Complete SUPER Final Fight GOLD

Project is completed.
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!
 
Pierwolf, I got a bug: When you are playing with 2 players, sometimes the LVL up appears at the edge of the screen and not over the character's head. Plus, the lvl of the character doesn't changes.
 
Huge Improvement over previous iterations. Haggar I feel is the strongest character. I played the entire game as him, but as soon as I got to the final boss, my continues were getting eat up! Great challenge. I do have a few suggestions though

1. Change the palette of the enemies. After stage 5, it starts getting repetitious. All of the characters have great palettes, why not the enemies?

2. There should be more diverse enemies. There are a number of enemies from all the FF games you could toss in. I was having fun, but towards the end the excitement  was losing steam

3. Can we get a win pose or transition? Fading to black seems cheap next to all the effort put forward. Even a quick screen and narration would be cool. How the heroes go from busting heads on the streets of Metro City, to globe trotting kind of seems random
 
I'm having a problem I downloaded  the game then extracted with WinRAR and 7zip but the new folder won't pop up , I  might be missing something but I don't know what.
 
I'm playing this right now with my favorite character Carlos Miyamoto I'm loving the fact that you made him use his sword more :) And so far the game is good.
 
Pierwolf said:
like an RKO out of nowhere :D , i've decided to release the latest installment of my Final Fight GOLD series :D
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!!!
Great mod!!. I'm thinking to start adapting sereval characters.... TMNT, KOF, MK, etc...
:)
the only thing you can add is: the running. It would be amazing!  :D
 
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).
 
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).
 
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).

Just use the Up+Attack command to escape. Works brilliantly ;)
 
Pierwolf said:
hy everybody!

like an RKO out of nowhere :D , i've decided to release the latest installment of my Final Fight GOLD series :D
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

SFFGold.gif



- 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!

can this masterpiece be played on the OpenBor psp version?

thanks in advance
 
We have played Super Final Fight Gold, excellent MOD!
In my opinion is the best game for OpenBor!

Keep it up!
220px-Export_hell_seidel_steiner.png
 
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/

Sure it does... I've been testing this mod on my PSP using the same version from this link, but the build number shown on my PSP is different than specified on this page: it shows build 3789 instead 3742. I've got the real 3742 package via SourceForge OpenBOR Page, SFFGold doesn't work on this revision for PSP. So the correct version to play SFFGold using a PSP is v3 build 3789.

BTW, talking about this mod... I found it very very well done. I liked it a lot. Congratulations to the author...!!
 
PierWolf, thank you for your work man,It's awesome.  I beat it with one of my friends, took us awhile to figure out how to counter the juggles though.
 
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.
 
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.


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).

i see you haven't read the "how to" section...  ;)

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.

i wanted to add slam master chars, but sadly they have different heights comparing to SF and FF chars, and it's too much sprite editing for me right now. anyway, there are 23 characters, are you not satisfied with that?  ;)

you guys also seem to have find a right build, v3 build 3789, to play it on PSP. i will test it sooner or later. great job!
 
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.

Try to use this for Bison's Psycho Crusher if the wall bothers him.

Code:
@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
 
sorry, before i mean "subject_to_wall 0", not "subject_to_stage 0".

Anyway, i've tried your script, but still it doesn't work.
 
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