In Progress Fatal Fury - Legend of the Hungry Wolf

The project is currently under development.
Very nice!
But Mai seems to whiff her attacks. (I suppose all of it is WIP)
However it looks good.
Also Richard's stance is a masterpiece, but almost overkill, compared to the other animations taking their source on the oooooold very simple animations from Mugen China classic Kof Richard... ^^;
 
I keep forgetting to post the video.
Two things I noted on the video:
- To prevent the enemies from falling from the sky when spawning, give them a spawn animation. But you will need to place them offscreen (or close to it) or they will pop up out of nowhere.
- In this stage, the water direction is wrong. The flags are waving to the left, while the water is moving to the right
Plus, the guy on the water is moving to the left. It would make sense to make the water moving to the left too.

Also, take a look at the manual about fglayers, so you can split the watter into different fglayers and give them different velocities.
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(I always loved this stage on the original game, its gorgeous)
 
Very nice!
But Mai seems to whiff her attacks. (I suppose all of it is WIP)
However it looks good.
Also Richard's stance is a masterpiece, but almost overkill, compared to the other animations taking their source on the oooooold very simple animations from Mugen China classic Kof Richard... ^^;
The attacks are not final yet, it still needs their attack boxes adjusted, since I haven't sat down to fully work on any of the other characters, so a lot of times its just sprite swaps of the other player or enemy character.

And about Richard, I get it, but I really wanted to make use of thedge's amazing work.

Two things I noted on the video:
- To prevent the enemies from falling from the sky when spawning, give them a spawn animation. But you will need to place them offscreen (or close to it) or they will pop up out of nowhere.
Yes I know of that, I just haven't made the spawn animations for most of the enemies yet. All of this is not final, hence the beta in the title. I am trying to get the stages done, and then move on to focusing on the more time consuming part of doing the players and enemies.

- In this stage, the water direction is wrong. The flags are waving to the left, while the water is moving to the right
Plus, the guy on the water is moving to the left. It would make sense to make the water moving to the left too.

Also, take a look at the manual about fglayers, so you can split the watter into different fglayers and give them different velocities.
From my point of view the water is flowing to the right, thus it moves the raft platform to the right as it would flow with the current, thus the stage moves from left to right. And if the raft is moving to the right, it would generate velocity and wind that would cause the flags to flow in the opposite direction.

The water sprites are not separate layers in the sprites that I have. I wanted to have them layered in order to give a better feeling of motion, but that requires me to cut them up manually, which to be honest I do not have the energy to do right now, since it would be 24 images per water layer. Probably will do it for the next update to the stage, since I still want to add a few more background elements and characters.
 
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In FF2/S, the sea flow goes from left to right, which makes sense with what you say, but Ilu is right about the bglayers/fglayers, try making them separated from each other and give them different speeds, that would help the stage A LOT on its look. Also, maybe the sea layer that is close to the raft should move a little faster so it looks more like rapids instead of a calm river, the current should be strong enough to move the raft after all.

The background character can also get a faster idle animation to 'ignore' the lack of animation frames, check how he looks in the original game, plus being at his spot on the background indicates strong winds, it would look better, same for the flags, making them move faster indicates strong winds, ask @DCurrent about rapids environment, dude is an expert lol:ninja:

You can also give the raft some 'rock' values so it moves a little up 'n down to resemble a boat behaviour.

After years of exp with the engine, just a few years ago I learned to pay attention to the stages as much as the playable characters and enemies, trust me, everything feels better when stages look as gorgeous and alive as much as they can.

Spawning some animals passing by would also make the stage look richer and more alive overall, make a few fish and some random birds (y)
So far so good, looks like a good start. Animations need polishment here and there but seem very good with the given assets.
 
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In FF2/S, the sea flow goes from left to right, which makes sense with what you say,
Yeah, the error is on the original stage per se - if the wind is pushing the water and the boat to right, how the flags are waving into the opposite direction?
And agree with all other points here.
 
Yeah, the error is on the original stage per se - if the wind is pushing the water and the boat to right, how the flags are waving into the opposite direction?
And agree with all other points here.

Wind and water current don't have to be going the same direction, and rarely are in the real world. Sailors wouldn't get very far otherwise. :)

Still, you're right about the graphics. In a game stage, most people won't think like that, and discrepancy of fluid directions (fluid meaning any moving mass) very much breaks the illusion.

DC
 
Richard was made by the mugenchina team, the stance is made by thedge.
I am paying someone to make me the sprites for Ken. his name is TkKill, you can find him online.
How can I give commission(request) to tkkill?
Maybe I need new kof style characters next time.
 
How can I give commission(request) to tkkill?
Maybe I need new kof style characters next time.
he is on deviantart, but I don't think he is taking on new commissions right now, but you can ask him.
it's going to cost money, so unless you have money to spare, I wouldn't commission yet.
 
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