Final Fight Revival of Rage

Complete Final Fight - Revival of Rage 1.0

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Project is completed.
nedflandeurse said:
Can I ask if you use a specific method to create your slams? Particularly the binding method.

I use a method based on the Bloodbane's scripts inside a very useful librarie fuctions called grabscript.c( you will fins it in the script folder of the game).

Basically you should to standard for all characters of the game some specific fall animation with keyframes of pain, calculate a distance between the thrower and opponent and use it with grabscript.

Thats very useful and based on bindentity.
The software used to produce this game are a version of openborstats, notepad for codind and Gimp to edit sprites.
 
Birnbaum said:
nedflandeurse said:
Can I ask if you use a specific method to create your slams? Particularly the binding method.

I use a method based on the Bloodbane's scripts inside a very useful librarie fuctions called grabscript.c( you will fins it in the script folder of the game).

Basically you should to standard for all characters of the game some specific fall animation with keyframes of pain, calculate a distance between the thrower and opponent and use it with grabscript.

Thats very useful and based on bindentity.
The software used to produce this game are a version of openborstats, notepad for codind and Gimp to edit sprites.

Yes, I know BB's script. I actually I use it too.
My question was more how you organise to make precise binding value in the script.
Do you have some method to have a preview of how the characters will bind together ?

I'm in a very long and tedious method of trial and error.
puting a value in notepad, play openbor, fix again in notepad, play again openbor.

At a moment, I had a method with layers in photoshop to put characters offset in a good bind.
But since I sometime use different offsets for a same sprite, it mess up all the values.

Something like the throw maker of Mugen's Fighter Factory would be perfect...
mqdefault.jpg
 
nedflandeurse said:
I'm in a very long and tedious method of trial and error.
puting a value in notepad, play openbor, fix again in notepad, play again openbor.

At a moment, I had a method with layers in photoshop to put characters offset in a good bind.
But since I sometime use different offsets for a same sprite, it mess up all the values.

Something like the throw maker of Mugen's Fighter Factory would be perfect...

Basically its my way too.Honestly I dont know how to use Fighter Factory very well and never tryed some thing for mugen.
Using a average sized enemy to test the slam on high values of delay pre frame approximate 50 and check the relative distance between offsets.
After some pratice the things turn more faster.Start taking a distance  form the grabber´s offset and his arms.
Ajusting the offset for the enemy-s fall you could use it for all others enemies, players and npc on the game, maybe except for giant or very small oponents that will need some extra check with offset values on the fall animation for slams.
 
I made a test with a new character: Felicia from Darkstalkers.
Some moves and risetime still need some adjusts.
I added 2 NPC helpers: Jessica Haggar and Yuka Takeuchi to fight against some enemies too, maybe it should receive more work on AI for this helpers.
Tell me what you think about this video.
All opinions are welcome.

 
Nice!

Jessica and Yuka pack more punch than I've expected before watching video. I'm not familiar with Felicia's moves but it's great to see her using grab and throw  :D

One thing I noticed is that Felicia can grab Yuka and Jessica too. Maybe you should disable that
Ah, an idea just popped in my head but I'm gonna test it 1st  ;)
 
Birnbaum said:
I made a test with a new character: Felicia from Darkstalkers.
Some moves and risetime still need some adjusts.
I added 2 NPC helpers: Jessica Haggar and Yuka Takeuchi to fight against some enemies too, maybe it should receive more work on AI for this helpers.
Tell me what you think about this video.
All opinions are welcome.


Birnbaum
This looks truely awesome!
I'm glad Yuka is part of the NPC. (good edit of Akira H. BTW, since they share the same overall waitress design...)

I'm just so frustrated the video quality is so low. (240)
With the high resolution of your game. We can hardly see characters  :-\

Anyway. Glad to see your project progresses!
 
Looks awesome keep up the good work :)
nedflandeurse agreed buddy if i could get my hands on a beta version of this new work from Birnbaum i would upload some 1080p 60fps footage to my channel "Hint Hint" hahaha  ;D
 
Bloodbane
This was s first test with NPCs some " friend fire" happens because on the game NPCs are hostile to players and enemies acting like another gang or angry civilians so the player can damage them to defend himself.But I planning how to adjust it.
Im waiting for your idea.

nedflandeurse
Sorry for the resolution video, in a next time I will use a better quality for it.
Yuka is a character from the nineties anime/game series and could be s good addition to the game.

