Fight Forever

In Progress Fight Forever 2025-07-07

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The project is currently under development.
I wasn't able to edit the previous post, but an extra info about this stage:
If you pay attention, the areas closer to the bottom of the image are brighter than the others far away, which means the light comes from that direction - which would even match the lights on those stone pillars.

so, I think it would be better to flip the shadow angle upside
1789401436099.png
 
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.

View attachment 15968

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).

View attachment 15969

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:


View attachment 15971View attachment 15972
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):
View attachment 15973

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.
View attachment 15974

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.

View attachment 15975

Keep the good work!


Ahh yes, randomized debris, I'll use this!
Thanks for the feedback, I'll adjust lots of things actually from the bonus stages, but I really wanted to show that work has been done since last time. I also have to look into memory usage, a couple of dudes are getting Out of Memory crashes after 3 or 4 loops.
 
@O Ilusionista Where do you put the cmd randomJump line? is that for the particle anim idle/spawn itself or is it in the bonus entity to be destroyed? Can you please give me an example? Because I was going to add the spawning coords for the particle and got confused.
 
@O Ilusionista Where do you put the cmd randomJump line? is that for the particle anim idle/spawn itself or is it in the bonus entity to be destroyed? Can you please give me an example? Because I was going to add the spawning coords for the particle and got confused.
in the particle idle animation itself

anim idle
loop 1 1 7
delay 4
offset 8 8
landframe 8
bouncefactor 2
@cmd randomJump 3 3
frame data/chars/misc/debris/a1.gif
frame data/chars/misc/debris/a2.gif
frame data/chars/misc/debris/a3.gif
frame data/chars/misc/debris/a4.gif
frame data/chars/misc/debris/a5.gif
frame data/chars/misc/debris/a6.gif
frame data/chars/misc/debris/a7.gif
frame data/chars/misc/debris/a8.gif
delay 60
sound data/sounds/step.wav
frame data/chars/misc/debris/a8.gif
delay 4
frame data/chars/empty.gif
frame data/chars/misc/debris/a8.gif
frame data/chars/empty.gif
frame data/chars/misc/debris/a8.gif
frame data/chars/empty.gif
frame data/chars/misc/debris/a8.gif
@cmd suicide
frame data/chars/empty.gif
 
Hi! What happened with the blood? Now Guy's kunais make a regular hit spark but not the blood effect that they had before... 😅
 
Last edited:
I had to change it because:


Hi! What happened with the blood? Now Guy's kunais make a regular hit spark but not the blood effect that they had before... 😅
1. More and more people were not used to see the TMNT characters getting stabbed and bleeding / attacking enemies and make them bleed.
2. There are enemies that can be stabbed / cut and shouldn't bleed, like robot enemies, so it's a more universal way to make those type of hits feel unique.
 
I tested the last demo.
I feel like "Eddie II" is freaking hard to beat. I'll try again later after a gameover. I actually lost all my credits against him.
To me he have too much priority, he attacks very fast and very systematically.
And considering the amount of onemies presets during this phase II of the fight, it gives me a "LAST BOSS feeling".
A little too early for my tastes...

Otherwise. very good work.
I sometimes feel a bit fristrated not to have the possibility to check the files animations etc. For the sake of learning/curiosity.
 
I sometimes feel a bit fristrated not to have the possibility to check the files animations etc. For the sake of learning/curiosity.

I'm sure once it's done, @Mr.Q! will be glad to share individually in good faith. As is, I don't blame him at all. I took all my WIPs private for the same reason. Too many bad actors just won't leave things well enough alone. If the project were public or had accessible packs, there would be at least twenty "super awesome my ultimate editions" by now. LNS would have no doubt had a field day with it. Eventually, the real project would simply get overrun.

DC
 
I tested the last demo.
I feel like "Eddie II" is freaking hard to beat. I'll try again later after a gameover. I actually lost all my credits against him.
To me he have too much priority, he attacks very fast and very systematically.
And considering the amount of onemies presets during this phase II of the fight, it gives me a "LAST BOSS feeling".
A little too early for my tastes...

Otherwise. very good work.
I sometimes feel a bit fristrated not to have the possibility to check the files animations etc. For the sake of learning/curiosity.

DC is right, it happens that not only one but several other people's works have been using assets from the last demo for their finished products, and it's not about just code which I'm fine with it, I am not very skilled on scripts so I don't have problems sharing those, but several characters and small stuff here and there that makes the game unique, I don't think so. Frustration you say? I feel even more sad and frustration when said people don't even wait for me to finish my project to use the stuff inside in their own. Don't blame me, blame these dudes.

I can share whatever you want code wise if you ask about it no problems, like I usually do.

As for Edi.E, I think you are missing a bit of strategy against him, as several people noted his nerf from the previous demo, maybe you are approaching him in a way you are getting killed too fast (losing all lives and credits tells me). Try killing all mobs before taking out his 1st phase, and you will see.
 
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DC is right, it happens that not only one but several other people's works have been using assets from the last demo for their finished products, and it's not about just code which I'm fine with it, I am not very skilled on scripts so I don't have problems sharing those, but several characters and small stuff here and there that makes the game unique, I don't think so. Frustration you say? I feel even more sad and frustration when said people don't even wait for me to finish my project to use the stuff inside in their own. Don't blame me, blame these dudes.

I can share whatever you want code wise if you ask about it no problems, like I usually do.

As for Edi.E, I think you are missing a bit of strategy against him, as several people noted his nerf from the previous demo, maybe you are approaching him in a way you are getting killed too fast (losing all lives and credits tells me). Try killing all mobs before taking out his 1st phase, and you will see.
Yes, I feel the same about the crazy updated "games" based on test demos. Most don't even get my curiosity...
This freaking kind of "Batman beats Double Dragon in MY game" style... -_-

I finally got Edi.E. And had the same problem with Rolento. Even if I instincively tried to beat Rolento's guys before. ^^;

However, The demo is well polished and make me want to continue playing.
But I'm done for today, I don't have time to retry again 2 every time ^^;

Also thanks for the offer to explain or show elements I may need to check in the files. I'll keep that in mind for the future.
 
I had to change it because:



1. More and more people were not used to see the TMNT characters getting stabbed and bleeding / attacking enemies and make them bleed.
2. There are enemies that can be stabbed / cut and shouldn't bleed, like robot enemies, so it's a more universal way to make those type of hits feel unique.
Sorry, I don't get it. What TMNT characters have to do with all of this? I was asking because in the previous version some attacks caused blood splats and now they don't.

Well, now Carlos is not available from the beginning so I can't check if his blade still causes bleeding or not, but I remember that Guy's kunais did and now they don't. It looks a bit weird. Maybe the huge splat was a bit too much but even in the original Final Fight swords and knives attacks make some blood effects...
 
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