River City Girls 2

River City Girls 2

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dafirus 4 Dec, 2024 @ 9:25am
Its possible?
Anyone needs worked a miracle to fixing this game! Please be so kind as to consider fixing Billy and Jimmy's looks?! They look like two autophile gorillas instead of two martial artists... notice Bruce Lee, Chuck Norris, Scott Adkins, Mark Dacascos, Jet Lee, Jack Chan... they look more like young Arnold Schwarzenegger...
I know that in SoR 4 there are many sprites redone and redesigned to make the game better... is that possible here too?
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Showing 1-13 of 13 comments
fuggles2k 4 Dec, 2024 @ 9:47am 
So rather than looking like the double dragons, you want them to look like the existing characters you can already play as?
Kishimoto-San sends his regards
KenjiN4 4 Dec, 2024 @ 11:34am 
Originally posted by Mad Dragon of Tatarstan:
Kishimoto-San sends his regards
The guy who can't even direct his own games as seen by DD4 and Kobayashi? Sure thing.
dafirus 4 Dec, 2024 @ 2:26pm 
Yoshihisa Kishimoto was practically the creator of the Beat'em up style that we love so much... he created this style with his games Kunio-Kun (River City), Renegade and Double Dragon. He has my respect and admiration for that. Thanks to his works, I have had hours and hours of fun to this day.

I really dislike the proportions and design of the Lee Brothers that WF created. They are ugly, stupid and disproportionate. Unlike the other RCG characters, it is really noticeable how they do not like each other and they did not even try to hide it.

It's a shame that the Secret Base guys who made DD Gaiden: Rise of the Dragons didn't make the game with these graphics and gameplay. They understood the universe, atmosphere and characters of DD perfectly. It would have been the best DD ever made. It really is a shame.
MongooseDave 4 Dec, 2024 @ 7:35pm 
Sorry you feel that way. I think the Lees look good.
fuggles2k 4 Dec, 2024 @ 11:54pm 
There is no set double dragon style, each game and each box art has a different style. This is based on neon, and fits very well within rcg.

I think you misunderstood the project. This is adding the dragons to an existing game not making a new dd game, such as the new one which has an art style criticized by an old designer. That's sometimes the problem with old designers, some just get stuck.
dafirus 5 Dec, 2024 @ 7:24am 
Guys... if you liked it, this post is not for you. I didn't ask for opinions, whether you think it's good or not. I asked for help from those who can change the game, as was done in SoR 4, to change their design. I can make the changes to their Sprites myself, but I need someone who can remove the SpriteSheet from the game and put back what they edited. Do you do that? No? Well, keep your opinions to yourself and if you're going to answer here, let it be to help.
KenjiN4 5 Dec, 2024 @ 7:35am 
Originally posted by dafirus:
Guys... if you liked it, this post is not for you. I didn't ask for opinions, whether you think it's good or not. I asked for help from those who can change the game, as was done in SoR 4, to change their design. I can make the changes to their Sprites myself, but I need someone who can remove the SpriteSheet from the game and put back what they edited. Do you do that? No? Well, keep your opinions to yourself and if you're going to answer here, let it be to help.
The post didn't really come off like that, hence why people got that impression from you. I for one actually thought you were asking the devs to change the designs altogether.
But answering your question, the way RCG2 renders its character graphics is much different than in the first game where it was actual images IIRC. Here the characters are kinda in a monochrome state due to palette changes that happens when you get a status ailment like poison or freeze (and now, the new colors for this update), making an asset flip much more difficult to do so.
You can however try tweaking/editing the character sprites on top of what's already there, so it wouldn't disrupt the palette programming, especially if you manage to implement some colors to work with. I'm not a modder, but I assume that at least editing the existing assets might be feasible considering how it got more complicated there.
Last edited by KenjiN4; 5 Dec, 2024 @ 7:37am
Devi 5 Dec, 2024 @ 2:07pm 
You're not going to be able to radically alter the proportions of the characters with just a sheet edit. The game has specific expectations of how characters are shaped.
Last edited by Devi; 5 Dec, 2024 @ 2:08pm
KenjiN4 5 Dec, 2024 @ 3:19pm 
Originally posted by Devi:
You're not going to be able to radically alter the proportions of the characters with just a sheet edit. The game has specific expectations of how characters are shaped.
Pretty much, even if you edit the graphics, you’d also need to edit the hurtboxes and other properties like the attack hitboxes to avoid discrepancies, which is something I don’t know if its possible
Thing is, they made the combat thinking about these designs, which are reminiscent of Neon, another one of their games. So it keeps a certain consistency at least on their own universe, considering DD isn’t known for its consistency
dafirus 5 Dec, 2024 @ 3:57pm 
Originally posted by Devi:
You're not going to be able to radically alter the proportions of the characters with just a sheet edit. The game has specific expectations of how characters are shaped.

I understand. The edit I intend to make is to remove some of the muscular excess in the thighs and torso, I would maintain their height and the range of the blows. It would already be much better.
Last edited by dafirus; 5 Dec, 2024 @ 3:59pm
Devi 6 Dec, 2024 @ 5:44am 
You would need to extract their sheets, extract their color palettes and then process their sheets using the palette information. The palettes are read starting from bottom left, to top and right. The alpha transparency of each pixel on the sheets correlates with a color on the palette with the lowest number used in an alpha channel above 0 representing the bottom most left color.

If Billy and Jimmy's sheets are like the other characters, there will be numbers skipped over. There may also be colors that aren't actually used. You'll have to tweak the processing until everything looks right.

You need to process however many sheets each character has as if it's all one image. Most character sheets approach 4k with one of their sheets in at least one dimension and most characters have two sheets. A frame of a single characters is roughly in the 64x64 range, although these two characters might be a little bigger. A rough estimate of frames would be 400-1000 per character.

You will be limited to use the amount of colors that is used by the sheets from the palettes and changing any color will replace every pixel that uses that color. A way around this would to be to decompile the individual shader of each character and rewrite it to use the entire, linear 256 slots of the 16x16 color palette file. This is a hard limit that surpassing would require modifications to the game's engine.

After you've completed your edits, you will need to reprocess the sheets to replace each color with an alpha channel value corresponding to the palette, insert the new sheets and insert new palette and new shader (if modified) into the game.

To answer your question, it is possible.
Last edited by Devi; 6 Dec, 2024 @ 5:49am
dafirus 6 Dec, 2024 @ 7:32am 
Originally posted by Devi:
You would need to extract their sheets, extract their color palettes and then process their sheets using the palette information. The palettes are read starting from bottom left, to top and right. The alpha transparency of each pixel on the sheets correlates with a color on the palette with the lowest number used in an alpha channel above 0 representing the bottom most left color.

If Billy and Jimmy's sheets are like the other characters, there will be numbers skipped over. There may also be colors that aren't actually used. You'll have to tweak the processing until everything looks right.

You need to process however many sheets each character has as if it's all one image. Most character sheets approach 4k with one of their sheets in at least one dimension and most characters have two sheets. A frame of a single characters is roughly in the 64x64 range, although these two characters might be a little bigger. A rough estimate of frames would be 400-1000 per character.

You will be limited to use the amount of colors that is used by the sheets from the palettes and changing any color will replace every pixel that uses that color. A way around this would to be to decompile the individual shader of each character and rewrite it to use the entire, linear 256 slots of the 16x16 color palette file. This is a hard limit that surpassing would require modifications to the game's engine.

After you've completed your edits, you will need to reprocess the sheets to replace each color with an alpha channel value corresponding to the palette, insert the new sheets and insert new palette and new shader (if modified) into the game.

To answer your question, it is possible.

Yeah
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