In Progress WIP Street Fighter Project

The project is currently under development.
Here's an ironically timed video of Zangief:


Zangief gave me a lot trouble to make, and in truth it wouldn't surprise me if I remade him later on down the road. Throws and slams were never my thing, but I was able to accomplish exactly what I wanted here... albeit with a few visual imperfections. His gameplay flow is a lot slower than other characters, and you certainly won't have 40 hit juggle combos with him. However, Zangief is the highest damaging character in the game, and performs just as well against single opponents as a crowd.

His grabs seem like they only affect one opponent, but upon landing, nearby enemies will also be slammed to the ground for the same amount of damage as the grabbed enemy. All but the last attack in his normal attack string can cancel into a grab with Special--same with his Super. Enemies cannot be grabbed in the air, so you'll have to time your button presses to maximize damage.
 
@NickyP

Great job with Zangief! I totally agree that "grabbers" are harder than the others to develop.
I saw in your first combo that you have a "super" lariat, it would be cool if you can move the character a little during this move to hit more times.
 
Well, this is awkward, but after recording the video I decided to make a few tweaks. I figured Zangief would be more fun to play if all of his slams were lunging dash grabs, like his super. I know it's not accurate to Street Fighter, but then again, neither is being a 4 player co-op beat em up.

See the video below. I've also implemented the tweaks @Kratus suggested.

 
Today I'm showing off Cammy.


As expected, she's a fairly straightforward rush down character, with most of her specials designed to close the gap between the player and enemy. If you played her in Project FGC, you may think she's a copy and paste, but she's not--aside from having completely overhauled sprites, there's several balance tweaks and animation adjustments made here.

Spiral Arrow (Special during idle) launches her forward a good distance; if you use it point-blank on an enemy, it actually does two hits instead of one. Cannon Spike (down+Special, or Special mid combo) is an anti air that launches upward diagonally; it can only hit one enemy, but deals high damage and recoils her backwards, making it very safe. Spin Knuckle (walk+Special) is a quick hop forward followed by double hitting attack, which can then cancel immediately into a normal attack combo. Finally, Hooligan Combination (run+Special) launches her forward and, upon hitting an enemy, converts into a Cannon Strike.
 
Today I'm showing off Cammy.


As expected, she's a fairly straightforward rush down character, with most of her specials designed to close the gap between the player and enemy. If you played her in Project FGC, you may think she's a copy and paste, but she's not--aside from having completely overhauled sprites, there's several balance tweaks and animation adjustments made here.

Spiral Arrow (Special during idle) launches her forward a good distance; if you use it point-blank on an enemy, it actually does two hits instead of one. Cannon Spike (down+Special, or Special mid combo) is an anti air that launches upward diagonally; it can only hit one enemy, but deals high damage and recoils her backwards, making it very safe. Spin Knuckle (walk+Special) is a quick hop forward followed by double hitting attack, which can then cancel immediately into a normal attack combo. Finally, Hooligan Combination (run+Special) launches her forward and, upon hitting an enemy, converts into a Cannon Strike.
Nice Cammy gameplay!
So... no "fatal leg twister" from hooligan combination ?
I know how picky this move can be to code with openbor, but it's possible.
 
I tried to make the two throws (fatal leg and cross scissors) as part of the hooligan combo, but I couldn't get it to look and feel the way I wanted it to. Honestly, I was going to scrap hooligan altogether, until I remembered that in SF5, it can cancel into cannon strike. That's where I got the idea for the move you see in the video.

Where in SF5 you have to do another input to cancel hooligan into cannon strike, here, I made it so that it triggers automatically once hooligan hits an enemy bbox.
 
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@NickyP : @Bloodbane is right ! With slam script you can recreate these moves very well (it's not that hard !)
And it would definitely give your mod a better fighting feeling (very different from the cliché of the usual BOR old mod)
 
I'm well aware of the slam script, but I've never used it because it seems like a confusing mess (which, in all fairness, may be more due to how mentally taxing my real life occupation is). Instead, I've been using a series of follow# and fall# animations. It works decent enough and functions exactly how I want--ie, Zangief's slams damage both the grabbed enemy and surrounding enemies.

