In Progress Fatal Fury - Legend of the Hungry Wolf

The project is currently under development.
Started putting in the Buster Wolf also
Can't wait to see it.
I completed his Buster Wolf but want to had his CA from STF6.
Here is a old vid of my take on Terry, before the guys assisted me with the spawnbind and making frames transparent so I fixed the crack shoot,power dunk and burn knuckle that look off in the video.
One thing I wanted to touch on was Poison's pain anim delay. If she had an attack the chance are she will interrupt your basic combo would be very high.
Try delaying a bit longer so you have enough time between attacks, just look a Dan's pain anim in the video for example.
You doing great, keep it up.
 
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I completed his Buster Wolf but want to had his CA from STF6.
The Rising Fang? It's one of the animations I am still going to get done... eventually.
And I know, there is gonna be that one person that's gonna say, but if this is based on Fatal Fury 1, why does he have moves from later games and such, my answer is, coz why not?

One thing I wanted to touch on was Poison's pain anim delay. If she had an attack the chance are she will interrupt your basic combo would be very high.
Try delaying a bit longer so you have enough time between attacks, just look a Dan's pain anim in the video for example.
You doing great, keep it up.
For now that Poison and most of the enemies are just punching bags, but yes, I have to adjust the timings, coz the other enemies that have attacks, knock me out of the super move if not timed right.

I still need to work on building a combo system as well. Have you posted a demo of your game yet? Would love to see how you did it.
 
I still need to work on building a combo system as well. Have you posted a demo of your game yet? Would love to see how you did it.
I have many builds but they not something I'm willing to release to the public just yet, but I'll reach out to you when I do have a demo worthy of putting out since we working with the same characters.
Combat systems can be a head ache.
I got something that is simple but allow crazy link ups like something out of STF 6, but I have to consider a ton of other things like special moves, i - frames and so on.
If you played Real bout 2, you could use that game as a reference for your combat system.
Otherwise ask away and I will tell you exactly how I did it based on what you need doing.
Just don't ask me about slams as of yet.
Air juggles aren't a must for beat em ups.
 
Just don't ask me about slams as of yet.
Air juggles aren't a must for beat em ups.
bruh... don't even get me started on slams. They never seem to come out right for me.
as for air juggles, Im not looking for Tekken level madness, just gonna keep it basic, KOF and FF arent really known to have that kinda juggles anyway.
for now Im just trying to get it to a point where moves link nicely into one another. so trying to get my head around the cancel command.
 
@Grit and @DatKofGuy

Slams are always going to be tedious. That’s just the nature of the beast. There’s no “easy button” for them, and there never will be. That doesn’t mean slams are complex. Just... repetitive. Fortunately, there is a mindset that makes things a whole lot easier: treat it like pro wrestling.

In pro wrestling, it’s not the attacker doing all the heavy lifting - it’s the target. That principle is exactly how OpenBOR and pretty much every engine and every video game ever made handles things under the hood, especially when it comes to slams.

Here’s the basic breakdown:
  • Every model includes a generic animation full of slam poses - upside-down, struggling, laying flat, and so on. These are standard and reusable.
  • When an attacker initiates a slam, it first identifies the target and stores it in a variable.
  • On the key frame of the slam animation, the attacker issues a bind command to the target - which is actually saying “move to this position relative to me, and play this animation frame.”
  • If the slam deals damage, the attacker doesn’t apply the damage directly. It tells the target, “Hey, hurt yourself now.”
  • When the slam finishes, the attacker tells the target to stop following, and in most cases to drop.
It’s really just a chain of commands from attacker to target. The attacker is like a choreographer - the target does all the dancing.

The scripts are already available, there's lots of help, and you can always ask for assistance.

HTH,
DC
 
The Rising Fang? It's one of the animations I am still going to get done... eventually.
Personally I don't like what they did with Terry in Garou back in the day but I'll put my personal opinion aside and just put in moves that make sense to me. Like you say, why not.
as for air juggles, Im not looking for Tekken level madness, just gonna keep it basic, KOF and FF arent really known to have that kinda juggles anyway.
I agree with you there, I'm not fond how juggle heavy that game is when they go out their way to have different forms of martial arts only to be overshadowed by how were you juggle the other player to death. If you look a beat em ups then juggles weren't a major thing.
In Real bout 2, they treat juggling like a follow up attack to a specific move which is the best way to approach combos.
Geese will take you off the ground and Kim will keep you in the air.
So I made it that the characters would play like they would in their respective games.
for now Im just trying to get it to a point where moves link nicely into one another. so trying to get my head around the cancel command.
Moves flowing into each other is the easy part,
Cancel 0 0 0 A freespecial10

The first 2 zero after cancel cover the start and end frames for the cancel to occur.

The third zero refer to the condition for the cancel to take place.
0 - the attack does not have to connect the enemy.
1 - it must connect.

The A is just the button that needs to be pressed to prompt the cancel.

Tip. Use the last sprite of the first attack as the starting sprite for the 2nd attack.

