Street fighter 89

In Progress Street Fighter 89 The Final Fight by Machok v3.8.3

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The project is currently under development.
Thank you @ntshdalpha I'll fix and upload tomorrow, it's pointing to folders that don't exist, I thought I got rid of all of them but some still remain. sometimes the game still runs with the misdirected path, sometimes it doesn't.
 
Thank You for fixes.
Small insights about 3.8.2 - i played till reached metro.
- no more sound going louder on the end of stages (hope it is finally fixed).
- no more waiting on character reaction on the end of stage. Before we could wait long seconds until game decided to finish stage.
- alt+f4 in game displayed proper credits screen (fixed or coincidence).
Now diferences compared to arcade or 3.7 (if not changed by intent):
- game blocks player to go further more than it was in arcade or 3.7. For example on the beginning of old arcade 1st level (six barrels, Damnd laughing), first thug stays near the door, then there is phonebooth. Game normally should allow player to continue walk but blocks viewport near the phonebooth until all previous enemies are eliminated.
There are more such cases.
- first and second door of first old arcade level - doors open but no enemies are coming out. Player must go further to trigger thugs.
- in the basement, there are one crate and two barrels. In original there is distance between crate and barrels, in current version crate is moved to right.
- some barrels are missing (one trashcan near stairs to basement, and trashcans before main metro level - I have interrupted gameplay on beginning of old arcade metro level).
- fighting Damnd - his timeout is shortened to few seconds only. In original and 3.7 he takes much longer breaks sitting on handrail.
- fighting Damnd - the area of fight is shortened to current viewport. In original and 3.7 the area is much wider.
 
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So I'm having a bit of a dilemma .... I've been working on fixing the animations and the collision interactions the entities have (hitbox, bbox and offsets) and making them more sprite accurate BUT I can feel it's changing the overall gameplay and feel of the game, Things feel more solid and heavier which is NOT like the Arcade at all. as annoying as it is how @machok has done it is quite Arcade accurate.

Should I change it? sprite accuracy over Arcade accuracy?
 
So I'm having a bit of a dilemma .... I've been working on fixing the animations and the collision interactions the entities have (hitbox, bbox and offsets) and making them more sprite accurate BUT I can feel it's changing the overall gameplay and feel of the game, Things feel more solid and heavier which is NOT like the Arcade at all. as annoying as it is how @machok has done it is quite Arcade accurate.

Should I change it? sprite accuracy over Arcade accuracy?
Is it related to what I had written earlier?
The changes I have mentioned are going away from arcade, and Yes, @machok version was much arcade like even with additional moves, but was buggy here and there.
Not sure how fixing animations or collision interactions could unfold toward changing arcade aspects like number of objects, their placement, enemies triggers or freezing viewport more often than it was before or in the worse way.
 
Is it related to what I had written earlier?

I noticed bugs because of the Arcade accuracy when spawning entities in stages so some things had to be moved or changed but not enough to affect gameplay

Not sure how fixing animations or collision interactions could unfold toward changing arcade aspects like number of objects, their placement, enemies triggers or freezing viewport more often than it was before or in the worse way.

some were game breaking, I have fixed most of them but the less obvious ones I'll be able to grab by other people making me aware of them and uploading the openbor log file,

I have started to work less obvious one but I do feel it's changing too much machoks original idea, I think i will only change the ones that break gameplay but leave the rest as he indented, Some things will look and play slightly strange but they are the same as in the arcade, I want to fix it all but I can't without changing too much, so for now I will stick to fixing more bugs and adding Haggar.
 
Hi

Tested the new version, same error, wont progress further in bay area, after the el gados and hollywood wave.

AI will attach the logs and a exact location in a screenshot. Played in arcade mode.

Some observation

- When you are in the air performing aerial combos, El Gado / Hollywwod low sweep, hits you breaking the sequence. Reducing the hit detection would be nice.

- The dog isn´t barking...KKKK

Keep the good work, play final fight since 1991, when bootleeg arcade appears in arcades in may city (Curitiba-Brazil), and the version is solid an a refresh feel since i played originally in that time. Thanks so much for doing this game!
 

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Tested the new version, same error, wont progress further in bay area, after the el gados and hollywood wave.

Thank you, if you throw a knife he's hiding offscreen, this one I have no choice but to change because it breaks the game until the time runs out, I know the bug, it's the same subject to screen one, i'll get on it.

The dog isn´t barking

He's too scared to bark after seeing all those knives, :ROFLMAO: I'll replace that at some point but it's at the bottom of the list.
 
Should I change it? sprite accuracy over Arcade accuracy?
in my humble opinion, I think you could try to follow Machok's original gameplay and feel as much you can, as a matter of respect with the original author.
If you feel you want to go into a different direction, I think you could make a fork into our own game, with a different name and such.

Arcade accuracy is a can of worms. As soon as you open it, you'll have a series of problems with it. I remember some idiot who caused a commotion on Twitter with the Sega Genesis Final Fight port, claiming to be a "professional beat 'em up player" (whatever that means) and that if the port's author couldn't finish the game with just one coin, they shouldn't have made the port.

I do think it's interesting to at least have the soul of the original game, but without exaggeration. Look at what happens in @Kratus post about SORX, where people complain – literally – about things that are 1 px away...
 
My two cents would be: If you like the original game so much, then play the original game, it's already there. Devs will always have their own quirks about specific stuff, it's up to you guys to take it or leave it.
 
The most importante mechanic in game is the possibility to throw a enemy in a middle of combo attack pressing up on joystick , and its there. Thats the original feel of final fight.

Ideas for add the sound track original from the arcade version?
 
I noticed bugs because of the Arcade accuracy when spawning entities in stages so some things had to be moved or changed but not enough to affect gameplay
I still do not understand how stability is affected if for example some crate is more or less moved to other place, some barrel missing or enemies spawn trigger half meter after original trigger.
But I understand that stopping game progressing further more often than in arcade is a result to keep better stability (less enemies simultanously).
 
I still do not understand how stability is affected if for example some crate is more or less moved to other place,

stage intro's, before I made them smoother the walk animation ended sooner, My smoother animation lasted a few steps longer because of how everything else is spawned, If I didn't move the crate or other obstacles characters get stuck, which also happens off screen, I could write a code to prevent all that happening or I could just move spawn locations slightly.

Anyone can enlighten me what is the small green bar on the bottom of screen which feels with each beaten face?

Machok was planning on adding an M.P bar for special moves but none were implemented or removed in 3.7
 
@danno To me it should stay as clos as possible from the arcade.
But should allow a bit of flexibility in term of gameplay. Some choices made in older games sometimes make them less fun to play nowadays.
But I would try as possible to avoid the gameplay too feel too "far" from the arcade.

To be short. Try not to change it too much, but if some things makes sense for you, you should edit them :).

D*! I still have not tested the demo.
 
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