Complete SUPER Final Fight GOLD

Project is completed.
I play your final fights on my android console often and with this version i would like to point out some stuff that felt a bit confusing or off..
- leveling was happening too often, it was crazy on bonus level with glass plates to break, i dont really feel like im earning that level up, its too often.
- after you beat bonus level there is no message that you succeeded , it just fades out like if you failed , there should be some text message onscreen to tell you "good job" or something, without this it feels weird cause you know you beat everyuthing and yet youre not sure cause there's no message to tell you that.
- i feel that delays after cahracter performs throw sometimes is too big on last frame of throw, character waits too long to go back to idle animation and you can get hit too easy, thats a bit too much and i prefere to actually avoid throwing enemies at all cause its just not worth it and you can get hit for that very easily.
- Guy walking animation is a bit too high, it feels like if hes floating, i would change offset a bit so hes more grounded.Actually a lot of his anims could use offset fix.
Overall i really like the delays and pauses , game dynamic is great, it feels very solid and its one of the best mods, i wish you could do similar mod but with bigger sprites from arcade versions.

 
The mod is pretty good!
Very nice update!!

I got few bugs/weird things.
M. Bison/Dictator : during his super move, he tends to disapear without hitting anything. It happens when he does the super with a wall in his back.
Or when he do it facing an obstacle (car, drums...)

Second thing: I see it in Dhalsim but it happens with other characters too*.
When you do a custom slam, if the binding axis of enemy is too close to the ground level, it will play the hitground sound "fall.wav"
You can fix it easily.
-don't make the enemy binding under Y=5
-visually put enemy lower IN ANIMATION (I mean in get slammed frames)

Hope it helps.

*Happens with Zangief too during final atomic buster, when he poses on the ground (last hit)
 
- leveling was happening too often, it was crazy on bonus level with glass plates to break, i dont really feel like im earning that level up, its too often.

you know, when i first realize that the levelup in the bounus stage was happening to often, i was thinking of fixing it... but then i realized i was having so much fun with this "fast" level up and i've leaved it as it is, so it's only a matter of my preference, i like this way better  :)

- after you beat bonus level there is no message that you succeeded , it just fades out like if you failed , there should be some text message onscreen to tell you "good job" or something, without this it feels weird cause you know you beat everyuthing and yet youre not sure cause there's no message to tell you that.

yea i know, i was thinking the same, maybe in the future i will do it.

- i feel that delays after cahracter performs throw sometimes is too big on last frame of throw, character waits too long to go back to idle animation and you can get hit too easy, thats a bit too much and i prefere to actually avoid throwing enemies at all cause its just not worth it and you can get hit for that very easily.

do you think so? i've never had problems throwing enemies, i like it very much this way... maybe depends on our different playstiles

- Guy walking animation is a bit too high, it feels like if hes floating, i would change offset a bit so hes more grounded.Actually a lot of his anims could use offset fix.

really? it doesn't seems like this to me  :o , i always use great attention in the making of offsets... what anims are you talking, apart the walking animations?


Overall i really like the delays and pauses , game dynamic is great, it feels very solid and its one of the best mods, i wish you could do similar mod but with bigger sprites from arcade versions.

and i wish i could have the time! anyways thanks for your feedback, bWWd, always appreciated!

M. Bison/Dictator : during his super move, he tends to disapear without hitting anything. It happens when he does the super with a wall in his back.
Or when he do it facing an obstacle (car, drums...)

yea i know, is one of the bugs i've mentioned in the first post... it happens with projectiles (even Bison special move is a projectile), even if i've set subject_to_wall command to 0, it doesn't seems to have effect. i'm still searching a way to fix this.

When you do a custom slam, if the binding axis of enemy is too close to the ground level, it will play the hitground sound "fall.wav"
You can fix it easily.
-don't make the enemy binding under Y=5
-visually put enemy lower IN ANIMATION (I mean in get slammed frames)

thanks for the tip!
 
