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What openbor you prefer: Double dragon,battletoads or final fight !? by lirexpatrio
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Author Topic: NES Double Dragon.  (Read 5107 times)

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Offline BeasTie

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #30 on: May 21, 2012, 10:52:52 am »
Sent you PM with the sfx, that'd be sweet to check out your sprites, don't worry my mod won't feature DD stuff till very late in the game, kind of a bonus mission with cameo's from DD.

If you need any help getting more NES sfx let me know.

Offline Bloodbane

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #31 on: May 22, 2012, 01:17:43 am »
Another problem I'm having is with "williams" knife attack. I'm trying to make it so "hitflash" plays for regular hits, while blood splashes during others. I've "load"ed the blood flash in models.txt. Williams uses the "hitflash" command during the attack. I'm pretty sure that's all it needs to spawn the blood flash when the attack connects, but so far, no dice.

 Hmmm... is the attackbox allows hitflash? one of parameter of attackbox disables/enables hitflash.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Vyck_St.Judas

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #32 on: May 22, 2012, 01:53:57 am »
i'm going to try that out right now. Thanks Bloodbane.
On a side note, I'm Re-editing the first level. just some minor lengthening, I will not be changing the height. That's just the way Technos did it. I will be trying to add some platforming but that might take a bit.

@Beastie: I'll upload your sprites to mediafire now. PM you with a link when it's done. 

Offline Vyck_St.Judas

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #33 on: May 22, 2012, 05:31:16 am »
@ Bloodbane, I've been steadily racking up the idiot points.  :dunce:
In my "level1.txt" I had "TYPE" set to 1 0 0, So it was basically a bonus stage.  :blushing:
I'm going to try fixing the "HITFLASH" thing now.

Edit: You hit the nail on the head with this one. I'm using OpenBorStats and I forgot to check the hitflash box. It's all working fine now. Thanks again!.
« Last Edit: May 22, 2012, 07:51:56 am by Vyck_St.Judas »

Offline Mr.Q!

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #34 on: May 22, 2012, 12:37:22 pm »
How many times this guy has to say my project is dead? Is my Mod unproffesional?? What the hell is this?

This NES styled mod is gonna rock :) I hope it gets some nice reputation



Offline pong_666

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #35 on: May 22, 2012, 01:10:48 pm »
Hey bro just ignore home he's clearly doing it to piss you off don't let him get to you second really liking what you've got so far really looks like it captures that nes double dragon vibe

Offline inqualls

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #36 on: May 22, 2012, 01:33:41 pm »
Fantastic remakes of the nes original enemies. I really like the new playable character too. The moves on the youtube video are very fluid looking. You are a very talented artist and developer. I look forward to playing this one :cheers!:

Offline Vyck_St.Judas

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #37 on: May 22, 2012, 01:57:35 pm »
I've redone the stage one layout. Extended it a bit, tinkered with enemy grouping, And added Grafitti splash art for Beastie, Gabotico, and Matman based on their avatars. 

I wont give away the other surprises, but I wanted people to know that their help was appreciated.
Think you can help? Let me know. I'll throw your tag in too.  ;D

Offline Vyck_St.Judas

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #38 on: May 22, 2012, 02:03:57 pm »
I really like the new playable character too.
All the player characters are original, but no worries. They'll still feel like Billy and Jimmy.
(With expanded move sets.)  ;D

Offline GaBoTiCo

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #39 on: May 22, 2012, 10:04:19 pm »
That looks so sweet man!! I wasn't able to see my graffiti. I think I'll take the same idea and use graffitis to give some credit to the people that have helped me with my MOD, now I have an excuse to put a graffiti with your name, since you are the one that gave me the idea. The new layout looks really good, can't wait for a demo man, I used to have the original Double Dragon 2 on the NES, one of my favorite games of all time.
 
Nevermind! I just found my graffiti, I didn't realize you had to scroll to the right! Good stuff DUDE!
« Last Edit: May 22, 2012, 10:19:49 pm by GaBoTiCo »
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 BeasTie

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #40 on: May 23, 2012, 12:58:09 am »
That is f'n cool dude, BeasTie tag looks awesome ;D

Was just thinking it would pretty easy to make some of those doors open for enemies to spawn from, I'll animate the door with GRIGR over the top and send it to ya.

Edit: - here ya go
« Last Edit: May 23, 2012, 01:14:09 am by BeasTie »

Offline zankurous

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #41 on: May 23, 2012, 01:14:43 am »
Its shaping up to be quite an impressive Double Dragon mod for sure. Good luck!  ;)

Offline Vyck_St.Judas

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #42 on: May 23, 2012, 01:53:01 am »
 I actually have no idea how to set the doors for alternate spawns.  :dunce:
I wanted to do that initially but couldn't figure it out.

Offline BeasTie

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #43 on: May 23, 2012, 02:21:17 am »
It's fairly easy once you get the spawn coords right, BloodBane has a script thou that makes it possible to spawn without being affected by scroll position. http://lavalit.com:8080/index.php/topic,3835.msg88220.html#msg88220

For this door in you level's .txt you would spawn it like this

spawn    door
spawnscript data/scripts/noscpos.c
coords 202 140
at 0

Can do the same to make enemies spawn from the doorway, (and the other  static doorways/stairwells if you will) also you can use a delay entity to give delay before enemies appear from the door, so they will not all spawn at once.
Check here for delay entity - http://lavalit.com:8080/index.php/topic,67.msg57674.html#msg57674

Offline Hanzo

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Re: OpenBoR Project: NES Double Dragon. (Yes, 8-bit...)
« Reply #44 on: May 23, 2012, 09:48:27 am »
By looking at the screenshots and the video, this looks tight man. Looking forward a 8-bit Double Dragon mod.




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