Double Dragon Reloaded Alternate

Complete Double Dragon Reloaded alternate - Updated version! 5.1.1

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Project is completed.
I think body splash looks great but it also makes me sad that knee drop will be deleted from a game probably. I wish knee drop could stay in a game for example as secret move in button 4. Let's not forget this game uses 4 buttons.  ;)
 
kimono said:
There is Giant Baba from Zen Nippon Pro Wrestling and the mugen character Giant of the Orient made by Yumehiko that can be a great character:
https://drive.google.com/open?id=1rbfmQLSgrva6UMlP_cr_Rf4aJ9rSzbA1
I suggest also some fight phases on a big screen like in Hammerlock Wrestling made by Jaleco on snes:
...

Thanks for the suggestions man! Well for now i will focus only on wwf superstars characters. Now about the big screen idea, i'm not sure how i feel about it..


nsw25 said:
looks great, I know its going to sound like a lot of work but id really like to see this as a stand alone game, you could still use this game and everything in it as a base, just theme it solely around the wrestling stars and give it a wrestling themed beat em up plot. I think it will do really well.

there was a really bad Gameboy colour attempt at a wrestling themed beat em up game but you could easily pull it off.

Have Macho mans Miss Elizabeth (his manager) get kidnapped so he recruits a rag tag group of wrestlers to save her, have some generic goons for fodder and other wrestlers as bosses. plot reveals it was all Vince Mcmahons doing (or Bobby the brain hennan or another heel from that era, maybe Jake the Snake ? they don't even have to be fully animated) and they then set up the showdown at a wrestling event.

Now all that sounds really interesting for a separate game and yeah, many people already suggested me a plot with Miss Elizabeth get kidnapped and such. Tho i just don't know how possible will be all this for me because of the required custom sprites. Well i will just keep this idea for later and we see  ;)


nedflandeurse said:
I'm really hyped with this, Magggas!
Actually, any classic wrestler is OK to me!
My only whish is they plays all differently with their own differents slams.

I don't know if Miru is still working on it, I also hope for an incarnation of Marian, if Miru find to motivation to complete the sprite set.

Thanks man! Well while your idea for the wrestlers sounds interesting, i actually like to keep some kind of consistency on their gameplay. About Marian, there is no word from Miru yet, so..


EddyCartoon said:
I got a pretty neat idea. How about adding hit boxes during throws so that way, anytime you throw somebody, you can knock down other enemies caught in the middle of that throw.

Well yeah, i know that this is a cool thing to have but this is Double Dragon man, not Final Fight or Streets of Rage. I mean, these are great games too for sure, but since my game is DD, i like to keep its original gameplay style as much as possible. So i don't think i will ever do this chane. But thanks a lot for the suggestion anyway  :D


Darkkyo said:
very good news! Will it also be compatible with previous versions of openbor?
I want to play it on several platforms.
Congratulations and thank you for your great job!

Thanks man! Well besides the new stuff i'm adding, i'm also planning to update the game to the latest OpenBOR version once the next OpenBOR will be released. So you will be able to play it on Pi and nitendo switch too.
Now as about older OpenBOR versions versions, the oldest you can use is the OpenBOR_v3.0_Build_4107 : http://www.mediafire.com/file/7fgp41apfbqaybs/OpenBOR_v3.0_Build_4107.zip
You can use this to play it on Android also  ;)


Scoop said:
magggas As always I can't wait for update of this extraordinary video game. You mentioned we could suggest some things so here are my ideas. It is kinda silly to point out that kind of stuff in near perfect game but here we go:
- That is great feature player can keep running after falling to lower parts of a stage by just holding direction but I  think it could be good to have the same mechanic for running jumps. For example: you do running jump over the gap in the bridge and hold forward to keep running after you land.
- I like how enemies get up at the same time after knockdown which make them very predictable. Grouping them for combos is a pleasant act. But what if get up time could be different for specific enemy types. For example big characters like Bolo could stay on the ground longer but Linda would get up around 1/4 faster. That's just small example - it could be done in many different ways. Successful games like Final Fight and Streets of Rage 2 were very heavy in that aspect. It was really important to know enemy get up time to succeed in higher level of play. For example J and Two.P  were getting up faster than fatman Bill Bull in FF or knife guy Jack getting up faster than fatman Bongo in SOR2. Or it could be done Double Dragon 1 and 2 arcade style: enemies get up fast when they have a lot of HP but the weaker they get - it takes them longer to get up. Just like in real life :)
- Having invincibility frames when picking up a weapon is very useful for player characters but I think enemies should have no i-frames during grabbing a weapon animation. That's just my opinion. It is overpowered tool that enemies shouldn't have.

I also report a video which I believe to be world record speedrun in category: Savage, no death, Where The Giant Sleeps Mode.  Done by me  ;D
https://www.youtube.com/watch?v=laG1CggxBOI

Thank you also man for your suggestions and all the great videos you have made about my game! Okay, here we go:
-About the running thing, is doable but i'm not sure if i like this idea at all.
-About the different rise time on enemies depending on their health status, that sounds interesting and i will try to expirement with it and we see  ;)
-About the invincibility frames, i know it sucks in some cases and overall i have them in more animations than i really like. The thing is i just had to have them even on unwanted spots just in order to prevent some bugs happening. I'm always trying to remove the invincibility from many frames as possible when i'm finding solutions to possible bugs without it.

southpawstance
Thanks for the video man!
 
magggas I report to the base. Mission accomplished. Your game beaten deathless under 20 minutes in story mode. I never thought it could be possible. It looks like Randy might be faster than Willy with his ridiculous machinegun.  :o I'm having so much fun with this game  :)
https://www.youtube.com/watch?v=eV2d2DFEhXM
 
Scoop
Ha ha, good job man and thanks! Yeah, yours seems to be the fastest by 11 seconds compared to the other "no death speedrun" with Billy below:

 
Hey guys, finally i'm making some good progress and this new update should not take me too long to release anymore. So for now i can show you a test of Andre:
 
magggas: i'm glad to read that and can't wait to distribute some slaps with Andre :). I hope that all the wrestlers with be finally playable/unlockable ;)
 
Great work buddy we got to do a Big Boss Man/Andre the Giant co-op playthrough when its ready :D
 
Colossal effort for all those wrestling fans out there (not me, but I recognize a great mod when I see it)! Do you think that, if the players does well, dunno, could get the final boss hijacked by a True Final Boss like...Kane or The Undertaker? Just kidding! Anyway, your mod is Awesome!
 
You'd think at some point the Shadow Warriors would learn to quit sucker punching Marion...

I mean let's be honest, you're probably in more trouble when the Lee brothers are after you. But seeing that door lift up to reveal Andre just screams "ya dun goofed!"  :o
 
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