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Author Topic: NES Double Dragon.  (Read 5110 times)

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Offline Vyck_St.Judas

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NES Double Dragon.
« on: May 17, 2012, 11:26:32 pm »
 I'm only calling it Double Dragon IV as a working title but here's the title screen.

And some in game screenshots...

^This isn't actually a playable stage, just the character select screen. keeping things simple.

^The grapple system remains intact, but every character has their own way of doing things.

^All player characters and most enemies can use RUN and RUNATTACK animations now.
Progress report:

Sound Effects and Music          ...complete!
Level rips and alterations        ...complete!
Custom Cutscenes           ...20% complete.
Custom player sprites      ...85% complete.
Custom Enemy sprites     ...90% complete.
Programming                    ...45% complete.

As soon as i figure out how to capture and upload video i'll post it here.
It can't be that hard right?
« Last Edit: September 05, 2012, 04:58:40 am by MatMan »

Offline GaBoTiCo

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #1 on: May 18, 2012, 12:39:57 am »
HELL YEAH! That looks sweet. To capture video I used a software called "CamStudio", it's free and it works really well. Good luck with your project, I hope I can get my hands on a demo pretty soon...
WIP:
Teenage Mutant Ninja Turtles:
A darker version of the characters from the 1987 cartoon.

Watch Video:
http://www.youtube.com/watch?v=sRLtIov69Vc&feature=youtu.be

Download DEMO:
https://rapidshare.com/files/2730641852/TMNT%2010.26.2012.zip

Offline Vyck_St.Judas

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #2 on: May 18, 2012, 12:45:54 am »
Getting Camstudio now. Thank you!!! :cheers!:
I'll be adding your name to the level 1 background graffiti.
GO FOR BROAK!!!

Edit1: now uploading to youtube... 25 minutes remaining.
« Last Edit: May 18, 2012, 02:36:21 am by Vyck_St.Judas »

Offline Vyck_St.Judas

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #3 on: May 18, 2012, 03:19:20 am »
http://www.youtube.com/watch?v=gKjwP-H0u68&feature=youtu.be
and here we go :yeah!_1:

@ Gabotico Towards the end of the first stage at the top right of the screen ?You'll find your name in yellow graffiti.

Offline trebean

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #4 on: May 18, 2012, 04:45:47 am »
The characters are half the size of the background, most people don't mind that, but something about it always get under my skin.

Offline Vyck_St.Judas

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #5 on: May 18, 2012, 05:27:18 am »
I gotta admit, I've got a preference for smaller sprites.  ;D
Truth is It'll only look smaller if i keep it under-crowded. The original NES game couldn't handle more than  3- 4 entities ( Players + Enemies ) on screen at a time, but they made it work. OpenBoR doesn't suffer from that same limitation. Not even close...
Soooo... I went ahead and added support for up to 4 players. Thus the larger roster of playable characters.
Now, if i keep it at 2 enemies spawned, per player, per "GROUP" for a max of 8 enemies + 4 players on screen at the same time = 12 active entities on screen tossing beatdowns per "WAIT".
I think you'll need the space.  ;)
 

Offline trebean

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #6 on: May 18, 2012, 05:44:49 am »
I gotta admit, I've got a preference for smaller sprites.  ;D
Truth is It'll only look smaller if i keep it under-crowded. The original NES game couldn't handle more than  3- 4 entities ( Players + Enemies ) on screen at a time, but they made it work. OpenBoR doesn't suffer from that same limitation. Not even close...
Soooo... I went ahead and added support for up to 4 players. Thus the larger roster of playable characters.
Now, if i keep it at 2 enemies spawned, per player, per "GROUP" for a max of 8 enemies + 4 players on screen at the same time = 12 active entities on screen tossing beatdowns per "WAIT".
I think you'll need the space.  ;)
No I didn't mean the space, I meant the background, like they're about the same size as the window, and half of the door.

Offline GaBoTiCo

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #7 on: May 18, 2012, 06:53:11 am »
DUDE! That looks pretty sweet, I think I'll put your name in one of the stages of my MOD, thanks. The game looks good, but the way you captured the video didn't do much justice to the game, you can change the settings on CamStudio so that you only capture the window, you specify exactly what area you wanna capture in pixels, also you can adjust the framerate, I didn't realize this until after I had already captured my first video, like everything, it takes time. But, about the game itself, BADA$$ dude, I don't know who's the main character, but he looks really cool, the gameplay, the MOD overall looks very promising, and most important "fun to  play". Right on man!!
WIP:
Teenage Mutant Ninja Turtles:
A darker version of the characters from the 1987 cartoon.