However, I know it's not ideal. I've paxploded other mods with Zangief to try to understand the slam system, but it always leaves me with more questions than answers.
 
Neither of these videos go into the slam scripts. I'm very used to scripting in general, and have written my own in the past. It's grappling in particular that's troublesome.
 
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Neither of these videos go into the slam scripts. I'm very used to scripting in general, and have written my own in the past. It's grappling in particular that's troublesome.
I understand you about it. All you need is the pdf tutorial explaining how t ouse slam script.
I don't have it right now, but I'm pretty sure it's downlodable online.
Perhaps @Bloodbane still have it ?

Also, trust me I'm definitely not a code-guy. And I managed to use it really well for my project.
 
All you need is the pdf tutorial explaining how t ouse slam script.
I don't have it right now, but I'm pretty sure it's downlodable online.
Perhaps @Bloodbane still have it ?

I don't have it cause I know how to code the slams myself :cool:.

Anyway @NickyP , the basic structure of grab/slam/throw is always like this:
Code:
 @cmd slamstart
 @cmd position
 frame ..
 @cmd position
 frame ..
 @cmd position
 frame ..
 .
 .
@cmd depost
 @cmd finish /throw
 frame ..
 @cmd clearGrab
 frame ..

slamstart is, name implies, for starting the slam by putting opponent is proper animation to be "played" later.
I said "played" cause that's what you'd do with position function, you position them to grabber's left, up, down or right based on defined parameters.
position function also defines the pose of the opponent, either in upright pose, lying pose, upside down pose just to name a few.
depost releases grabbed opponent.
finish/throw are grab finisher options. finish deals damage directly to grabbed opponent while throw applies damage on landing to grabbed opponent.
Both functions tosses opponent away with certain velocities from defined parameters.
clearGrab clears memory of who was grabbed before. In other words, forget who was slammed/thrown before.

That's the gist of it. There could be variations such as hurting opponent before finishing/throwing him/her or move cancel to change into different move but the structure remains the same. Running grab, air grab, counter grab use different slamstart function but the structure is the same.

You could trial n error to find proper values for finish/throw function but for position function, I highly recommend having photoshop document with layers holding grabber's sprites and opponent's sprites to measure x and y distance between them.
And last but not least, you have to give all characters standard fall animation containing held poses (upright pose, lying pose, upside down pose).
 
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@Bloodbane : And this is within what, anim grab, or a follow? How does this actually start? I'm trying to avoid the traditional grab mechanic altogether, instead opting for command grabs via a freespecial.

In the meantime, here's a Dhalsim video:


He's pretty self explanatory. The first hit of his normal string is short ranged, so you have to confirm a hit up close before he can stretch across the screen. Initially, I debated making all of his attacks in the normal string be long ranged, but was concerned the player would just hide in a corner and button mash (you know, like real life Dhalsim players). I figured this was a happy medium; the player still has to engage up close, but as you can see in the video, there's plenty of opportunity for zoning shenanigans.
 
And this is within what, anim grab, or a follow? How does this actually start? I'm trying to avoid the traditional grab mechanic altogether, instead opting for command grabs via a freespecial.

It's in attack animation so it could be in FOLLOW or FREESPECIAL animation.
It starts with script, either with slamstart or slamstart2 function. slamstart for grab based slams/throws while slamstart2 for non-grab based slams/throws. Since you want to do it without grab, that means you should use slamstart2 :D .
 
Check out Blanka:


The video is a smidgen outdated, as I made his neutral special shocker a lot easier to spam. However, I simply didn't feel like recording it all over again for that small change.

Blanka is a pretty safe character to use, as most of his specials have ricochet and deal hefty damage. As you see in the video, his rolling attack travels quite the distance--making it ideal for approaching a group of enemies. If you're playing the game with young ones, this is a good character for them.
 
Good character; I think this is better to have a semi transprarent electric effect in order to see Blanka's sprites :) .
 
Good character; I think this is better to have a semi transprarent electric effect in order to see Blanka's sprites :) .

The electric effects are currently set to alpha 1 in their header. Do you have a better setting in mind?
 
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