Double Dragon Gold

Complete Double Dragon GOLD 1.0

No permission to download
Project is completed.
One of the best Double Dragon MODS existing in chrono crash,as always a masterpiece by the great pierwolf, you are the main man buddy, thank you very much, tested on wii and 100% playable
 
Finished it, it was pretty cool.  8)

Hope the spawns can be fixed someday? Would also like a hyper move? I suppose the multiple kick move is close?

 
thank you all for the support!

hope you've enjoyed the mod so far! i inted to fix the spawn sooner or later, i suppose it will require scripts since i haven't found anything on the manual regarding this problem, i've never been good with scripts, plus i'm a bit rusty and all, so if you guys wants to look into it and see if you can find the solution, let me know, and i will update the mod, and i will upload here on chronocrash.

P.S. anyone has finished all 3 chapters and found the final secret?  ;)
 
I played your mod and your mod is great as always, man! ;D Finished it last night and tonight, I just found out the secret when I played the 3rd one again. Just wanna say you've done a great job with this mod since you've made several excellent mods like Knights & Dragons and Castlevania. I honestly liked when you set to only one credit with 3 lives for part 1 mode, plus the difficulty of stages you face (e.g. stage 1 easiest to stage 5 hardest). It's simple but really right in difficulty to me. ;)

Congrats!
 
Currently playing first chapter, there's also a spawn problem at the beginning of mission 4. Ok, maybe I shouldn't die here  ::) but still.
Geez... I find this game much harder than DD 1&2 for the PC, which are all DD games I know. I remember having a basebal bat made you stronger than a whip ; here a whip has more reach and sometimes you just can't hit a baddy because of Z axis (bare hands or weapon) but he can ! Seems a bit unfair to me  ???
Anyway, back to game !


[attachment deleted by admin]
 
Sorry haven't played the mod much yet, look forward to sit down and clock it one day.  Looks tight and I like that you added all the music, DD has the best tunes.  :D

Just quick l made these for ya, the walk/run sprites for him holding the bat, got a bit lazy, the palette made it harder.  The bat item has blue handle but the sprites have black.  It looked a bit messy adding the bottom part of the handle because there's already black there for the sprites outline, so I left it out for now.  Normal idle didn't make sense for him to hold bat in that pose, so tried to make an alternate idle for ya too.

lee_bat.gif


The palette will match your current sprites.

Of course I picked the easy one first, might try the other weapons unless someone can help with it.

BTW even thou your music is converted to .ogg  the filesize is still large because of the high kbps setting.  You don't need such a high setting, I got them down to 44mb for ya. (instead of 200+)
https://www.dropbox.com/s/601vfeiu3xr8lxe/DDmusic.7z

I only played the mod quick, but I did see the assets when I was getting the sprites out.  Remember you should use PNG format for sprites and you don't need to use the old method of setting up palettes anymore.  You can just reduce them to the colours needed for the default palette, and make use of 'alternatepal'  command instead of 'remap'.  Makes it much easier to make remaps and you don't risk any colour loss or deviation from the original sprites.

Anyhow hope I'm not bothering ya, just trying to save you some time and hassle for your next mod.  :)
Not worth changing this mod now, but it's still a good idea to convert all the sprites to PNG. ;)
 
fredo46 said:
Currently playing first chapter, there's also a spawn problem at the beginning of mission 4. Ok, maybe I shouldn't die here  ::) but still.
Geez... I find this game much harder than DD 1&2 for the PC, which are all DD games I know. I remember having a basebal bat made you stronger than a whip ; here a whip has more reach and sometimes you just can't hit a baddy because of Z axis (bare hands or weapon) but he can ! Seems a bit unfair to me  ???
Anyway, back to game !

Yup, faced exactly the same issue. Wasn't able to pass through there in the moment I lose a life.
 
Pierwolf your mods are fantastics I finish the 3 games at once !!

when you have 2 burnovs at the same time and one of them grab you of hairs, then come the second one and does the same you can not break free!!! maybe one of them should not have this grabbing move.

why don't you change the red Adobo of DD 3 mod for the green one?, in DD 1 mod you have set 2 Bolos instead the green Mibobo.

very goods games man !!!
 
