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Double Dragon Dojo Forums • View topic - Double Dragon '87

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 Post subject: Double Dragon '87
PostPosted: Tue Sep 03, 2013 8:45 am 
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Joined: Wed Sep 02, 2009 1:24 pm
Posts: 49








http://youtu.be/18PzfkdhVxc

This game is being developed for M.U.G.E.N. oddly enough, but looks extremely faithful to the classic arcade gameplay. Apparently you can play as any character, the stages are fully interactive like the arcade, and many of the characters have new techniques. (Notice Williams' kick and stomach punch pulled directly from NES mode B!)

This looks extremely promising. I may have to download M.U.G.E.N. all over again just for this.


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 Post subject: Re: Double Dragon '87
PostPosted: Tue Sep 03, 2013 7:36 pm 
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Black Belt
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Joined: Sun Apr 08, 2012 8:36 pm
Posts: 284
Oh wow does that look insanely good. They added a black Linda, gave Abobo some awesome moves, and kept the feel of the arcade game perfectly intact! It's almost too good to be true!!!

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 Post subject: Re: Double Dragon '87
PostPosted: Tue Sep 03, 2013 10:16 pm 
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Joined: Wed Sep 02, 2009 10:55 pm
Posts: 32
I misread MUGEN and assumed the game was made under the Beats of Rage engine, which would be impossible because Beats of Rage can't make anything other than Streets of Rage clones. A fighting game engine would be ideal to power a brawler; look at and . Fighting game people can debate all they want whether M.U.G.E.N. is better than 2D格闘ツクール2nd engine or vice-versa.

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Last edited by Dan Druff on Mon Sep 16, 2013 8:10 am, edited 2 times in total.

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 Post subject: Re: Double Dragon '87
PostPosted: Thu Sep 05, 2013 10:20 pm 
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Joined: Tue Dec 21, 2010 2:04 pm
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 Post subject: Re: Double Dragon '87
PostPosted: Tue Sep 24, 2013 10:36 pm 
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Red Belt

Joined: Mon Nov 12, 2012 3:51 am
Posts: 124

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check my WIPs (Double Dragon and Kunio-kun stuff):
http://www.youtube.com/DieInFire
てめえっ! なめんなよ!!!


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 Post subject: Re: Double Dragon '87
PostPosted: Wed Sep 25, 2013 8:38 am 
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Joined: Wed Sep 02, 2009 10:55 pm
Posts: 32

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 Post subject: Re: Double Dragon '87
PostPosted: Wed Sep 25, 2013 12:31 pm 
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Purple Belt

Joined: Wed Sep 02, 2009 1:24 pm
Posts: 49
Open BOR has definitely come a very long way recently. It can very closely mimic more complicated beat em up game play, like that of the Technos beat em ups.

My only gripe is that the engine still can't handle more complicated platforming elements like ladders or stairs very well, if at all. I know that this may seem like a minor nitpick, but those 2 elements can greatly impact and enhance level design, and environmental play mechanics for a good beat em up.


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 Post subject: Re: Double Dragon '87
PostPosted: Wed Sep 25, 2013 1:06 pm 
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Red Belt

Joined: Mon Nov 12, 2012 3:51 am
Posts: 124

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check my WIPs (Double Dragon and Kunio-kun stuff):
http://www.youtube.com/DieInFire
てめえっ! なめんなよ!!!


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 Post subject: Re: Double Dragon '87
PostPosted: Sat Sep 28, 2013 1:33 am 
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Joined: Tue Dec 21, 2010 2:04 pm
Posts: 207
All of this talk about Open BOR and I haven't even had a chance to start my project yet. I have played a few games and enjoyed a lot of them. It seems like you guys have a deep understanding about it.


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