Final Fight Revival of Rage

Complete Final Fight - Revival of Rage 1.0

No permission to download
Project is completed.
Since I was curious, I decided to re DL the demo.
I cannot remember having played Honda or Maki the last time.
So, I might just have DL it and forget to try.

So, Poison is already playable as well in the old online demo.

This is my feedback.

-I like to overall feeling of gameplay, particularly Guy, for moves diversity.
I'm also very fond of Zangief and R.Mika, for the great set of throws! very pleasing!

-Guy and Maki have a slide anim when you stop running, it looks cool, but put a BIG delay when you play with them.
The solution in Mugen would be to give control during this anim. (not sure how to do it in Openbor)

-I cannot find any input for Maki dragon kick-like move. It could be a good move to add.

-Honda is really good to play. I think he would have more slams or grab attack like his knee bash (not sure the anim exists in SFA3...)

-Chun Li RUNATTACK (jump kick like) could have some longer kick pose (like adding a bit more active time of the kick frame itself)

-Chun Li jump stomp kick , on success it make her jump far away. I would reduce this velocity to go slighly farther.

-Cody is pretty good, even if I would love to see him using more specials.
His somp kick is hillarous! (I mean, the voice you selected ^^)

-R Mika flip/cartweel throw seems not effective sometimes. I only tested with training dummy.
But seems like as a special it just hits (seems not to cancel into throw)
And from grab, it sometimes make her flip far from enamy, not even hitting him.

-About Poison.
I like how she looks ingame. I would give her more throws.
I'm pretty sure something can be done with customs from her existing spriteset. (I can DEFINITELY help you about it)
Also, O Ilusionista might give you a hand about using some customs from "Lady Poison in SF Spec Ops" (I cannot confirm anything because he's not the only one into this project)
 
Bloodbane said:
nedflandeurse said:
Sounds interesting is it for Plaer grab NPC or NPC grab player ?

Player grabs NPC

Thanks.
I think, such a feature could be great in a game.

I will make some tries with my ref(and other npc) in my project...
 
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.

Oh God, thank you!
Waifus are for mentally ill persons and it would ruin a great game with that.
 
Nice, the Mod is awesome but the bosses have a looot amount of HP, making the battles very long time, some little enemies have the same detail, fight Vs Vega? Bison? prepair for a very long battle.
 
Bloodbane

Thank you for coding this script.
I changed some part of the script but still not tested for to avoid grab only some specific NPCs, correct if I'm wrong but I think that I wiil need to insert some script on animation follow5 to set off "grab state"on the player character.Am I right?

Code:
script
if(frame==0){
void self = getlocalvar("self");
void Opp = getentityproperty(self,"opponent");

if(Opp){

int Oname = getentityproperty(Opp,"defaultname");
if(Oname==("Jessica")||("Yuka")){
performattack(getlocalvar("self"), openborconstant("ANI_FOLLOW5"));
  } 
 }
}
@end_script


nedflandeurse 

Thanks for the feedback.
I will made some tests and try to reduce delay time on the Guy/Maki's slide move.
Mika only grab the opponent on the beginning and specific frame otherwise it wont work.
Chunli will need some adjusts too.
About Poison I'm thinking maybe try to create some custom sprites but the lack of time and patience are a problem to me work on it how I wish to.


O Ilusionista

O Ilusionista said:
Waifus are for mentally ill persons and it would ruin a great game with that.

Yeah, I saw something about waifus and pillows in internet and its disturbing.


osman_color

You are right about it. The original concept was to force players use the hypermoves against bosses to beat them more quickly but after a lot of complains Bosses' HP will be changed and more balanced.
 
Again, waifu ism makes a game feel weird and cheesy, so I’m glad we can easily avoid it. And I like that the boss HP will be reduced so that they aren’t damage sponges anymore.
 
Birnbaum said:
I changed some part of the script but still not tested for to avoid grab only some specific NPCs, correct if I'm wrong but I think that I wiil need to insert some script on animation follow5 to set off "grab state"on the player character.Am I right?

Yes, sadly I still need to find proper aiflag to disable and enable myself. Currently, in alternate throw, player simply throws NPCs with non damage throw and use alternate attack type to let NPC perform attack move while being thrown
 
Birnbaum

Do you need some custom, to add new moves to Poison ?

