no, you can have others if you want to. For example, you can make an entity to bounce forever if you want.the engine bouncefactor options are only 1 and 2
@DCurrent
I upload the file nowhere else, only here
I choose "change resource type" and attach the file, did I upload in the wrong option?
I avoided posting updates because this version is just an improvement, there are not too many additionsNext time, use Post an update. It let's you keep track of your versions, log changes, etc.
I avoided posting updates because this version is just an improvement, there are not too many additions
I see, will choose an update post next time
Thank you for the report my friend, I just found out what the cause isI tried to make a full playthrough yesterday but for some reason unfortunately I was stuck in the Bay Area, maybe due to an enemy somewhere
Yeah I saw your full video, after 2 first fire trap actually there's a safe line thereand a few in the Industrial Area
Yes Final Fight arcade are my first love asked my dad to get me one for home and his face was like "seriously kid??"Even the enemies' behaviour resembles the classic, using the same movements to flank you, plus the hit-pause resembles the same collision feeling. I can see that you really have a good knowledge about the franchise.
I never knew about this, custfade do you mean about music?- make the custfade quicker in the levels.txt, the transition takes a long time between levels, a value of 70 may fit well
custfade {int}
{int} determines how long it takes for music to fade out.
Really sorry you already give me solution but the original attack chain timing are really hard to duplicate so I need more time for this- the random "double punch" can be a bad thing sometimes, it does two punches with a single button press (if I'm not wrong I already reported if before)
You mean like the player will stop running when the up direction is pressed?- the running attacks can be abused a lot, as you can see in my playthrough, at least for Cody I was able to escape from many dangerous situations easily. A rebalance may be a good thing to consider
It's exactly like this- there's a trick that can be abused by players, look at 18:20 (Sodom) or 49:08 (Rolento) in my video. In short, you can juggle any enemy forever using jumping attacks at the screen edge
Yes Actually, Rolento do have granade mode (weapons) when his health is low.- Rolento does not throw grenades during his jumps, if I'm not wrong in the original he does it at the end of his health
Yes I will include improved version of v2.1 (classic arcade mode) in the future release- if you like the idea, as a suggestion you could create a classic game mode with the same original mechanics (no juggle, running attacks, etc). As a Final Fight fan I would love to play in the classic style with all your expanded levels
I know this is like "easy mode" counter attacks but many casual players still find sf89 too difficult for them, so i think I need to keep it for now- the counter attacks when you are receiving damage can break the strategy sometimes, it's very easy to perform it accidentally
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Here's my playthrough, I hope it can be useful for you
I could swear that custfade only works with music, not the stage fade itself. At least, its what the documentation says.- make the custfade quicker in the levels.txt, the transition takes a long time between levels, a value of 70 may fit well
It's not an hitbox issue, I did design it that way with z depth 0Then there is hitbox issue that was mentioned by Mr.Q
yes I've added a lot but not all of them since I don't like some enemies fall looks weird when using -1Have you added the forcedirection-1 yet?
I never knew about this
@machok @O Ilusionista Some time ago I accidentally discovered when reading the source that the custfade also controls the level transition.I could swear that custfade only works with music, not the stage fade itself. At least, its what the documentation says.
Not exactly, I mean all the running attacks specially for Cody the front running attack (I saw that there's a down/up running attacks too). Look at my video how many times I abused it to avoid taking damage.You mean like the player will stop running when the up direction is pressed?
YeahIt's exactly like this
It makes sense, I held him in the infinite combo and he was not able to perform the grenade move. I said it because he made some wall jumps like in my video but now I understand that the health was not enough to trigger the grenade mode.Yes Actually, Rolento do have granade mode (weapons) when his health is low.
but the infinite combo will prevent it, it seems that this jump kick move also prevents it.
Just like damnd, he won't jump to the wall if the player does an infinite combo just like the arcade version.
In this case I suggest changing to another button, this way people can perform it with a clear intention of escaping from enemies.I am using this button so it's easy to perform, you have any other suggestion my friend?
I never tried to change it because I think it's good engine behaviour to avoid entities getting stuck. I need to look in the source to understand what happens when you are near the wall/edges in order to create a way to prevent it.*btw Kratus I really wanted players can grab enemies in screenedge and near wall, is the script is complicated to make?
oh wow, so I have to update the manuals about it. Really thanks for the infoSome time ago I accidentally discovered when reading the source that the custfade also controls the level transition.
If I am not mistaken, when you put Z as 0, the engine revert to the default value. As it does with a lot of stuff, like "agreession 0".It's not an hitbox issue, I did design it that way with z depth 0
Yeah, on that case, I won't use forcedirection -1.yes I've added a lot but not all of them since I don't like some enemies fall looks weird when using -1
this one for example, I want enemy fall stay like this
custfade {int}
{int} determines how long it takes for music to fade out. Also, also controls the level transition fade time.