Street fighter 89

In Progress Street Fighter 89 The Final Fight by Machok v3.8.1

No permission to download
The project is currently under development.
They are already there just not implemented properly, I'll do Haggar but unsure about Maki, I'll cross that bridge when I come to it, when I said new characters I mean Ryu, Sonic, Pac-Man, Sub Zero, Mike Tyson etc
I added Haggar to my version of 3.7 . I also fixed the lifebar solid bar cycles. Tonight I'm doing some more work on my version. I'll be happy to see what version all you guys come up with :D please upload or send me a copy and I'll do the same with mine :)
 
Haggar had some issues in 2.1 version. Did You modified him, or he is the same as in 2.1?
Can You share with Your build?
I think the idea is to wait for the author to come back while @danno works on it.
Sharing many different versions would turn this amazing project in "Night Slashers X", which 689769869123123 versions avaiable.

And right after that, a Mucho Mejor version with 87987987123123 characters, from 4454345 games, in very different styles, sizes, etc.
 
I think the idea is to wait for the author to come back while @danno works on it.
Sharing many different versions would turn this amazing project in "Night Slashers X", which 689769869123123 versions avaiable.

And right after that, a Mucho Mejor version with 87987987123123 characters, from 4454345 games, in very different styles, sizes, etc.

I'm actually a bit worried about @machok at this point. Apparently he didn't just vanish from here, but from all his other online venues too.

DC
 
I've had a closer look at the files today and it seems somewhere along the way the versions have been swapped out as I've already fixed previous bugs that are still present, things like attack box, bbox, spawn placements, I looped all the music etc I got the file size down to 95 mb


But in the current version all the stability is gone and the file size has ballooned back up again to nearly 200 mb, If I recall I remember @machok having Hrad drive issues so maybe he had to restart again, looks like I'll have to restart again too and re-fix what I've already done.
 
I stress tested the first stage to find all the "bugs" It's mostly just incorrect spawning, you can run right through to the end of the stages and fight all the enemy's at the last bit, this is a design flaw and what is causing a lot of the stages to not progress as you can see @1:16, dust bins were trapping enemies and I then had to figure out where they were offscreen, thankfully the knives helped me to locate them offscreen.

The bboxs and hit boxes are way off at in some animations too which makes the game feel janky @2:54 I have to walk up to hit obstacles below me which makes no sense.
I also fixed the music loop by re-editing it AGAIN, hahaha and fixed the music fade at the end of the stages @Rysiek and made the stages end quicker.


I'm away for the weekend but I'll post more updates next week, I will fix all the collisions between all entities, ALL OF THEM!!!

b9f0.gif

I'll have to change the pacing of some levels due to the spawning issues too but overall it shouldn't feel that different, The issues can be game breaking so they definitely need fixing.
 
Here's an example of the new pacing, the level runs smoother and faster like the original arcade. I fixed the camera too

One thing I read was he was hoping to fix some of the music. Like he was planning to use the superior Sega CD tracks for Edi E but had not got around to it yet.

Is that something you feel comfortable with including?

I noticed he had already completed use of Sega CD tracks for some of the levels.
 
I think the idea is to wait for the author to come back while @danno works on it.
Sharing many different versions would turn this amazing project in "Night Slashers X", which 689769869123123 versions avaiable.

And right after that, a Mucho Mejor version with 87987987123123 characters, from 4454345 games, in very different styles, sizes, etc.
Don't forget the same happened to FF Super Gold Plus, which sadly led to the birth of "OOPS, NO MORE DUMPLINGS 😝".

In all seriousness, it's a pity that machok isn't around. The foundations are looking solid for this. And Ilusionista is right - one of the things of which I learned the hard way. Let alone when it's a situation which I went through - trying to learn to drive a car by starting with a Lamborghini or a Ferrari.
 
Stage 2 "bug" is if you jump over the first enemy and skip his trigger the stage locks progression again and unfortunately throwing a projectile doesn't work this time.


it's fixed now and I re-did music and all other spawn issues.


Thanks for taking the time to fix the game.
I tried to help as much as I can with Maki edited spriteset because the project looked very promising.
And I was kind of sad it became in hiatus and some bugs appeared.
Hopefully it can become stable again.
You guys make an incredible work.
 
I spent all day doing this and you can hardly tell the difference :ROFLMAO:


I've re-done the stage intros to make them smother and less choppy


You can absolutely tell, and it's night + day to me. I don't know what they actually are, but the first looks like it was done with a .gif animation and instantly makes a bad impression. The second is smooth as warm butter.

Well done @danno!

DC
 
Back
Top Bottom