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Ultimate Double Dragon

Complete LOTDD - Now: Ultimate Double Dragon 3.0 (Final)

No permission to download
Project is completed.

Mr.Q!

Well-known member
The new demo is available for download



I've also made a new tutorial video for both Dragons moves in case someone is missing the chain combo potential:



Things to test:
-Billy & Jimmy moveset and chain combos
-The Dragons color palletes
-Weapons vs walls

Things to ignore
-The Dragons pain animations
-The enemies missing sound effects
-The Dragons being able to block while crouching in some of their styles
-The Dragons and enemies having a black line in their feet at ground

Keys to map: attack (a), attack2 (s), jump (d), special (f), style switch 1 (z), style switch 2 (x)
In order to charge the special bar, press and hold Jump+Special
 
Dude.... that punch combo. Wherever did you get the inspiration for that?!  ;D

DC
 
Lol I told you I was going to do it. I hope you can help me with the scripts I need now that the demo is out so you can see the mess I have there :/
 
I haven't even downloaded it yet, but I will when I get the chance. I have some other demos that have been sent to me in PM and I haven't got to those either. Had some family issues come up, but I'll give it a try soon and help any way I can.

DC
 
Wow :o that looks frech! I loved the old SNES Super Double Dragon but this will be the ultimate challange  ;D the number of moves is hot  8). Cant wait to play the demo.
 
Hey Mr. Q, here is the fixed updated.c file.
In you case, you were using 3 main() and they isn't possible.
Plus, you need one variable for each case.

Code:
void zoom()
{
   void vscreen = openborvariant("vscreen");
   int maxz=openborvariant("PLAYER_MAX_Z")+1000;
   int zoom_value=getglobalvar("zoomvalue");
   int zoom_x=getglobalvar("zoomx");
   int zoom_y=getglobalvar("zoomy");
   void ent=getglobalvar("zoomentity");
   int px=getentityproperty(ent,"x") +  zoom_x - openborvariant("xpos");
   int py=getentityproperty(ent,"z") + zoom_y - openborvariant("ypos"); //- getentityproperty(ent,"a");
   void zoom_scr = getglobalvar("zoomscreen");
   if(!zoom_scr){
      zoom_scr = allocscreen(openborvariant("hResolution"),openborvariant("vResolution"));
      setglobalvar("zoomscreen",zoom_scr);
   }
   clearscreen(zoom_scr);

   //draw what we need 
   drawspriteq(zoom_scr,0,openborconstant("MIN_INT"),maxz,0,0);
   //setup drawMethod
   changedrawmethod(NULL(),"reset",1);
   changedrawmethod(NULL(),"enabled",1);
   changedrawmethod(NULL(),"scalex",zoom_value);
   changedrawmethod(NULL(),"scaley",zoom_value);
   changedrawmethod(NULL(),"centerx",px);
   changedrawmethod(NULL(),"centery",py);
   //Draw the resized customized screen to main screen.
   drawscreen(zoom_scr,px,py, maxz+1);
   changedrawmethod(NULL(),"enabled", 0);
   drawspriteq(vscreen, 0, maxz+1,maxz+1, 0, 0);
   drawspriteq(vscreen, 0, maxz+2,openborconstant("MAX_INT"), 0, 0);
   clearspriteq();
}


void main(){//MAIN START
   if(getglobalvar("zoomentity"))
   {
      zoom();        
   }
   
void counter= getlocalvar("counter");  // Set a variable to trigger the spawn on and off (title)
void counter2= getlocalvar("counter2");  // Set a variable to trigger the spawn on and off (select)
if(openborvariant("in_menuscreen")) // Check if the game is in menu screen
  {counter = setlocalvar("counter",0); }
	if((openborvariant("in_titlescreen")) &&(counter!=1)) // Check the variable to avoid double spawn
		{void subent;
		loadmodel("bgfx2"); // name of the entity to be loaded
        clearspawnentry(); // clean the spawn entry
		setspawnentry("name", "bgfx2"); // define the entity to be spawn
		setspawnentry("coords", 1,0,-1); // set the position of the entity
		subent=spawn();  //  spawn the entity
		changeentityproperty(subent, "position", 1,0,-1); //for safe, set again the position
		counter = setlocalvar("counter",1); // turn on the variable, blocking a new spawn to be made
	} 

if(openborvariant("in_menuscreen")) // Check if the game is in menu screen
  {counter2 = setlocalvar("counter2",0); }
	if((openborvariant("in_selectscreen")) &&(counter2!=1)) // Check the variable to avoid double spawn
		{void subent;
		loadmodel("bgfx"); // name of the entity to be loaded
        clearspawnentry(); // clean the spawn entry
		setspawnentry("name", "bgfx"); // define the entity to be spawn
		setspawnentry("coords", 1,0,-1); // set the position of the entity
		subent=spawn();  //  spawn the entity
		changeentityproperty(subent, "position", 1,0,-1); //for safe, set again the position
		counter2 = setlocalvar("counter2",1); // turn on the variable, blocking a new spawn to be made
		}	
}// MAIN END

You will noticed that, after you press start and go to the menu, the screen won't get dark. This is because the entity for the screen is still active.
I tried to detect that specific screen but it not seams to be possible. I will make some more tests when I can.
 
O Ilusionista said:
You will noticed that, after you press start and go to the menu, the screen won't get dark. This is because the entity for the screen is still active.
I tried to detect that specific screen but it not seams to be possible. I will make some more tests when I can.

Man, now zoom works the way it should, thanks a lot! Ok man will be waiting for those tests. Can I ask you for one more thing? I need more testers for this demo and I can't edit the 1st post for whatever reason, can you update it with the link I provided & the movelist video? I'm working in the Jimmy tutorial now, also on another tutorial on how to make the chain combos, I'm afraid there's still people confused on how to do them.
 
Variety is always a good thing.

Excellent arsenal of techniques.

Looking forward to this installment greatly.

Can't wait to see jimbo in action.
 
Mr. Q, I´ve split your topic, from the beta post and beyond.
The old post is locked, to avoid confusion.

So now you can edit the topic freely.
 
Thanks! will post this here and update the 1st post as well, Jimmy's video is up and the tutorial as well


 
Mr.Q! said:
Thanks! will post this here and update the 1st post as well, Jimmy's video is up and the tutorial as well
I've watched all the videos and tried to understand the gameplay.
I'm not at home until next week but i'll try and play it soon as i get back home, you can be sure of that.
 
I love everything except one... I'd like to see the DD2 style actually switch to a true Left Attack / Right Attack system rather than the Punch / Back Kick. I know it's a pain to do such a thing, but I think it would be a nice little touch and bring the real DD2 feel to that style.

In every other aspect, this is sublime. Or at least it would be if I was coordinated enough to really do the combos! :P

DC
 
It's not hard at all, you can mash the buttons/keys to get the combos working heh

Thanks for your words, everyone. I still haven't shown you everything from the Dragons, but as you can see, I am really trying to get this mod the best replay value I can think of, I don't want it to be a 1:30:00 hour long ass mod to finish, like those YT gameplays, I want it to be just OK and trying to make every single run a different one
 
Thanks for this masterpiece, it brings me back lot of memories from my childhood, I also speak spanish I didn´t know you were latin american Mr Q. Waiting for more updates until the final version, this MOD is really a jewel for all those who loves Double dragon games just as me.
 
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