Street fighter 89

In Progress Street Fighter 89 The Final Fight by Machok v3.8.3

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The project is currently under development.
I can see no 'forcedirection -1' present on certain attacks that should have, unless it's intentional that enemies fall the opposite direction the players' attacks are going.

You might like to take a look into tha
Yeah, I so agree with this. Pretty much, this could be added to all attacks unless you want the enemy to flip over you.

Yes I am adding forcedirection -1 now, also want to fixed this:
the fall animations feel too flat and bouncy.


Does SFA3 guy have a dodge animation? I made it yesterday but it came out looking like Sonic spins 😆

guy_roll.jpg



I have a fever 😭


btw any help for switching weapons script?

 
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Yes I am adding forcedirection -1 now, also want to fixed this:



Does SFA3 guy have a dodge animation? I made it yesterday but it came out looking like Sonic spins 😆

View attachment 5895



I have a fever 😭


btw any help for switching weapons script?

Basically this animation.
I'll check if I can fing something.

Edit. Nothing found.
Even in CVS type Mugen character.
I thing this animation is ok. no actual problem to me if it looks a bit round like sonic :D
 
You just need to keep track of your weapons id


weaponframe {frame} {weapon}
  • This is used to switch weapon in an animation.
  • {frame} determines at which frame the weapon is switched.
  • {weapon} is weapon's number determines which weapon will be used to replace.
  • Obviously you need to provide weapon sets for the character first before using this.
Weapon:

  • Add this line: weapons {name1} {name2} {name3} {name4} {name5} {original name}
  • {name#} is the name of the model loaded in MODELS.txt which this character becomes when they pick up weapon #.
  • {original name} is the name of the character when it doesn't have any weapons equipped.

For example, this is my Brand header:

weapons a_BrandNave a_BrandNave2 Brand_W Brand
weaploss 3

And at her freespecial, I switch weapons:

anim freespecial6
loop 0
delay 10
offset 100 124
Energycost 20 1 6
weaponframe 3 3
@cmd velo001 0 0 0
frame data/chars/brand/atk409.gif
sound data/sounds/grab.wav
frame data/chars/brand/select01.gif
frame data/chars/brand/select02.gif
@cmd velo001 0 0 0
frame data/chars/brand/guns/spawn02.gif

Weapons starts at 1, not at 0.
The first two weapons are her flying and underwater models. The third one is her guns model
 
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You just need to keep track of your weapons id

Weapons starts at 1, not at 0.
The first two weapons are her flying and underwater models. The third one is her guns model
Ilu that's exactly what I am doing with my new bonus break cars stage,


_weaponSwitch.jpg
Cody is weapon5 and pipe is weapon 7. But what if there's muramasa and knife too in the area?

C:
weapons     cody_pipe cody_muramasa! cody_knife cody_masamune cody2 cody3 cody_pipeB cody

C:
anim    get
    weaponframe    1 7
    loop    0
    offset    81 176
    delay    20
    frame    data/chars/cody/get.gif
    frame    data/chars/cody/get.gif
 
@machok

Not sure, but it think that weapon models cannot pick up other weapons, you have to get hit first, or program the "taunt" button to allow you to drop the current weapon, (change to default model) so you can pick up the other...
 
I tried but switching between 3 weapons is confusing so any example module how to properly use this?
@machok

For weapon switch in an animation without discarding it the Ilu's method is the right way to do it by using "weaponframe". But in case you are trying to switch weapons by discarding one and pick up other, I made some experiments using normal items instead of subtype weapon items and maybe it can solve the problem (Bloodbane already mentioned scripted weapon system, this is what I'm using in this case).

Here's the effect, is this correct?
 
@machok

For weapon switch in an animation without discarding it the Ilu's method is the right way to do it by using "weaponframe".

Yes I still curious how to do this with weaponframe 🤔 my brain can't work together well to find a solution 😵‍💫

But in case you are trying to switch weapons by discarding one and pick up other, I made some experiments using normal items instead of subtype weapon items and maybe it can solve the problem (Bloodbane already mentioned scripted weapon system, this is what I'm using in this case).

Here's the effect, is this correct?

Exactly what I want 🙂
Using normal items, will it affect other functions? because my current weapons (knife, pipe, muramasa) is a subtype weapon?
 
Exactly what I want 🙂
Good, in this case we can test the solution I'm using.