You could even have both attacks in one freespecial to see how they flow then just put them in their respective freespecials.

I'll drop an example when I have the time.
 
@Grit and @DatKofGuy

Slams are always going to be tedious. That’s just the nature of the beast. There’s no “easy button” for them, and there never will be. That doesn’t mean slams are complex. Just... repetitive. Fortunately, there is a mindset that makes things a whole lot easier: treat it like pro wrestling.

In pro wrestling, it’s not the attacker doing all the heavy lifting - it’s the target. That principle is exactly how OpenBOR and pretty much every engine and every video game ever made handles things under the hood, especially when it comes to slams.

Here’s the basic breakdown:
  • Every model includes a generic animation full of slam poses - upside-down, struggling, laying flat, and so on. These are standard and reusable.
  • When an attacker initiates a slam, it first identifies the target and stores it in a variable.
  • On the key frame of the slam animation, the attacker issues a bind command to the target - which is actually saying “move to this position relative to me, and play this animation frame.”
  • If the slam deals damage, the attacker doesn’t apply the damage directly. It tells the target, “Hey, hurt yourself now.”
  • When the slam finishes, the attacker tells the target to stop following, and in most cases to drop.
It’s really just a chain of commands from attacker to target. The attacker is like a choreographer - the target does all the dancing.

The scripts are already available, there's lots of help, and you can always ask for assistance.

HTH,
DC
Much appreciated @DCurrent
I decided to use slam like in vsgames where a button command is used, then to just walk into the enemy and grab them like in beat em ups.
I'll play around with both but I won't shy away from it.
It wouldn't make sense to exclude it what I'm working on.
 
I decided to use slam like in vsgames where a button command is used, then to just walk into the enemy and grab them like in beat em ups.

That's how my project works. Since my command scheme has a Light and Heavy, basic throws are Light + Heavy + Direction. With a touch of CVS where some regular throws might be more damaging or have other benefits but the attempt has less range or longer startup (If you aren't familiar, in CVS2, almost all Kick button throws cause 100-500 more damage but have an extra 2 frame start up and sometimes a smaller grab box).

1749225357772.png

I'll play around with both but I won't shy away from it.
It wouldn't make sense to exclude it what I'm working on.

Good to hear!. Only my opinion of course, but without fun and impactful slam moves, it's always a no sale for me.

DC
 
Good to hear!. Only my opinion of course, but without fun and impactful slam moves, it's always a no sale for me.
I only considered the command throw method because you mentioned it awhile back and I gave it a shot and liked it.

The standard method of "walk into an enemy" get in the way of the flow of combat I'm trying to create but command throws work well.

So thanks again, once I get some personal things out the way, I'll put a ton more effort into the project and reach out to the guys and help others where I can.

I don't know how I missed CVS back in the day.
So everything about it is new to me lol.
 
Cancel 0 0 0 A freespecial10
The first 2 zero after cancel cover the start and end frames for the cancel to occur.
The third zero refer to the condition for the cancel to take place.
0 - the attack does not have to connect the enemy.
1 - it must connect.
The A is just the button that needs to be pressed to prompt the cancel.
Tip. Use the last sprite of the first attack as the starting sprite for the 2nd attack.
You could even have both attacks in one freespecial to see how they flow then just put them in their respective freespecials.
@Grit Thanks for this explanation, it helped me to figure out another thing I wanted to do with one of his supers.

Started adding fx to supers, and its starting to look better I think. Need to still add the extra fx and sounds.
So added is the Buster Wolf, Stardust Ignition, and Power Geyser. Power Geyser has 3 levels, that will require inputs at specific frames, and I will eventually make it energy dependant like in the games.

@DCurrent thanks for the slam explanation. I kind of assumed that it would be that way.

And just like you guys, I also planned to do the command grab, since I come from a fighting game background, it made more sense than the walk into an opponent. Will just need to set up custom pain animations for some of the more elaborate throws some characters have. Guess I will need to make a list and keep track of it.
Now that I am working on supers and figuring things out, going back to setting up the basic attacks seem so boring lol.

I am trying to go the Street Fighter route with Terry to try and incorporate as much of his iconic moves as possible, but not just limiting them to freespecials. I got some ideas, once it's implemented I will refer for feedback.

Once I get Terry all done, I want to finish off one enemy completely so I can use it as the template for all other enemies, and then I will move onto the other players. I do also want to start working on the cutscenes, as the story is going to be one of the parts I really want to focus on.
 
Once I get Terry all done, I want to finish off one enemy completely so I can use it as the template for all other enemies, and then I will move onto the other players. I do also want to start working on the cutscenes, as the story is going to be one of the parts I really want to focus on.
This is the way, be sure to add fall anim for the slamstart / slamstart2
check out the data file of Fighter History Revenge.
It will help you a ton in all areas of character creation.
I'll upload over the weekend.
Show a few slams I put together.
Finally
 
This is the way, be sure to add fall anim for the slamstart / slamstart2
check out the data file of Fighter History Revenge.
It will help you a ton in all areas of character creation.
I'll upload over the weekend.
Show a few slams I put together.
Finally
Awesome, will be keeping an eye out for that.
 
