Canceled Final Fight SNES (Demo Released!!!)

Project is halted prior to completion and will not receive further updates.
Apescott, I'm in the process of adding in throwing during a combo for each character and redoing the slams with script. I'll hopefully have it done by the end of the week.
 
apescott said:
Thanks for the comments. And send me anything else you'd like to add. Cheers! =]

I have a couple of extra rooms that could workwell for the alternate routes of stage one (one is the rooms you have but enhanced a bit and a furnished. You might like it. :)

EDIT: Did a second run of the mod, have a bit more feedback (you're gonna hate me, lol). :P


  • Haggar's up up + A special move might need a bit more hitbox around it. It is pretty awesome if you wanna catch up with enemies far away, though (he can whoop Belger's ass in no time and pass through arrows.
  • And speaking of weird hitboxes... even though Haggar is supposed to be awesome with a pipe, his value are way to exaggerated! come on, he hits with the wind caused by swinging the pipe even far behind him! Guess the hitboxes of his swings would need to be more cleaned up.
  • Haggar's new neck throw (grab, forward +A) is pretty awesome and I love it (I'm sure it will be super useful when the thrown enemies hitbox is implemented again), however, I think he's throwing the enemy in the wrong direction (the command is forward, but he's throwing the enemy behind). You might like to check that out.
  • BTW, won't you think he could use a couple of new frames for his forward forward + A special? Maybe, using some frames from Saturday Night Slam Master's move? I could work with those if you want. :)
  • I really appreciate that my kick got added for Cody's, but I was thinking more in his value like he does it in Street Fighter Zero 3's, which makes him dash forward a bit. The kick is still awesome as does huge damage.
  • For Guy's ki blast special (down down + A) I think he could borrow his animation from Final Fight 3 to have it. Then again, I could work into that.
  • About weapon specials, Maki seems to be kinda lacky in the weapon department. While Cody's specialty are knives, Haggar is the pipe and Guy's the katana, Maki is left without nothing... unless you might consider adding the Final Fight 2's tonfa, which was supposed to be her special weapon.
  • And speaking of specials, I reaaaaaally think Cody doesn't need a pipe special. His usage of the knife is think is enough. Same Haggar with the katana, he shouldn't have the same godly property he has with the pipe and he doesn't need a katana special.
  • And also about knives, they don't seem to respect wall properties or hit breakable items, at difference of the original (that made the knives hit a wall and land on the ground again), the knives just pass through. I think they need a hit value as they could be stopped, too (it is impossible to stop either knives, molotov cocktails or Belger's arrows).
  • I love Maki's zaneiken special (forward forward + A)! :)
  • About Hollywood and El Gado. In the original they're using two stances 1) barehanded and 2) wielding a knife. His attacks in barehanded stance are only the gut punch and his special is their slide kick (a move that never use in your game, BTW), while in knife stance they have 3 attacks: a knife stab, throwing a knife (which will return them into barehanded stance, unless they withdraw another knife) and this jumping upside down stab attack. Not sure how complex is to add these two stances on them, but I think is what make them the most dangerous mooks in game.
  • Roxy, Poison, Sid and Billy are missing a very painful move: an off-the-wall flip kick that used to make HUGE damage in the original. They get close to you, and using a kick frame that is missing form the files, they flip back causing a lot of damage. Poison uses it a lot in the arcade version mainly.
  • Check your lamps from the foreground in the Bay Area, they are clipped at the top of them (I can guess is due of the original SNES native resolution).
  • I was checking your files inside the mod and in the Chinatown stage folder, I see you added one of the stages I created for my SORmaker mod H.U.N.T.E.R., actually, instead of using this stage (BTW, it's kinda outdated, I've redone in my incoming new version of my mod), I can design a more unique Chinatown stage with a 100% CPS1 style that fits the SNES era. Just give the word. Same about the mall folder, there's a stage form another SORmaker mod. Once again, I could design unique areas instead.
That's it. Hope you won't hate me from such detailed feedback. :P
 
Thanks guys. Anything you want to add or re-tool is fine with me =]
Just make sure you send me a copy of the pak when your done lol.

And Don stop apologizing I love the feedback ;) hehe

cheers
 
After playing your demo I would suggest that when you pick an item up such as food, a sound should be accompanied by it.  Moreover, Maki needs a weapon.  I do appreciate that she is in the game.
 
Well I put in all the new throws and slams that Joshiro added ty sir :D Can someone take care of the multi-weapon pick up? And anything you want to add PM it to me ^__^
 
apescott said:
Well I put in all the new throws and slams that Joshiro added ty sir :D Can someone take care of the multi-weapon pick up? And anything you want to add PM it to me ^__^

You mean to have Sodom use 2 swords? I have an idea how to make it happen. I'm not sure if it will work though. Send me the updated demo and I'll work on some stuff soon.
 
My, my, now you're talking! This has to be the best improvement regarding gameplay! Congrats to you, sir.

Let's break it down in steps as always.


