Canceled Final Fight SNES (Demo Released!!!)

Project is halted prior to completion and will not receive further updates.
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.

edit: ah, just a side note:
N8Up5XT.jpg

The shadow is wrong. If the lights are on the walls, so the shadow angle should be inverted. Plus, maybe the shadow color could be a bit brighter, since there aren't too much light on this room.

The same happens when he gets out: the light comes from the other direction
 
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.

Yes!!! Talking of that, is it done by script?
I'm interested in custom level finish anims.

I like the new moves, particulary Haggar's.
It give him more range! :)

But what, Maki uses a pile driver? Why not.
You still can use her izuna drop-like move from CVS2.

Also, when enemies are waiting "sitting or standing", it is their custom spawn anim, right?
I feel like it's a little too long efore we can actually hit them.
Perhaps reducing it a little can be better??

I like the sounds FX, the music, and over all the sprites of the same type for almost everything!

Really good job. :)
 
This looks like easily the best FF mod. Looks even better than FF Gold. Top work!
 
Thanks guys. Sorry the mod is taking so long, life has been busy lately :P

I'll fix the shadows, and the spawn times. And Maki's drop can also be changed :) I just put it in for fun, I always have crazy slam ideas lol.

My custom player spawns and exits:
I actually use type ''none'' spawners to trigger player animations in their AI text when you touch that spot.
pain5, pain6, pain7 ect.... Nothing script fancy, but it works well enough :)

This spawner will trigger pain9 in Haggar's AI. Which will make him punch the door open and exit the basement.

Code:
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

Code:
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

On 2 players the only spawns that both players use together are the starting spawn, breaking the door coming into the basement, and walking up the stairs to Damnd. The others only one player needs to touch to end the scene.





 
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?

Also, it's a good thing to have crazy slams idea.
I don't want to stop you in creativity.
IMO you shoud give maki some.

Mai have some moves that can fit her
mai-throw.gif

mai-ff3-throw.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?

Of course attack6 would trigger pain6 in the players AI. Which would make the player walk up the stairs ect. :)
I meant to change the number for my example. That's what happens when you post being half asleep in the morning lol ^^;
 
Nice ideas, Ned!
Ninjas doesn't do piledriver (specially a girl) because:
1- Piledriver is not a ninjitsu move (its a wrestler move)
2- you need to be big to do a move like that (I can make it :) )

Izuna Otoshi (or Izuna Drop) is one of the moves from Hattori Saizo from Samurai shodown. Here is an example (0:42)
izuna otoshi / izuna drop made easy
 
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?

Why don't you just have alternate spawn animations and use script to activate those?

I agree with Izuna Drop idea for variations.

I've raised Damnd's aggression so he is tougher.

Hmmm.... that's not enough to replicate him IMO.
 
yeah, he must have his whistle move, and a 3d jump.
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.
 
I think it plays great the way it is myself, but I will make adjustments along the way. The custom spawns are just eye candy more than anything so those aren't that important. I'm more focused on the gameplay! :)

 
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 :)
 
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 :)

I should do that for the bosses... The hole is the old format, but I just like seeing enemies fall in lol. I might leave them in, but not sure yet.
I was debating on different path bosses. I was thinking of adding a 2nd branch in the building at the staircase that you can go up to the roof or down to the junkyard and fight Caine from FF3. What do you think?

As far as other paths I'm still thinking up some good branch ideas. Especially if I add the junkyard into level 1. I'll let you know :)
 
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.
 
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.

Raising too much aggression will not make a boss harder, it will make him cheap. You shoyuld try to replicate the arcade AI, but I think you need scripts for that, and that's the point where BloodBane is going.

alternate paths are a great gift for FF lovers. Can't wait!!!  :)
 
Raising too much aggression will not make a boss harder, it will make him cheap.
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.

*cheap is something part of Beat Em Up bosses. If you look at Sodom in FF1, the way he dashes on the screen is absurd. The same for Rolento (which was never that quick).
 
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.

I wouldn't mind at all. Actually I have a lot of enemies made from 2 and 3. :)
 
I just remembered something: in subway station stage I noticed that subway train comes very often. IIRC in original Final Fight, subway train only comes twice: first it just passing by then last one it arrives then stop.
You should do the same not only to replicate original but I noticed that when player has reached end of station, a subway train passes behind. I find this odd unless there's double track there (I doubt it).

Same with inside subway level, you should set passing subway train to appear less often.
 
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