17 January 2021, 00:18 | #101 |
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I confirm the project is by ElectricCafe, I only report the updates here on EAB.
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17 January 2021, 00:24 | #102 |
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Personally I can say that Double Dragon that came out for the Amiga at the time was a very poorly made game, and that it deserves a decent conversion. And for what we can see for now, this project promises well, both from the point of the conversion of the graphics, finally equal to the coin op, and for what concerns the music that is on an exceptional level. IMHO. What I regret a bit is that this project doesn't seem to attract much interest from EAB-goers, at least not as it deserves.
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17 January 2021, 01:04 | #103 |
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02 March 2021, 10:22 | #104 |
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what becomes of the DOUBLE DRAGON project ?
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04 March 2021, 13:47 | #105 |
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i think is dead, no news from 1st dec.
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14 March 2021, 23:43 | #106 |
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Most devs have other projects so sometimes one project gets put on hold to develop another project,it happens quite often.
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15 March 2021, 01:47 | #107 |
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I got information from the developer, the Double Dragon Amiga project is still alive, he's been very busy with his daily work lately.
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15 March 2021, 10:45 | #108 |
Banned
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26 March 2021, 21:12 | #109 |
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Update 26th March 2021
"PROJECT ON HOLD As with all passion projects real work can get in the way sometimes! But it’s not all bad I have been finishing music work on Tikipod’s Astro Aqua Kitty, which will be seeing a release soon on various platforms. It’s actually my main job running Hyperlite which has been taking up the majority of my time, as we have just partnered with Homa Games to produce mobile apps. So this is completely full on for the time being. Double Dragon work will resume when things settle down again, as I love working on it and can’t wait to get the time to do so." http://www.electriccafe.xyz/double-dragon Last edited by skyzoo73; 26 March 2021 at 23:36. |
26 March 2021, 21:58 | #110 |
Ex nihilo nihil
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26th of March (not 6th)
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03 April 2021, 00:50 | #111 |
Vodka monster.
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Hope ElectricCafe is doing okay. Been following your blog, and you have certainly started an incredible journey in porting a game from scratch. Looking forward to future updates once real life events are out the way.
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06 September 2021, 13:41 | #112 |
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is still on hold? no news from 5 months.
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06 September 2021, 14:21 | #113 |
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11 November 2021, 12:23 | #114 |
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PROJECT RESUMED - TESTING INTEGRATION WITH SCORPION ENGINE
Mark Day - 11 November 2021 After seeing many videos online, especially a recent Street Fighter 2 demo by Neeso Games (who are also working on a version of Jackal), it got me thinking that maybe we could speed up development by bringing our existing assets into the Scorpion Engine and do some tests. The Scoprion Engine is a fast and flexible game creation kit for Amiga, offering a modern Windows IDE for development. The editor is a fine piece of kit designed by Erik Hogan - it takes the hassle out of many graphic & tech related tasks and offers many clever speed optimisations. So I spent a weekend setting it up, including the tiled level 1, a player and some enemies. After some intial tests at 50fps it was clear that with Amiga 500 + expansion settings it wasn’t going to be able to support it without slow down. Luckily the Scorpion Engine has a 25fps option (this was the frame rate we were initially targetting anyway). Using this option the game runs solid and feels fanatsic, being able to support many characters on screen at once without any obvious signs of slow down. This is important as if a framerate is established from the start, your eye gets used to it and it feels good. Check the test footage… [ Show youtube player ] http://www.electriccafe.xyz/double-d...corpion-engine |
11 November 2021, 13:08 | #115 |
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Looks good
A question. Is it possible to compile both a 25 and 50fps version? I'm just thinking that would be great for people with faster Amiga. I guess standard A1200 would do 50fps without problem. |
11 November 2021, 14:13 | #116 |
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Great looking start and encouraging to hear that 25fps mode has confirmed an a500 version is possible, not tried this on my port yet either.
Hardcore coders tend to steer away from game engine builders, perhaps seen as digital toys? Id love to see what an experienced coder can get out of scorpion, if a near 1:1 version of Double Dragon is achieved then I think anything is possible. |
11 November 2021, 17:10 | #117 |
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scorpion has already proved that it could do marvels. 50 fps for DD maybe isn't doable with full asm/C and it looks great in 25 fps anyway
great to see that project alive again |
12 November 2021, 10:39 | #118 |
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ATTACKS / HITS
Mark Day - 12 November 2021 Further on from initial testing I’ve been able to add some attacks and hits, so it’s starting to feel more like a game. This is rather basic right now but it proves the code system works. I’ll do the enemy fall animation next, and then move onto some better enemy AI. The Scorpion Engine is proving to be very flexible, and I’ve set up a great work flow for feeding in animation frames from photoshop so that they are automatically aligned. [ Show youtube player ] |
12 November 2021, 10:55 | #119 |
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now we're talking. That looks just ... perfect
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12 November 2021, 19:01 | #120 |
J.M.D - Bedroom Musician
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I want to remind how that red car in the garage seem a citation of Road Avenger, as far as you know there was some link?
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