Art of Fighting - Trouble In Southtown

Complete Art of Fighting: Trouble In Southtown 3.0.4

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Project is completed.
Friend, as far as I know there are three Kusanagi Kyo in the game... it would be better to replace one of them with Aoi Kusanagi! šŸ˜„(Kyo Kusanagi, two is enough.)
So let his sister join the fight! I think it's very good!
 

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Friend, as far as I know there are three Kusanagi Kyo in the game... it would be better to replace one of them with Aoi Kusanagi! šŸ˜„(Kyo Kusanagi, two is enough.)
So let his sister join the fight! I think it's very good!
Actually I had her in mind, but also A-Shi, since it's some kind of custom Blaze Fielding with tons of extra moves to enjoy.
If this game was not a nightmare of coding (to me) I would gladly try my luck on adding at least A-Shi.
But... ^^;
 
Actually I had her in mind, but also A-Shi, since it's some kind of custom Blaze Fielding with tons of extra moves to enjoy.
If this game was not a nightmare of coding (to me) I would gladly try my luck on adding at least A-Shi.
But... ^^;
Yeah, man.
A-shi is very sexy, but A-shi’s movements are all special effects, so it should be very troublesome to do themšŸ˜‚
 
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Friend, I think it would be better to add a random substitution function to the game. Because playing one character all the way to the end can get a bit boring.
Although this game also has a substitution function, it is not a random substitution, so it is not perfect. I hope you can add this random substitution function, thank you!ā˜•
 
I want to see elisa from aof trouble southtown portraits and playable char, but I'm be patient because he said he can't make chars himself.
 
Are there different branches of "Art of Fighting - Trouble In Southtown" ?
Afaik, the original author of the mod is "jonsilva". Is this a different branch from a different person?
I just want to play the latest version of the original one.

Thank you.
 
I am stucked at stage 12 on bonus stage where you can destroy the monitors. After destroying all monitors, nothing happen. The game just stuck there and cannot advance to next stage.
 
@ROD79 In the entire gaming history and on all platforms and genre's of games I have never seen a turbo button option.

Not only is this nothing to do with the topic you have a history for begging, it stops now, this is a friendly warning.

Please read the forum rules before posting again

 
Any way we can get the final version with cheats, and the whole map unlocked? thank you and congrats for the great game
 
Looks like the developer doesn’t log-in anymore, I need your help to solve an issue, please.
I’m not a coder, but meanwhile I solved a bug on stage 5.1 on Story Mode – Hard, the stage was stuck after the barrels flood due to an enemy not appearing on the screen.

If you want to manually solve the issue, from the game main folder go to → data → levels; back up ā€œ12lvl.txtā€ and then open it. Locate this code from line 639 to 643 using notepad++



#spawn malenko

#spawnscript data/scripts/hard.c

#map 1

#coords 590 230

#at 600

the wrong coords are the culprit, modify value 230 to 350 like this

spawn malenko

spawnscriptdata/scripts/hard.c

map 1

coords 590 350

at 600

So here’s my issue with the bonus stage in thesescreenshots: I can’t raise the power bar above a few lines if I manage to rotate the D-Pad. The bonus stage is impossible to win, I could do it in jonsilva’s original version. I managed to locate the files related to the bonus stage in data→bgs → 0might. An A.I suggested me to open mightst.txt and modify the values of these lines, here are the default values


line 140
setglobalvar ("healthmin", 68);

line 446
setglobalvar ("healthmin", 98);

646
setglobalvar ("healthmin", 138);

I guess it’s for all 3 might tests?

Anyway in the saved gameplay I’ve available only the bonus shown in the images, I increased healthmin to 190, then I tried value 20, and I noticed slight improvements, weird that it worked in both ways but too little.…as a matter of fact this bonus game is designed for arcade joysticks: you’ve to rotate the stick other than pressing the attack buttons repeatedly, this works for escaping from enemy grabs as well, it’s indeed way more challenging now, I managed to escape from a Malenko’s grab (the weaker one) one time, while on jonsilva’s version of the game it was too easy, almost 100% success rate, even against Remuhino. I need know how to downgrade effectively these might tests in a gamepad friendly way and without affecting the escape system in general (even if the enemies grabs are way more joystick friendly).
 

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I'm sure some of you know it, there's aof trouble in south town new version. 1.8
Thanks for the info, there were no news on his youtube channel.

- Made changes on almost all the levels, making the levels even faster

- The veihcle levels now play much faster with less enemies

- some bosses and enemies now have less health



Beware, rant ahead.

Nah, I admit that sometimes some very long levels gave me a stunned smirk during the first plays, but I'm used to the long stages packed with enemies and strong bosses of AOFTIS, once you master a game, the easier update feels like a downgrade in general. I don't know if faster levels means only less enemies or a shorter map of the stages as well. Since there are no more sprite limits so we can overdo things for once and have a game so big that some stages are as long as a complete game and packed with enemies, nope, here comes the buzzkills that have to complain and ruin good things. To put it very gently, I really, really can’t stand ā€œattack button spammersā€ (aka ā€œ10-sec. spanniesā€, 10 seconds attention spannies is the full honorable title) who always complain if a game is a bit harder or longer than normal and manage to influence (openbor) game developers to downgrade a game that they won’t play again anyway. Dang, I managed to complete jonsilva’s version without cheating by playing a modest 1 hour and half per session, and not even every day. Yep it took me months, and I had lots of fun with it and that was the goal, to enjoy a great game (with its flaws) for quite some long time without switching from a game to another every 2 days. If a game is hard (AOFTIS is hard) and you want to stick to spam the attack button in a beat ā€˜em up, do one of the following:

Easy mode (aka above average mode for ā€œ10-sec. spanniesā€):
-backup the save folder and then spam the ā€œend gameā€ and load feature if things get too hard.

Normal mode (aka Super hard mode turbo plus for ā€œ10-sec. spanniesā€):
-edit the levels.txt to increase n° of lives and credits up to over 10000.
-happy attack button spamming.

If the game is too long: use the save feature and play another day. Nobody forces you to play 16 hours a day or complete a 24 hours game in one session. There is a life outside your hideout as well; go out of your den and meanwhile, check if the smell in the other room doesn’t mean that someone you were supposed to look after left this world. This game’s nature is to be (mostly intentionally) over the top, larger than life, and so it shall remain. Deal with it.

Anyway, I guess I'll keep both versions of the game then.

The final level ryo falling now the combinations are much easier, and they no longer blink

I agree with this though, it was unnecessarily hard. What is due, is due, and as you can see, I'm not saying that this game is perfect and doesn't need a tweak and polishing.

Besides, there is a bug in the fight against Crazy Joe, at least in hard mode.


After some time the boat sprite flipped horizontally and all the ā€œwalkableā€ area was messed up (I could walk on the water). I don’t know if this bug happens regularly, I lost in the next sub-stage, restarted the campaign and actually at stage 9, I’m close to see if the bug will happen again.
 
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