Street fighter 89

In Progress Street Fighter 89 The Final Fight by Machok v3.7

No permission to download
The project is currently under development.
Thanks 🥰 well I just need the first ultra in the video ( pipe animation)
Since you're going to redraw it, you still can take captures of the video and use them as inspiration for the moves you want to add.
Should be a decent base ^^
 
Since you're going to redraw it, you still can take captures of the video and use them as inspiration for the moves you want to add.
Should be a decent base ^^

I see.. the video is blurry 😖 but you're right at least I can see which part that I need it
 
  • Like
Reactions: NED
@NED
here you go, not really hard to make I think but I still have to think about it first because what I need is anim runattack with pipe, not ultra
C_pipeUltra.png
 
  • Like
Reactions: NED
@NED
here you go, not really hard to make I think but I still have to think about it first because what I need is anim runattack with pipe, not ultra
View attachment 5800
That should do it. I think you don't need all the starting frames. other wise it would be too long delay for the startup.
From these first pictures I would keep these frames :
2, 4, 5, 6...

Also, perhaps you can take some of your existing frames as a base, I remember you game him a similar animation.
At least for the frames were he have his hands together. ^^
I'm almost sure they used the same SFA3 anim base as you to create the frames where his hands are together as you did to reference your own custom before.
(Hope this long sentence makes sense) ^^;
 
I can see the frames were taken from the original SF4 Cody frames to CVSX for the pipe strike. How about he hits with a baseball swing as his runattack either to the enemy's head or upper body? Maybe his arm motion would be different in a way he swings it.
 
I can see the frames were taken from the original SF4 Cody frames to CVSX for the pipe strike. How about he hits with a baseball swing as his runattack either to the enemy's head or upper body? Maybe his arm motion would be different in a way he swings it.
Correct I am planning to use it for regular run attack while holding a weapon, this one example for knife:



@NED
Thanks to @O Ilusionista I have better quality pipe animation for reference now 😘 although I'm still not sure if I'll use it or not because the moves look "too" Ultra.

@maxman
While you here 😙 would you mind helping me with continue screen? I don't understand how to implement it

@danno
I also thinking about cody-haggar throwing obstacle to attack enemy (Punisher - Vendetta) but maybe for another day since to do list is too piled up and I am worried that this will change the gameplay a bit.
 
Last edited:
I'm drunk now. I don't know if I could help with the continue screen because it's not finished yet. I only know how to set it with loadmodel since I use it for specific modes. I think it's gonna be tougher than my Street Fighter work because of the player count reading when it comes to players' deaths. The player count reading will probably be tricky to do as in both players already die one after another or simultaneously in multiplayer mode, or one player dies in single player mode. But I can try to see what can work. No promises made. I don't know where to input that script, whether it's in animationscript or ondeathscript.
 
@maxman No worries I still don't have any continue screen sprite either 😁


Progress
- I don't have any new tricks on the car yet however I found a new way so that the car can still bouncing when the player climbs on it while holding a weapon
- 1 new map color for Guy and 3 for Cody (Thanks to Final Fight Anniversary)
- Guy Back Attack and Cody Knife Attack animation

 
Ima need a release date for the demo king...l like the cancel flash animation...it reminds me of svc chaos.
I really want to push the combat system to the limit.
Do you have super moves yet?
 
Ima need a release date for the demo king...
hmm.. I will do it as quickly as possible but of course it all depends on my daily time and energy, I hope the demo will be ready in next 2 weeks since now I have started working updating on the stage 5 😊

l like the cancel flash animation...it reminds me of svc chaos.
I like it too, we can produce a lot of damage by combining this chargeattack with other moves

I really want to push the combat system to the limit.
Do you have super moves yet?
I've tried making it few times but the results are not good, I think super moves are not suitable for this game, or at least in arcade mode
so for now I don't have any plans to include super moves in it sorry 🙁

Hey, we still have @Mr.Q! Fight Forever which is full of fun super combos 👍
 
New Dodge Anim for Cody [TEST-1]


- Honestly I didn't use the dodge too much but it does the job. However, maybe drawing a proper "roll" sprite or some kind of "slide on foot" move can work better visually, it seems that you used the jump sprites for that purpose.

Not sure if it looks good or not but I think it's still better than the regular jump sprite :LOL:
 
New Dodge Anim for Cody [TEST-1]




Not sure if it looks good or not but I think it's still better than the regular jump sprite :LOL:

Generally I found if you are going to do a roll like that, just giving it a very slight forward (or even backward depending on the animation) horizontal velocity makes a huge difference in visual appeal.

See Ax's dodge in this example (if the time link doesn't work, it's ~nine second mark):


DC
 
Generally I found if you are going to do a roll like that, just giving it a very slight forward (or even backward depending on the animation) horizontal velocity makes a huge difference in visual appeal.

See Ax's dodge in this example (if the time link doesn't work, it's ~nine second mark):


DC
is the slight forward or backward movement done by holding the direction button or is it just the animation?
 
is the slight forward or backward movement done by holding the direction button or is it just the animation?

Just part of the animation. I give it a tiny bit of horizontal velocity to go with the vertical.

Code:
anim attackdown

    #sidestep.

    cancel 7 7 0 a freespecial12    #Second strike
    jumpframe  1  0  0.5  1 jumpm
    
    delay  7
    offset  60  98
        frame  data/chars/ax/land.png
        frame  data/chars/ax/p4.png
    ...

DC
 
Just part of the animation. I give it a tiny bit of horizontal velocity to go with the vertical.

Code:
anim attackdown

    #sidestep.

    cancel 7 7 0 a freespecial12    #Second strike
    jumpframe  1  0  0.5  1 jumpm
   
    delay  7
    offset  60  98
        frame  data/chars/ax/land.png
        frame  data/chars/ax/p4.png
    ...

DC
Thanks I'll try it now
 
I have seen some recent footage of this game and I can see no 'forcedirection -1' present on certain attacks that should have, unless it's intentional that enemies fall the opposite direction the players' attacks are going.

You might like to take a look into that 👍
 
Back
Top Bottom