Davpreec
Unfortunately you will have wait for some more time to play the new version.I like very much to watch your gameplays and it help me a lot to fix some issues.
 
Birnbaum
No problem, I can't wait to see the next video.
Yes, I know this character Yuka Takeuchi.
Basically, female cute version of Ryu ^^
I think, she deserve to have more moves in the future

I have 3 questions :

-Is Poison still in the works? Any progress?

-How do you manage/select your NPC helpers? Special game mode? depend on your character?...

-Any chance Yuka become a playable character as well? Even it AFAIK Akira have not so many sprites... (particularly for throws)
 
nedflandeurse

Poison is 99% done maybe some changes in her sound voice. Do you have some suggestions for Poison's enhancement on the game?

Im thinking use a especial item to summonize a random helper like other openbor games and  maybe use some specific NPC to help against level bosses.

How you said the amount of Akira sprites is limited so Yuka will be only a NPC.
 
Birnbaum said:
nedflandeurse

Poison is 99% done maybe some changes in her sound voice. Do you have some suggestions for Poison's enhancement on the game?

Im thinking use a especial item to summonize a random helper like other openbor games and  maybe use some specific NPC to help against level bosses.

How you said the amount of Akira sprites is limited so Yuka will be only a NPC.

About Poison, I don't know what can make her better/different/complete.
I just watched again your old preview of her, but I think thereis some progress...
I imagine her having more "no mercy/mean" moves the kind she use in SFxT/USFIV/SFV... Perhaps some OTG stomp, some low blow that make opponent shake in pain anim for 1or2 seconds...

I would prefer the game not to become a "waifu game", but it's just my personal opinion. It's still a final fight game ! 8)
 
For some reason part of the audience seems to love waifu but I will keep the game on the old style.
Felicia is an unlockable bonus character.
Jessica and Yuka are just helpers.
Some characters like Feilong, Deejay and Thunderhawk are scheduled to the next
update.
 
Birnbaum its all good buddy i cant wait to play the updated version and im glad you enjoy my videos and that they help in fixing issues :)
 
Birnbaum said:
For some reason part of the audience seems to love waifu but I will keep the game on the old style.
Felicia is an unlockable bonus character.
Jessica and Yuka are just helpers.
Some characters like Feilong, Deejay and Thunderhawk are scheduled to the next
update.

3 of the newcomers of SSF2! great choice of guys ! I imagine T Hawk will have devastating slams.

About girl in beat'em ups. I like them of course.
I don't really like when a game doesn't have at least one girl ^^

I just don't prefer the type of girl only games.
Like some touhou ones...

BTW, do you need something for Poison.
Missing some anims ?
 
The game could also use some male helper characters as well, in order to balance things out more.
 
Im waiting for your idea.

When I saw Felicia grabbed Yuka, I remember a feature from a beat'm up where throwing your friend doesn't hurt him/her, but instead it throws him/her to air like performing regular jump

That give me idea to create script to check grabbed opponent and change grab attack into coop move

I need to work on coop move but the check script works. Here it is:
Code:
anim	grabbackward
@script
  if(frame==0){
    void self = getlocalvar("self");
    void Opp = getentityproperty(self, "opponent");

    if(Opp){
      int OType = getentityproperty(Opp, "type");

      if(OType == openborconstant("TYPE_NPC")){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2"));
      }
    }
  }
@end_script
...

The script simply changes player's animation into FOLLOW2 if grabbed opponent were NPC
 
Bloodbane said:
Im waiting for your idea.

When I saw Felicia grabbed Yuka, I remember a feature from a beat'm up where throwing your friend doesn't hurt him/her, but instead it throws him/her to air like performing regular jump

That give me idea to create script to check grabbed opponent and change grab attack into coop move

I need to work on coop move but the check script works. Here it is:
Code:
anim	grabbackward
@script
  if(frame==0){
    void self = getlocalvar("self");
    void Opp = getentityproperty(self, "opponent");

    if(Opp){
      int OType = getentityproperty(Opp, "type");

      if(OType == openborconstant("TYPE_NPC")){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2"));
      }
    }
  }
@end_script
...

The script simply changes player's animation into FOLLOW2 if grabbed opponent were NPC

Bloodbane
Sounds interesting is it for Plaer grab NPC or NPC grab player ?
 
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