Mighty Final Fight: Forever

In Progress Mighty Final Fight: Forever v0.15

No permission to download
The project is currently under development.
That Carlos reminds me of the Carlos edit from BadChad's Final Fight project back in Lavalit. I remember him showing off the shot of NGPC Zangief as a first stage boss.

I try downloading it from your site but when I reach halfway, it fails.
 
I uploaded it to the resource section for those having trouble downloading from their website, linked download to the discussion thread and made @Daniel99j resource owner.
 
Hey @Daniel99j I've featured your game at my channel:

Nice work!

Here is a quick feedback (I like to split the points into PROS, CONS and things that are personal points).
And keep in mind that there is no harm or "bashing" intended here.

PROS
- Loved the graphics, it's a nice mix of retro and more modern styled
- The HUD is amazing - I love when people keep the consistency on all fonts and such.

CONS
- I don't liked the first stage music version. It's too slow paced for a beat em up to me. It's not bad (the version is cool to be honest), I just think it doesn't fit the mood, probably thanks to the slow tempo.
- Watch out for the perspective in some stages, because they look off . Take a look at the image bellow - the green lines are right, the red ones are wrong
1675785574391.png
(maybe the image is a bit confuse, but let me explain:
- The floor , the stair right side and the back buildings angle are wrong (they are facing the opposite direction)
- the closer building angle is right

PERSONAL POINTS
I know the original game was like that but personally I don't like games where you can't run

As a final tip, In most cases, people with a bit more experience only give feedback to things they like - that is my case, I really liked it :)

Keep the good work!
 
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Agree with @O Ilusionista on most points, and yes - if you get feedback, that means interest.

I liked most things, and even though the music is slow tempo, it's still a nice take on the NES version I think. Unfortunately the game has two instant deal breakers for me, both related to grappling.

1. Throws using the default BOR "towel sling". I call it that because the guy isn't being flipped over and thrown - he's just slug backward like a wet towel, completely disconnected from the actual throwing animation.

1675789854334.png

2. Slams hacked with attack types and using offsets for movement. Both of these things were instantly apparent within 30 seconds of @O Ilusionista's recording, and more so when I gave it my own play. This is why Hagger's piledriver is vertical only. It's also why there's noticeable descrepency between Hagger's movement and the opponent's during the Piledriver animation.

1675790816612.png

For some it's a nitpick, but when I see either one of these I turn the game off right then and there. No matter how good any other aspects are, I can't overlook these things. I would strongly urge you to consider implementing properly scripted grapples and consult us about velocity based movement. It's not just about looking nicer, it will also be much more stable.

DC
 
2. Slams hacked with attack types and using offsets for movement. Both of these things were instantly apparent within 30 seconds of @O Ilusionista's recording, and more so when I gave it my own play. This is why Hagger's piledriver is vertical only. It's also why there's noticeable descrepency between Hagger's movement and the opponent's during the Piledriver animation.
Oh yeah, I forgot to write about it: It became clear that the enemy does not move along with the Haggar during movement - he seems to slip out of the attacker's hands.

if you get feedback, that means interest.
I hope this, one day, becomes common place (a naive utopia, I know, lol, but we have to try to believe it).

EDIT: ah, forgot to say another thing: When using the knife, if you hit the barrel you will see a blood fx upon hit.
 
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Hey @Daniel99j I've featured your game at my channel:

Nice work!

Here is a quick feedback (I like to split the points into PROS, CONS and things that are personal points).
And keep in mind that there is no harm or "bashing" intended here.

PROS
- Loved the graphics, it's a nice mix of retro and more modern styled
- The HUD is amazing - I love when people keep the consistency on all fonts and such.

CONS
- I don't liked the first stage music version. It's too slow paced for a beat em up to me. It's not bad (the version is cool to be honest), I just think it doesn't fit the mood, probably thanks to the slow tempo.
- Watch out for the perspective in some stages, because they look off . Take a look at the image bellow - the green lines are right, the red ones are wrong
View attachment 3052
(maybe the image is a bit confuse, but let me explain:
- The floor , the stair right side and the back buildings angle are wrong (they are facing the opposite direction)
- the closer building angle is right

PERSONAL POINTS
I know the original game was like that but personally I don't like games where you can't run

As a final tip, In most cases, people with a bit more experience only give feedback to things they like - that is my case, I really liked it :)

Keep the good work!


About the perspective thing I completely agrett with @O Ilusionista In my job I cannot count the numer of times I have to correct such errors because many people do it.
not using the same vanishing point, or mixing up 2 systems of representation n 3D.

