Fight Forever

In Progress Fight Forever 2025-07-07

No permission to download
The project is currently under development.
Well, Zero Cody might make it in Season two, for now. He really needs a proper resizing from his Arcade version, as the GBA FFOne is lacking so many moves, but stay tuned :)
If you want, i can make full custom snes/gba sprite sheets for Zero Cody and send you.
 
Just announced Cammy & Guile 2in1 team for the game. With this, only one more character is remaining and he will be announced when the game is released, hopefully soon, mid 2026.

All of Fight forever combos are very sweet and awesome!!! Keep this awesome work guys!!
 
Just announced Cammy & Guile 2in1 team for the game. With this, only one more character is remaining and he will be announced when the game is released, hopefully soon, mid 2026.

I ABSOLUTELY love this duo.
I was expecting a bit more diversity and craziness in Cammy's "normal" based attacks and combos, Guile looks better in this aspect to me here.
But again the result is very good.
This mod is still very promising!
 
I'm certainly tired, or this is language barrier, I don't get the joke ^^;
and I don't get the link with the screenshot either ^^;

Sorry, the screenshot was an accidental copy + paste. I've removed it.

As for the joke, I was poking a little fun, while also trying to remind members to stop saying "mod". Especially when talking about a project built from the ground up. It might be using existing IP and assets, but this is not a "mod" by any stretch of the imagination. By definition, we don't even allow real mods here (i.e. ROM hacks) due to legal issues.

It might sound like I am being pedantic, but just like people conflating OpenBOR with "emulator", that misuse of terms causes us support headaches and hurts the general perception of OpenBOR as a platform to build on.

We don't make mods here. We build games.

DC
 
Sorry, the screenshot was an accidental copy + paste. I've removed it.

As for the joke, I was poking a little fun, while also trying to remind members to stop saying "mod". Especially when talking about a project built from the ground up. It might be using existing IP and assets, but this is not a "mod" by any stretch of the imagination. By definition, we don't even allow real mods here (i.e. ROM hacks) due to legal issues.

It might sound like I am being pedantic, but just like people conflating OpenBOR with "emulator", that misuse of terms causes us support headaches and hurts the general perception of OpenBOR as a platform to build on.

We don't make mods here. We build games.

DC
Actually. I usually use the term game when talking about such Openbor projects out of this forum ^^
But I remember I used to call it games or full games in the past, like 6-7 years ago and people here told me they are Openbor mods and not actual games.

But sure games makes more sense, particularly considering how advanced is the engine now and that really a little of the original Bor game is present in all these projects :)
Also the complexity and quality of most recent/ongoing projects makes the "game" word very fitting.

Thanks for the precisions, DC, I understand the fun part now :D
 
people here told me they are Openbor mods

Whoever told you that is the perfect example of why I don't like the use of "mod". It's misinformation propagating.

Mind you, I was guilty of it too, but I was using it as an abbreviation of "module", meaning the data you pack up to make a game, not "modification" like a hack job. To avoid any misconceptions these days I think it's best to just call them games or even applications, since the game doesn't even have to be a game. You could build, I don't know, a calculator if you wanted to. :P

DC
 
OK, here's a test of Z-Cody for FFp.
I don't know if there's issue in his details.
 

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Hmmm
Was easy for you to make it look that way in size? Did you touch it a little bit after resizing?

Lemme know if I can pm you about it.
 
Can this updated version achieve the same number of characters on the same screen as the original arcade version? I can't wait to unleash a finishing move on a sea of enemies and defeat them. Even beating the enemies in Ninja Savior or SNES SAILOR MOON would be thrilling
 
Currently, I am adjusting stages enemies groups to be spawned in quantity according to the number of players on a session, so expect more goons on the screen if a 2 or 3 players run is going at specific sections of the game.

Even beating the enemies in Ninja Savior or SNES SAILOR MOON would be thrilling

I don't think I'm adding any Sailor Moon content to the game at all, sorry about that.

I'm taking my time to add some cosmetics to the game in the meantime I work on the last playable character for Season 1. I added the FFight 1 mode Metro City progression map. Thanks to @O Ilusionista tutorial for animated scenes for stage intros, I added a short one that makes all characters to have their own way to enter the map (I still need a tutorial on how to do the same for stage outros within a stage tho, you know, like when they enter an elevator at certain coord, etc).


The map is heavily inspired by one of my fave games of all time, Bionic Commando, and its PS3/X360 remake.

Using the same method I will code the game ending, I mean, who really wants to see Jessica being saved over and over again? I'll do something else, do not expect the game to be heavily cutscenes based between stages and at the end, you will still see something cool as a reward, for sure.

Also, big thanks to @KalashniCola for the new unexpected assets for Seasons 2 and 3, a God send for sure, hopefully you can stay around as much as you can, just don't spoil the secrets lol.
 
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Do you mean additional cosmetics for characters (aside from alt colors) or something else?

I mean stages intros, like in old SNK games, or CVS1, and also aditional animated stuff, more background layers, animated npc's, etc.
All characters currently have 1 og color + 10 alternate ones.

The game will only have 2 modes besides Training mode, and I am saving the other mode for the game release, probably the mode most people will be playing, after all, that's why the game is called Fight Forever and not Final Fight plus alpha hyper super duper extra ultimate.
 
I mean stages intros, like in old SNK games, or CVS1, and also aditional animated stuff, more background layers, animated npc's, etc.
All characters currently have 1 og color + 10 alternate ones.

The game will only have 2 modes besides Training mode, and I am saving the other mode for the game release, probably the mode most people will be playing, after all, that's why the game is called Fight Forever and not Final Fight plus alpha hyper super duper extra ultimate.
Bro, animating those intro stories is exactly what the OpenBoR scene needs. It ties the whole universe together and adds so much flavor. It takes the presentation to a whole new level, making it feel like a legit, commercial-grade release from back in the day instead of just another fan game. Absolute cinema.
 
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