Final Fight PC

Complete Final Fight PC 2018 2022-03-11

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Project is completed.

apescott

Member
Here you go guys! Here is a run through of ''classic'' and ''arcade'' mode in my mod. I will have an official release for these two modes by the end of the summer. Just a few slight kinks to iron out lol. Thank you so much for all who contributed and helped out you guys are the best!!!!


 
The only thing that feels a little off to me is the chosen sprites for Zero/Apha Maki but its still a very welcome addition. Also you could manipulate this image for use with the select menu, so the format flows better but that is entirely up to you. Its just a suggestion. http://www.sfgalleries.net/art/sfa3/series2/sfz3-series2-maki.png

Everything looks very solid and promising.  8)
You've done an amazing job at capturing the game.
 
Great job! How do you do those stages transitions? Like when Haggar goes down the stairs, or breaks the door in stage 1-2? Is that a new feature or script?
 
Mr.Q! said:
Great job! How do you do those stages transitions? Like when Haggar goes down the stairs, or breaks the door in stage 1-2? Is that a new feature or script?

Script. I've made a tutorial about it here http://www.chronocrash.com/forum/index.php?topic=3741.0
 
Script. I've made a tutorial about it here http://www.chronocrash.com/forum/index.php?topic=3741.0

Actually ''O'' I used ghost entity's you have to walk on to trigger the custom spawns, but I'd much rather use your script so thank you for posting this! I saw that MaxBeta used some really cool ones in his latest FF mod. I'm sure I can setup my entry level spawns with your script, but how would I do the exits? Like the punch door exit, kick fencing in tunnel, andore grab to ring ect.? My method works, but you have to walk on a specific spot to activate the spawns. I just added walls around to keep the player on track :)

 
The only thing that feels a little off to me is the chosen sprites for Zero/Apha Maki but its still a very welcome addition. Also you could manipulate this image for use with the select menu, so the format flows better but that is entirely up to you. Its just a suggestion. http://www.sfgalleries.net/art/sfa3/series2/sfz3-series2-maki.png

Everything looks very solid and promising.  8)
You've done an amazing job at capturing the game.


Thank you so much Max. Your mod looks great can't wait to play it! :) Oh thank you very much I might add that in. I like the Maki sprites myself and had to resize them to SNES/GBA sprite size. FF2 Maki will also be in the game so no worries. ^__^

I posted a question on your mod page and to ''O'' here about the scripted custom player into/exit spawns. I'd like to use that method for my mods as well :DDDD
 
msmalik681 said:
Good Job !

Thank you Malik! You rock for that lifebar script. Thank you so much for that! Any other additions you or anyone would like to add please feel free to add them or give me suggestions. ^__^
 
Mr.Q! said:
Great job! How do you do those stages transitions? Like when Haggar goes down the stairs, or breaks the door in stage 1-2? Is that a new feature or script?

Thanks Mr.Q :) Your past mods inspired me to create mine so thank you so much for that. I actually used ghost entity's that you walk onto with the player to trigger a PAIN animation that plays the custom entrance/exit, but I'd really like to implement  ''O's'' and Max's way of script spawning using the FOLLOW animation. :)
 
@apescott my friend, although I am working on a FF related project I haven’t posted anything about it yet because it is in baby steps. So I am afraid you have mistaken me with somebody else, perhaps Maxman....I am not sure. Just wanted to clear the air but its ok, no harm no foul.

I can’t wait to play your mod!
 
MaxBeta said:
@apescott my friend, although I am working on a FF related project I haven’t posted anything about it yet because it is in baby steps. So I am afraid you have mistaken me with somebody else, perhaps Maxman....I am not sure. Just wanted to clear the air but its ok, no harm no foul.

I can’t wait to play your mod!

My bad Max lol. I was thinking you were monomartin xD. My brain needs a rest from a busy week. Thank you I can't wait to release it :DDDD
 
Apescott, glad to see you around.
I'm always lurking for your updates on YT. :D

I'm still a bit "disapointed" that your old projects are cancelled (?) and by the fact it's now a GBA version.
The good thing is that it looks really nice and well done.
I can't wait to give it a try!

Keep it up! 8)
 
apescott said:
I'm sure I can setup my entry level spawns with your script, but how would I do the exits? Like the punch door exit, kick fencing in tunnel, andore grab to ring ect.? My method works, but you have to walk on a specific spot to activate the spawns. I just added walls around to keep the player on track :)
The logic is almost the same of the spawn - you can force the players to use a specific animation using that code.
 
Is there any new demo available to download?
I noticed on your entire map there are several new places (mall, cemetery etc) but in the latest demo these places can't be played yet

and ohh apescott, really hope you using combodelay for the final release
one of my favorite final fight mod for OpenBor, Great work!
 
Hey guys here is the link to my latest demo and thank you video on Youtube! Also a link to my new Patreon page that I'm drawing my custom hentai lolz ;) (Age 18+ please ^___^)

Thank you so much to everyone!!!! :DDDD

 
Hmm.. I just me or...
This update in my opinion doesn't add much from the previous, it's just that Cody and Guy now playable with all their animations (complete weapons anim). Just want to say this mod actually has a great potential to become even better
Please don't get me wrong, because this is one of the best final fight mods for openbor and one of my favorites
 
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