Double Dragon Reloaded Alternate

Complete Double Dragon Reloaded alternate - Updated version! 5.1.1

No permission to download
Project is completed.
Thanks Ilu.
For now, this is every tile i could rip for hogan and warrior, in warrior's palette. They're partially assembed for east of use making new moves/characters. Next, i'll do a screen shot rip, and fix the overlapping parts. From there, i'll get the new sprites under way, and start ripping boss man. Considering his finisher is a rebound move, I could edit a short arm version from grapple, so it has the right speed and impact.
As always, Anyone who wants these rips for their own thing is welcome to them. Just wanna do my part for the community. (And to play future fan games, lol)  Later ;D
 

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nowayex said:
I hope abobo can throw any enemy,
Hope again, you can choose jeff......xp

Actually no, abobo can't throw any enemy but he can throw the most of them and the final boss Willy as well. This is a job for some WWF profesionals  ;)
About Jeff.. i still don't think so, for now at least..

Okay for now i can show you guys The Macho Man  :P
So what do you think guys of his moves and animations? I'm actually not so sure about his throw move/animation. Somehow i'm not as much satisfied with this animation as i wanted.. So i would like to know what you guys think :)

Now after 27 hours awake i will gonna sleep, but please let me guys know  what  do you think abou his moves/animations.
 
OH YEAHHHH!!!!

Macho Man looking real dope and the moves and the animations look great in my opinion. Great job Magggas!!
 
Good work again, buddy!

I have only one concern: the flying bulldog/neck drop. The animation is very good, but when he is on the ground, the image is the same - whether the hit has hit, or has failed. Maybe you can change the image of when he falls to the ground after failing, using the same image of when he is hit and falls on his back on the ground.

After the move hits, he falls to the ground holding the enemy by the neck, which is ok. But soon after he releases the enemy, the enemy's head simply disappears from his arm, which gets a little strange. In that case, after you touched the ground and caused the damage, you could use the same sprite of it falling backwards on the floor I suggested above.
 
Ilu beat me to it but, yeah. I agree with him 100%
Having Savage hit the ground like a proper fall when the move connects would add a great deal of bone crunchiness to the move itself. Though i wold go a small step beyond.
IF Randy -

1) MISSES the move; Make Him get up facing the opposite direction.
    [Effect] Crossing/delaying the player up briefly as sort of a penalty. Much like in wresting, a missed move is
  painful/detrimental to the person performing it.

2) HITS the move: Player is able to recover quickly, facing the proper direction. No penalty

I've added examples below, and am finishing up work on those extra warrior moves. I'll send them to you later today.
 

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  • neck breaker example.png
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Thank you very much  guys, this helps me a lot and i'm glad you liked him so far! I'm still tweaking some things on him but this is pretty much how he will be.

O Ilusionista said:
Good work again, buddy!

I have only one concern: the flying bulldog/neck drop. The animation is very good, but when he is on the ground, the image is the same - whether the hit has hit, or has failed. Maybe you can change the image of when he falls to the ground after failing, using the same image of when he is hit and falls on his back on the ground.

Thank you man!
This is what i wanted too and i'm doing it right now. I actually have alternate sprites for this to use and i'm trying them right now. The video i have posted was made when i was just finished all the the moves and did the first testings after worked on him for 27 hours constantly(that was extreme!)
Anyway, thank you for the suggestion  :D

O Ilusionista said:
After the move hits, he falls to the ground holding the enemy by the neck, which is ok. But soon after he releases the enemy, the enemy's head simply disappears from his arm, which gets a little strange. In that case, after you touched the ground and caused the damage, you could use the same sprite of it falling backwards on the floor I suggested above.

This is happening because when i'm releasing the enemy, i'm setting his Z position to 0 (equal to players position) in order to avoid troubles with walls/holes. I have this issue with many other slam moves in the game as well. I have tried many times to solve this with antiwall scripts but it did not work in all cases/levels in this game.. So i had to use the 0 positioning by releasing and... yeah.. sometimes they appear in front of one another and sometimes on back.

