Vulcan Apollo
New member
I have been waiting for this game since I was a kid! Cody is by far my favorite, 1989 Cody with Street Fighter Zero moves is amazing! And Fei Long is a joy to play with, his Dragon Kick is a awesome clear screener!
Great mod!!. I'm thinking to start adapting sereval characters.... TMNT, KOF, MK, etc...Pierwolf said:like an RKO out of nowhere, i've decided to release the latest installment of my Final Fight GOLD series
i've made many overall improvements and added some scripts to improve the game.
so, without further ado, here it is:
the new, improved, Final Fight game from Pierwolf!
SUPER FINAL FIGHT GOLD!!!
Don Vecta said:There's a thing it must go from this mod: the juggles!
If you're caught in a corner by a group of thugs and you've got knocked down, they'll juggle you till the end of time with merciless jabs and basically can't do nothing about it (got several 100% damage combos).
Pierwolf said:hy everybody!
like an RKO out of nowhere, i've decided to release the latest installment of my Final Fight GOLD series
i've made many overall improvements and added some scripts to improve the game.
so, without further ado, here it is:
the new, improved, Final Fight game from Pierwolf!
SUPER FINAL FIGHT GOLD!!!
NEW DOWNLOAD LINK
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- Awesome roster of 23 characters, from final fight to street fighter!
- new special and super moves for all characters.
- remade all throws, this time with scripts.
- new and more useful evade sistem: push up + punch button to evade and hit the enemies, even in mid-air!
- new improved training mode.
- new, exciting bonus stages.
- new level up system! become stronger and stronger!
- can you feel the heath?
it should work with the latest installment of Openbor, personally i've used OpenBOR_v3.0_Build_4082 in the making of this mod.
know bugs:
- even if i've set subject_to_wall for all projectiles and npc entities, they still are affected by walls. this is more obvious with characters that have projectile attacks (ryu, bison, etc...).
- the characters who have special throws (like zangief) are able to throw even objects and obstacles (this can be weird expecially in bonus stages).
they are not gamebreaking bugs, but i don't know how to fix them, so if some of you can give me a solution, i will be eternally grateful.
Enjoy and feel free to let me know if you like it! see you!
seep said:We have played Super Final Fight Gold, excellent MOD!
In my opinion is the best game for OpenBor!
Keep it up!![]()
V-BISON said:indeed it is!! i found a OpenBor that is compatible with Super Final Fight GOLD
in this link
http://nicoblog.org/psp/emulator/beats-of-rage-v3-0-build-3742-games-pak-for-psp-and-pc/
O Ilusionista said:Pierwolf, I got a bug on your game. M.Bison/Vega has some issues with walls. If you use his hyper power, the psycho crusher will get stuck and vanish when used near walls.
This happens on:
- At the Phil stage (over the train), if you are back turned against the right wall. (There is no psycho crusher)
- Against the car bonuses (psycho crusher appears but, once it touches the car, it disappear).
Don Vecta said:There's a thing it must go from this mod: the juggles!
If you're caught in a corner by a group of thugs and you've got knocked down, they'll juggle you till the end of time with merciless jabs and basically can't do nothing about it (got several 100% damage combos).
Miru said:I don't think having the Shadoloo Devas playable makes sense. They're villains. Well, Sagat isn't exactly a villain anymore. I would have preferred some of the Slam Masters, or a playable Posion.
Pierwolf said:O Ilusionista said:Pierwolf, I got a bug on your game. M.Bison/Vega has some issues with walls. If you use his hyper power, the psycho crusher will get stuck and vanish when used near walls.
This happens on:
- At the Phil stage (over the train), if you are back turned against the right wall. (There is no psycho crusher)
- Against the car bonuses (psycho crusher appears but, once it touches the car, it disappear).
yes it's a known bug to me. it happens with projectiles, even if i've set "subject_to_stage 0" they still are stopped by walls. I onestly don't know how to fix it for now.
@script
void self = getlocalvar("self");
if(frame==0){ // bbox is inactive yet
changeentityproperty(self, "Subject_to_Gravity", 0);
changeentityproperty(self, "Subject_to_Wall", 0);
changeentityproperty(self, "Subject_to_MinZ", 0);
changeentityproperty(self, "Subject_to_MaxZ", 0);
}
if(frame==12){ // this when enemy's bbox is active
changeentityproperty(self, "Subject_to_Wall", 1);
changeentityproperty(self, "Subject_to_MinZ", 1);
changeentityproperty(self, "Subject_to_MaxZ", 1);
changeentityproperty(self, "Subject_to_Gravity", 1);
}
@end_script