Complete Final Fight X

Project is completed.
Die_In_Fire said:
I played this mod, nd I was gladly surprised!! I still don't finish it, but I really like the gameplay, it was like playing the arcade again!!! pure retro feeling!!

I0m agreed with you that this time I don0t consider that the mod needed new moves or wherever. I liked as it is!!

Me gustó mucho tu mod, tiene un sistema de juego  bastante similar al original de arcade, lo que le da ese gran toque retro.  :D

I agree it is very well put together :) Like the throw_knife button feature. Also Sodom's weapon ability to drop and pick back up his Muramasa!
 
There's one feature that you NEED to add to this great mod: On the arcade (I don't know about console ports) when you are hitting an opponent and grab him, while pressing UP, you throw the enemy on your back, knocking down the enemies behind you! So you need to set as anim grabup

Hay un movimiento en el original de arcades, que es cuando agarras a un enemigo y presionas ARRIBA, lo lanzas hacia atrás. era una buena estrategia para cuando estabas acorralado. Deberías agregar ese movimiento, un simple Grabup lo hará.
 
I did not know you could make that move

"the problem would grabup haggar already used"

Yo no sabía que se podía hacer ese movimiento,
he estado probando, y si que lo hace.
Voy ha intentar agregarlo.

(El problema seria haggar que ya utiliza grab up)
 
Very good, Jiam!
I suggest to use it as branchs/alternate way...
Or special modes...
 
Nicely made mod. Only one thing I didn't quite like: the hits from the red fire attack throwing people were made way too powerful. One hit drains almost your entire life bar. Also would have been nice if the game was a bit longer. Took me about 33 minutes to finish but ideally, would have preferred around 45 minutes like most other beat em up games. BTW, I made a playthrough video of it below:

 
DarkCase said:
Thank you for your opinion and suggestions, but this project is from JIAM I only adapt it for Sega DreamCast. At this moment I am updating the TMNT: The Hyperstone Heist (Remixed Edition) project and finished the SUNSET RIDERS (Remixed Edition) project, I do not have time to update the colors of the sprites the Final Fight X from JIAM.  So that decision I leave you to your account.  ;)
here I've fixed the colors, all 3 characters
https://www.mediafire.com/file/s9sp3ntcgp5ityb/_FFX_new_Palettes.rar/file
 
If anyone can find any decent run animation sprites for the playable characters i'll add a new throw system and flesh this mod out a bit, I went to the link O ilu posted but I don't have permission to view the thread.
 
machok said:
run sprites? you mean for final fight1 arcade version?

Yes if possible, I haven't found any but maybe I am not looking in the correct places,

https://www.youtube.com/watch?v=pt4EFN-nWfI

working on better throws for Haggar at the mo, I'll add a hop forward dodge mechanic if no run sprites turn up, I'll also make it widescreen and a few touch ups, nothing major because I'm still working on Night Slashers XD, I don't want this to turn into Final Fight XD :)
 
danno
Unfortunately I've never come across run animation for an ff1 arcade before.
I know you're capable of doing it, I've seen how you designed Jake with so many different kinds of slams I can imagine it would be an amazing addition to this mod.
Sorry for oot but while you're here, do you have any tutorial on how haggar does piledriver properly?
 
jiam said:
hello from me there is no problem. You can improve it  :)
Ahh you still active  :)
I need to ask few things, hope you have time to answer it.

I'm currently working a final fight mod using all sprites from you and I'm grateful for this, because it helped me so much to get started.
but after finishing work on stage 4 (industrial) I realized something strange about these offsets. So I want to ask you specifically about this.

1. Where do you get all the offset settings? for example for idle animation cody use 81{x} 176{y} , Guy 82 177 and Haggar uses 75 177. Why Cody use different y setting than the other two?
2. Did you adjust all the idle offset based on the original game or just an estimate?
 
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