Thanks again man! I'm always taking into consideration all suggestions  ;)
 
SaintJudas said:
Ilu beat me to it but, yeah. I agree with him 100%
Having Savage hit the ground like a proper fall when the move connects would add a great deal of bone crunchiness to the move itself. Though i wold go a small step beyond.
IF Randy -

1) MISSES the move; Make Him get up facing the opposite direction.
    [Effect] Crossing/delaying the player up briefly as sort of a penalty. Much like in wresting, a missed move is
  painful/detrimental to the person performing it.

2) HITS the move: Player is able to recover quickly, facing the proper direction. No penalty

I've added examples below, and am finishing up work on those extra warrior moves. I'll send them to you later today.

While i agree and i would like to use both examples from the image and the penalty idea, the problem is that all these are better fit for a really wrestling game and not so much for a beat 'em up game. I mean, having self-punishing moves while trying to fight with many enemies in same time.. yeah.. i'm not sure.. i think it will not be very good in practice for a beat 'em up type of game like mine.
And to be more specific, on my game the "neck breaker drop" is a runattack and the "double axe handle" is his punch/ jumpattack. Do you think will it be good to make these moves kinda of self-punishing on a beat 'em up game like this? What do you think guys?
 
And to be more specific, on my game the "neck breaker drop" is a runattack and the "double axe handle" is his punch/ jumpattack. Do you think will it be good to make these moves kinda of self-punishing on a beat 'em up game like this? What do you think guys?
Yeah, that won't work. Maybe just a different animation like SJ said, without the roll.
 
Hmm, hadn't thought about it like that. Probably shouldn't punish the player too much for a simple run/Jump attack. Still, I'm really looking forward to see where all this goes, and absolutely playing it.  ;D
 
SaintJudas said:
Hmm, hadn't thought about it like that. Probably shouldn't punish the player too much for a simple run/Jump attack. Still, I'm really looking forward to see where all this goes, and absolutely playing it.  ;D

No problem man. Whether i will have use of the sprites/ideas you are posting or not, for me it's always nice to see them. Maybe i can't have a use of all of them but i will have at least for some of them. Plus it's always nice to hear about new ideas/suggestions  ;)

And by the way, thank you for all this!  :D
 
O Ilusionista said:
Good work again, buddy!

I have only one concern: the flying bulldog/neck drop. The animation is very good, but when he is on the ground, the image is the same - whether the hit has hit, or has failed. Maybe you can change the image of when he falls to the ground after failing, using the same image of when he is hit and falls on his back on the ground.

After the move hits, he falls to the ground holding the enemy by the neck, which is ok. But soon after he releases the enemy, the enemy's head simply disappears from his arm, which gets a little strange. In that case, after you touched the ground and caused the damage, you could use the same sprite of it falling backwards on the floor I suggested above.

Back to this subject, does it look better now?
By the way, i also added his arm as a separate entity on frond of the enemy while Randy stays back of him:
 
Yes, way better!
If I was going to be nitty pick, I would increase the delay a bit of the end of the move when hit, after he lands. Because he get up a little too fast.
Other than that, nice work.
 
O Ilusionista said:
Yes, way better!
If I was going to be nitty pick, I would increase the delay a bit of the end of the move when hit, after he lands. Because he get up a little too fast.
Other than that, nice work.

Ah nice, thanks!
I think you are right. I will gonna try that too ;)
 
Great job on Macho Man, magggas! :D

Am I the only one who noticed the border line when he punches with his right? I'm not sure if it's normal from the original WWF Superstars (I haven't played it).
 

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maxman said:
Great job on Macho Man, magggas! :D

Am I the only one who noticed the border line when he punches with his right? I'm not sure if it's normal from the original WWF Superstars (I haven't played it).

Well this is original sprite but i‘m not sure what you mean ???
And this image is really bad and hard to see anything for me :-\

Edit: Here i have attached the sprite. Do you mean the black line on his back?
 

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