Even if SURE Beat em ups always make many errors, usually the illusion works because the old screens resolution had a very limited view andgle that allows the illusion of multiple view points. (something you can see in SF3 stages view points)

Such errors sometimes appear in a game using old assets but wider view point.

But here, it's very obvious that in a "short space" many mistakes can be seen.

My question is does this stage have the same errors in nes original game ?
I only played it 2-3 times.
 
Thank you all for your points and recommendations.

You are definitely right about a lot of things and I will try to focus on making those mistakes disappear.

The problem is that I'm aware of some mistakes, but I don't know how to fix them, so hopefully I'll learn. Especially throwing is my big problem, I know they're not perfect but I couldn't come up with a better one. Scripting is my really weak point at all... - is there anyone who can help me with this in some way, or at least point me in the right direction?

Thank you guys!
 
@Daniel99j we are here to help :) I don't have much free time, but I can try giving you some help.

Throw
As @DCurrent said, the towel sling doesn't looks good - there are very, very specific cases there you can use the default BOR throw, like in SNES/MEGA "The incredible Hulk":
12022.png

Basically, it will only work on not "over the shoulder" throws. in you case, you will need something else, since its an over the shoulder throw.
I use a customized version of @Bloodbane slam script (I've started to make a topic about it but never finished it)

The CONS of this method is: it takes time and some organization before you start, and you have to take care about walls.
But once done, using script (any method) is way better, since you have far more control. And you won't need to create tons of different fall animations for each enemy.

If you take a look at the topic I linked above, you will see that I use 2 fall animations (in fact, 3, but for other cases) and one of those will fit your need:
eqEpEdq.png

That is my FALL9 animation, a "flipping over" fall animation. You can use it without scripting if you need, just setting a proper attack on your GRABBACKWARD animation (instead of THROW) as a quick fix. I am only suggesting this because, on the method I use, I have that animation anyway, so you won't need to create a different animation just for that move. But I suggest, in the long run, to switch for scripted version.

The pile driver is a case where you will need script to get it right - or you would be ending creating a new fall animation for each throw you do.
The downside of using an attack type for that is that you can knock the enemy down from Haggar's hand (happens in my video for example).
Btw, I strongly suggest that both Haggar and the target has no BBOX in this case, so people won't interrupt the move

Stages

From what I saw, "SLUM" stage is fine - "ROUTER" stage too.
"ROOFTOP" stage has a slightly off angle on those floor cracks, and it should be an easy fix (green lines are okay, red lines are wrong).
See the floor line between the two green lines? That should be the right angle.

1675861327542.png
The basic concept is: choose an angle and keep it. On your stage, the left wall is a good reference.

This is a quick edit on how it should look, but you would take care of the jagged lines
1675861689237.png

For this stage,
1675785574391-png.3052

you have to flip:
- the floor direction and the far away buildings (to match the closer buildings) - plus, the shadow angle too.
or
- to flip the closer buildings direction

This is a very quick sketch, but take a look how all angles match:
1675861959044.png

Btw, the post where I shared it on my twitter got many likes - even Matt McMuscles liked it, congrats!
 
some games and also original FFight games are full of these perspective errors too , doesnt mean that its right to do them cause they did it The Spriters Resource - Full Sheet View - The Combatribes - Stage 6: Final Battle

The thing with always folliwing along the axis lines is you will end up with blockyu stuff made from lego bricks , that is not a good way to get realistic enviroments that are organic, you should follow perspective but not stick to the invisible isometric lines that much and if it looks wonky - stick to the lines.
 
@Daniel99j we are here to help :) I don't have much free time, but I can try giving you some help.

Throw
As @DCurrent said, the towel sling doesn't looks good - there are very, very specific cases there you can use the default BOR throw, like in SNES/MEGA "The incredible Hulk":
12022.png

Basically, it will only work on not "over the shoulder" throws. in you case, you will need something else, since its an over the shoulder throw.
I use a customized version of @Bloodbane slam script (I've started to make a topic about it but never finished it)

The CONS of this method is: it takes time and some organization before you start, and you have to take care about walls.
But once done, using script (any method) is way better, since you have far more control. And you won't need to create tons of different fall animations for each enemy.

