Just wanted to say DOUBLE DRAGON FOREVER IS ALIVE.
I know that many DD fans are very disappointed with the fact that DDF version 0.9, wich can be found out there in the internet is just an alpha quality unfinished product.
Yes, I have slowed down DDF development, but not because it was boring to code it. In fact I love coding games, and I have been working on a few other projects (DarkPhear port for example).
There are a few things that made me slow down DDF development, real life(1), switched to Linux(2)... and honestly, the one thing that really froze DDF development is the lack of community support(3). Please READ before throwing the tomatoes.
(1)Got married, graduated, my wife is 9 months pregnant, working a lot, tired, need money...
(2)Sadly, DDF0.9 didn't work well with Ubuntu Linux + wine at first. Every time I wanted to work on DDF, I had to reboot my computer to window$. It was really annoying.
But wine have evolved a lot lately. And recently I have changed many of the DDF engine internals to make it more wine friendly. The result is that, opposed to DDF0.9, the current DDF development version is working perfectly in Linux now. I don't have to reboot my computer every time I want to work with it. This obstacle is history now.
(3)Please, don't get me wrong. I don't want to sound ungrateful here. I wanted DDF to become a community project. But I simply didn't see it happening. Of course I have a few friends wich helped a lot, two of them got to be mentioned here; Dean Swain and John Hill. DDF would never happen without their vision, dedication and talent.
But really, I though I could count more on the community. I wanted to see more people creating complete sprites, palette swaps, music, fix the sprites and the levels, hack the game... Of course, some people really helped DDF. But many people promised stuff, sent me samples, but I have never seen the final product. Also, I have received some sprites that were almost complete, but not in the format the DDF engine uses. Again, please don't get me wrong, I really really appreciated the contributions. But then I had to take this images, convert, align, reorder, test, fix, text, fix, test, fix... it is pretty boring, and it takes much of the time I could dedicate to actually get the damn code fixed.
I have offered to open the code and the specifications of the DDF engine. It is very very flexible, and free. All files in the DDF distribution are known file formats (PNG, WAV, plain text...). I mean the broken levels in DDF could be fixed by simply editing plain text files. The DDF engine could be easily used to create another DD or DD-like game, just by replacing the media and editing the data files.
I have to confess I am surprised and upset that years after the release of DDF0.9, I haven't seen anyone step up and even try to work on it.
Well, after all this drama, I wanted to say that I'm still developing DDF. I want to get it finished. As said before, I couldn't implement all features I wanted, but still I think it's already a good game, and once finished it's going to be a great game.
The current development version has many many many bug fixes, one new move (maybe two), nice sprite retouch contributions from Mike Tate, more Abobo variations, Burnov, more palette swaps, improved sounds, optimizations, Linux/wine compatibility improvements, and still I want to do more. I am commited to fix one item from my "to do" list every time I open the code, and the list is getting pretty small now.
Finally, I have a proposal for you DD fans. An updated DDF build will be made available for download as soon as I receive at least 3 USEFUL and READY TO USE contributions from the community. (new sprites, good palette swaps, cut-scenes, door sprites, weapon sprites ...)
Cleber M. Casali