  • Good enemy launch hitting properties, now I can really feel the vibe of crowd control. Easy to get rid of swarms now as it should be. Well done!
  • Finally, the hit and grab property! I'm sure many Capcom beat 'em ups players won't be able to pull it out first (just as I did). I usually held the joystick up or down and kept mashing the attack button so I can pull the enemies with a grab, but in this version you must input up/down AND attack at the same time. The property won't recognize the pull if the stick was already up or down and then the attack, you have to input the motion and the button to make it work. And man, works wonders! There's still a couple of small glitches involved, though, for example, with Maki, if you input up/down and attack immediately after her 5th knockdown attack (the skyscraper kick), she'll do the kick but also will interrupt the kick mid air into her grab motion. Somehow found it useful gameplay wise cuz she still can pull out an incoming enemy if it wasn't knocked down from the kick. I say keep that property on purpose cuz it's like a cancel in Street Fighter II. ;D
  • The HUD at the top solved your resolution problems, I see. This way you won't have to suffer from clippings at the top or bottom. Looks very SNESy. :P
  • I also noticed the special bar is gone, so all supers are free to use everywhere and the special attack costs life bar. That's somehow good cuz using the special moves freely as part of the game is good (as long they're not broken moves, of course).
  • There's still a very few issues to solve, like the mapping at the beginning of West Side, really, the characters aren't supposed to walk over the garbage cans at the beginning. Or like Hollywood and El Gado's knives or Belger's arrows cannot be broken with attacks (we can break the molotov cocktails from the red Hollywood, though). I think Joshiro has a script of breakable projectiles he used in Rushing Beat for his female enemies that throw knives.

Overall, I think this was one of the best revisions done since it improve important gameplay issues that now make the game closer to a cooler version of Final Fight (usage of super attacks) without getting out from its original gameplay. Looking forward to the rest of the mod (Arcade/Custom modes).
 
hey man, nice work.

I got some bugs:

- 1st round, at boss, your shadow disappears if you are near of the door. You need to or change the light direction, or work with layers to fix it.
- if Andore grabs you to do a pile driver and somebody hits you, Andore will still jump and pile drive the thin air, while you are not bind to him.
 
And to add more fun to the bugfest :P :


  • Slash and Axl are so mighty that they can block sword slashes! Welcome to the Jungle! ;D
  • If I defeat Abigail first, afterwards a Hollywood and a J will appear, even if the boss is dead, then after beating them, get the stage clear.
  • Haggar sometimes will suplex air if done the attack attack down/up + attack grab.

Now, not as bugs but more suggestions and details:


  • Make sure the cage match against the Andore family guys is enclosed. They still can be out from the cage area. Try to put a wall at the edges of the stage.
  • Remember to make weapons able to be grabbed even if I have another type of weapon. If not, try to make the knife throw button (that only works for Cody) able to drop weapons freely (non-knife weapons).
  • Belger fucks you up with arrows as soon you stand up. Give the players some invincibility frames while getting up so they don't get the energy drained without able to do anything.
  • I remember the original Final Fight you were able to stand up faster if mashing the buttons/stick (this useful to avoid being hit by Andore's sit drop OTG) or stand up slower if done nothing. Think is possible to add this feature?
  • Weapons need to be tuned up. Cody's a master of knife, make sword swings and pipe swings slower. Haggar is great with the pipe as he is, his special and the hit from behind, but make him slower and not able to hit from behind with the sword. Also, make his sword special with loss less damage. Guy should be tougher with sword, make his pipe swings slower. Maki *needs* her tonfa from FF2! :D
That's what I can come up right now. If I find mroe details let you know. It's getting more and more polished and can be a perfect game when the final release is done. Well done!
 
apescott said:
Well I put in all the new throws and slams that Joshiro added ty sir :D Can someone take care of the multi-weapon pick up? And anything you want to add PM it to me ^__^

I hate it when the Obor to run the pak isn't included what version should I be using?
 
So, I created a whole new Chinatown in a Capcom style, based in in-game locations of Metro City, such as Final Fight 3 and Final Fight CD (the Haggar Time Attack stage). If there's advances of this mod and you're interested in the whole material, please let me know by PM and I can give you the resources.

Here's some sample images (from my SORR mod).

snapshotchinatown00_zpsc345add1.png

snapshotchinatown01_zpsd20ec9ff.png

snapshotchinatown02_zps91fea5ab.png
 
This stage was designed in mind for this mod cuz I saw you wanted to use my old stage of Chinatown from the first version of HUNTER (trust me, you need something of better quality than that stage, I also improved it in my last version). This new Chinatown was designed to be the one in Metro City and have the palette and vibe from the CPS games so it doesn't clash with the style you're managing in your mod.

I'll forward you the resources and then you can use them.
 
yup said it once, I'll say it again. That Chinatown is beautiful Vecta, would be a pleasure to see it in this mod as well!
 
I still want to make Sodom use both swords

Maybe you can make 2 weapon models, one with one sword and the other with 2 swords? I'm not sure if this would work but I know for sure that enemy will try to pick a weapon if they have weapon model for it
Hmmm.... let me try something.

make Haggar do his jump slam like the original

You mean, you want him to be able to move while piledriving? that's doable with this function:

Code:
void keymove(float Vx, float Vz)
{// Move hero if direction button is pressed
      void self = getlocalvar("self");
      int iPIndex = getentityproperty(self,"playerindex"); //Get player index
	float xdir = 0;
	float zdir = 0;

      if (playerkeys(iPIndex, 0, "moveleft")){// Left is pressed?
	  xdir = -Vx;
	} else if(playerkeys(iPIndex, 0, "moveright")){// Right is pressed?
	  xdir = Vx;
      }

	if(playerkeys(iPIndex, 0, "moveup")){// Up is pressed?
	  zdir = -Vz;
	} else if(playerkeys(iPIndex, 0, "movedown")){// Down is pressed?
	  zdir = Vz;
      }

	changeentityproperty(self, "velocity", xdir, zdir);
}

Then declare it like this:

@cmd keymove 2 1

This function will move player to left, right, back or front if direction keys are held. You need to declare it multiple times in animation for smoother response
 
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