Canceled Fatal Fury Chronicles

Project is halted prior to completion and will not receive further updates.
Great work, DC! Very nice palette work there. (The hatless Terry will require some redrawing sprite over his head/hat.)
 
Had a couple of people PM me about how Terry's color separation works. Here are my in progress templates so you can see for yourself. It also includes notes on some Photoshop techniques I used to help speed the process up a little. There are no OpenBOR tricks, hacks, scripts, layers, or anything else involved. It's just a smart palette, no more or less.

Note the facial closeup uses different colors than the body, and I haven't set them up as part of the smart palette just yet.

Base image:
Template_base.png


Default in game colors:
Template_0.png


"Wild Wolf Terry" colors:
Template_1.png


In action:

Hope that helps,
DC
 
I learnt this from your Joe Musashi sprite sheet, simple but super effective/affective
 
Next progress, got the smart palette extended to portrait. I considered using script to switch the portraits when Wild Wolf palette was chosen, but figured I'd go ahead and see what I could do with color work alone. In addition to color for sleeves, and shirt around shoulders, the collar has a smart palette texture to approximate the Wild Wolf bomber jacket.

It's a minor detail but I've also added the blue trim around chest pockets in Wild Wolf look. This is pretty much the best I can do with only smart palettes. Any more extensive appearance changes would need binding of sprite pieces, which at the moment I'm not willing to draw.


DC
 
Almost forgot some of the particle effects need smart palettes too. Just about all of Terry's current set is complete.

Crack_shoot_0.png

Crack_shoot_1.png

index.php

index.php


DC
 
Been working on a cancel system so I can add moves not supported by native OpenBOR's command/cancel detection. It's very similar to Piccolo's Daimao cancel, except it relies entirely on localvars, there are no global, entity, or array variables in use, so no chance of memory leaks. To handle arrays of values, I build artificial arrays with localvars and bitshift compression.

Anyway, here's me messing around with the Rising Tackle. As I wrote in the video, it adapts the original Rising Tackle closely as possible with concessions for moving from a 2D to 3D world. For anyone not aware, the command in Terry's source games is normally hold down for ~2.5 seconds, then Up + Punch. In my module you hold Jump 2.5 seconds, and release (you can release Jump while holding Block to discard). Even though you have to charge to use it, there is still a required MP cost.

To make up for the loss of Jump button and MP cost, you get a brain-dead easy to do move with upper body invincibility on start up, draws in targets when it hits, has infinite juggle capability, and cancels from virtually anything. Hope you like these basic combos NickyP, there are much bigger ones coming down the pipe.


DC


 
That's looking pretty slick there, DC! Now is the Jump button disabled entirely, or just while you're in an attack animation?

Also, who keeps apologizing and offering to buy a drink? Lol
 
NickyP said:
That's looking pretty slick there, DC!

NickyP,

Thank you sir!

Now is the Jump button disabled entirely, or just while you're in an attack animation?

It's not disabled at all, you just have to hold the Jump button for 2.5 seconds and release to do the Rising Tackle, so obviously you can't jump again while you're doing that.

Also, who keeps apologizing and offering to buy a drink? Lol

That's Terry. All the characters have several phrases they may say at random. Enemies have a 50% chance to say something whenever they knock you down. Players have a 50% chance when they finish off an opponent or do a big combo. I took terry's clips from the movies. He just decided to pick his "Sorry, buy you drink?" phrase twice in a row. Guess he was feeling extra bad for Ray. :P

DC

 
I just saw the video on YT, and came here to comment.

The result is really nice.
Good to see you implement new supported commands and stuff.

And good to see some progress on a game using classic fighting games characters.

You always show good progress.
 
nedflandeurse, thank you!

Next update, Terry isn't Terry without Burn Knuckle, and since it's impossible to see his transparency effects on a black background, I figured it was time to demo a real stage. Dating all the way back to Fatal Fury 1, Howard Arena is here! The last update from SNK was Fatal Fury 3, and that's where I got the assets from. Other than some nice textures and some storm clouds, it didn't really do much. This version has been spruced up with all the usual accouterments:

  • Sine wave for the water (that was actually the hardest part, since the water is an uneven texture).
  • Animated waterfall.
  • Animated lamps, including foreground lamps if you look close.
  • Layers increased from two to five, plus "mode 7" style clouds.
  • Howard Arena isn't Howard Arena without a storm brewing.


Lots more to do, but things are beginning to take playable shape. Hope you like NickyP!

DC
 
wow! The background feels even more "alive" now.
When I compare to what the stages used to be back in Bor days, what a progress!
 
From what i experienced when playing on android , wave effects and amplitude changes are very taxing on cpu, its highly suspicious, very old computers from 1985 could do it without breaking a sweat during cracktros but i see serious slowdowns when openbor does it on android, i dont think its properly implemented/coded or has some memory leaks.ones simple water effect was able to slowdown my game a lot on android, cpu thats like 500 times faster than old c64 or amiga.
So these effects are there in the engine but i use them very sparringly, especially ampliutude water effects.
These fglayers are strange, when you add them then youre amazed how much they bring to the table but after awhile you get so used to them you dont notice them anymore that much unless you pay attention.
Great work, its always better to see some pseudo 3d depth effects and life in the background.
 
bWWd said:
From what i experienced when playing on android , wave effects and amplitude changes are very taxing on cpu, its highly suspicious, very old computers from 1985 could do it without breaking a sweat during cracktros but i see serious slowdowns when openbor does it on android, i dont think its properly implemented/coded or has some memory leaks.ones simple water effect was able to slowdown my game a lot on android, cpu thats like 500 times faster than old c64 or amiga.

I don't doubt you, but there's not much I can do about it. Those effects are old... like way old. They're part of the original BOR. The coding that runs them is just way beyond my ability to decipher without making a bigger mess. I'd pretty much have to write it all from scratch and I don't yet trust myself to try that kind of low level coding right now.

So these effects are there in the engine but i use them very sparringly, especially ampliutude water effects.
These fglayers are strange, when you add them then youre amazed how much they bring to the table but after awhile you get so used to them you dont notice them anymore that much unless you pay attention.
Great work, its always better to see some pseudo 3d depth effects and life in the background.

You've seen how frugal I am about adding bloat to the engine, because that affects everybody. But for a personal project like this I choose experience over portability every time. Everything I put in is as optimal as possible, but that's just out of principal. I don't care at all if it runs on non-PC consoles.

DC
 
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