Canceled Fatal Fury Chronicles

Project is halted prior to completion and will not receive further updates.
Finally finished Galford's basic series attacks. Took forever, but for good reason. It's possible to disarm Galford (or he can disarm himself if you want), meaning his whole move-set is doubled up. Plus there's the color separation. Lastly and most of all - all but two of his basic moves are custom drawn sprites by yours truly. I tried my best to make everything nice and smooth. Every move has the same or more frames as a comparable attack in Capcom vs. SNK, and the sword attacks all get transparent motion trails. Hope you like!


DC
 
Good to see some progress here DC!
And I can see you updated the CS on his mask in portrait.
 
Here's some more progress...

Galford is slow going, but for good reason IMO. As mentioned in earlier posts I've split his original 16 colors into just over 100, and nearly every move you see here is comprised of custom drawn sprites by yours truly. The original animations from SNK also include custom sprites to bring them up to par with CVS and Real Bout series.

Thus far he has basic combos for normal and up close range, jump attacks, grab strikes, side step attacks, and a forward throw. He can be disarmed, so everything has an alternate when he's without the sword. Next will be finishing up the basic throws, and start adding special moves. Stay tuned!

 
Damon Caskey said:
Here's some more progress...

Galford is slow going, but for good reason IMO. As mentioned in earlier posts I've split his original 16 colors into just over 100, and nearly every move you see here is comprised of custom drawn sprites by yours truly. The original animations from SNK also include custom sprites to bring them up to par with CVS and Real Bout series.

Thus far he has basic combos for normal and up close range, jump attacks, grab strikes, side step attacks, and a forward throw. He can be disarmed, so everything has an alternate when he's without the sword. Next will be finishing up the basic throws, and start adding special moves. Stay tuned!

https://www.youtube.com/watch?v=kXriBQFgxh0


I like the go button!  Very original.  Was it inspired based on Terry Bogards’s hat?
 
Looks good.
I'm curious to know the command you choose for hop back defensive move.

Mine is block + back direction.
But it seems not to work in Openbor anymore (I mean new builds)
 
nedflandeurse The back dash is double tap block button. I feel like it's consistent with double tapping direction for sidestepping and running.

If you recall I also have a parry feature if you block with perfect timing. The double tap back dash also stops players from mashing block to fish for a parry...  you actually do have to use good timing.

DC
 
OK, this input sounds good.

About parry, no I didn't add this timing feature.

But I have one of the taunts back+taunt that can counter some attacks for few frames.
 
Another excellent work here, I hope we can test this someday :). Is Poppy attacking at his own will or only under Galford's command?
Which other playable character do you plan to add? Your game's name if FF Chronicles but Galford doesn't belong to Fatal Fury series, does he?
Maybye your can rename your project SNK Chronicles?  8)
Great gameplay, please continue the good work ;)
 
kimono said:
Another excellent work here, I hope we can test this someday :). Is Poppy attacking at his own will or only under Galford's command?
Which other playable character do you plan to add? Your game's name if FF Chronicles but Galford doesn't belong to Fatal Fury series, does he?
Maybye your can rename your project SNK Chronicles?  8)
Great gameplay, please continue the good work ;)

Thanks kimono. Terry, Andy, and Joe are the main characters. Galford is just an unlocakable guest, but with his combination of pet control, teleports, command grabs, weapon system, etc. he's far more complicated overall than the others. So for workflow, it makes the most sense to finish him up first and then I can back-port whatever I need for the other characters. I also have plans for a game where he's the protagonist, so it's sort of like getting work done on two modules for the price of one.

As for Poppy, she does not fight on her own. You command her to do moves just like in Samurai Shodown, but with a couple of changes to mesh with beat-em-up mechanics.

  • You can hold the trigger button and use Up or Down to steer her rush attacks along the Z axis. This leaves Galford open longer because he holds his command pose, but let's you nail enemies on different planes.
  • The Machine Gun Dog normally grabs and holds enemies so Galford can move in for a free hit as usual. But... if the enemy is already stunned, she'll tackle them to the ground for a quick mauling instead, kind of like how it worked in SS1 and SS2. This keeps you from just cheesing an enemy over and over by Poppy holding, hitting some without knockdown, and Poppy holding again to infinity.
 
Finally, the old takedown and slash from SS1 and SS2 is back! Just finished the armed version. I'm working on an unarmed version and will video them in action when done. Way more excited than I should be, but this was my favorite normal throw from those games and I always wanted to see it in the new sprite style.

