In Progress Double Dragon Mini

The project is currently under development.

MKLIUKANG1

Active member
Double Dragon Mini
Engine:
OpenBOR v.4
Developers: BVD Game
Realease Date: ???
👊 Hey everyone! I want to share the first development updates on my new project built on the OpenBOR v.4 engine. The current working title is Double Dragon Mini (subject to change in the future).
The visuals are heavily inspired by and based on sprites from the cult classic Battletoads & Double Dragon (SNES). In this video, I'm showcasing the starting stage, Rumble City, along with some core gameplay mechanics.
🕹️ Features implemented so far:
  • Billy Lee's Combat System: Basic movement, running, jumping, a powerful running attack, and classic punch combos.
  • Unique Finishers:
    • For the powerhouse Guido — a devastating spinning back kick / spin kick!
    • For the dangerous Linda — a brutal hair-grab attack in the style of old-school entries.
  • Interactive Environment (Stage Gimmick): There are chandeliers hanging from the ceiling in Rumble City. Billy can jump and hang on them, attack while hanging, and if he lands a heavy hit, the chandelier breaks off and crashes to the ground, forcing the player to quickly perform a tactical leap/evasion!
🔥 The project is in active development, and there is still a lot of work to be done on balance, new enemies, movesets, and stages.
👇 Let me know what you think about the chandelier mechanics and finishing moves in the comments below! Any feedback is highly appreciated.


 
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DevLog: The Magic of Primitives and the Return of Jimmy
In this update, I’ve focused on the visual effects and expanding the character roster.
  • Jimmy Lee is Ready for Battle: Animations and controls for the second player are fully configured. You can now play through Rumble City in local co-op mode.
  • Lighting via drawbox: To keep the engine light and avoid heavy alpha-channel sprites, I implemented a custom lighting system using engine primitives.
  • Volumetric Light Cone: The light cone is rendered in a loop that draws dozens of horizontal drawbox strips, dynamically adjusting their width. This creates a volumetric "god ray" effect that expands from the lamp to the floor.
  • Retro Charm: I’ve added flicker logic using the rand() function, giving the lights a lively, unstable retro feel.
  • Chandelier Grab Polish: Fixed collision bugs. Now, each player can hang on their own chandelier independently. Additionally, the script instantly stops rendering the light cone the moment a chandelier is broken or destroyed.
 
This type of interaction with the environment is always appreciated.
Since the ground is 2.5D, it would be good if the same was true for the light on the ground which can be deposited in an oval or rounded shape.

Congratulations on your research in programming ;)
 
[Update] Double Dragon Mini: Synchronized Lighting & Dynamic Boss Finishers
Hey everyone! Today I focused on polishing the visual effects, stage atmosphere, and making boss battles much more cinematic. Here is what has been fully implemented in the latest build under OpenBOR v4.0 (Build 7530) constraints:

💡 Synchronized Chandelier Lighting via drawbox
I completely re-engineered the chandelier lighting by combining the volumetric vertical light cone and the floor shadow into a single unified render loop.
  • Flawless Synchronization: Both elements now share the same real-time calculation and flicker logic (rand()), creating a perfectly synchronized, pulsing "live" light effect that adds great retro atmosphere to the stage.
  • Full Interactivity: The script now intercepts ANI_FALL or ANI_DIE on the chandelier, instantly killing the light render so it turns off dynamically the moment the object is broken.

👊 Dynamic Boss Hit Reactions (onpainscript)
Implemented a custom event handler for the Guido Boss via onpainscript.
  • The Logic: Since native properties can be tricky in v4.0, the script safely utilizes openborvariant("lasthit_attacker") to intercept every successful strike from Billy or Jimmy.
  • Combo Variety: Now, instead of standard repetitive hit-stuns, whenever the boss takes damage, the players will randomly execute one of their core finishers: an uppercut, a flying jump kick, a spin kick, or a powerful elbow drop! This makes boss fights way more engaging and unpredictable.

🧠 AI Scripting Experiments (On Hold)
I also spent quite a bit of time trying to write a custom AI script for smarter enemy positioning and cooperative flanking. However, the pathfinding logic started conflicting heavily, turning the code into a messy "spaghetti" pile. I have decided to put the AI overhaul on hold for now to clear my head and approach it later with a fresh perspective.


 
This type of interaction with the environment is always appreciated.
Since the ground is 2.5D, it would be good if the same was true for the light on the ground which can be deposited in an oval or rounded shape.

Congratulations on your research in programming ;)
"Thanks, mate! I completely agree with you on the 2.5D physics. I actually just fixed that — the floor light is now a fully rounded oval and reacts perfectly to the stage depth. Thanks for the tip and for following the project!"
 
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