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Double Dragon 2 DEMO [UPDATED!] #308005
02/01/10 09:28
02/01/10 09:28
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Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
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Double Dragon 2 DEMO [UPDATED!]

Hey Guys!

I've been working on this very hard lately.
I've been working on a Double Dragon 2: the revenge (NES) remake.
The features are:
- 2D to 3D (visual style)
- up to 4 player support (2 player limited in the demo)
- Ragdolls grin (updated template, using blending as well now!)
- and ofcourse old school Beat 'em up gameplay! (yes, the spinkick is also implemented! try kicking while jumping ;))
- now added Hit FX and Sound
- (secret feature; try the Konami code on the menu)

Have fun playing this demo... All scripts and everything are included, but I will release the whole source soon for everybody for free as well laugh

You can change the keymapping in the keyMapping.ini file, but standard setup is:

player 1:
wasd- move
q/e - punch/kick
r - block
c - jump

player 2:
ijkl - move
u/o - punch/kick
p - block
m - jump

(New) Download Link:
Double Dragon 2 Demo (~9MB)

- Dennis
14 Comments
Re: Double Dragon 2 DEMO [retro contest submission] [Re: msmith2468] #309886
02/11/10 19:44
02/11/10 19:44
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
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Helghast  Offline OP
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Joined: Jan 2004
Posts: 3,023
The Netherlands
New Demo is uploaded!

All issues previously mentioned are fixed.
Hope people will re-download it once more.
The filesize was increased from 5,5MB to 9MB. But it now includes sound and new Menu graphics. this turned out to be very fun in the end grin

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Double Dragon 2 DEMO [retro contest submission] [Re: msmith2468] #309992
02/12/10 14:58
02/12/10 14:58
Joined: Jul 2009
Posts: 16
E
episch Offline
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episch  Offline
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E

Joined: Jul 2009
Posts: 16
the attack aren't work fine i tinck but the styel is cool
like it

Re: Double Dragon 2 DEMO [retro contest submission] [Re: episch] #309996
02/12/10 15:26
02/12/10 15:26
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
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Helghast  Offline OP
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Joined: Jan 2004
Posts: 3,023
The Netherlands
Originally Posted By: episch
the attack aren't work fine i tinck but the styel is cool
like it


Well, you need to face someone before you can hit him... lol.
But I did see, in some weird cases, that the trace didnt properly work, and it didnt hit the enemy, even though it appeared to be hitting it.

I'll look into it sometime, thanks.

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Double Dragon 2 DEMO [retro contest submission] [Re: Helghast] #310118
02/13/10 02:02
02/13/10 02:02
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I like the style very much, reminds me of the gingerbread man from TimeSplitters 2/3:

[img]http://images2.wikia.nocookie.net/timesplitters/images/8/89/Ts2_17.jpg[/img]

Even though it's a remake, I would work on the movement and attacks some more. I think you should be able to jump and attack while your running - or when you run and press attack, the player might stop and perform his attack.

BTW: the Konami Code is a nice feature, I will implement it in my game, too! :>

Re: Double Dragon 2 DEMO [retro contest submission] [Re: Superku] #310119
02/13/10 02:10
02/13/10 02:10
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
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Helghast  Offline OP
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Joined: Jan 2004
Posts: 3,023
The Netherlands
Originally Posted By: Superku

Even though it's a remake, I would work on the movement and attacks some more. I think you should be able to jump and attack while your running - or when you run and press attack, the player might stop and perform his attack.


I agree on jumping while running, that should have priority indeed. However, I used to have that no matter what, attacks happen, and that made the gameplay really sluggish. and actually one of the update in the new demo (compared to the one downloadable from AUM), has been that the player can abort attacking whenever he wants, and instead makes a run for it (almost like a last resort blocking technique :P). Imo that made the gameplay alot "faster" and considering it's a remake; alot better/more original laugh

Originally Posted By: Superku

BTW: the Konami Code is a nice feature, I will implement it in my game, too! :>


Heheheheee, but Quadraxas is right, instead give the player 30 lifes, not just some visual upgrade only wink

thanks for the feedback, appreciated, wished more people could give me some laugh

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
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