Ok first really sorry for my limited english I still don't understand
what am I assuming is, you want guy position to be exactly like pic 3 rather than pic 2?
*don't mind axl's attackbox I forgot to turn it off![]()
ohh just change enemy to bit closer when grabbed, it should be easy fix. I need to test them first and see if it look goodActually the idea is not to replace these poition, but more like adding 2 more positions to make the rotathion more smooth.
initially it was more like.
1-Guy facing right (enemy is far)
2-Guy facing viewer (enemy in front of Guy)
3-Guy facing left (enemy is far)
My suggestion would be adding the green ones
1-Guy facing right (enemy is far)
2-Guy facing right (enemy is a bit closer)
3-Guy facing viewer (enemy in front of Guy)
4-Guy facing left (enemy is a bit closer)
5-Guy facing left (enemy is far)
Hope it helps. ^^
Thanks mate, yeah seems the juggling system need to balance a bit. The plan is every stages including the original will be compatible with new mechanics and of course the classic arcade will be available separatelytalking about many special moves juggling enemies... it depends. It's true thats up to the player to choose how to play the game, but when the game has some difficulty, you are indirectly forcing the player to have to do those fighting games chain combos.
with all the extra content, you can do a different mode with the new stages that don't fill with the FF1 surroundings (like the ninja house).
keep the good work!

Maintain the candamage but put the script below in the weapon entity and call it through the ondoattackscript event.how to make knife hitwall effect with obstacle?
candamage on, they will break. candamage off they're just passing through
ondoattackscript data/scripts/ondoattack.c
void main()
{
//WORKS FOR ATTACKER ONLY
if(!getlocalvar("which")){
void self = getlocalvar("self");
void other = getlocalvar("other");
void eType = getentityproperty(other, "type");
if(eType == openborconstant("TYPE_OBSTACLE")){ //DETECTS IF THE WEAPON ENTITY IS HITTING AN OBSTACLE
changeopenborvariant("lasthitc", 0); //DISABLE THE COLLISION
damageentity(self, self, 1, 1, openborconstant("ATK_NORMAL")); //KILL THE WEAPON ENTITY
}
}
}
name KnifeT #THROWNED
type none
subtype weapon
nolife 1
lifespan 4
offscreenkill 50
remove 1
jugglepoints 99
gfxshadow 1 1
noatflash 1
flash NoFlash
didhitscript data/scripts/didhit/default.c
ondoattackscript data/scripts/ondoattack/airget.c
onspawnscript data/scripts/onspawn/weapons.c
onfallscript data/scripts/onfall/weapons.c
animationscript data/scripts/animation/default.c
script data/scripts/updateentity/weapons.c
anim idle
attackone 1
fastattack 1
jugglecost 4
forcedirection -1
otg 1
hitflash BloodHit
loop 0
delay 1
offset 25 27
bbox 16 21 19 11
@cmd hitfx "data/sounds/sor3_hit8.wav"
attack 16 25 19 3 8 1 0 0 10 12
frame data/chars/weapons/knife07.png
@cmd sound "data/sounds/sorx_attack.wav"
frame data/chars/weapons/knife07.png
anim follow1
attackone 1
fastattack 1
jugglecost 4
forcedirection -1
otg 1
hitflash BloodHit
loop 0
delay 1
offset 25 27
@cmd hitfx "data/sounds/sor3_hit8.wav"
attack 24 17 3 19 8 0 0 0 10 12
frame data/chars/weapons/knife01.png
delay 24
@cmd sound "data/sounds/sorx_attack.wav"
frame data/chars/weapons/knife01.png
@cmd suicide
frame data/chars/weapons/knife01.png
anim follow2 #BREAK WEAPON
landframe 9
loop 1 1 9
delay 2
offset 25 27
@cmd sound "data/sounds/sor3_hit14.wav"
frame data/chars/weapons/knife07.png
@cmd sound "data/sounds/sorx_attack.wav"
frame data/chars/weapons/knife07.png
frame data/chars/weapons/knife06.png
frame data/chars/weapons/knife05.png
frame data/chars/weapons/knife04.png
frame data/chars/weapons/knife03.png
frame data/chars/weapons/knife02.png
frame data/chars/weapons/knife01.png
frame data/chars/weapons/knife00.png
delay 24
@cmd stop
frame data/chars/weapons/knife08.png
@cmd suicide
frame data/chars/weapons/knife08.png
anim fall #THROW WEAPON
landframe 9
loop 1 1 9
delay 2
offset 25 27
@cmd sound "data/sounds/sor3_hit14.wav"
frame data/chars/weapons/knife07.png
@cmd sound "data/sounds/sorx_attack.wav"
frame data/chars/weapons/knife07.png
frame data/chars/weapons/knife06.png
frame data/chars/weapons/knife05.png
frame data/chars/weapons/knife04.png
frame data/chars/weapons/knife03.png
frame data/chars/weapons/knife02.png
frame data/chars/weapons/knife01.png
frame data/chars/weapons/knife00.png
frame data/chars/weapons/knife08.png
Wow this is incredibleIn case you want some new animation for Cody, take a look at this one by DOA687.
![]()
Final Fight New Animation - Cody somersault kick by DOA687 on DeviantArt
www.deviantart.com
ohh just change enemy to bit closer when grabbed, it should be easy fix. I need to test them first and see if it look good
Thanks mate, yeah seems the juggling system need to balance a bit. The plan is every stages including the original will be compatible with new mechanics and of course the classic arcade will be available separately
Back to work on Cody
I fixed some animations for Cody and this is one of them, since the old version feels less accurate
Left = old, not that oldRight = new fix
This animation is one of the most difficult so there are still unbalanced partsI spend hours for this but I like the new one
View attachment 4708
Maintain the candamage but put the script below in the weapon entity and call it through the ondoattackscript event.
In case you want some new animation for Cody, take a look at this one by DOA687.
![]()
Final Fight New Animation - Cody somersault kick by DOA687 on DeviantArt
www.deviantart.com

I'm proud of you and you progress... again.
Because the process is really smart and the result is satisfying!
Looks way better!
Also DOA687 is definitely smooth in his work.
It's beautifully working thank you so much
although my knife offset is still bad, I'm still using @jiam FFX assets so it seems not match with mine maybe I should make it myself another time
saw it on twitter months ago, yeah I already opened the file in photoshop there's lot of frames for this anim
I've thought about using it, but I'm more interested in @Yotatouch cody idle2 pose (sfV version)
View attachment 4712
Thanks NED since you already know the processbut yeah I am quite satisfied with the result
![]()
you're right! rather than idle2 Victory posses actually a great idea
Agreed. I added a different idle when enemies are close, like in Violent Storm.The pose is a great idea. One of the things beat em' ups tend to overlook is characterization. An easy one is just adding victory poses after you thrash a boss.
DC
I'm really enjoying it, but his bones seem too long to me, like his femur. It gives the impression that the legs are huge.
Who he think he is, sailor moon?I'm really enjoying it, but his bones seem too long to me, like his femur. It gives the impression that the legs are huge.
@machok maybe make the knife pickable even after it ricochet?
Who he think he is, sailor moon?
@machok maybe a small animated gif to see it in action would be better to appreciate it