Super Final Fight Gold Plus

Complete SUPER Final Fight GOLD PLUS 3.0

No permission to download
Project is completed.
I played the mod and I'm glad that one particular bug is gone:

When you defeated a boss, you still had to tackle waves of mobs that spawned - instead of just having them die. Well, it's a good game even though characters being mainstream didn't get me interested as much as FHR or Knights and Dragons.

Both of you guys who worked (and patched) on this game deserves kudos.
 
Psykai said:
I have the same error :(

By 'turn' script you mean changing the direction the character is facing? That's great :) In the original game, pressing the opposite direction caused you to walk backwards a little instead of turning around straight away. I'm so glad that's fixed.
Nope. This script allows the developer to turn a character without having to change the animation or adding flipped sprites. Balrog turns twice in his super and in his turn punch.
 
New patch here. Those who looked at this thread know why.

Also, added a nice thing: Guy, Maki, Chun Li and Vega can wall/corner jump!

[quote author="Information For Developers"] I fragmented my screenBound code in:
  • isPlatform: returns if there's a platform (like checkwall). If you play with this code, you can adjust it for your wall-like platforms;
  • isBlockedFront, isBlockedBack, isBlockedUp, isBlockedDown: detects if something (wall, corner, wall-like platform) blocks your character in each position;
  • screenBound: uses everything said above for a basic antiwall/antiplatform/anticorner
[/quote]
Patch the original file you downloaded from the 1st post.

If you can't patch, wait for Pierwolf's final version. (read that again 3 times).
 
nedflandeurse said:
nice!
Can you wall jump on destructible obstacles?
Nope. It would break backwards compatibility. You can do it in some cases, but it *will* seem odd.

On a bright side, you can corner jump  (that wasn't possible in Final Fight)
 
Now it worked! Congratulations, when I think it's impossible to improve the game any more, you always surprise us. If you still have the idea to improve further, some questions:

Add the enemies of Final Fight 3 (there are only a few in this game).

Add more stages.

Add the classic beginning, with the characters starting the game bursting the barrels.

Add some original Arcade game sounds.

Thank you Don Drago and Pierwolf! You make us very happy ^^
 
Okay, so I gave a test and the wall kicks are really fun to use!

Don, where do you get patience to deal with all those people requesting things in a mod?
 
Kurisu said:
Okay, so I gave a test and the wall kicks are really fun to use!

Don, where do you get patience to deal with all those people requesting things in a mod?
I solemnly ignore, unless it's a bug.

After all, I already stated that:
  • It's Pierwolf's project, not mine. He decides what goes in and out;
  • Akuma did fit because his sprites were from the same source the SF cast came from;
  • I developed the resources and submitted to Pierwolf. If he said no, I should accept. Requesting is easy
 
Well, since Pierwolf was busy, fixed 1 thing and added some other things:
  • Zangief's Flying Power Bomb wasn't hitting properly the opponents in its way down. Fixed.
  • Made some color separation for Akuma, making possible...
  • ... famous palettes for Akuma: white gi, CVS/SVC white hair and SVC "albino Akuma"

Check 1st post to download the updated link.

ALSO: I'll soon "almost stop" developing on OpenBOR (I'll do it, but it will be RARE) to work with Godot Engine and/or Unreal Engine. My solo OpenBOR project will be put on hold... indefinitely.
 
Thanks for the update! Good luck in your new project, a pity that will be a great loss to the community.
 
ALSO: I'll soon "almost stop" developing on OpenBOR (I'll do it, but it will be RARE) to work with Godot Engine and/or Unreal Engine. My solo OpenBOR project will be put on hold... indefinitely.
I will follow that path soon too...
 
O Ilusionista said:
ALSO: I'll soon "almost stop" developing on OpenBOR (I'll do it, but it will be RARE) to work with Godot Engine and/or Unreal Engine. My solo OpenBOR project will be put on hold... indefinitely.
I will follow that path soon too...
It'll be a trend. Bea's already doing that.

Well... now we have a playlist with all videos I did - it'll help people grasp the basic changes over time, from the 1st patch to the latest.

https://www.youtube.com/playlist?list=PLD-Rw_FArNPrmMb19nDg_Catp0CuBTeCB
 
HU3 HU3 BR BR GIV REKUEST PLZ
First of all: in which language are all posts here in this thread? You should at least respect the forum members and post in the language everyone here understand.

Secondly, no requests, as already stated. If you want to request something, try talking with the author - that isn't me.

Finally, it's not "almost finished". It's already finished.
 
I'm really sorry for the portuguese posting. Sorry for bothering. Anyway, the game is awesome. Tnhx for answering and for the information.
 
Hi everybody, here it is the packed version of revision 3

and with this, the project is officially finished, time for us to move on our next projects! thanks again to Don Drago for the help and passion, for now enjoy!
 
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