Re: Legend of the Double Dragon
Posted: Tue Oct 25, 2011 4:28 pm
I have to admit, I am quite a bit skeptical that Bor can be modified to faithfully replicate DD gameplay.
I am wondering, how will the game handle weapons? Can enemies drop, and pick weapons up? Also, will the stages be more than just linear? Will the stages have pits, traps, ladders, etc?
I just ask because these are all things that I have never seen done with Bor, and are real DD gameplay staples. I would be beyond impressed if you could pull these things off.
As far as contacting Muneki Ebinuma, I have no idea. I question whether it would be of any real help to contact him anyway. Double Dragon is far from a profitable franchise anymore, and the most you would likely get from him would be an order to stop working on your game immediately.
Personally, I think that with the ineptitude in which the series has been handled over the last few years, it is up to creative indy developers to pull it out of the dirt.
With that said, although I am skeptical of how Bor can truly handle the complexity of DD gameplay, I am extremely impressed by what you have shown, and would like to help.
If I may be so bold to ask, I would like to offer my creative abilities on this project. Here are some quick sprites I threw together today:
These extremely rough sprites I threw in are certainly not finished, especially Willy, but it gives a small taste of what I can do. These sprites are completely done from scratch by me, pixel by pixel. I placed them in with some regular RoDD sprites for scale, and style comparison.
Not only can I do still sprites, I can animate as well, and if you are interested, I can certainly demonstrate.
The only thing I ask in return, is my name on the credits, and the chance to help create the best fan-made DD game possible.
Anyway, if you think that I may be of any help to you, please let me know, I am certainly interested.
I am wondering, how will the game handle weapons? Can enemies drop, and pick weapons up? Also, will the stages be more than just linear? Will the stages have pits, traps, ladders, etc?
I just ask because these are all things that I have never seen done with Bor, and are real DD gameplay staples. I would be beyond impressed if you could pull these things off.
As far as contacting Muneki Ebinuma, I have no idea. I question whether it would be of any real help to contact him anyway. Double Dragon is far from a profitable franchise anymore, and the most you would likely get from him would be an order to stop working on your game immediately.
Personally, I think that with the ineptitude in which the series has been handled over the last few years, it is up to creative indy developers to pull it out of the dirt.
With that said, although I am skeptical of how Bor can truly handle the complexity of DD gameplay, I am extremely impressed by what you have shown, and would like to help.
If I may be so bold to ask, I would like to offer my creative abilities on this project. Here are some quick sprites I threw together today:
These extremely rough sprites I threw in are certainly not finished, especially Willy, but it gives a small taste of what I can do. These sprites are completely done from scratch by me, pixel by pixel. I placed them in with some regular RoDD sprites for scale, and style comparison.
Not only can I do still sprites, I can animate as well, and if you are interested, I can certainly demonstrate.
The only thing I ask in return, is my name on the credits, and the chance to help create the best fan-made DD game possible.
Anyway, if you think that I may be of any help to you, please let me know, I am certainly interested.