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  1. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    Ok, no more wondering ... For me the gap made by empty S key is just too high for convenient play.
  2. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    After I run version 3.8.3 I started to wonder ... does anyone really play this game using A as attack and D as jump? F is a knockout move. I am aware that remapping keys is easy operation, but I need to do this with each downloaded version. And for me between A and D keys is huge gap ...
  3. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    The second one from left side. My bet he is the best one.
  4. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    When You take it on desktop - in version 2.1 the timer worked ok. It counted down too fast but there was no issue with counting to 0.
  5. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    @danno Was You able to also fix timer in bay area? Timer stops in the middle, mostly about 70 ticks.
  6. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    Original arcade monitor had 4:3 aspect ratio and Haggar really looked like on the right ... But in Mame You can set 16:9 ratio for current monitors and then Haggar looks like on the left. It is much better and whole game looks much better in 16:9 than 4:3.
  7. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    Ok, i finally got to understand. And with more enemies it is impossible to do this. Especially for an average player as myself ...
  8. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    Wall Jump Elbow (30) + Series 1 (6) + Series 2 (6) + Series 3 (8) + Series 4 (8) + Knee 1 (8) + Knee 2 (14) + Throw (30) Still not follow this combination. Especially 2 knees before throw. Any YT clip to watch this?
  9. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    Andore "pile driver" or shaking move is very deadly for player in arcade. In SF89 and TLF they do not give so much damage. Also I am not very fan of immediately stand up Andore if player is quite close. In arcade it was solved with short invulnerability (excluding Andore Jr.). As I wrote...
  10. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    What are series 1, series 2 and next attacks? Scaling damage was known to me, but I have never experienced case when big enemy could be eliminated in one go.
  11. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    Static picture won't be enough, and I do not have software to record gameplay at this moment. I do not think OpenBor has builtin recorder. In words, the moment when grabbing is not working You can pass through enemy (Slash, Roxy, Fatman) but character doesn't catch enemy. The result is enemy...
  12. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    Fantastic. Can You also fix current grabbing system which doesn't allow to grab enemy quite often?
  13. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    Bay area got stuck after fight with assassins quite often. You can try to end game and load game. It makes you start from bay area. Doesn't guarantee that You will pass the level.
  14. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    Seems i overrated original at this point. Cody and Guy has almost no invulnerability after making back throw. Only Haggar has the second to perform next deadly moves.
  15. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    I think @machok tried to make this port as close to arcade as possible. I think original arcade is hard and quite good balanced (by hard i mean the hardest level which can be set with switches). The change that we can press enemies to one side of screen and beat them to the pulp (with good...
  16. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    Anyone can enlighten me what is the small green bar on the bottom of screen which feels with each beaten face?
  17. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    I still do not understand how stability is affected if for example some crate is more or less moved to other place, some barrel missing or enemies spawn trigger half meter after original trigger. But I understand that stopping game progressing further more often than in arcade is a result to...
  18. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    Is it related to what I had written earlier? The changes I have mentioned are going away from arcade, and Yes, @machok version was much arcade like even with additional moves, but was buggy here and there. Not sure how fixing animations or collision interactions could unfold toward changing...
  19. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    Thank You for fixes. Small insights about 3.8.2 - i played till reached metro. - no more sound going louder on the end of stages (hope it is finally fixed). - no more waiting on character reaction on the end of stage. Before we could wait long seconds until game decided to finish stage. - alt+f4...
  20. Rysiek

    In Progress Street Fighter 89 The Final Fight by Machok

    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?
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