Complete Female Fight Gold openbor playthrough link

Project is completed.
I wondered whether anyone has any opinions about this. The playable character's co-ordinates aren't perfect but I think I did an okay job with the enemies.

 
Yes, well I won't be making any more characters or games or playthroughs for the internet (although I'll still make them as a hobby). I'm going to be returning to my comic books (these are on flickr) and my stories (for sale on amazon).
 
Yes, well I won't be making any more characters or games or playthroughs for the internet
oh that was your work? I thought it was a random edit on youtube.
Sorry man, I didn't wanted to be rude with you, but I didn't liked it at all.
I see several points which should be fixed before making a full game. Like many sprites are misaligned...

here are two examples:
Captura de tela 2024-04-01 144031.png
(she is totally misaligned - her shadow is where the cape is, not where her body is)

1711993250416.png
(see how there is a space between her feet and the shadow, like she is floating)

If I can give you an advice, try focussing on making a template for your playable characters and one for your enemies.
Just after you made them to reach a certain level you continue and make the others.

Because if you don't have a solid fundation to build upon, every other character you add in the game will inherit the same mistakes from the base one.
 
I don't know why the enemies look like they're floating. I made sure I copied the co-ordinates from the games the sprites came from (that one who looks like Vice with Angel's head is from King of Fighters Plus). I think it must be something to do with the shadows. The original enemy sprites in Final Fight Boss were smaller. With regards to characters straight from mugen, I couldn't work out how to use the programs to change them, and Fighters Factory Studio doesn't show co-ordinates. I was wondering if there's any way to find out the co-ordinates from the mugen folders.
 
Regarding the second shadow problem, I found Final Rage Chaos also has the same problem. Maybe it's something to do with the fact the replacement sprites are bigger. I don't know whether you've ever seen a version of Final Rage Chaos with KOF-sized playable characters including Mai Shiranui, Bloodrayne and Jean Pierre but they look like they're moving just above the ground.
 
I don't know why the enemies look like they're floating.
Because their offset are wrong.
I made sure I copied the co-ordinates from the games the sprites came from
That could be the root of the problem: coordinates aren't universal, they are based on the image size.

Take a look at those images - they look to be the same but, in fact, they aren't, as the axis will be placed in a different position:

This is a trimmed version of the image (something we suggest you to not do):
36KqHjd.png

80x90px so the axis, represented by the pink dot, is set at "offset 42 90".

This is the original image I use:
yvNr6ar.png

A 200x200px image. The pink dot looks to be set at the same place (between his legs and at the base of his feet) but this dot is place on a different location: "offset 100 145"
And why this happens? Because the offset counts from the top left corner of the image and this value is different for each image size.
This is why we advice to always use the same image size for all the sprites, so you can use the same offset (and can use the same bbox in many cases) for the images.

Ps: Maybe you might be wondering "if the image is 80px, why isn't its axis 40px instead of 42px, since the axis should be in the center of the image, that is, half the width value - the which would be 40px?"

This happens because the axis is placed in the center of the body, not in the center of the image itself - and the right arm (of the artist, that is, of the person viewing the image) is further from the body than the left. Even though, in the real world, this works differently, the subject would enter into a discussion about physics that would not divert us from the focus.

This is why the axis is placed where there is the pink point (center of the body) instead of where the blue point is (which would be the center of mass).
3BLneyD.png


and Fighters Factory Studio doesn't show co-ordinates. I was wondering if there's any way to find out the co-ordinates from the mugen folders.
Yes, it does - it was even one of my suggestions to CMT :)
gCqa2I7.png


However, you must pay attention to one thing: In Mugen, we usually cut out all the empty space in the image, because the engine reads the image exactly the way it is inserted in the SFF (the file that contains the images) - the engine does not reads images directly from folders, like OpenBOR.

So these values will only work if you use the image in the same size as you see in the Mugen characters, however, as said above, we don't recommend doing this - I have some characters like that in the PDC, which were made when I started, and every time I have to change something about them it makes me bitterly regret having done it, lol.

