In Progress Street Fighter Initial Impact

The project is currently under development.
After thinking about @NED's suggestions for the portraits, they are great ideas. There's one got me thinking of adding a new (picture) frame over a portrait which would be cool to see. I don't know which one to choose.
-try to remove them.
-Or make thicker white borders
Some character portraits I have don't have borders at all. Don't mind the white parts around Yang 'cause it's just a temporary concept which I will change. I know that needs to be edited.

My Mod - 0917.png

I can add a frame on the portraits. This is just a concept for now.

My Mod - 0917 with frames.png

I made something that had been bothering me to fill in the unused symbols with characters' faces for the whole time, since no one attempted to bother it. It was something I discussed earlier. I was working on the bottom fonts for the symbols of commands in the continue screen. Plus, I gave some advising quotes like the Japanese version of SF2 had after the player loses a match. However, there are some stuffs left to fix on the font side. As of now, I'm satisfied with the result, despite some fonts being places in two blank spaces in between instead of none.

My Mod - 0958.png

My Mod - 0955.png

My Mod - 0959.png

Video will be up later.

Yes. In the continue screen, there will be animation that will make the player get up to continue after pressing start.
 
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Both are ok, just be sure to have the same color for everybody and avoir the white antialiasing thing is you go for a black BG.
About the purple frame, why not but it's a bit too different of the SF2 classic style.
You decide :)
 
Just made this pushback corner stable, I guess.
Looking good. If I may add something, in fighting games the slide back after hit happens after the hit pause (on the target), not together with the hit.
Sometimes, the slide is a bit too big, both in normal attacks and on the corner push - mainly, the crouched upper.

And one last note: I feel there is a missin friction here, as the characters looks to slide on the same velocity during all the move, where it should gradually the reduced.
OpenBOR doesn't have a native friction, but fighting engines like mugen/ikemen does, where the crouch fritction is even greater than the standing one.

other than that, looks cool
 
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Looking good. If I may add something, in fighting games the slide back after hit happens after the hit pause (on the target), not together with the hit.
Sometimes, the slide is a bit too big, both in normal attacks and on the corner push - mainly, the crouched upper.

And one last note: I feel there is a missin friction here, as the characters looks to slide on the same velocity during all the move, where it should gradually the reduced.
OpenBOR doesn't have a native friction, but fighting engines like mugen/ikemen does, where the crouch fritction is even greater than the standing one.

other than that, looks cool
I had the exact same feeling.
We know where we come from... ^^

also, perhaps getting a wait to avoid getting so close from opponent. (depending on the size of characters.)
In this exemple, I fee like Ryu and Ken can get a little too close from each others.


But Excellent progress!!
I like where the project goes!
 
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