Using normal items, will it affect other functions? because my current weapons (knife, pipe, muramasa) is a subtype weapon?
Basically the concept in this case is:

- maintain all your subtype weapon items, they will be used normally
- create one additional "fake" weapon item for each real weapon but using the same structure as a food item (in the video I'm using Apple/Chicken for Knife/Pipe respectively)
- you will need to use the didhit event in each "normal" item in order to make the trick work

This is the original knife item I used in the video. The most important part here is the model change in the IDLE animation because subtype weapon items can't be picked up in case you already are holding another weapon. In addition, you need some delay before changing the model because it can break the didhit script I posted below.
C:
name            Knife #GROUND
type            item
subtype            weapon
candamage        player enemy npc
nolife            1
typeshot         0
weapnum            1
shootnum         1
counter            2
gfxshadow        1 1
didhitscript    data/scripts/didhit/weapons.c
ondrawscript    data/scripts/ondraw/items.c
onspawnscript    data/scripts/onspawn/items.c
animationscript    data/scripts/animation/default.c
script            data/scripts/updateentity/items.c

anim idle
@script
    if(frame >= 1){
        changeentityproperty(getlocalvar("self"), "model", "Apple", 1);
    }
@end_script
    loop    1
    delay    2
    offset    25 27
    bbox    16 25 19 3
    frame    data/chars/weapons/knife08.png
    frame    data/chars/weapons/knife08.png

This is the "fake" weapon item, I used the Apple entity but with knife sprites, so it will look like a real knife.
C:
name            Apple
type            item
mp                0.001
nolife            1
facing             1
shadow            1
didhitscript    data/scripts/didhit/food.c

anim idle
    loop    1
    delay    160
    offset    25 27
    itembox 43 10047 14 16
    bbox    43 47 14 16
    nodrawmethod
    frame    data/chars/weapons/knife08.png
        delay    8
    drawmethod tintmode 1
    drawmethod tintcolor 150_150_150
    frame    data/chars/weapons/knife08.png

And this script is where the magic happens, the didhit script event works as soon as the player gets the item.
C:
void main()
{
    void self    = getlocalvar("self");
    void vName    = getentityproperty(self, "defaultname");
    void vSpawn;
    void vName;

    //GET THE CURRENT "FAKE" WEAPON ITEM NAME AND SPAWN A "REAL" WEAPON ITEM INSTEAD
    if(vName == "Apple"){
        vName = "Knife";
    }
    if(vName == "Chicken"){
        vName = "Pipe";
    }
   
    //KILL THE FAKE
    killentity(self);

    //SPAWN A REAL WEAPON
    vSpawn = spawn01(vName, 0, 0, 0);

    //PICK UP IT USING THE NATIVE WEAPON SYSTEM, NO NEED TO USE MODEL CHANGE FUNCTIONS
    pickup(self, vSpawn);
}

Please, let me know if it works in your game.
 
btw any help for switching weapons script?

Unrelated, but the way she grabs the stick looks weird: it has the same idle as with the tonfa, but in the walking animation it’s on the opposite direction than the tonfa, so looks weird when she got from idle-walk-idle.

That’s a nice script Kratus is sharing, I personally prefer to be able to drop the weapon so the player will not accidentally change for wrong weapon. But to add difficulty on some levels you can flood it with lot of weapons so players can have a difficult time fighting as they will be switching model all the time xd
 
I personally prefer to be able to drop the weapon so the player will not accidentally change for wrong weapon
This is a good point, I like the idea of adding a command to drop the current weapon in order to pick up another and without throwing against any enemy.
 
so the player will not accidentally change for wrong weapon.
but that is kinda a stone in beat em up games: you need to learn to walk over items without getting them :)

Cody is weapon5 and pipe is weapon 7. But what if there's muramasa and knife too in the area?
ah, in my case, the code works by forcing the entity to use that weapon. In your case, it's an item to be got, it's a bit different.
Try looking at some game with multiple weapons, like Double Dragon Reloaded and see how it was done.

But Kratus idea could work too.
 
Please, let me know if it works in your game.

I'll try it now 🥰

But to add difficulty on some levels you can flood it with lot of weapons so players can have a difficult time fighting as they will be switching model all the time xd

I need to think about this seriously, just look at this scene :LOL:


__lol.png
Try looking at some game with multiple weapons, like Double Dragon Reloaded and see how it was done.

I know the game, will check it if this one isn't working 🤗
 
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