There is a way to export all images of a character already aligned,
L1liAzw.png


but the tool will use all SFF images to calculate this value - so if you have images that have very different sizes, like this one
r1XexNB.png


The final image you will have will take this entire width into account, which is not practical.
 
I changed the shadow graphics and used the ones in Rhythm of Destruction 2 instead and problem solved. The shadow sprites in Final Fight Boss and a few other Final Fight edits don't seem to have been properly cropped. There is a space on the sprite above the shadow, hence the characters looking like they're floating.
 
I changed the shadow graphics and used the ones in Rhythm of Destruction 2 instead and problem solved. The shadow sprites in Final Fight Boss and a few other Final Fight edits don't seem to have been properly cropped. There is a space on the sprite above the shadow, hence the characters looking like they're floating.
And can you please stop putting annoying sounds on playable characters. They sounded like the show from the 1980s: Spitting Image.
 
Can't wait to play this one with Headphones, huh.

There are so many things to fix here that It's difficult to tell you where to start. I would say try to get your own sfx's for stuff and not ripping from mugen files or other games, try ripping them yourself from emulators or getting them from the Sound Resource website.

Try understanding what Ilu is telling you about offset coords then move into delay values in your animations.
 
There is a space on the sprite above the shadow, hence the characters looking like they're floating.
That is not the reason they look that they are floating, but a wrong offset.

Take a look at this image: I have empty space bellow the character
tISBjLY.png


but the shadows are placed perfectly...
p4BMR7F.png


... because the axis was set right
an4cscg.png


I agree with @Mr.Q! : first, you have to fix your characters' offsets - and that includes aligning the animations, like walking.
Then you take care of the delay of the animations. And after the rest.

But you have to do this on one character, test everything and only then apply it to the rest.

What we are trying to explain to you is that it is a very common mistake to do it the way you did: go around making different enemies and levels, while the basics are not ready.

Focus on the basic things first. You don't race in F1 without at least knowing how to drive a car :)

The more you grow the game without fixing the basics, the more difficult it becomes and the more time it takes. Until you get to the point where you have to throw everything away and start from scratch (which is often less work than tidying things up).

It's worth remembering: We're not trying to demotivate you, it's just the opposite. And we're not even thinking we're more than you, we're just sharing our opinions based on our experiences.
 
Because their offset are wrong.

That could be the root of the problem: coordinates aren't universal, they are based on the image size.

Take a look at those images - they look to be the same but, in fact, they aren't, as the axis will be placed in a different position:

This is a trimmed version of the image (something we suggest you to not do):
36KqHjd.png

80x90px so the axis, represented by the pink dot, is set at "offset 42 90".

This is the original image I use:
yvNr6ar.png

A 200x200px image. The pink dot looks to be set at the same place (between his legs and at the base of his feet) but this dot is place on a different location: "offset 100 145"
And why this happens? Because the offset counts from the top left corner of the image and this value is different for each image size.
This is why we advice to always use the same image size for all the sprites, so you can use the same offset (and can use the same bbox in many cases) for the images.

Ps: Maybe you might be wondering "if the image is 80px, why isn't its axis 40px instead of 42px, since the axis should be in the center of the image, that is, half the width value - the which would be 40px?"

This happens because the axis is placed in the center of the body, not in the center of the image itself - and the right arm (of the artist, that is, of the person viewing the image) is further from the body than the left. Even though, in the real world, this works differently, the subject would enter into a discussion about physics that would not divert us from the focus.

This is why the axis is placed where there is the pink point (center of the body) instead of where the blue point is (which would be the center of mass).
3BLneyD.png



Yes, it does - it was even one of my suggestions to CMT :)
gCqa2I7.png


However, you must pay attention to one thing: In Mugen, we usually cut out all the empty space in the image, because the engine reads the image exactly the way it is inserted in the SFF (the file that contains the images) - the engine does not reads images directly from folders, like OpenBOR.

So these values will only work if you use the image in the same size as you see in the Mugen characters, however, as said above, we don't recommend doing this - I have some characters like that in the PDC, which were made when I started, and every time I have to change something about them it makes me bitterly regret having done it, lol.

