Ultimate Double Dragon

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

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Bloodbane said:
scrollx 185 5000
at  0

That's a good example magggas, though for that quoted part I suggest setting scrollx 106 5000 instead (in case player hasn't reached scrollpos 185 yet)

Ups, i also meat it to be scrollx 106 5000 since this was the last allowed scroll min and to avoid auto screen move and player move/drag ;)

Now i have edited my post, thanks  :D
 
Another question I have is how can I make my enemies to hit others while throwing them since i'm not using Anim Throw? I'm using Slamstart now instead of the regulat anim so my enemies fall animation is not hitting anyone.

New Demo available here: https://gx-openbor.blogspot.com/2019/01/new-and-probably-last-one-demo-ver-004.html

Bloodbane Yup, there will be new faces n' asses to kick, in fact, the latest demo will feature the return of Linda. Here, take a look, they way you can play the game just like the original one from SNES, and the way you should be playing, cancelling moves.

Suggested gamepad layout (XBOX360 pad):
X - ATTACK1 Punch
Y - ATTACK2 Kick
A - JUMP
B - SPECIAL block
L - ATTACK3 Style switch 1
R - ATTACK4 Style switch 2

-To perform the wall jump, just press Jump close to anything you think you can jump from.


 
Put an attackbox on that fall animation, or use a custom one with an attackbox.
(and dont forget to set the right PROJECTILE setting).

If you use THROW to finish the scripted slam, it will work - and the damage will be applied only when the target hits the ground.
If you use FINISH, it won't not work - but the damage is applied right when it happens.
 
O Ilusionista thanks! that did the job  :)

BTW is there a proper and failproof way to loop .ogg songs? my method was:

-Having the .mp3 file cut and ready to be looped with Audacity
-Finding the loop point and write somewhere the values of it, again with Audacity
-Saving the .mp3 as an .ogg file

In the stage.txt I put the loop point value and it didn't started were I wanted, so I had to toy a lot within the stage itself everytime until I got it right, but it would be better (and there must be a way, I know) to set the proper value everytime at 1st try, right?
 
Ok man will try this method. Just updated the demo with several fixes n adjustments, same link as before.
 
Just made this, co-op throws, If you're in range, just by pressing punch or kick will juggle them:

 
I still hate Jimmy's Bruce Lee screaming, lol... but it all looks fantastic.  :D
 
Damon Caskey said:
I still hate Jimmy's Bruce Lee screaming, lol... but it all looks fantastic.  :D

LOL just play as Billy and choose the red color and problem solved haha
 
Wait a second, does "direction up" works in any stage. Txt? I'm working on an elevator type stage and i'm getting direction down even if I put "up" as the value. Vbgspeed does the job but the scroll won't stop at "Wait At" enemy groups

EDIT: OK just tested a FFight mod on Rolento stage and it was Direction Up and it's going Down anyways so yeah
 
Any way to make a ceeling without making an entity, like just setting up a Wall inside the stage.txt? Or do I have to make an specific object and give it platform values?
 
Good work with coop moves :D

Ok I'm done I swear

Ah, I was about to suggest airgrab to grab launched enemies

does "direction up" works in any stage. Txt?

Never tried using that on non elevator stage

Vbgspeed does the job but the scroll won't stop at "Wait At" enemy groups

Oh for that one you need to use this simple script:
Code:
group	1 1
at	0

spawn	delay
@script
  void main()
  {
    changelevelproperty("vbgspeed", 1);
  }
@end_script
health  100
coords	160 190
at	0

spawn	delay
@script
  void main()
  {
    changelevelproperty("vbgspeed", 0);
  }
@end_script
health  100
coords	160 190
at	0

This script controls vbgspeed. When first delay is spawned vbgspeed is set to 1 and background autoscroll for 10 seconds before stopped by script in second delay
With this script, you can control when elevator is moving and when elevator stops and even where it is moving ;)

Any way to make a ceeling without making an entity, like just setting up a Wall inside the stage.txt?

There are two ways to make ceiling effect, both uses onmoveascript to limit player's jumping or vertical movement. The script is different depending on the ways
1. Generic ceiling. The ceiling is set in level text
2. Platform ceiling. The ceiling is defined from platform entities position

#1 is great for setting maximum flight such as in shmup or flight mode for 2D mods (works for regular mods too actually)
#2 is great for setting room with variable ceiling

Which ceiling system you want to make? #1 or #2?
 
Bloodbane Direction Up is messed up, I just tried an old FFight mod in Rolento stage which is an elevator that goes up and now it goes down.

#1 would be great since I don't want to make an entity specifically for that situation
 
the screen is messed up. the words are cut off on there. will this be fixed? what is the best resolution to fix the cut off words on the menu screen?
 
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