Ultimate Double Dragon

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

No permission to download
Project is completed.
Great work really love them old kung fu movie sound effects give a real martial arts atmosphere to the game and you have quite a extensive moves set should make for some fun game play.
 
Very awesome work , Just had a quick go of the demo and loved it (Yeah i know there are more move's i didn't pull off but it really was just a pick up first play that i did) here is the video https://www.youtube.com/watch?v=qjeugobMwFw
 
Mr.Q! said:
#1 would be great since I don't want to make an entity specifically for that situation

Okay, here's the script for #1:
Hithead.c
Code:
void main()
{ // Limits y movement to certain y coords
    void self = getlocalvar("self");
    int y = getentityproperty(self,"y");
    int Limit = getglobalvar("Atap");

    if(Limit && y >= Limit){ // Reached y limit
      changeentityproperty(self, "position", NULL(), NULL(), Limit);
      changeentityproperty(self, "velocity", NULL(), NULL(), -0.1);
    }
}

Save that in data/scripts folder

Declare it with this in Billy's and Jimmy's text:
Code:
onmoveascript	data/scripts/hithead.c

To set a ceiling in a level, you need to set a script like this:
Code:
spawn   empty
@script
void main()
{
  setglobalvar("Atap", 60);
}
@end_script
coords  160 220
at	0

This script will limit Billy's and Jimmy's jump height to 60 pixels

Since this global variable persists, you need to clear it to prevent ceiling effect being applied in other level. you do that by modifying your endlevel.c into this:
Code:
void main()
{
   setglobalvar("zoomentity", NULL());
   setglobalvar("Atap", NULL());
}

HTH
 
Oh, for sure, will try asap, thanks Bloodbane!

Also, what's the best Editor available for stages? I need to setup some nasty platforms and basemaps. I tried OpenborStats but my Antivirus poped up, plus I dunno how to use it. Then I tried chronocrash-modders-tools but also I have no cloe to adjust platforms point by point like the old Editor did for walls. is there something like that now?
 
Mr.Q!  there is a clean version of OpenBORstats here in CC, make a search (i've cleant it).
Basemaps are not supported by it though. Only in Modders tool I suppose.

To tell the truth, I mix OpenBOR stats, modders tool and OBeditor.
 
O Ilusionista ok will check that now. What I need is something I can put the basemap values in the .txt and then open it with an editor and manually adjusting the values by drag n drop with the mouse, is there something like that? I can't find any usage tutorial for these editors, modders tools I can open my stage .txt but I can just see the panel and that's it, I don't know how to see my enemies spawns and such, i bet it can show walls right?
 
Mr.Q! said:
I need to setup some nasty platforms and basemaps.

Does this mean there is going to be some tricky platforming segments like in DDII on NES? This game is looking better and better everyday. It's surreal to be able to grapple the sword guys after going my whole life not being able to. I really loved the level 2 boss fight in the new video. He looked like a pretty formidable opponent with a unique moveset. I can't wait to fight him. Great work.
 
Lindros88 said:
Mr.Q! said:
I need to setup some nasty platforms and basemaps.

Does this mean there is going to be some tricky platforming segments like in DDII on NES? This game is looking better and better everyday. It's surreal to be able to grapple the sword guys after going my whole life not being able to. I really loved the level 2 boss fight in the new video. He looked like a pretty formidable opponent with a unique moveset. I can't wait to fight him. Great work.

I think he meant nasty platforms and basemaps to code and not from the gameplay prospective. Check out the stage that starts at 7:55  ;)

Mr.Q! I'm very happy to see this nice progress and see this project taking the form of a real game more and more! ;D
I also really like the job on the last boss on the video(Jeff)! This feels like a really cool boss fight! Very nice work man!
 
Great work coding walls for stage with conveyer belts ! (I know the pain coding the walls for that)
I don't think I've seen Billy Lee or enemies walking on stairs there, did you use basemap or cascading walls to construct the stairs?
 
magggas said:
Lindros88 said:
Mr.Q! said:
I need to setup some nasty platforms and basemaps.

Does this mean there is going to be some tricky platforming segments like in DDII on NES? This game is looking better and better everyday. It's surreal to be able to grapple the sword guys after going my whole life not being able to. I really loved the level 2 boss fight in the new video. He looked like a pretty formidable opponent with a unique moveset. I can't wait to fight him. Great work.

I think he meant nasty platforms and basemaps to code and not from the gameplay prospective. Check out the stage that starts at 7:55  ;)

Mr.Q! I'm very happy to see this nice progress and see this project taking the form of a real game more and more! ;D
I also really like the job on the last boss on the video(Jeff)! This feels like a really cool boss fight! Very nice work man!
Oh, lol. Thanks for clarifying that.
 
Bloodbane for whatever reason, at the beginning of the video you can see that antiwall is not being recognized at that specific point of the stage (the pillars and the chair, so that's why it happens, is this normal? Also, if I give the boss Steve the "boss 1"line, the enemies won't die if I kill him 1st, they'll stay there permanently and I have to exit the run. Last bug is just a spawning coord error I gues, my younger brother is my most valuable (and probably only) beta tester huh, nobody tells me anything by now XD

 
Bloodbane said:
..
I don't think I've seen Billy Lee or enemies walking on stairs there, did you use basemap or cascading walls to construct the stairs?

They can walk on the stairs actually and the stairs are made with basemap. I tried for the first time basemap and it works very well  :D

Ps: Before anyone asks, me and Mr.Q we are not making the game together. The game is Mr.Q's work. I'm just helping him with some complex levels and maybe a few little things here and there. That's all  ;)
 
magggas said:
They can walk on the stairs actually and the stairs are made with basemap. I tried for the first time basemap and it works very well

So that explains it. Good work :)

Mr.Q! said:
at the beginning of the video you can see that antiwall is not being recognized at that specific point of the stage

Hmm... I may need to check the antiwall setting for that. That's Jimmy's regular throw

Mr.Q! said:
, if I give the boss Steve the "boss 1"line, the enemies won't die if I kill him 1st,

Does this happen with slams/throws only or with other attacks too?

Mr.Q! said:
Last bug is just a spawning coord error I gues

Did you set wall or platform near respawning point?
 
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