Pierwolf said:
P.S. anyone has finished all 3 chapters and found the final secret?  ;)


Yup, and my only question regarding that would be: Would you happen to have a full movelist to share as well? ;)
 
BeasTie said:
Just quick l made these for ya, the walk/run sprites for him holding the bat, got a bit lazy, the palette made it harder.  The bat item has blue handle but the sprites have black.  It looked a bit messy adding the bottom part of the handle because there's already black there for the sprites outline, so I left it out for now.  Normal idle didn't make sense for him to hold bat in that pose, so tried to make an alternate idle for ya too.

lee_bat.gif


The palette will match your current sprites.

Of course I picked the easy one first, might try the other weapons unless someone can help with it.

BTW even thou your music is converted to .ogg  the filesize is still large because of the high kbps setting.  You don't need such a high setting, I got them down to 44mb for ya. (instead of 200+)
https://www.dropbox.com/s/601vfeiu3xr8lxe/DDmusic.7z

I only played the mod quick, but I did see the assets when I was getting the sprites out.  Remember you should use PNG format for sprites and you don't need to use the old method of setting up palettes anymore.  You can just reduce them to the colours needed for the default palette, and make use of 'alternatepal'  command instead of 'remap'.  Makes it much easier to make remaps and you don't risk any colour loss or deviation from the original sprites.

Anyhow hope I'm not bothering ya, just trying to save you some time and hassle for your next mod.  :)
Not worth changing this mod now, but it's still a good idea to convert all the sprites to PNG. ;)

thanks for the tips Beastie! i know i could use PNG and alternate pal commands, but keep in mind i've ripped and edited all the sprites in 2011, and now i'm too lazy to change all the palettes and make new edits (other than the lack of time!)

Thanks for the reduced size tracks too! i can't download them right now, but with the current kbps setting i can listen to them even outside of the game with a music player without losing too much quality; can i do the same with your conversions?
anyway thanks for the help! much appreciated!  ;)

crimefighters3 said:
I didn't get anything did I miss something?

start a new game and try to scroll the characters in the select screen  ;)

zankurous said:
Yup, and my only question regarding that would be: Would you happen to have a full movelist to share as well? ;)

just try the basic combinations used for the lee brothers. nothing too complex.
 
Np man, meant to say the sprites are yours to use for the mod.

I can make the music higher quality if you want.  But honestly you should not notice a difference.  You can always use the HQ ones for yourself ;) and LQ ones for the distro
 
Pierwolf said:
just try the basic combinations used for the lee brothers. nothing too complex.

I did try that, I was wondering about some particular moves for some characters that I can´t figure out how to do them such as Burnov, who seems like the shoulder tackle is his only available special move but no teleport nor the gut pummel throw?, or in the case of Abobo that seems to only have the double hammer punch but not the power throw? ;)
 
Pierwolf, I enjoyed this - I do feel like it needs some scripting touches to get a true DD feel, but it's solid. The only thing I really don't like is the back kick button. I just feel like that's one button too many and should have been mapped elsewhere. It's just an opinion though - I'm never a fan of mapping a whole new button for the purpose of one very specific move.

That in mind, I thought about doing an experiment scripting the DDII/Renegade style left & right attack button system in, and releasing it as an alternate version. Would you mind?

DC
 
Nice game Pierwolf!

I noticed the respawn on chapter 1 mission 4 is buggy (respawn but stuck before the bridge).
 
I think the respawn is buggy on a LOT of stages. There are a lot of stages where the top half of the stage is taken up by a wall or a mountain, and when you spawn, you end up spawning on top of that, being effectively out of the screen, and you need to jump down from the top.
 
A masterpiece, as all it does Pierwolf. Hours and hours of fun that we can never thank them enough. Secret moves, more than 10 characters to choose ... Just one question, any way to unlock the Shadow character?
 
Excellent mod Pierwolf!! Of course coming from you!
Finished the 3 modes in a blow!
I liked how you settle the endings.

Just missed some animation in the backgrounds.
To solve the spawn issue, I used White Dragon script. Take a loom at my demo if you need an example.

Damon Caskey said:
That in mind, I thought about doing an experiment scripting the DDII/Renegade style left & right attack button system in, and releasing it as an alternate version. Would you mind?

Would love to see that!!
 
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