 

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Damon Caskey said:
Finally, the old takedown and slash from SS1 and SS2 is back! Just finished the armed version. I'm working on an unarmed version and will video them in action when done. Way more excited than I should be, but this was my favorite normal throw from those games and I always wanted to see it in the new sprite style.

Yes! great!

I can understant you well about this feeling ! ^^
 

So I needed a radial distribution algorithm for something I'm working on. Turns out most of the formulas out there don't work for one reason or another, so I had to come up with one of my own. All you do is feed it the radius of a circle. The function will spit out an array pointer which contains randomly generated X,Y coordinates offset from center within the circle's area.

Code:
#include   "data/scripts/dc_d20/config.h"

#import    "data/scripts/dc_d20/negative.c"
#import    "data/scripts/dc_d20/random.c"

// Caskey, Damon V.
// 2019-11-11
//
// Generate a set of random X and Y offsets within
// area of a circle. Accepts radius and outputs
// pointer to an array contianing random X and Y
// offsets from center of the circle.

// Remember arrays are global - make sure to free
// the pointer when you are finished with it.
void dc_d20_generate_radial_coordinates(int radius)
{
    // We need a square of the radius.
    float rSquared = radius * radius;

    // Select a random point within diameter of circle
    // along X axis.
    dc_d20_set_range_min(0);
    dc_d20_set_range_max(radius);   

    float x = dc_d20_generate_random_int();

    // Select random point within diameter of circle along
    // Y axis with square root. This is so we don't favor
    // the inside areas of circle.
    dc_d20_set_range_min(0);
    dc_d20_set_range_max(100);

    float y = (dc_d20_generate_random_int() * 0.01) * sqrt(rSquared - x * x);


    y = trunc(y);

    // Our formula can only return positive values, so
    // we'll use a 50% chance to reverse the X, Y, or
    // both in order to cover the "back" and lower halves.
    if (dc_d20_generate_random_int() > 50)
    {
        x = -x;
    }

    if (dc_d20_generate_random_int() > 50)
    {
        y = -y;
    }

    // Now build array with both axis coordinates and return
    // the array pointer. OpenBOR arrays occupy a global
    // memory space, so make sure you hang on to this pointer
    // and free it when you don't need the data any more.
    void result = array(DC_D20_RADIUS_RETURN_SIZE);

    set(result, DC_D20_RADIUS_RETURN_X, x);
    set(result, DC_D20_RADIUS_RETURN_Y, y);

    return result;
}
 
Just to get motivated on engine coding again, I'm back in the thick of working on my personal modules. Here's a little smart palette action I'm working on for Terry. Fatal Fury or Wild Wolf, take your pick! :)

I'd posted on it before, but Ray also has a smart palette, a lot more extensive than Terry's actually. His bolt is now textured, and swapping palettes can remove it, his shirt, or both interchangeably.


DC
 
Cool palettes. Maybye, if you wish, you can add a version without his cap for an angry form or when he loses a certain amount of hp, an aspect similar to Garou : Mark of the Wolves:
AcpwI4S.png
 
Nice palette work.
Also, this black BG make me notice how well is animated Ray's hair

kimono
Yes, I tought the same.
Particularly because DC already played with layer elements in the past...
 
kimono & nedflandeurse,

Thanks guys!

I thought of hatless already, not as a special status but just part of the Wild Wolf look to make it more like Garou.  I also had a similar idea for Andy with a short hair option from FF3 and Real Bout 1.

Like you mentioned I've played around with stacking sprites plenty - as far as the script and bindings go it's really simple. But in both cases, I decided not to because it's just too much redrawing right now.

The Real Bout Terry sprites I'm using are mostly drawn at a quarter turn angle, whereas Garou and KOF are half turn. That means I can't copy the hatless heads from either - I'll have to draw them by hand myself for every sprite. Then there's the ponytail to account for. Any sprite with his back turned will require retouching the torso. Same for Andy and his long hair. Maybe later on I can revisit and add the headswaps as an update.

DC
 
Can't wait to see more animations of this Terry! Swapping the cap seems expensive in terms of time but making the shoes unicolor could be simpler.
 
16-bit Fighter said:
Can't wait to see more animations of this Terry! Swapping the cap seems expensive in terms of time but making the shoes unicolor could be simpler.

Good call on the shoes 16-bit Fighter, it wasn't too hard. While doing that I also separated the jacket collar, so now it can have the white bomber jacket outline from Wild Wolf.

 
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