What an excellent update of that gold from the very legend who is called... Pierwolf! Pierwolf, I'm not gonna lie but I find this mod very inspiring with all the characters you did. Very awesome as your previous ones. Scripts are very handy these days. :) Congratulations.

- after you beat bonus level there is no message that you succeeded , it just fades out like if you failed , there should be some text message onscreen to tell you "good job" or something, without this it feels weird cause you know you beat everyuthing and yet youre not sure cause there's no message to tell you that.

yea i know, i was thinking the same, maybe in the future i will do it.

You could probably use the scripted timer which is an entity Bloodbane made along with Count Monte from their G.I. Joe, and there's a part where it says "jumptobranch". I think that timer could be useful with the use of count objects or count enemies, and one of the anim follows can play as a timeout loss depending on what you scripted. I haven't tried it honestly, but there is a solution which you can make characters play their timeout loss poses I believe.
 
Long time no visiting this site... I came today for curiosity's sake and saw this. After downloading it immediately, I played it and finished it. It's pretty awesome, loved the fast paced gameplay with all the new attacks.

The mod needs some polishing though.
  • Bug Fixing, you already know the most annoying bugs.
  • Main menu fonts still overlap (since FFG).
  • Level up text font doesn't match the main one.
  • The new character voices are cool but the rest of the voices\SFX doesn't fit with that, so I think it also needs an update there (that SOR jump sound...).
  • Bison, Balrog, Sagat and Vega should be hidden characters.
  • Bonus stages doesn't feel like bonus stages. Put more info on them, actual objective and clear stage messages at least.
  • An extra, separated stage with Gouki as a hard as fuck boss could be awesome, and he should be unlockable too (Super Final Fight Gold Turbo ;D).
 
hi friend.very nice work.i download final fight gold champion edition and it work nice in psp.
but the super gold edition not work on psp.it pop up in 50% loading screen.i use OpenBOR_v3.0_Build_4082 and also downer version but it happen like that i said.i really love to play this game on my psp...tell me what can i do or please make an psp version of this great game.
thanks.
i am waiting friend.
 
i also use the newest version OpenBOR_v3.0_Build_4111 but didn't work.in loading screen pop up.please helppppp!!!!
 
can you make the mod for psp lower bor version?like OpenBOR v3.0 Build 3665?
your Knights & Dragons: The Endless Quest and final fight gold champion really good on psp.
can you make the super final fight gold like theme???
 
behnam said:
can you make the mod for psp lower bor version?like OpenBOR v3.0 Build 3665?
your Knights & Dragons: The Endless Quest and final fight gold champion really good on psp.
can you make the super final fight gold like theme???
Yes, it is same for xbox :p
Thanks
 
When i play this game on my 1ghz android phone then it lags and drops frames, does it have a lot of stuff going on all the time in update.c  ? Maybe that leveling system has some memory leak somewhere, i have previous version without leveling system and game plays smooth.I was surprised because resolution isnt that high but frame drop is noticeable.
 
my friend i think if you make an lighter version of the game psp and xbox can run this.
like delet some character like dj-cammy- or etc and some enemies i think it work.an lighter version ;)
 
Yo Peirwolf, congrats on the release man, and I'm glad you got a most of the SF2 cast on it, so not only do I have Guile, I also have Balrog and Bison!  8)

behnam said:
my friend i think if you make an lighter version of the game psp and xbox can run this.
like delet some character like dj-cammy- or etc and some enemies i think it work.an lighter version ;)
This isn't very hard to do yourself man. Just learn how to use the extract CMD, erase the characters you don't want from the Models.txt and their folders(Though I would keep them in case a file a two are shared with another character), then use Makepak. I made quick fixes like this for myself back when I first started, making Battltoads jump higher to clear a certain stage that was near impossible without it, and removed this command from A Megaman X mod that made a certain enemy stay on screen after death and keeping the game from moving forward.

x)
 
I love your FF Gold series, man! Thank you for this new iteration. I already completed a few levels as Cammy.
 
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