Fight Forever

In Progress Fight Forever D1

No permission to download
The project is currently under development.
OMG the movelist ! <3 <3 <3
Guy's taunt is a bit stiff. Perhaps this "come on" gesture can be a bit fixed.
Select screen update is great. So... We will see characters from this particular game.
Muscle bomber/Slam Masters
 
This is very impressive content you're releasing so far Mr. Q! And judging by the character shadowed in black in the select screen, it seems that Slam Masters characters are soon going to be thrown into the mix. Keep up the good work my friend! 😊👍
 
D*mn! I love all the stages references.
+1 for using SF3.2 Ken and it's funky tune instead of the "common for everybody" SF3.3 ones...
The button system is pretty similar to my own game project. Beside one of my button is consacred to my "advanced" OTG system.

I can't wait to see more. Particularly seeing how diverse are your customs for Maki...<3

Only one thing makes me hesitant. Is the command "BACK, FORWARD + Attack" working perfectly every try ?

Please keep it up and show your progress! I rarely have been so hyped for an Openbor game.
Sigh.... I really makes me want to take some time to go back to my own mod. ^^;
 
D*mn! I love all the stages references.
+1 for using SF3.2 Ken and it's funky tune instead of the "common for everybody" SF3.3 ones...
The button system is pretty similar to my own game project. Beside one of my button is consacred to my "advanced" OTG system.

I can't wait to see more. Particularly seeing how diverse are your customs for Maki...<3

Only one thing makes me hesitant. Is the command "BACK, FORWARD + Attack" working perfectly every try ?

Please keep it up and show your progress! I rarely have been so hyped for an Openbor game.
Sigh.... I really makes me want to take some time to go back to my own mod. ^^;
Back, forward + attack? You mean Back, Forward + Special button? I renamed the Special button in this game as Megacrash, as Capcom has been doing in its latest Final Fight ports on new gen consoles, and yes it works pretty fine.

Thank you for your words :)
 
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lee-chaoan-tekken.gif


Which training skin is that after M. Bison's stage?
 
Back, forward + attack? You mean Back, Forward + Special button? I renamed the Special button in this game as Megacrash, as Capcom has been doing in its latest Final Fight ports on new gen consoles, and yes it works pretty fine.

Thank you for your words :)
Yes, special button.
Glad to know it works perfectly!
I know inputs with back can be a problem. This is the reason why I'm stuck in old versions of Openbor (All the inputs with back in my game works only 50% of time or less)
 
stage morph looks pretty cool, if you want to have shadows under chars then use panels , sprites ,bglayers and fglayers cant display shadows on them.
changelayerproperty("panel", 0, "enabled", 0);
changelayerproperty("panel", 0, "enabled", 1);
But its a minor cosmetic thing
IMO some clown enemies from batman on first video in this topic need palette change, their colors are chosen to match the mood of batman game and they look undersaturated with ff /sf graphics id brighten them up and add contrast
 
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stage morph looks pretty cool, if you want to have shadows under chars then use panels , sprites ,bglayers and fglayers cant display shadows on them.
changelayerproperty("panel", 0, "enabled", 0);
changelayerproperty("panel", 0, "enabled", 1);
But its a minor cosmetic thing
IMO some clown enemies from batman on first video in this topic need palette change, their colors are chosen to match the mood of batman game and they look undersaturated with ff /sf graphics id brighten them up and add contrast
Thanks man! will try the shadows code asap, where do I put those lines? I don't know scripting at all :LOL:
The Batman returns clown was used for testing purposes only, he is not in the game anymore.
 
Q im not sure how you did the stage morph but if you dont have shadows i suspect its made with bglayers/fglayers or sprites, but you can totally use panels and swap /animate them with one entity to do the same effect.
I know not having shadows doesnt bother every dev, but it bothered me when i made some fake stages and effects with bglayers.
 
I'm still testing, but for the moment, I'm absolutely pleased by the game feeling and the amount of moves, combos etc...
With Magggas's WHSJ, this is one of the few games that makes me not feeling "bored" with the amount of combo, specials, throws and other moves.

The gameplay feeling and button layout is very very similar to what I have in my own project. I love it.
I regret the fact Guy have some fireball moves with 360°. Not a big problem but is feels a bit unnatural for me for such move.
Thanks for the coffee option in training mode ! This is soooo welcome! Great idea!

I only tested Guy for now, I'll switch to Haggar... (I like both fast characters and grapplers ! perfect demo for me :D )
I'll update my post later... or make another feedback :)

EDIT :

Ok, Some more feedback...
Haggar's gameplay is even more pleasing... Gamaplay-wise This is the best thing I ever played in Openbor beside of my own project (for my tastes)
Perhaps some of his super moves are not that easy to do. I cannot do "Violent Frenzy" (I have not tried so long.. but seems hard to land)
Also, perhaps some problem due to Openbor script, but when you invert a 360 motion, the character flips horizontally and will try the move in the wrong side.
(I'm not sure this can be fixed. I had the same problem happening in my game)

I really like this feeling when trying moves and combos by yourself without the movelist, then check the movelist and discover that you only scratched what is possible with the character.

I wish I can have some coding skills like you for my own project. XD

Also, I like the work on custom sprites... Haggar's new sprites are so gorgeous! I love it.
The choice of sound effects is perfect. I cannot find anything bad here. same for the music in training mode...(So many great references...)
You ended up choosing my favourite track of Rival schools, My favourite track of SF3.2

@Mr.Q!
My wish is that Maki have a good diversity of moves using some custom sprites as well. I hope you'll make a good use of my customs.
I'm up to make more customs for maki, I have many ideas. Should I do it, or you already have tons of moves for her ? lol.

I really liked how Haggar's sprites / custom have improved details etc, I wish Maki's sprites can be improved a bit as well.

For later... I remember FF3 animations and sprites quality is not very good. perhaps some transition frames, and details adjustments, body definition would help them to look better...

Only one word come to me is "QUALITY".
Everything is high quality there.
I followed your work since the early days of BOR, and this demo is a masterpiece. I would be glad to help this project more.
 
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@Mr.Q!,

I've messed around with it too. I like the system, the production values are fantastic and there's not much else I can say others haven't.

One nitpick I do have is the controls are clearly designed with a pad or console in mind. I play on a keyboard and that makes the more complex move motions too awkward to bother with in gameplay. They might be completely impossible on a mobile device. I don't know how much you care about either (I certainly don't give a spit about mobile), but it's just something you might want to be aware of.

Keep up the fantastic work sir!

DC
 
@Mr.Q!,
One nitpick I do have is the controls are clearly designed with a pad or console in mind.

Absolutely true !
I have no more problems with 360 and even 720 with keyboards (on Mugen and fighting games) because the input is coded in a very different way. (exemple in spoiler)

But for this game, it can discourage players to go deep in characters movelists, and think, OK, I can just use the moves "easy to do" instead.

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒh1"
command = ~F, D, B, U, x
time = 40

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒh1"
command = ~D, B, U, F, x
time = 40

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒh1"
command = ~B, U, F, D, x
time = 40

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒh1"
command = ~U, F, D, B, x
time = 40
 
finally tried this....speechless...LDD is just as brutal with its flashy gameplay, but FF style graphics makes it more appealing to me...am sorry but i havent played any beatemups game fan made or retail this freaking good and deep....sets a standard that not many and if any will break...cant wait till the finish product...simply amazing...

kinda pissed that i missed on so much great stuff... great work Q...as always :)
 
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