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Jumat, 20 Maret 2015

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Bruce Lee Call Of The Dragon 73 MB Full Version








System Requirements

  • OS: Windows XP, 7, 8, Vista
  • CPU: 1.0Ghz
  • Video Memory: 32 MB
  • RAM: 128 MB 
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    USER DOCUMENTATION



    Game Storyline


    Main Characters
    Shui Long, main game protagonist
    Jun Long, Jun Tao School founder (Shui’s great grand father)
    Dar Long, current school leader (Shui’s Uncle)
    Jin Long, former school leader (Shui’s father, recently deceased)

    Story Premise
    The Jun Tao School of Martial Arts is a renowned school founded by Grandmaster Jun Long. He combined the philosophical and spiritual aspects of Buddhism and Taoism and started a martial system based on its principles. Upon Grandmaster Jun’s passing the school was handed down to his son; Jin Long. Master Jin long and his brother; Dar Long have been the school’s leaders ever since. Their inability to see eye-to-eye resulted in much conflict over the direction the school should take. Jin being the main successor only increased his brother’s envy. Upon Jin’s untimely death the school is poised to fall into the hands of Shui Long, the son of Jin Long; a young fighting prodigy who embodies the teachings of his grandfather. Shui is set to take control on his 21st birthday but unfortunate events occur on the eve of his succession. Members of a known International Crime sect intrude on and overrun the school kidnapping Shui’s uncle. Shui is left with few clues but he now embarks on his journey as he answers the Call of the Dragon.

    Running the Game


    To run the game double click on the MNU.exe file located in the program’s root directory, this should invoke the game menu. There are a few options you can select from the menu screen, these include:

    ·         Music Test; click to scroll through and listen to the various tracks featured in the game.

    ·         Bloom Filter; toggle the bloom filter effect on and off (Note: switch it off to increase performance in-game).

    ·         Cheat Mode; enable cheat commands to be entered into the console. Some of these commands include unarmed, nunchuk, pole, sticks, ying, yang, energy, life, continue, clear, rain and snow.

    ·         Developer Mode; enables all the developer debug commands. You can cycle through these commands by hitting the up and down keys while the console window is open. Pressing the enter key executes the chosen command (Note: only available upon completing the game).

    ·         Realistic SFX; toggle between fantasy-like special effects and blood effects (Note: switch it on to increase performance in-game).

    ·         Timer Active; activates and deactivates the in-game timer. With the timer on you have 15 minutes to complete each level and 5 minutes to defeat each boss.

    The HUD


    The Heads-Up display comprises of the following components:

    ·         Energy Silhouette; located at the top left side of the screen, it shows how much energy you have.

    ·         Life Value; located below the energy silhouette, each full silhouette is worth one life value.

    ·         Continue Value; located underneath the head portrait, each continue is worth 3 life values.

    ·         Darts; total number of darts you currently carry, used darts cannot be picked; darts that miss their targets can be picked.

    ·         Button Combo Display; top located at the top of the screen, displays the buttons you press.

    ·         Dragon Sphere; displays your yin (white) and yang (black). When each one is full they turn gold, when they are both full the dragon glows with a bright gold colour.

    ·         Game Points; located at the bottom left of the screen, shows how many points you have accumulated so far.

    ·         Game Timer; located at the bottom right of the screen if activated, shows how much time you have left to complete the stage.


    Button Configuration


    There are an overwhelming number of moves that can be executed in Call of the Dragon, as such the move list below can also be found in-game and toggled off and on simply by hitting the F2 and F3 keys. All moves are listed below just for reference.

    Key Mappings
    Keyboard
    Gamepad/Joystick
    Function
    up
    up
    jump up
    down
    down
    duck down
    left
    left
    move left
    right
    right
    move right
    a
    fire a
    mid block
    s
    fire b
    punch/use weapon
    d
    fire c
    kick
    space
    fire d
    activate dragon effects
    f1
    -
    pause game/toggle console
    f2/f3
    -
    toggle move list

    Basic Moves
    Key Combinations
    Move Name
    down + down
    pickup
    back + back
    turn around
    fwd + fwd + s
    throw dart
    fwd + fwd
    run
    run (+ d/up/down)
    running moves

    Basic Kick Attacks
    Key Combinations
    Move Name
    d + d + d
    kick combo
    back + d (+ d)
    back kick
    down + d
    leg sweep
    fwd + d (+ d)
    front kick
    up (+ back/fwd) + d
    jump kick