There is a way to export all images of a character already aligned,
L1liAzw.png


but the tool will use all SFF images to calculate this value - so if you have images that have very different sizes, like this one
r1XexNB.png


The final image you will have will take this entire width into account, which is not practical.

Can this be added to the obor wiki?
 
I can't work out how to get the co-ordinates for sprites. I really am no good with these kinds of things. I think I'm going to stick with just playthroughs of games already made with playable characters adapted from other openbor games. My Sodom (adapted from a Final Fight edit) went down quite well. Thanks for the help anyway. If anyone knows of an openbor game where King of Fighters characters like Angel or characters from mugen are playable I'd be very grateful. Regards.
 
think I'm going to stick with just playthroughs of games already made with playable characters adapted from other openbor games.

Are you retiring again?

I'm not sure if you understand but it's highly disrespectful wasting people's time and effort giving you advice they've spent years cultivating, either that or you don't care enough to even try and again wasting people's time and effort.

Friendly warning if you ask for people's advice or opinions on something and you don't actually practice said advice or take in other people's opinions I'm gonna treat you as if you're trolling the community.
 
I can't work out how to get the co-ordinates for sprites. I really am no good with these kinds of things. I think I'm going to stick with just playthroughs of games already made with playable characters adapted from other openbor games. My Sodom (adapted from a Final Fight edit) went down quite well. Thanks for the help anyway. If anyone knows of an openbor game where King of Fighters characters like Angel or characters from mugen are playable I'd be very grateful. Regards.
What program do you use to edit characters and levels? Are you using only just NotePad without a visual editor like ChronoCrash Modders Tool? Do you read the OpenBOR manual or no? You only copy files of character images and texts through your game (like Mugen)? I don't wanna sound rude to you, but you have to find something way easier for you to design the very basics especially offsets (coordinates). (Offset only has 2 parameters: X for left-right straight, Y for up-down straight)

I suggest you download and try ChronoCrash Modders Tool because you can do anything visually easy for your game projects to work on. Not only is it beneficial for your work, but also for your presentation. If you listen to what O Iusionista and some others say about what needs to be fixed or so, it will better for you to start improving your skill little by little until you get used to it. Just do one small thing at a time, but slowly. Please don't think about rushing it for your playthroughs and such. Take your time to build it so you can do better playthroughs later.

Encouragement is NOT discouragement at all. Please do not think we are discouraging you for this. We're here to help you to get to the correct path.

What makes you not want to do coordinates? Are you scared of having a crash? If yes, please don't fear because it's just a very small thing. If you get an error which crashes the game, go to Logs folder and open Openborlog.txt to check what causes it. If you find it, it will mean you made a mistake on your input, but please, PLEASE don't think you're punished for doing it wrong. We're all here to learn and help each other with our works.

Here's one Q&A regarding any error found in OpenBOR.
Q: I found an error in OpenBoR.

  • Report bugs at the OpenBoR Sourceforge site to allow to track them easier. openbor (==Select Tracker[=*=]Bugs==)
  • Use the system in the following manner:
    • 9 - Highest = System Crash / Fatal bug
    • 5 - Medium = Something is just not working correctly and effects the engine in a strange way.
    • 1 - Lowest = cosmetics, small things.
  • Lastly, Always upload a log file and enter each bug with your username and website (borgeneration/senileteam) and a where/how to be contacted if I don't know you personally.

No copy-pasta on the codes and images together. You can easily edit the texts but please read the OpenBOR manual carefully.

I can show you one video of what using offset is like later.
 
I can't work out how to get the co-ordinates for sprites. I really am no good with these kinds of things. I think I'm going to stick with just playthroughs of games already made with playable characters adapted from other openbor games. My Sodom (adapted from a Final Fight edit) went down quite well. Thanks for the help anyway. If anyone knows of an openbor game where King of Fighters characters like Angel or characters from mugen are playable I'd be very grateful. Regards.
ChronoCrash Modders Tool helps. Even Your Sodom sounds like a hairy fella?
 
I have tried working out how to change the sprites on FFS. In fact I spent most of the morning on it. And every time I try to download Modders Tool or anything else I am told I don't have permission to download it.
 
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