In Progress Street Fighter: Initial Impact

The project is currently under development.
Thanks for the comments, guys!

Oops. I just corrected my post and meant to say X instead of Z. Sorry. The X distance between the two bikers was tricky to handle. I just had to use offscreenkill for a biker to vanish offscreen so it would save memory. At least I'm very proud of the results I made for them to stay normal without slowdowns and fluctuating to memory leaks. Its FPS is perfectly smooth so fortunately, I'm not worried about spawning them anymore after the fix. Thanks, DC. I did the calculation myself on models and their animations, and it works well.

Yeah I remember the bike background has a few layers
this made me amazed the first time I saw it in the arcade back then

big minus fglayer maybe? something like this
C:
fglayer            data/Bgs/mission_start/BG4.png -990 0.65 0 0 0 0 0 -1 1 1
fglayer            data/Bgs/mission_start/BG5.png -980 0.615 0 0 0 0 0 -1 1 1 0 0 0 0 0 0
fglayer            data/Bgs/mission_start/BG6.png -970 0.55 0 0 0 0 0 -1 1 1

Nope. To be frank, the bikers are not fglayers at all. They are none type, but each in model and animation. Plus, I have an empty or invisible entity that spawns those bikers like they loop and yes, it loops its spawn. I really find it very useful using offscreenkill after calculating the widths of panel, bikers, and the current screen resolution.

If you wanna know the trick on how I spawn the bikers like that, I can share it here.
 
You probably shouldn't spawn them at all. Obviously entities will work for this sort of thing, but if you want to optimize, animated layers will do it with a lot less resource cost.
As much as I care memory optimization, I'm not sure which one is better. But I go with animated models when it comes to the pause of the post-battle menu.


Animated models don't move, while animated layers do.
 
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I decided to name this title as "Street Fighter Initial Impact." Its title name is a reference to both Street Fighter 1 and 2 due to their beginnings of starting out as a typical fighting game (Street Fighter) and the biggest inspiration that popularized many fighting games as a fighting game genre (Street Fighter II). Yes, there were some fighting games before the Street Fighter series started. With SF2's first debut, it was considered as an action and adventure game.

Here is the strongest woman who is ready to test her strength in the bonus stage.

 
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Thanks for pointing out the command on the shadow casting, DC! Much appreciated! I was thinking of shadow leaning based on where the sun is located.

I don't know if I would ask this, but is there anyone who could contribute or help to create a title to/for the title name of this project? It would look cool if it resembles Street Fighter I and II. It's like the logos from Street Fighter logos especially 1-3 and Alpha. If not, maybe I'm kinda too early to ask this?
 
I decided to name this title as "Street Fighter Initial Impact." Its title name is a reference to both Street Fighter 1 and 2 due to their beginnings of starting out as a typical fighting game (Street Fighter) and the biggest inspiration that popularized many fighting games as a fighting game genre (Street Fighter II). Yes, there were some fighting games before the Street Fighter series started. With SF2's first debut, it was considered as an action and adventure game.

Here is the strongest woman who is ready to test her strength in the bonus stage.

Oh cool, haha the guy opening the door. Nice work Max :D
 
Thanks for the comment, guys!

Oh cool, haha the guy opening the door. Nice work Max :D
Thanks. Even though the sprites of that guy are limited, I can try to make him react like the cameos from some stages in Street Fighter Zero 2. I would love to see their reactions when it comes to specific conditions.

Nice work on the game name!
Thanks, O. I was inspired by the way the roman numeral 6 (VI) was rotated into an actual number from the trailer of SF6. The game name is from both the roman numerals of 2 from SF2 and the letter I has initials as abbreviations. It's like a knock-off from the roman numeral. Also, there are many references to the initial letters of the title name. OpenBOR is one of them, since I'm in the beginning stage of making this type of mod.

I don't like to sound like a beggar, but I do need help with translating the texts from Japanese to English in the Japanese version of Street Fighter 2. Especially some World Warriors who appeared in the first SF2. This is for adding tips in the continue screen. which should've been featured in the international version.

EDIT/NOTE: These current attachments are from the Japanese version of SF2. But yeah, they could be a good sample mockup for showing portraits along with the tips. Now that I brought up with the idea of including the tips, either the portrait or the "fainting" animation can come along.
 

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Still not done with the continue screen yet, as well as the tips, but this is going okay. I just need to give fitting responses when a player continues.


First one is good, but the second and last ones need fix for starting player 2 and playing player 1's anim death respectively.
 
Still not done with the continue screen yet, as well as the tips, but this is going okay. I just need to give fitting responses when a player continues.


First one is good, but the second and last ones need fix for starting player 2 and playing player 1's anim death respectively.
Good.
And Black screen make it looks way better.
 
😆 I know. I forgot to put the black screen back in the first two. 😆 The last part was the time I put it back. Oh, forgetful me. 🤦‍♂️
 
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The progress on this is insane!
I'm looking forward to the end product.
With regards to the camera... check out Dragon the Bruce Lee story..the camera and levels are a sight to behold..
 
The progress on this is insane!
I'm looking forward to the end product.
With regards to the camera... check out Dragon the Bruce Lee story..the camera and levels are a sight to behold..
I forgot about that camera set from that game, but that game was worth to remember playing as a kid. I had a nightmare about the last boss, and it was hard to defeat. Playing LOTDD was the time I had to put an end to my nightmares off, but I didn't expect it to appear after reaching its true ending. LOL Anyway, back on topic. The camera setting for mediating its center around both fighters, has always been my struggle to fix for so long. Hopefully, I can get it to work.

Thanks for the support and compliment!

@maxman you're a beast man! All of this looks amazing!
Thanks for the nice comment, man! Yeah, there's so much more to go for making an amazing content of this game.
 
I'm looking forward to this!
We need a vs game on Openbor and this is it,
I love the sprites used here.
 
Thanks, guys.

I would like to use burning sprites for anim burn or when characters get burned, especially from Ken's Shoryuuken and Dhalsim's Yoga Fire. What sprites should I use? Should I use the burn sprites from Street Fighter 2, Kizuna Encounter, Samurai Shodown, King of Fighters, or any other?
 
Thanks, guys.

I would like to use burning sprites for anim burn or when characters get burned, especially from Ken's Shoryuuken and Dhalsim's Yoga Fire. What sprites should I use? Should I use the burn sprites from Street Fighter 2, Kizuna Encounter, Samurai Shodown, King of Fighters, or any other?
Personally I'd say go with MVC since it has some of the nicest burn and shock sprites.
WHSJextra did a nice job with regards to flames and shock effects as well.
I love this custom approach to our favorite warriors!
It's completely of the rails it.
Not for me but the in make for great inspiration.
Some of the effects are next level.
Hope this help.
That the same hit flash what @Kratus used.
I want to go from standard Hans to hand combat the have my game evolve into something like in the video
 
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