    Basic Punch Attacks
    Key Combinations
    Move Name
    s + s + s
    punch combo
    back + s (+ s)
    back elbow
    down + s
    groin punch
    fwd + s (+ s)
    front punch

    Grabs
    Key Combinations
    Move Name
    grab
    walk into dazed opponent
    grab + s
    grab punch
    grab + d
    grab knee
    grab + back + s
    grab back punch
    grab + back + d
    grab back kick
    grab + a
    grab throw

    Special Moves
    Key Combinations
    Move Name
    back + fwd + d
    back to front kick
    back + fwd + s
    back to front punch
    back + down + d
    leg trap
    fwd + fwd + d
    dash kick
    fwd + down + s
    jumping elbow
    fwd + back + d
    front to back kick
    fwd + down + d
    1-2 jump kick
    down + down + d
    double leg sweep
    down + down + s
    double groin hit
    down + fwd + d
    double front kick
    down + fwd + s
    1-2 punch
    down + back + s
    double back fist
    down + back + d
    double back kick
    jump + down
    stomp
    back + down + d
    leg trap

    Blocks, Evades & Fakes
    Key Combinations
    Move Name
    a
    mid block
    up + a
    up block
    down + a
    down block
    a + back
    back dash
    a + back + back
    back hand spring
    a + fwd
    mid fake

    Intercepts & Counters
    Key Combinations
    Move Name
    d (after foot grab)
    leg flip kick
    d (after throw grab)
    throw escape kick
    s (after back grab)
    head butt
    d (after back grab)
    double kick
    a (after back grab)
    reverse throw
    a + s
    intercept punch
    a + d
    intercept kick/low fake

    Notes on Combat


    Directional Blocking
    Directional blocking is a new mechanic introduced into Call of the Dragon. The enemies first think up a move (represented by a sequence of arrows above their heads) before they execute it. This gives you time to note the sequence as well as the direction they point to prepare yourself for a block. Up arrows are high attacks so require high blocks and vice versa.

    Note: Blocks increase your Yin metre, once full and activated using the space key you will have a temporary period of invincibility.

                              

    Intercepts, Fakes & Evades
    Intercepts are used to reverse the flow of combat. For example when an enemy is on an aggressive offensive mode and you take a defensive mode it can be difficult to get out of such a situation without taking damage. Intercept moves allow you intercept an on-coming attack, break through it and attack the enemy without having to block their attack first. The move list has the necessary details to perform an intercept.

    Fakes are neutral moves that force the enemy to block in a specific direction opening them up completely in all other directions. These moves give you a clear and free shot provided your next attack is targeted at a chink in their armour. The foot fake can be followed up by a quick front kick by simply hitting the d button as the fake takes place.

    There are several moves that allow you evade from heated situations, such moves include the back dash and back hand spring. These moves also serve as blocks to ensure the enemies cannot harm you. While performing a back hand spring should you hit the d button before Shui’s hands hit the ground you can perform a pop flip also known as a Chinese getup.

    Weapons
    Shui can only pick specific weapons on the ground, these include the sticks, poles, Nunchuk’s and darts. Once you pick the weapons you can use them in combat for as long as their lifespan permits. The darts can be thrown at an enemy forcing them to drop their weapon. The double groin hit can also be used to force an enemy to drop their weapon. Once enemies die they leave their weapons behind.

    Slow Motion Combo Linking
    Some of the special moves are executed in slow motion at random occurrences. While a move is performed in slow motion you can switch from one special move to another by simply entering the button combination for the new move before the old one is completed. This technique can be used to string several special moves together to gain more hits and more points.

    Note: Special moves increase your Yang metre, once full and activated using the space key you will have a temporary period of boosted power levels. During this time enemies will be unable to block any of your attacks.

    The Dragon Effect
    When both your yin and yang metres are full and the dragon glows gold you can hit the space key to activate the dragon effect. Once activated time slows down for your enemies while you remain at normal speed allowing you dish out devastating combos.

    The Editor


    To run the editor, navigate to the editor directory and double click the editor.exe file, this should invoke the editor program. The editor can be used to edit the current game levels or even create your own levels from scratch and run them.


    The Main Menu
    The main menu consists of 7 main segments shown below and a set of grid control segments.


    ·         Stage menu, allows you to create a new stage, load an existing stage, save the current stage and exit the editor. A stage is the sum total of objects and entities you have organised into the scene, i.e. the background, actors, weapon, props and fight zones.

    ·         Board menu, allows you to load an existing board or delete the current board. A board is another name for the background.

