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Double Dragon 128k - The graphics

Posted: Sat Jan 16, 2010 10:50 am
by Swainy
A few years back I tried gathering a team together to totally re-program Double Dragon for the ZX Spectrum. However the project fizzled out after the programmer gave up. I lost the background files and this week I've decided to start work on them again.

Here is how the published ZX Spectrum version looked:

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Now here are a couple of mock up screens of the graphics that I have been working on this week:

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And in mono:

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So what do you prefere? Mono or colour?

Re: Double Dragon 128k - The graphics

Posted: Sun Jan 17, 2010 9:17 am
by Steve Halfpenny
Ah, back are we? Where the heck have you been? ;)

You'll never let the whole Spectrum thing die will you? lol. Have you seen the latest Retro Gamer magazine in regards to Nemesis on the Speccy? Interesting that... well, I'll let you read it yourself if you haven't already.

Anyway, I prefer the colour version (just - could you have the option of switching it on and off?) and as I've said to you before, would prefer it in flick screen if it kept the speed of the arcade game. Scrolling would be nice if possible though (and not a jerky mess).

My other issue would be the font for the timer and "credit" bits.

You should upload those 128K music tracks if you still have them. They were brilliant recreations.

Keep up the good work, my friend. Get yourself back on MSN some time... :D

Re: Double Dragon 128k - The graphics

Posted: Sun Jan 17, 2010 1:42 pm
by Swainy
I'm back mate! I'm actually on msn but under a different email address... dean.swain@btconnect.com

Re: Double Dragon 128k - The graphics

Posted: Wed Jan 20, 2010 8:50 pm
by oxe161
wow looks really good...and much more appealing to the eye

Re: Double Dragon 128k - The graphics

Posted: Sun Jan 24, 2010 5:29 pm
by Steve Halfpenny
If Swainy doesn't mind (and he doesn't have much choice since it IS another public forum ;)) you can check out some of his progress (i.e discussion with coders) of his 128k project over at http://www.worldofspectrum.org/forums/s ... post418120

Some of that talk baffles me but if you read it a few times, it kinda makes sense!

Now let's see a decent C64 port, ports for the +4, Atari 800, Vectrex, Jaguar, Dreamcast... :D

Re: Double Dragon 128k - The graphics

Posted: Sun Feb 14, 2010 7:50 am
by Swainy
To be honest mate, I'm not sure what they are on about half the time :)

Anyway, I thought I'd post some new screen shots to show everyone how it's coming along...

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Re: Double Dragon 128k - The graphics

Posted: Sun Feb 14, 2010 9:15 am
by Steve Halfpenny
Without scrolling, we get a red car eh? :D

Re: Double Dragon 128k - The graphics

Posted: Sun Feb 14, 2010 10:21 am
by Swainy
Steve Halfpenny wrote:Without scrolling, we get a red car eh? :D


About time eh mate? lol

Re: Double Dragon 128k - The graphics

Posted: Tue Feb 23, 2010 1:47 am
by Swainy
Just thought I'd share this animation test with you all:

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Re: Double Dragon 128k - The graphics

Posted: Sun Feb 28, 2010 10:45 am
by Swainy
Well due to the rain, I've been stuck inside so I decided to start on level one looking to see if I could try and save more memory by reducing the number of different tiles used... Which I have done. I also decided to re-draw the car and change some of the layout.

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So I think I've got the car looking much better and saved some space at the same time :)