Canceled Fatal Fury Chronicles

Project is halted prior to completion and will not receive further updates.

DCurrent

Site Owner, OpenBOR Project Leader
Staff member
This is one of my older projects that I bounce around to now and again. I took a break from engine coding to play around with it, and I'm on the hair's edge of getting a release.

Anyway, here's a super, super, short clip showing Terry's Power Wave in action (no audio effects for it yet). I was testing it with a basemap. My goal is to make it stop and expire if it hits a wall, or reaches any sort of edge (i.e. if you throw it toward a pit or the top of a building, it should terminate at the edge without falling off). But I also wanted it to climb ramps.

Not a whole lot honestly, but keeping it stable in all possible terrain situations turned out to be a bunch of catch-22 logistical nightmares. Got it going though and I'm happy with the results. On to the next thing. :)


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Very nice fire balls running up slopes makes sense for ground projectiles. You literally went to the drawing board on this one I can see you must get angry some times as it looks like you have hit that white board with a hammer lol.

I am learning how making external objects behave correctly is a nightmare lucky for me there are a lot of DD mods floating about to help me.
 
ah this is what you were talking about? Pretty cool.
Its makes total sense. I've made something like this on my game too, so the projectile will destroy itself on edges.
 
Crack Shoooe!  ;D

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Wonderful effect, congratulations :) Are you taking a part of the sprite as a accessory and make a trail on it?
 
kimono said:
Wonderful effect, congratulations :)

Thank you!

Are you taking a part of the sprite as a accessory and make a trail on it?

No, I took the motion trail from Capcom vs. SNK series Terry, and then redrew and recolored it by hand it for my own use. CVS particle effects are granulated perfectly for transparency, so they make a good base. But they still need some work for my purposes. The Crack Shoot motion trail in CVS is a generic grey and red crescent that isn't matched to Terry's body at all. Watch closely, and you'll notice it overlays parts of his sprite that it shouldn't, and at the end of the move goes well beyond Terry's own leg motion.

CVS Series Rip:
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Fatal Fury Chronicles:
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Anyway, at run-time the motion trail is spawned and bound to Terry by frame. The color table for the motion trail sprites is the exactly same as Terry's. So that means I can get Terry's current color table pointer, and force the motion trail entity to use it. The advantage to this technique over matching map indexes is that the motion trail only has one palette - it doesn't need to use memory on any alternates, and I never have to bother with it again. If Terry gets more alternates in the future, the motion trail works with them.

DC

 

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OK, this is very clever; maybe you can post a video to see this effect while the character moves :)
 
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Excellent work!

Watching power wave moving on the ramp I would like to ask you if this method also could be used to correct an issue when entities are fallen on a ramp and part of their bodies seems floating off the ground.
I was thinking how to solve it maybe using an animation function that takes the  ∆x value and height (a) some pixels ahead of the entity's position along the ramp, calculating the angle by arctangent of a/∆x then applying this angle on rotation drawmethod for the fallen entity and correcting its inclination.
Could it work fine or it should be done in a more simple and better way?
 
Birnbaum that sounds like a fine method to me. I don't know how good the rotation itself will look. Anyone who has done any image work can tell you odd angles of rotation tend to produce messy results, but couldn't hurt to give a shot.

DC
 
Good work with transpa indeed.
I really hope to see this in some mods in the future.

I like concepts!!
I even prefer when people can use this in actual mods!
 
I've been working on this project as a little break from OpenBOR coding, and made quite a bit of progress lately. Got several of my old script systems reworked OOP style, including sound control and grappling.

Latest update was a ton of work, even with Photoshop automation, but I think turned out really nice. The bolt on Ray's shirt is now fully textured. Aside from just looking a whole lot better than a flat color accessory IMO, it also means I can have palettes that remove the bolt entirely. I'd already done that anyway when it was a flat color, but if you looked close the missing bolt outline was pretty obvious. No problems like that now. :)

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Anyway, back to it...

DC

 

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Ooh, Mr. Hoshi is making a guest star appearance? This is fascinating! Even Golden Axe the Hackjob and World Heroes Timeless’s guests seemed limited to characters from the same company, so does this mean we could get characters like the Capcom Heroic Fantasy protagonists in the latter? Although, I do like how his style fits in with the game.
 
Nice work I look forward to seeing the gameplay as the golden axe mod you made blew my mind especially the throws.
 
O Ilusionista said:
Nice work on the smart pal. I am just not a fan of CVS ryu there, because he clashes a lot :(

I second Ilu on this. :-[
Again, the project is still appealing.
 
O Ilusionista said:
Nice work on the smart pal. I am just not a fan of CVS ryu there, because he clashes a lot :(

Thanks for the feedback guys! I'm aware of the clash and agree in principal, but in this particular project some clashing is inevitable. Not just Ryu. I'm sourcing what I personally feel is the most appealing and overall best matching version of a given character. Examples:

  • Terry is from Real Bout series. KOF Terry is just horrid ugly, grainy and limited. At first glance CVS Terry would be a good choice and I almost went that way, but much as I love the CVS art style, CVS Terry is weirdly proportioned and missing too many animations I need. Plus, a little clash I can live with - but he wouldn't match with Andy in the slightest.
  • Andy is from KOF 99 - 2001. In general I hate KOF art, but Andy is the exception. His KOF sprites from 98 to 2001have a TON of animations and look pretty good - much better than past or future iterations. I would like to use the Real Bout sprites, but SNK really, REALLY went lazy on Andy in that series. He's just missing way too many animations to be of any use in this project.
  • Joe is from Real Bout. Same deal as Terry. The CVS art of him looks weird. KOF is ugly and doesn't have all the animations I need.

As for the enemies, bosses, and guest fighters, it's just a matter of walking a line between what I like best and what is the best match. Like for Ryu - I put him in as a favor for a RL friend (there may be some other odd guests for similar reasons). No doubt SF Turbo or even SF Alpha would match better, but the CVS version is just far superior to either of them (IMO) in art quality and animation. Just my opinion of course. :)

DC
 
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