite work of your DD mod Die In. Looks really awesome to play when it's finished. My personal favorites in Double Dragon 1 and 2.
 
count with my feedback once you upload a demo to see your excellent project, I really like Double Dragon games too, this MOD looks very good, I love it
 
thanks a lot guys!! hope to upload something during the weekend, but fixing some minor bugs atm

new video:
http://www.youtube.com/watch?v=sQzj6YCGL50

 
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