Street fighter 89

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

No permission to download
The project is currently under development.
Nothing to thank me for friend, you're welcome, thank you as well. I am just glad that i could contribute in some way at least. Keep it up.
💪

I have an idea about your suggested move, still can't decide whether to use it or not at this point.. we'll see :)
Now with all the extra player sprites you're gonna have to make extra enemy sprites too so the animation interactions look better. ;)

you mean extra enemy sprites for pain / fall anim? or something else entirely?
 
you mean extra enemy sprites for pain / fall anim? or something else entirely?

Guys move when he puts the enemy on the floor then punch's them (ground n' pound) the enemy needs some extra transition sprites, it looks odd at the moment. I'll try to make some sprites for you to show what I mean.
 
Guys move when he puts the enemy on the floor then punch's them (ground n' pound) the enemy needs some extra transition sprites, it looks odd at the moment.
Ahh I already make fall3.gif just for a testing purpose (temporary) yeah they look weird 🤭

I'll try to make some sprites for you to show what I mean.

This is going to be good :love:
I watch your final fight video and noticed you have extra sprites for otg enemy
 
NINJA HOUSE Part 2 by Don Vecta


Not everything is ready so there is still a minor error lol but I am satisfied with the result so far
Credits and big Thanks @don vecta @Kratus @danno
Great job! The combos are amazing, and the charge attack is working very well :)

still a minor error
Did you mean the wrong color when you get a knife? It seems like a palette error, maybe some wrong palette declaration at the header or the weapon model doesn't have the correct palette applied on all sprites.

Also I noticed a minor issue at 7:51 related to the grab system, it seems that Andore grabbed you during your throw or slam move. I suggest removing the bboxes while performing any scripted throw/slam to avoid interruptions, plus simulating damages using the damageentity function instead of attack boxes.
 
This is going to the right direction, it seems. Maybe a few refining points:

Inside the ninja house we could have some health items in the first level. The area is dangerous and dying there is easy, some health could work.
Another thing, almost at the end of the first floor there's an opening there. You could make some enemies spawn from there so we can use those entrances.

Besides that, it's looking super sexy.

Now, for the boss area, I wanna ask the community. What do you prefer?
1) Captain Commando's Kabuki show (Yamato boss batle)
2) Final Fight 2's Retu stage

I'll mix elements of both games but I want to know which one would look cooler for this one.
 
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NINJA HOUSE Part 2 by Don Vecta


Not everything is ready so there is still a minor error lol but I am satisfied with the result so far
Credits and big Thanks @don vecta @Kratus @danno
d*mn! this is getting intense!
I like the result! So much progress.
Again ,I never imagined the gameplay would go so far into something advanced!
I'm satisfied and proud at the same time.
I can't wait to see more and to have a look at all characters advanced moves. Including Maki of course.
(I think she can be a very complete character, I have some ideas...)

Good luck for Guy's extra updates !
 
Great job! The combos are amazing, and the charge attack is working very well :)

both of the best elements in this new gameplay are coming from you my friend 😘 and this is what previously I still felt "missing" from Cody video

Did you mean the wrong color when you get a knife? It seems like a palette error, maybe some wrong palette declaration at the header or the weapon model doesn't have the correct palette applied on all sprites.

No, about the wrong palette is because I just haven't reindexed the colors because I keep adding new sprites and I still need to work on the new weapon mechanics first before correcting all the colors
the error is more to enemy pain-fall and attack box while falling etc

Also I noticed a minor issue at 7:51 related to the grab system, it seems that Andore grabbed you during your throw or slam move. I suggest removing the bboxes while performing any scripted throw/slam to avoid interruptions,

Yes I use bbox when players doing grab, grabattack and grabattack2 anim because I want the enemy to keep attacking while in this position but I never thought that they can also slam

plus simulating damages using the damageentity function instead of attack boxes.

I still using attackbox in enemy grab anim, I know this is my old 2018-2019 works.
just check your signal and I see you using slamstart script (signal throw) with grabattack and grabattack2 anim 🤔 I should try this instead

This is going to the right direction, it seems. Maybe a few refining points:

Inside the ninja house we could have some health items in the first level. The area is dangerous and dying there is easy, some health could work.
Another thing, almost at the end of the first floor there's an opening there. You could make some enemies spawn from there so we can use those entrances.

Besides that, it's looking super sexy.

You know I focusing too much on the original makes me forget to include this cool elements 🤭

Now, for the boss area, I wanna ask the community. What do you prefer?
1) Captain Commando's Kabuki show (Yamato boss batle)
2) Final Fight 2's Retu stage

I'll mix elements of both games but I want to know which one would look cooler for this one.

which you prefer guys? let us know

d*mn! this is getting intense!
I like the result! So much progress.
Again ,I never imagined the gameplay would go so far into something advanced!
I'm satisfied and proud at the same time.
I can't wait to see more and to have a look at all characters advanced moves. Including Maki of course.

😘

(I think she can be a very complete character, I have some ideas...)

Good luck for Guy's extra updates !

Ned I'll message you regarding this, I've already decided which moves I'm going to put into it
and don't worry we still lots of time for Maki ;)
 
wow
UPDATE: I remixed the audio and looped the tracks so you don't get fade in fade out looped music, I also compressed the music and some sound fx and other stuff, I managed to get the overall size of the game down from 205mb to 95mb

I could get the size down even further by changing sprites and removing files etc but I kinda feel it's not my place to do that, to be honest I'd like to add new throws and other moves but I know that would break the vision you have for your game.

You've added loads of stuff I wanted to add myself 🤣 great work buddy, this looks so fun to play. well done.
 
...Now, for the boss area, I wanna ask the community. What do you prefer?
1) Captain Commando's Kabuki show (Yamato boss batle)
2) Final Fight 2's Retu stage

I'll mix elements of both games but I want to know which one would look cooler for this one.
They are two reasons why I prefer Yamato:

First he's more nimble. Retu is comparatively too much static.

Then the way Yamato is introduced on scene: you get captured by a team of Samurai and get tranfered in a place where Yamato appears in a puff of smoke.

All in all I feel Yamato is cooler (his intro is more polished and his animations feel smoother than Getu's) he's faster and looks a bigger threat with his naginata (more reach maybe).

Edit: I just checked the two bosses on youtube. Surprisingly both music stages share a similar melody, the composers seem different though.
 
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Right, by any chance anyone has the animated frames of the musicians/crowd of this stage? The assets I have only have one frame. I could really be so tahnkful if someone can help out.
1689366676220.png
 
wow
You've added loads of stuff I wanted to add myself 🤣 great work buddy, this looks so fun to play. well done.
do you have new slam animation for haggar?

They are two reasons why I prefer Yamato:

First he's more nimble. Retu is comparatively too much static.

Then the way Yamato is introduced on scene: you get captured by a team of Samurai and get tranfered in a place where Yamato appears in a puff of smoke.

All in all I feel Yamato is cooler (his intro is more polished and his animations feel smoother than Getu's) he's faster and looks a bigger threat with his naginata (more reach maybe).

Edit: I just checked the two bosses on youtube. Surprisingly both music stages share a similar melody, the composers seem different though.
Actually the two bosses you mentioned wouldn't be here, the boss here is still a secret ;)

Excellent work machok and don vecta on the stages and Guy's new moves look dope as hell!

we've been working pretty fast lately 🤭 and don't forget @NED will also have a surprise :cool:


UPDATE INDUSTRIAL FIRE TRAP
It's been a long time since I updated the arcade version, so which one do you prefer?
left = new, right = old
 
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