Street fighter 89

In Progress Street Fighter 89 The Final Fight by Machok v3.7

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The project is currently under development.
Oh my god, did something happened to Machok?

Oh no, I didn't mean it like that. Just lost as in lost to the community. Got busy and gave up his projects. Quit out of frustration with something tedious. Snatched up by another hobby community or a Discord channel. Just gradually lost interest and drifted away... that kind of thing.

DC
 
Oh no, I didn't mean it like that. Just lost as in lost to the community. Got busy and gave up his projects. Quit out of frustration with something tedious. Snatched up by another hobby community or a Discord channel. Just gradually lost interest and drifted away... that kind of thing.

DC
Oh I see what you mean DC, good thing he's still around, but I'm sad he's not part of the ChronoCrash community anymore.
 
Oh I see what you mean DC, good thing he's still around, but I'm sad he's not part of the ChronoCrash community anymore.
I don't know for sure that he's gone. It's not like I have the inside track to your lives. :P

Just that, when it's nearly a year since someone logs in, it's a halfway safe bet they're gone for good unless the itch bites them again someday.

DC
 
Such a shame he left the scene, we were talking a lot about this mod in DM, shortly before he left, was giving him some suggestions about the main characters (especially Guy, since he is my favourite), i even got permission from machok himself to implement his SFA3 super "Bushin Gourai Kyaku" which i did, made two versions out of it, one classic and one with slide finisher, he even let me upload it, just not here on the forum (cause it can only be done by the author himself), but on my YouTube channel. So it's not official update, but it still a cool addition to the character of Guy. Will it be present in some future official updates, it's up to machok, and ONLY up to machok. So i sincerely hope he will show up again at some point sooner than later, cause it's really a shame this mod hit the stop so suddenly, keeping my hopes up. 🙏🏻💪🏻
Soon i think i could show up some video of Guy's gameplay with his new SFA3 super move. ☺️
 
Ahhh yes, IIRC i think I've seen his comment on one of his SF89 update video, saying something about taking a bit of a longer break and rest before continuing with further updates for the mod. So he could show up again eventually. 🙏🏻💪🏻
 
With so much work done I do not wonder that @machok burnt out self on this project. But it still has annoying bugs and it would be good to complete it.
Maybe author allows for other people to fix and complete it. I played version 2.1 last night and it has less bugs than 3.7 (there were different issues which were fixed in later releases). One of big issues in 2.1 was Belger almost not beatable in given time. I even took Haggar out of desperation to give him good back drops but time still finished me.
 
@Rysiek I'm going to go over this and fix the bugs in a couple weeks, I'm finishing up helping someone else with their project at the moment but when that's done I'll get on this.
So You have access to whole code and can modify it? Do You know what to be addressed to fix? It won't be easy task ...
 
@Rysiek you make a list of things to fix and post it here.
List ... well, I can start but it will take time to spot everything. Based on 3.7.
Some of them could be intent. Some of them may need additional disscusion. Some of them are minor.

1) On the end of each stage, just before next stage starts volume of playing track goes much higher above the current audio settings (for 1-2 seconds) and returns
to normal when next stage starts for real.
2) All enemies can attack player calmly staying a little higher or a little lower in Z axis, when in the same time player punches misses them completely. Forward kicks work better, but not vertical kicks.
3) It is quite hard to hit unmoveable objects (barrels, booths, others) even standing in front of it. They are ridiculously "flat" (similar to old point and click games where You had to hit object with pixel size trigger).
4) Poison and Roxy can twist their body in the fly about 180* and still kick You where You were definietly behind already.
5) Tracking system of flying El Gado and Holly Wood is ridiculous - they can following player being in the air. There is no way to dodge moving only in Z axis, or hard taking steps back a little to late (compared to original).
In 2.1 that worked much better, like or almost like in original. The same is with Andores. About Poison and Roxy I think as well, but not so sure.

6) At factory level and floor flames, not using UP/DOWN is not enough to not change position in Z axis. Seems like grabbing enemy is enough for player to move slighty down or up. And space between flames is as thin as barrels from 3). In original it wasn't so hard to keep vertical position using only left or right directions.
7) At factory level at end of first stage, final enemies appears earlier than it was in 2.1, and after defeating them game is waiting for something for 10-15 seconds before the stage ends. In 2.1 it worked ok.
8) At factory level on the end of stage 3, where player should reach the elevator to Rolento, the 2 ninjas and other enemies appear earlier (before player reaches the door),
and if they are defeated in this place (player is not near doors) then game won't continue. Restart stage is needed. Last time I checked I have seen elevator indicators on right but game still stopped.
9) At Abigail level, when fight with many Gados and Woods ends game doesn't continue (not always but quite often). Something is blocking the progress. Not sure what.
10) At Abigail level timer stops in the middle of stage. In my case it is something about 70. At 2.1 it worked but flowed too fast instead.

11) This one may be intent: The number of knives which can lay on floor is probably not limited, which makes the fight harder (player missing hit chance taking a knife) at some point. In original the number was limited to 6. Was it good or not, do not know, but such bunch of knives is ridiculous as well.
12) Player can't drop Sodom's sword. Can't take another one keeping the first one. One of strategy in original.
13) Back jumps are almost impossible to do on keyboard, the key combination requires to much precision and timing. Not to use in real struggle.
14) Car and glasses stages have no timer, and no bonus due to complete stage before timer.
15) Vertical kick is almost useless. Even if enemy is in front of player the kick won't reach him/her. Vertical kick had 100% chance to stop Roxy/Poison, but here it has 0%.

16) If weapon and food lay on floor in the same place, player will take weapon first. Reversing the order may be crucial in heat of battle.
17) It is very hard to grab enemy. In 2.1 it worked much better. Even with new fighting moves, grabbing is still crucial in this game.
18) ALT+F4 or F10 closes the app but sometimes game shows credits, but mostly not.
19) In 2.1 enemies could be throw out of screen, in 3.7 game is keeping them on screen (except case they walk out on their own). Not sure if it is good, because player can devastate group of enemies placed them on left or right side of screen without much efforts. Moreover if player throws enemy for example on left side and runs to the right, the screen is pulling the enemy to keep him on view.
20) Caption on the right (PRESS START, CREDITS 5) is placed on different height then the same caption on the left.

21) Cody: picking and throwing pebbles in the middle of fight is the worst movement in my opinion - it breaks the pace/combination and lowers player guard for 1-2 seconds. Not sure if it is somehow done by proper combination,
for me it is always random.
22) Jerky animations when game takes control of characters.
23) Special knock out movement (spinning attack) region is badly calculated - for example if 3 barrels rolls on the floor, and player is set in the middle of them, there is high chance that below or above barrel will not be destroyed.
24) Andores can stand up in the speed of light without proper animation or delay and throw a punch, make a run in Z axis (not able to do it even in original) or even turn around immediately and punch player.
25) On the bottom of screen there is addtional bar which fills itself with each enemy defeated. Not sure what is it for.
26) Weird barrels destroying animation ...
27) Flame hitbox is too big in my opinion, and animation not smooth.
 
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