If you take a look at the topic I linked above, you will see that I use 2 fall animations (in fact, 3, but for other cases) and one of those will fit your need:
eqEpEdq.png

That is my FALL9 animation, a "flipping over" fall animation. You can use it without scripting if you need, just setting a proper attack on your GRABBACKWARD animation (instead of THROW) as a quick fix. I am only suggesting this because, on the method I use, I have that animation anyway, so you won't need to create a different animation just for that move. But I suggest, in the long run, to switch for scripted version.

The pile driver is a case where you will need script to get it right - or you would be ending creating a new fall animation for each throw you do.
The downside of using an attack type for that is that you can knock the enemy down from Haggar's hand (happens in my video for example).
Btw, I strongly suggest that both Haggar and the target has no BBOX in this case, so people won't interrupt the move

Stages

From what I saw, "SLUM" stage is fine - "ROUTER" stage too.
"ROOFTOP" stage has a slightly off angle on those floor cracks, and it should be an easy fix (green lines are okay, red lines are wrong).
See the floor line between the two green lines? That should be the right angle.

View attachment 3061
The basic concept is: choose an angle and keep it. On your stage, the left wall is a good reference.

This is a quick edit on how it should look, but you would take care of the jagged lines
View attachment 3062

For this stage,
1675785574391-png.3052

you have to flip:
- the floor direction and the far away buildings (to match the closer buildings) - plus, the shadow angle too.
or
- to flip the closer buildings direction

This is a very quick sketch, but take a look how all angles match:
View attachment 3063

Btw, the post where I shared it on my twitter got many likes - even Matt McMuscles liked it, congrats!

I'm currently trying to sort out the throw thing. But I ran into a problem. I understood correctly that the throw anim changes to a "grabbackward" animation and consists of two "invisible hits" - one that start an animation when the opponent goes around the hero's body and the second that throws him further. So I'm trying to create a working animation, but for some reason the "MOVE" command to move Bred 30 pixels behind the hero doesn't respond at all.

There is video with the problem:

And there is parts of .txt files with code. Can please somebody tell me, where the hell is the problem?! After two hours I'm seriously desperate. :-D

Hero .txt

anim grabbackward #THROW
fastattack 1
loop 0
offset 70 87
bbox 63 57 18 29 3
hitflash flashn
hitfx none
attack11 78 64 17 11 0 0 0 0 10 0
sound data/sounds/throw.wav
delay 15
frame data/chars/Cody/throw1.gif
attack11 0 0 0 0
delay 15
frame data/chars/Cody/throw1.gif
attack11 78 64 17 11 8 1 0 0 10 0
damageonlanding 5 1
delay 20
frame data/chars/Cody/throw2.gif
attack11 0 0 0 0
delay 1
frame data/chars/Cody/throw2.gif



Enemy .txt

anim pain11
flipframe 0
loop 0
offset 72 87
bbox 0 0 0 0
delay 15
frame data/chars/Bred/codyt1.gif
delay 15
frame data/chars/Bred/codyt2.gif
delay 1
bbox 63 57 18 29 3
frame data/chars/Bred/codyt2.gif

anim fall11
jumpframe 0 2 2
landframe 2
loop 0
offset 72 87
# bbox 63 57 18 29 3
move 30
delay 10
frame data/chars/Bred/fall1.gif
move 0
attack 63 57 18 29 3 1 0 0 10 5
delay 999
frame data/chars/Bred/fall1.gif
delay 1
# bbox 0 0 0 0
frame data/chars/Bred/fall2.gif
 
@Daniel99j,

I think you completely missed the whole point of what we all said. You must stop using attack type hacks. No matter what you do that technique will not ever produce good looking, stable grapple moves. The only way to make proper grapples is to script them. It's not hard to do once you try. The examples are in many modules. @O Ilusionista's Avengers, most games by @Bloodbane, @Kratus Streets of Rage series, Rival Turf by @Joshiro, and @machok's Final Fight are all places you could look.

DC
 
@Daniel99j,

I think you completely missed the whole point of what we all said. You must stop using attack type hacks. No matter what you do that technique will not ever produce good looking, stable grapple moves. The only way to make proper grapples is to script them. It's not hard to do once you try. The examples are in many modules. @O Ilusionista's Avengers, most games by @Bloodbane, @Kratus Streets of Rage series, Rival Turf by @Joshiro, and @machok's Final Fight are all places you could look.

DC
I understand where you are trying to lead me. Unfortunately, I'm not a programmer, I've never used any C language or anything like that. So I looked at how throws are made. But all I see are lots of numbers and meaningless abbreviations.

I'll try to make some sense of it again today, so keep your fingers crossed! haha..
 
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