Awesome, will be keeping an eye out for that.
I decided to start with Guy, most of what you see is done with cancel,follow1 and freespecials with fastattacks 1. Also got a slams but it will get better in time.
I'm yet to add special effects.
Let me know what you think.
 
I decided to start with Guy, most of what you see is done with cancel,follow1 and freespecials with fastattacks 1. Also got a slams but it will get better in time.
I'm yet to add special effects.
Let me know what you think.
Oh hell yeah. That's looking amazing. That air combo is giving shades of Guy in the Fight Forever mod. I've also started to link moves with cancels and follows, but I've kept mine grounded, since Fatal Fury was never an air combo game. I just gotta redo my pain anims, I dont feel like its having the desired force and impact when at attack is done.

You gotta walk me through how you did the front slam, I have been trying reverse engineer some slams from other mods, but the amount of extra scripts and commands some of them have daunting, and results have been not so great, but I'll hit you up in a DM to not derail the topic.
 
Oh hell yeah. That's looking amazing. That air combo is giving shades of Guy in the Fight Forever mod.
FFp probably my favourite Openbor project but Guy's supers are taken from the Alpha series.
I'm actually against a character having a ton of moves. I get annoyed seeing folk use the same combo string and ignore the rest.
So that got me thinking to add moves that the player will find useful.

I rather give the player 10 moves and they use them all and request more later then put in 100 moves and they only use 25.
I'm the type of player that will use the whole arsenal but as far as making a game go I have to find a balance and craft a experience other including myself would enjoy.
You gotta walk me through how you did the front slam, I have been trying reverse engineer some slams from other mods, but the amount of extra scripts and commands some of them have daunting, and results have been not so great, but I'll hit you up in a DM to not derail the topic.
Reverse engineer is the way, I had my ah - ha moment and now it makes a bit more sense.
As far as showing you go, I'll do you one better.
I've kept mine grounded, since Fatal Fury was never an air combo game. I just gotta redo my pain anims, I dont feel like its having the desired force and impact when at attack is done.
Fatal fury may not have air combos but follow up attacks are a thing.
I always prefered attacking an enemy out the sky than to air combo them.
Wait until you see what I do with Kim. He will play similar to his Real bout 2 variant, I'm going to replicate some moves from his sons in Garou and Hwoarang.
So each character won't play the same, some can air combo, others can't but can attack enemies on the ground.
It will be varied enough.
 
... Guy's supers are taken from the Alpha series.
I see, wasn't the biggest capcom gamer, when it came to the alpha series, 3 was the only one I really played, and then it was mostly, Zangief, Ken and Cody that I played.

I'm actually against a character having a ton of moves. I get annoyed seeing folk use the same combo string and ignore the rest.
So that got me thinking to add moves that the player will find useful.

I rather give the player 10 moves and they use them all and request more later then put in 100 moves and they only use 25.
I'm in too minds about that, but I get where you coming from. I have been toying around with the concept of random combos (still trying to figure out the code) but basically the follow animation would be random, so that you dont always see the same string, but of course would have to account for if the enemy has been launched, grabbed, on the ground etc. All of that is still in the planning stages, so hasnt really been implemented yet.

As far as showing you go, I'll do you one better.
This has me curious.

Fatal fury may not have air combos but follow up attacks are a thing.
I always prefered attacking an enemy out the sky than to air combo them.
That's like fighting game 101 lol, jump in attack then follow into a combo.

Wait until you see what I do with Kim. He will play similar to his Real bout 2 variant, I'm going to replicate some moves from his sons in Garou and Hwoarang.
So you going for crazier air juggles with him? I kinda did always see Kim as a character that could keep an opponent in the air with his moveset.

So each character won't play the same, some can air combo, others can't but can attack enemies on the ground.
It will be varied enough.
I'm trying to do something similar, so like Terry would be the all rounder, Andy would be the faster glass cannon and Joe would be like a tank.
And based on that, it influences their moveset and maneuverability.
 
So you going for crazier air juggles with him? I kinda did always see Kim as a character that could keep an opponent in the air with his moveset.
Hope you well, I been struggling with getting the fall anim right, since I'm playing the old game to see how they did it.
But as you can see the last combo is the follow up attack I been referring to, not really air juggle.
The last part of the Combo see Geese pick Tung off the ground.
I don't really want to juggle the enemy.
Either follow up attack out of the sky or off the ground, maybe even at an air combo.
I'm stripping Guy's moves down to what he did in the original then seeing what to add.
Outside of slams I don't want to flood players with moves but rather have to moves come together in cool ways.
This has me curious.
Inbox me when you have the time.
 
Trying to flesh out the city of South Town a bit more. Always found it weird, that Fatal Fury and Art of Fighting takes place in the same city, years apart, but AOF never gets referenced in FF, except for the dream fight with Ryo, in the one non-canon games.
So here is a look at the Sakazaki Dojo, run by Ryo.

Dojo.jpg
 
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