Street fighter 89

In Progress Street Fighter 89 The Final Fight by Machok v3.8.3

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The project is currently under development.
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?

guy grabdown_.png

*don't mind axl's attackbox I forgot to turn it off 🤭
 
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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 🤭

No problem with english.
Mine is not very good either.

Actually 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. ^^
 
is there a new demo to try?

talking 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!
 
Actually 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. ^^
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

talking 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!
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 old 🤭 Right = new fix

This animation is one of the most difficult so there are still unbalanced parts 😭 I spend hours for this but I like the new one :)

ruffianK.jpg


process.jpg
 
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how to make knife hitwall effect with obstacle?
candamage on, they will break. candamage off they're just passing through
Maintain the candamage but put the script below in the weapon entity and call it through the ondoattackscript event.

Code:
ondoattackscript    data/scripts/ondoattack.c

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
        }
    }
}

Here's my knife entity in case you want to take a look.
C:
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

 
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 old 🤭 Right = new fix

This animation is one of the most difficult so there are still unbalanced parts 😭 I spend hours for this but I like the new one :)

View attachment 4708



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.
 
Maintain the candamage but put the script below in the weapon entity and call it through the ondoattackscript event.

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

In case you want some new animation for Cody, take a look at this one by DOA687.


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)

Dh1jvJtXkAAKct4.jpg large.jpg

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.

Thanks NED since you already know the process 😭 but yeah I am quite satisfied with the result 🤗
 
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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 process 😭 but yeah I am quite satisfied with the result 🤗

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
 
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
Agreed. I added a different idle when enemies are close, like in Violent Storm.

@machok maybe make the knife pickable even after it ricochet?
 
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.

I've tried to fix it (the left leg, between the thigh and knee joint) but still failed 😅 Cody jeans gradation is quite difficult to draw I will try again later
 
Added 1up bonus
will be added in several stages but the location is hidden
what I planned is like this:
- if 1up matches the character being used (cody get 1up_cody Icon) = 1up + invisible in 10 seconds
- Jessica = 2up?

 
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