In Progress Final Blow

The project is currently under development.
Just porting final blow arcade to openbor hopefully it goes smoothly and finished in a week or so. Once finished I hope to add prince naseem as a playable character. Still ripping sprites for now.

I'm freaking hyped by this project of yours and also by the fact you managed to recreate it so fast ! I really like the idea to recreate games with openbor and when you're satisfyied, you add a bit of new content... when can we try the first build ?
 
really hoping to finish this by the weekend but getting to the coding point and its starting to get complicated also still need to rip the rest of the characters.
 
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Now I am back to work i don't get much time to work on this also having some issues with the coding side but got there in the end. Here is a preview with more features and looking and playing closer to the arcade.

I have not played much the sopurce game but I like how you manage to keep everything close to the source... I mean no MVSF hitsounds or SOR FX etc.
Is there a reason why so many moves seems to "whiff" like if there is no collision boxes or attack boxes. or too narrow ones...
Again, I'm very hyped by such project of yours!
 
I have not played much the sopurce game but I like how you manage to keep everything close to the source... I mean no MVSF hitsounds or SOR FX etc.
Is there a reason why so many moves seems to "whiff" like if there is no collision boxes or attack boxes. or too narrow ones...
Again, I'm very hyped by such project of yours!

That's how Final Blow played. It actully had some semi-realistic boxing mechanics. You have high/low guard, evavasion, hits have to land precisely to do damage, and certain punches could get smothered out and become ineffective at close range.

DC
 
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That's how Final Blow played. It actully had some semi-realistic boxing mechanics. You have high/low guard, evavasion, hits have to land precisely to do damage, and certain punches could get smothered out and become ineffective at close range.

DC
Might leave out the punches getting blocked at close range. It was a pain to get the attacks to pull back on the frame they hit but thanks to a ondoattack script that and blocking are managed just fine.
 
I'm wondering how you're going to manage the lower/upper block mechanic's, it's something I've struggled to code, I had to create a separate entity as the lower section of the body and spawnbind it so when the lower portion is hit it signals to the parent to respond in pain. Really messy.
 
Upper blocking is walk and idle and lower blocking is idle2 and walk2 then a keyscript manages all attacks based on the animation when attack was pressed. And upper attacks use attack and lower attacks use attack2 so the reciver has pain and pain2.
 
Managed to get the basics down just working on a custom timer right now as the game does not pause on a down. Found a helpful script written by @Kratus but as im on the subject @DCurrent when using "openbor elapsed time" is this consistent over all platforms or does it change based on the framerate ?

Need to seperate the head for a custom spawned head so i can add all the players, this is a huge task.
 
Managed to get the basics down just working on a custom timer right now as the game does not pause on a down. Found a helpful script written by @Kratus but as im on the subject @DCurrent when using "openbor elapsed time" is this consistent over all platforms or does it change based on the framerate ?

Need to seperate the head for a custom spawned head so i can add all the players, this is a huge task.

Elapsed time increments on each engine update, but updates are throttled, so it's pretty consistent. You'll only notice it de-syncing with real world time if the frame-rate drops below normal.

Be aware it also resets every time you start a level.

DC
 
"openbor elapsed time" is this consistent over all platforms or does it change based on the framerate ?
I confirm that "elapsed_time" is consistent across Windows/Android/Linux. The only desync I've experienced is in update scripts that run freely without any time reference.
 
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