Watch Video:
http://www.youtube.com/watch?v=sRLtIov69Vc&feature=youtu.be

Download DEMO:
https://rapidshare.com/files/2730641852/TMNT%2010.26.2012.zip

Offline ARGOROK

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #8 on: May 18, 2012, 10:25:58 am »
I have saw your video, and man I have no words to describe my feelings about this MOD, itīs simply beautiful, awesome, your work, the DD feeling, everything, I want you to keep going on this MOD Vyck, My congrats for you and your amazing work here.
Sincerely: Argo

Offline Vyck_St.Judas

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #9 on: May 18, 2012, 02:07:50 pm »
@trebean - Ah, ok. I see what you mean now. I dont know how to fix that short of redrawing them entirely or just not using actual double dragon levels at all. :(

@GaBoTiCo - You're absolutely right. I'm really going to have to Figure out how to use that "CamStudio" program. Thanks for the heads up, but don't worry about adding my name to your mod. I didn't help you with anything. It would be unfair to the people who have. :)
With my mod, I'm trying to build the "Credits" into the game itself. The idea came to me a few days ago. I was watching my girlfriend beat the final boss of Prototype 2. She watches the final cut scene, and the moment the credits start rolling, she's mashing buttons to figure out how to skip it. Nobody cares about the credits. It's sad, but true.
So, I thought it'd be more fun and less impersonal if i added people's names as in game graffiti. like personalized easter eggs and hand drawn thank you's.

@ARGOROCK - WOW! Thank you! I will do my very best to live up to to those expectations.  :cheers!:
The encouragement goes a long way. Seriously... thanks.  ;)

The ( Please I need some ) help section:

 At the end of the video you might notice that the moment the final blow lands on the boss, the stage ends. He doesn't even get a chance to fall down. It's just immediately over.  :(
I'd like to end it after he falls blinks and plays his "KOMAP". I've been scouring the manual and i'm just not getting it. I'm sure it's just some dumb oversight, but what exactly am i doing wrong here?

Offline ARGOROK

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #10 on: May 18, 2012, 02:28:41 pm »
Oh I almost forgot, I heard the punch sfx and in my oppinion it would be great if you put the sfx that DD2 NES have, when you hit an enemy with a spike ball chain for example or when Burnov takes your head and he begins to hit your body, I donīt know if you know what sound Iīm talking about its a kind of strong hit sound.

Offline Vyck_St.Judas

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #11 on: May 18, 2012, 05:04:01 pm »
Every character in the game has 3 pain animations. Each pain animation has it own sound... well, for the most part anyway. For Example:
Pain   = Face towards screen, Hit1.wav ( standard punched in the face sound from NES DD2)
Pain2 = Face away from screen, Hit1.wav ( Makes the same sound as "pain")
Pain3 = double over from attack to midsection, Hit2.wav ( Mid attack crunch sound from DD1 )
Fall1/Fall2/Fall3 = all use that "KRAPOW!" sound you're talking about.
unfortunately I'm going to have to re-do the level1 music. I made it so loud that it's difficult to hear those necessary sound effects. It's just not a proper double dragon game without them.
 
@ Damon Caskey, Would you mind sharing the "OpenBOR Runtime Grapple Editor" script?
It's just this side of the awesome sauce.
http://www.youtube.com/watch?v=QHOBzuCbC8w&feature=relmfu
For those of you who haven't seen this yet.  :drooling:
Could this could be incorporated into OpenBoR stats? I think i'm going to post this there too.

Offline ARGOROK

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #12 on: May 18, 2012, 05:57:58 pm »
OH WOW it was more than I expected, definitively it has really DD feeling just like original game, each character has his own pain frames and sounds depending were you hit them, ok then, thank you very much again Vyck, from now Iīll be waiting news for this one until itīs release  :cheers!:

Offline erifpiR

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #13 on: May 18, 2012, 10:24:45 pm »
OMG  :wow!:

Offline Bloodbane

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #14 on: May 19, 2012, 02:21:47 am »
@trebean - Ah, ok. I see what you mean now. I dont know how to fix that short of redrawing them entirely or just not using actual double dragon levels at all. :(

 Have you tried resizing backgrounds and fix them?
 If not maybe you just need to redraw from scratch.

Quote
At the end of the video you might notice that the moment the final blow lands on the boss, the stage ends. He doesn't even get a chance to fall down. It's just immediately over.  :(
I'd like to end it after he falls blinks and plays his "KOMAP". I've been scouring the manual and i'm just not getting it. I'm sure it's just some dumb oversight, but what exactly am i doing wrong here?

 Well, try not using 'boss 1' and simply have limited or no backups at all. This way the boss can play his DEATH animation to the end.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

 



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