    ·         Actor menu, allows you to add a new actor (all human-like characters) to the scene or remove an existing actor from the scene.

    ·         Camera menu, allows you to toggle between a fixed camera system and a free camera system so you can control the camera with the mouse. Press the escape key, the enter key or the spacebar to return to the normal fixed camera system.

    ·         Body menu, allows you to add a new rigid body to the scene or remove an existing rigid body from the scene. The rigid bodies are the interactive objects featured in the game.

    ·         Zone menu, allows you add a new fight zone to the scene or remove an existing fight zone from the scene. The fight zone represents the area in which a fight takes place.

    ·         Weapon menu, allows you add a new weapon to the scene or remove an existing weapon from the scene. The weapons are the objects that both the protagonist and antagonist(s) can pick up and use to fight.

    ·         Grid menu, allows you toggle the visibility of the right-hand-side grid. Toggling it on fixes the camera and allows you use the controls, toggling it off lets you control the camera by shifting the mouse to the screen borders or using the mouse wheel to zoom.

    The Grid
    The grid is a set of controls located on the right-hand-side of the screen. It can be activated or deactivated using the grid menu and once activated you will be able to use the controls to manipulate stages.

    Entity Information
    This table displays all the position, orientation and size attributes of the selected entity. The table is updated in realtime as you manipulate these entities giving you quick and easy feedback.

    Entity Names

    This table displays the name of the file you’re dealing with as well as the name of the selected entity. The game recognises the stages by their number from 1 to 7 so it would be best to maintain the naming convention. The value within the file name box is used while executing the load and save stage commands. You can alter the names by simply clicking on the box, using the keyboard to input a new name and hitting the enter key.

    Entity Dynamics

    This table is used to manipulate the entities and reset their dynamics. Click on one of the option buttons to focus manipulation on the particular dynamic and click the nearby command button to reset the dynamic. To manipulate the entities use the W, A, S, D, Q and E buttons. W and S are used for Z axis manipulation, A and D are used for X axis manipulation and Q and E are used for Y axis manipulation.

    Entity Attributes

    This table is used for altering actor entity attributes. The control works via a sliding mechanism, in order to use it you must click on the box and while holding the mouse button 1 down slide the mouse to the left or right. The cloth attribute changes the actor’s outfit, the weapon attribute changes the actor’s weapon, the pose attribute changes the actors starting pose and the life attribute changes the amount of life the actor starts with.

    Entity Types

    This table is used to modify the type properties of each entity. Actor entities have 4 types; the interior actor (6 max, they start in the fight zone), the exterior actor (10 max, they start outside the fight zone), the interior boss actor (3 max, they start in the fight zone) and the exterior boss actor (3 max, they start outside the fight zone). Zone entities have 2 types; the normal fight zone and the boss fight zone. Body entities have several types which determine their appearance, i.e. tables, chairs etc. Weapon entities have several types which determine their appearance, i.e. sticks, bats etc. The weather type determines the type of weather, i.e. clear, snowing or raining.

    Entity Selection

    This table is used to restrict the selection of entities on the screen. There are 4 main types of selectable entities including; fight zones, actors, rigid bodies and weapons and to select them you must first select the appropriate option button.

    Entity Properties

    This table is used to toggle the wireframe property of the entire board and all other entities. Clicking the board wire check box will ensure the board is rendered in wireframe mode. Clicking the entity wire check box will ensure all other entities are rendered in wireframe mode.

    Entity Values

    This table is used to modify the increment value used when manipulation the position, orientation and scale of the entities. To change these values click on the box, type in the new value and then hit the enter key.

    Creating a Stage
    To create a stage you must use the steps shown below, reiterate the steps to refine and ultimately complete your stage. First ensure you’re working with a new stage and that the screen is clear of all entities.

    ·         Insert a file name 1 to 7 to and click the load board menu to load up the respective board.
    ·         Add the fight zones ensuring that the last fight zone is a boss fight zone (zone type 1).
    ·         Setup your actors for each fight zone, including their clothes, types, weapons and poses.
    ·         Setup your rigid bodies and weapons.
    ·         Save your stage and exit the application (Note: names 1 to 7 are reserved for the stages used by the game)

    Contact Information


    I hope you enjoy the Call of the Dragon experience and should you have any comments or queries please forward them to either me or my associate:

    ·         Dienye Boham, hexgear@yahoo.co.uk
    ·         Jezrun Bowman, neubin@aol.com

    More information about Call of the Dragon can be found on our website at:


    Thank You.

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