O Ilusionista said:oh, that is awesome. I love the way Haggar finishes the first screen (down on the stairs) and appears breaking the door on the other stage. Nice touch.
But what, Maki uses a pile driver? Why not.
You still can use her izuna drop-like move from CVS2.
name Spawner9
health 1
nolife 1
type none
shadow 0
anim idle
delay 1
offset 10 57
frame data/chars/misc/empty.gif
delay 200
frame data/chars/misc/empty.gif
anim spawn
delay 1
offset 10 57
hitfx data/sounds/get2.wav
frame data/chars/misc/empty.gif
attack9 -13 6 30 15 0 0 0 1 0 0
delay 50
frame data/chars/misc/empty.gif
anim pain9
loop 0
delay 10
offset 75 177
bbox 55 95 47 81
frame data/chars/haggar/idle.gif
delay 8
offset 75 177
bbox 55 95 47 81
frame data/chars/haggar/a101.gif
hitfx data/sounds/beat3.wav
frame data/chars/haggar/a102.gif
hitflash flash2
attack 100 119 42 22 15 0 0 0 18 0
delay 16
frame data/chars/haggar/a103.gif
delay 10
attack 0 0 0 0 0 0 0 0 0
frame data/chars/haggar/a102.gif
frame data/chars/haggar/a101.gif
delay 8
offset 75 177
bbox 55 95 47 81
frame data/chars/haggar/idle.gif
delay 2
move 2
frame data/chars/haggar/wk01.gif
frame data/chars/haggar/wk01.gif
frame data/chars/haggar/wk01.gif
frame data/chars/haggar/wk01.gif
frame data/chars/haggar/wk01.gif
frame data/chars/haggar/wk02.gif
frame data/chars/haggar/wk02.gif
frame data/chars/haggar/wk02.gif
frame data/chars/haggar/wk02.gif
frame data/chars/haggar/wk02.gif
frame data/chars/haggar/wk03.gif
frame data/chars/haggar/wk03.gif
frame data/chars/haggar/wk03.gif
frame data/chars/haggar/wk03.gif
frame data/chars/haggar/wk03.gif
frame data/chars/haggar/wk04.gif
frame data/chars/haggar/wk04.gif
frame data/chars/haggar/wk04.gif
frame data/chars/haggar/wk04.gif
frame data/chars/haggar/wk04.gif
frame data/chars/haggar/wk05.gif
frame data/chars/haggar/wk05.gif
frame data/chars/haggar/wk05.gif
frame data/chars/haggar/wk05.gif
frame data/chars/haggar/wk05.gif
frame data/chars/haggar/wk06.gif
frame data/chars/haggar/wk06.gif
frame data/chars/haggar/wk06.gif
frame data/chars/haggar/wk06.gif
frame data/chars/haggar/wk06.gif
frame data/chars/haggar/wk01.gif
frame data/chars/haggar/wk01.gif
frame data/chars/haggar/wk01.gif
frame data/chars/haggar/wk01.gif
frame data/chars/haggar/wk01.gif
frame data/chars/haggar/wk02.gif
frame data/chars/haggar/wk02.gif
frame data/chars/haggar/wk02.gif
frame data/chars/haggar/wk02.gif
frame data/chars/haggar/wk02.gif
frame data/chars/haggar/wk03.gif
frame data/chars/haggar/wk03.gif
frame data/chars/haggar/wk03.gif
frame data/chars/haggar/wk03.gif
frame data/chars/haggar/wk03.gif
frame data/chars/haggar/wk04.gif
frame data/chars/haggar/wk04.gif
frame data/chars/haggar/wk04.gif
frame data/chars/haggar/wk04.gif
frame data/chars/haggar/wk04.gif
frame data/chars/haggar/wk05.gif
frame data/chars/haggar/wk05.gif
frame data/chars/haggar/wk05.gif
frame data/chars/haggar/wk05.gif
frame data/chars/haggar/wk05.gif
frame data/chars/haggar/wk06.gif
frame data/chars/haggar/wk06.gif
frame data/chars/haggar/wk06.gif
frame data/chars/haggar/wk06.gif
frame data/chars/haggar/wk06.gif
nedflandeurse said:Custom spawn and exits
I'm not sure of having understanding everything.
Attack6 triggers pain9 ???
And you have to reach the particular point to start the animation?
Custom spawn and exits
I'm not sure of having understanding everything.
Attack6 triggers pain9 ???
And you have to reach the particular point to start the animation?
I've raised Damnd's aggression so he is tougher.
Plus, Sodon is too easy too. He lacks his traditional speed slash, where he runs very quickly and slashes. And his normal slashes are a tad too slow.
Bloodbane said:Plus, Sodon is too easy too. He lacks his traditional speed slash, where he runs very quickly and slashes. And his normal slashes are a tad too slow.
Seems like all bosses shown in videos are easier than original game.
apescott, you really should learn to use scripts to make the bosses deadlier.
BTW I just watched other videos and I noticed that you are still using old hole settings. Well, it's up to you but I suggest start learning to set custom hole size and shapes and use blank image for hole.gif.
Also IMO it's best to use road image instead of holes. It would look cooler
Branch in custom is great but you should give different boss in alternate paths. It's okay to use Damnd sprite to make alternate boss but at least give different AI.
These branches in custom mode make me curious what other branch you'll have in other stages![]()
apescott said:Bloodbane said:I spotted one bug: when Haggar slammed J just before he cleared storeroom, J is moved to Haggar's front instead of dropped behind him.
I also noticed that Damnd is way easier than original.
However, overall, you've done great work replicating arcade version of Final Fight.
New moves and motolov weapon are nice touches.
I think you only need to fix enemy and bosses' AI + add script to give score if foods are taken in full HP
Thanks Blood. When the J was slammed I had a wall there so that's why that happened. I've raised Damnd's aggression so he is tougher.
Depends on how much he has raised the aggression. It would be cheap* only if he put it too high + puts short delay, no recovery time, etc.Raising too much aggression will not make a boss harder, it will make him cheap.
Bloodbane said:Hmmm.... before we discuss more about alternate bosses, are you okay with using boss and enemies from Final Fight 2 and Final Fight 3?
If you don't mind, then a whole new world is open for custom mode.