Canceled Double Dragon Reloaded W.I.P. (now completed)

Project is halted prior to completion and will not receive further updates.
Wow! simply wow!
I like how you make the mod looking more and more like DD!

I like the mecanical system on right of screen.
Did you used openbor holes for it?

I'm really interested in understanding how you make enemies bouncing from walls.
Is this some complex code/script? Mind to show how it works?
Thanks
 
This mod looks really impressive! Congrats on that!
Can I ask you some stuff?

*What happens if you throw an enemy far way off screen, do they jump 'till they get back to action again?
*Is there a distance off screen limit if you throw them from a pit which has a ladder? Like in Double Dragon 1 Stage 3, just before facing the Green Abobo, when you get to the top from a ladder.
*On that DD1 Stage 2, the conveyor belt, is that script or something else?
*How about those platforms in that stage, are those just coords in the stage .txt or did you have to make several objects as platforms?

Good luck on this mod!
 
magggas said:
My enemies are using for the jump a script function with a rage x and y check, which makes them jump if wall with certain height is detected in a certain distance.
So, if they stay in frond of a higher(than in rage) wall, then they get stock and wait there.

Why are you doing this? OpenBOR already supports that functionality and more out of the box.

  • Works for platforms, pits, and walls.
  • Supports diagonal jumping (turned off by default w/jumpmove command).
  • Can also use RUNJUMP. If the obstacle is too wide/high for JUMP and the entity has RUNJUMP available, RUNJUMP's ranges will be compared instead. If they are enough to do the job, the entity RUNJUMPs.

DC
 
@ Damon Caskey: the default JUMP AI for enemies is not good. Enemies try to jump EVEN if the wall is higher than their jump height. Worse, they'll jump to wall behind them even though player is in front of them

I had to create special function to solve this issue. It's called walljump and it's available in DDMini (magggas has posted the link in previous page)
 
Bloodbane said:
@ Damon Caskey: the default JUMP AI for enemies is not good. Enemies try to jump EVEN if the wall is higher than their jump height. Worse, they'll jump to wall behind them even though player is in front of them

I had to create special function to solve this issue. It's called walljump and it's available in DDMini (magggas has posted the link in previous page)

Odd, I never had any of these problems. My AI enemies and NPCs don't make jumps they can't, use RUNJUMP instead of JUMP when they need to, and also make Z jumps to get on a platform "in front" or "behind" them on the screen.

Are you sure the jump ranges are set correctly? The AI doesn't use its jumping capability to make decisions, only its jump range. It's quite possible to have jump ranges set that exceed the model's actual jumping ability, in which case it will happily attempt jumps it has no hope of making (hilarious if it's a pit - but not very useful). The opposite can happen too.

Point is, I've found that with careful tuning of settings and jump ranges, the default AI jumping system does a pretty good job even in platform heavy areas.

DC
 
Great!!
awesome update, it looks really will implemented.

You still use the grabbed grab anim to simulate being "back grabbed"?
 
magggas said:
Finally i got the "get grabbed from back" system working how it should!!
http://youtu.be/ERVrk1Zwi9k

Nice. Can the Lee Bros. also grab from behind? It was rare to do, but possible in the arcade. It seems you are putting in moves from different versions of Double Dragon, so if players do have the back hold you could add a little spice by allowing them to do the Arcade DD3 suplex finisher out of it.

DC
 
Maggas with every update I get more and more entusiastic about this mod!!




Damon Caskey said:
Nice. Can the Lee Bros. also grab from behind? It was rare to do, but possible in the arcade. It seems you are putting in moves from different versions of Double Dragon, so if players do have the back hold you could add a little spice by allowing them to do the Arcade DD3 suplex finisher out of it.

DC

I think not many know about this glitch, but with two players when you kill stage 2 boss (Jeff) the timer stops and the enemies run away, well, if one of the players grab one enemy from behind, you can do a glitch to get infinite lives. For this the other player have to use the whip, as the whip will not knockout the enemy unless you hit quickly.
 
Hello friend. I see you're doing an excellent job, admire people who do things with dedication. Double Dragon was my first game of street fights and am a fan of the series, in fact I'm making one called Double Dragon "Masters of Sou-Setsu-Ken".
I am very ancioso to play your game. You have no idea when it will have completely?
Thank you very much for your effort and a hug.
 
Great gameplay.
Feels better and better!

About your back grab system.
Is this something you can implement in few enemies only?
I would like to give this feature to few of my big guys enemies.
Mind to share your code?

Keep it up.
This project will be something great! 8)
 
yeah the gameplay looks really great  ;D

Really, remember my childhood here, keep the excellent work man!
 
magggas said:
Thank you guys  :D

nedflandeurse said:
Great gameplay.
Feels better and better!

About your back grab system.
Is this something you can implement in few enemies only?
I would like to give this feature to few of my big guys enemies.
Mind to share your code?

Keep it up.
This project will be something great! 8)

For making an alternate move if you are back from enemy, i have just edited this old riseattack function from Bloodbane like this:

Code:
void riseattack3(int Rx, int Rz, void Ani)
{// Riseattack with range check
    void self = getlocalvar("self");
    void target = findtarget(self); //Get nearest player
    float x = getentityproperty(self, "x");
    float z = getentityproperty(self, "z");
    int Dir = getentityproperty(self,"direction");
    int TDir = getentityproperty(target,"direction");

    if(target!=NULL()){
      float Tx = getentityproperty(target, "x");
      float Tz = getentityproperty(target, "z");
      float Disx = Tx - x;
      float Disz = Tz - z;

      if(Disx < 0){
        Disx = -Disx;
      }
      if(Disz < 0){
        Disz = -Disz;
      }

      if( Disx <= Rx && Disz <= Rz && Dir == TDir) // Target within range?
      {
        changeentityproperty(self, "animation", openborconstant(Ani)); //Change the animation
      } 
    }
}

I have just added direction and target direction check on it and it worked.
You can use it like this:
anim attack1
range  45 69
      rangea  0 49
loop 0
delay 10
offset 77 170
      bbox 60 55 40 100
      @cmd    riseattack3 69 45 "ANI_FOLLOW19"
frame data/chars/roper/w4.gif
frame data/chars/roper/a1.gif
      attack  90 68 60 34 4 0
      dropv 3.5 1.5
delay  20
frame data/chars/roper/a2.gif
      attack  0 0 0 0 0
      delay  10
frame data/chars/roper/a3.gif

This is working on both player/enemy.
Notice, this is just to start an alternate move from back. If you will try to perform an alternate grab move with this, but your opponent have changed in meantime direction, you will need then an other script to check the opponents direction and then allow the grab.

For grabbing lying down opponents with alternate moves depend on their direction, this above will be enough.

I'll PM you about it.
I don't want to spam your topic ::)
 
Back
Top Bottom