Fight Forever

In Progress Fight Forever 2025-07-07

No permission to download
The project is currently under development.
I understand people's complaints and know the game was built around the developer's vision for combos (and that we still have the original to play), but that might not sit well with every player.
Long combos are always a double-edged sword.
I see you're point. However they posted in his thread, so I want to help them play this game at a higher level.

They still can play this game with the basic combos. Though there are other projects out there that are better suited for that.
 
I see you're point. However they posted in his thread, so I want to help them play this game at a higher level.
Yes, I get it; I’m not saying you’re wrong—far from it. I’m just explaining that I understand the perspective of those who feel the enemies have too much health.
And yes, I also think this might not be the best game for someone who dislikes having to pull off long combos—and I’m not making any value judgment about the game itself here.
It’s just that while it clicks with some people, it might not with others. And that’s perfectly fine.
 
I feel like in Fight forever the hp of enemies is in the golden spot. They are not too weak, so you can actually try to do cool combo stuff without them dying before your combo is finished, yet not so beefy, and you can actually just play with basic stuff and no juggles and it will still be fine.
It feels way better than in Ultimate DD or Legend of DD, where some enemies had too much hp and didn't die after you throw multiple killer instinct ultimate combos their way %)
 
Recently I uploaded a long video file showing current dev progress of stages and all Bonus Stages:

Hey buddy, some feedback I would like to share.
I caught a bit of the stream that day (the part between the Abigail fight and the subsequent levels), and it’s definitely great work. You can tell that you and the team poured your hearts into it.

I’m going to focus on things that could be improved rather than matters of personal taste—for instance, the combo system isn't really my cup of tea, though I know there are people who enjoy it.

The new sprites look really good, and Ay did an amazing job with the levels—I especially loved this one, as it brings a new (literal) angle to an old stage.

1789400084856.png

However, a few stages bother me a bit—specifically the bonus stages (which are based on very interesting ideas).

- In this stage (and others), the flying debris pieces are always the same—same quantity, same direction—which feels out of sync with the quality of the rest of the game. I think you could make them more random: vary the type of piece, the direction, and the quantity (and sometimes, not release any pieces at all).

I have some code that might help you; it makes the pieces fly in random directions along the X and Y axes, making everything feel more organic. I use this constantly in my own games, especially in the PDC bonus stages (like the forklift one).

1789400549369.png

The code:
C-like:
void randomJump (int vx, int vy)
{
    // Douglas Baldan / O Ilusionista
    // version 1.0 - 23/07/13
    // makes the entity execute a jump into a random direction
      void vSelf = getlocalvar("self"); // Gets the caller
      int Xr = rand()%vx+0.5;    // Random X vel, between the chosen velocity
      int Yr = 2+rand()%vy;    // Random Y vel + 1, to ensure a vertical jump, between the chosen velocity
      //int Zr = rand()%2;
      if (Yr <0){            // If the Y is negative,
        Yr = Yr*-1;            // Make it positive
      }
      changeentityproperty(vSelf, "velocity", Xr, NULL(), Yr+1); // Change entity velocity
}

if you want a versiton with 3 directions:
C-like:
void randomJumpZ (int vx, int vy, int vz)
{
    // Douglas Baldan / O Ilusionista
    // version 1.0 - 23/07/13
    // makes the entity execute a jump into a random direction
      void vSelf = getlocalvar("self"); // Gets the caller
      int Xr = rand()%vx+0.5;    // Random X vel, between the chosen velocity
      int Yr = 2+rand()%vy;    // Random Y vel + 2, to ensure a vertical jump, between the chosen velocity
      int Zr = rand()%vz;    // Random Z vel, between the chosen velocity
     if (Yr <0){            // If the Y is negative,
        Yr = Yr*-1;            // Make it positive
      }
      changeentityproperty(vSelf, "velocity", Xr, Zr, Yr+1); // Change entity velocity
}

Given the size of the characters here, I think it would make more sense to change the size of the barrels—since they are smaller in the original game, if you compare the images:


1789401142765.png1789401176416.png
This happens because the barrel asset you're using was ripped directly from the ROM, which uses the standard CPS2 resolution (384×224 pixels); however, the graphics were horizontally compressed to fit a 4:3 aspect ratio—which is why all the SF2 graphics look overly wide.

It’s easy to see if you compare the width of the barrel relative to the character in the arcade version (the character fits inside the barrel) versus your game (practically two characters fit inside it):
1789401346270.png

This is another stage that, in addition to the issue with the fragments I mentioned earlier, has a lighting problem: the sky is quite overcast, which reduces the amount of light hitting the ground. This would make the shadows much less distinct—in the game, the shadows would be more transparent than they currently are, resulting in a softer look.
1789401436099.png

The issue with the pieces happens in this bonus round too (which, by the way, I love). You can clearly see the coins flying in the same direction and emerging from exactly the same spot.

1789401836086.png

Keep the good work!
 
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