I'm in the mood of spriting (Capcom style mostly...)
And since my own project is dead again. Send me a PM if you're interested, I hav some ideas, and I think I can easily franken-sprite something...
 
Wow really cool game.  Totally underrated.  Feels like a mix of Rocket viper 2 and Crime Buster.

Looks great, small size and runs great on Android.

I got to the final stage 3 times and ran out of continues.  Enemies are really agressive and some of the mooks have really strong specials.

Maybe an easy mode or tone down the enemies a bit?  I also hate it when you're fighting the boss and the mook enemies won't stop spawning.

Still with all that said it's a really fun game. Zangief is awesome. Still salty I never got to play Birnbaum other characters in story mode.  Thanks a lot Birnbaum very nice work.  😎
 
crimefighters3 

Thanks for playing and tell me your experience about the game.
Maybe to enable cheats could help a lot new gamers and make the things more easy along the game in the next update.
I hope you will keep playing the game and beat Story Mode to unlock the others characters.

 
Birnbaum said:
crimefighters3 

Thanks for playing and tell me your experience about the game.
Maybe to enable cheats could help a lot new gamers and make the things more easy along the game in the next update.
I hope you will keep playing the game and beat Story Mode to unlock the others characters.

You're welcome Birn. Thanks for the awesome game. Finally beat it. Sad that it kinda slipped through the cracks and didn't get the appreciation it deserved. Yeah an essy mode or cheat mode might bring in more players. Thanks again.
 
Well, I have some feedback to provide:

The mechanics are cool, the sprits are amazing, however:

1. Enemies spam jump attacks without any wind up.
2. If you have more than one enemy on the screen and don't mash special violently you will get stuck on an infinite takedown attack galore for one life. And sometimes MASHING SPECIAL BUTTON DOESN'T WORK.
3. You have enemies attacking you offscreen with invisible projects.
4. Waves of enemies enter the screen with a spam of grenades already flying off.
5. Zangief's jump attack has ZERO priority. I tried to jump attack a rolling barrel from behind AND GOT HIT BY IT.
6. The fight against Sagat consists of Sagat going INSTANTLY from a tiger to a tiger knee, so you dodge one to be hit by the other, necessarily.
7. Zangief's Final Atomic Buster is grabbing enemies BEHIND him.
8. Sagat is surrounded by dolls who, from the other side of the screen, pull out guns and shoot you, while Sagat is on you using tiger knee and other dolls are flying attack you.

I understand hard games, but this isn't actual challenge, this is artificial difficulty. I want to play a game to have fun, not to want to punch my keyboard. Please don't take it personal, but this game enraged me more than entertained me.
 
I really enjoyed the game, but since I'm playing on android, I'm having hard time beating the later levels as the enemies become more aggressive and take a lot of hits, maybe having more credits will be useful, i really want to play as poison in the story mode, its a really great project, i hope u make some good changes in it , or enable the cheat menu.
 
I'm not sure Birnbaum is still motivated to continue this project, But I cannot just bump him, because, I know how complicated it can be sometime to start coding again.

Usually it means you have to leave many other thiing from your IRL life if you want to be efficient.

But I still keep hopes he will come back with some updates.
Hopefully with the graphics I edited for Poison!! I wish to see them used ingame! :)
 
Flare arlgrande said:
I really enjoyed the game, but since I'm playing on android, I'm having hard time beating the later levels as the enemies become more aggressive and take a lot of hits, maybe having more credits will be useful, i really want to play as poison in the story mode, its a really great project, i hope u make some good changes in it , or enable the cheat menu.

If you have acess to windows you can paxplode the mode to enable cheats and add more lives enable secret characters

Great mod love it
 
Hello frens!
I planned release a short update last year but a lot of setbacks and personal issues turned the things about the game very slow.
How you may see on the short video below I restarted my work, testing and trying small things for game updates.
If you like my game and wish to support my work, please subscribe on my Youtube and/or watch my videos sometimes.
It gonna help me a lot(I´m trying to create some content for monetization of the channel but it will need 1000 subscribers and 4000 watch hours...)
Thanks for your attention!

 
I support your work since the beggining Birnbaum
I'm glad to see some progress on it! Hope you will make a good use of the custom sprites I made for you before!

I can't wait to see more in action!

Your mod project is one of my favourite. Because of the overall design, the good amount of moves, special, throws etc.  :D
 
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