Canceled Final Fight PC 2017 (SNES and Arcade)

Project is halted prior to completion and will not receive further updates.

apescott

Member
Hi guys! Here are my updates for my mods!!!! The 16bit FFPC SNES conversion which classic mode is 86% complete and also the arcade version that is a playable demo. Let me know what you think!!!! Thank you so much for your support!!!!!  ;)



http://www.mediafire.com/file/mgo25e0pvhm1hcl/K2+Final+Fight+PC.rar

http://www.mediafire.com/file/m7k4bcu7no90khh/K2+Final+Fight+ARC+PC+2015.rar
 
Woohoo!
I'm trying it right now.
You know how much I like your project and still support it!!  8)

EDIT : I played it.
Glad to see some progress in both games.

-I'm kind of surprised to see that Maki is no more in SNES version.
I don't get why Natsume replaces her. But this is your choice

-The Arcade version seems to be an early edit of Mr.Q's Final fight mod with Scorpion and Maki/Natsume on it. But for this version it seems OK, since there is no Arcade Maki sprites. (Even if she don't have Maki's gameplay at all)

Anyway Good luck with this different project.
Hope you'll go on and make a great mod.
 
Ummm I kinda feel the progress was more of a setback rather than actual progress, to be honest. :-\

I don't know why Maki is out in the SNES version, she was great in the last build before this.

Gameplay-wise is untouched, but there's a few things I also noticed:

Why now I can't pick up weapons? Before I was able to pick them, now I can't.

Hollywood and El Gado have invincibility frames while doing their knife dive attack and they prioritize several moves. Remove their invincibility frames.

I suggest adding more damage to Axl and Slash attacks, that's what makes them dangerous.

Remember that in the original Arcade/SNES version, it was able to make the characters to stand up faster if we mash buttons? This was to prevent Andores to ass stomp us, thjink could be possible to implement that?

Haggar (and maybe everyone) need more Y priority while doing their special. It should be able to break the 3 rolling barrels if place the character in the middle of the barrels.

The shadows... man, you gotta try making shadows being cast downwards or use other method, look at the issues of the shadows overlapping the scenes (see images attached)

Anyways, didn't feel a huge progress, gameplay-wise is as good as the last one but now lots of things are missing. The Arcade mod still looks WAY too primitive, but at least it has the basic gameplay kinks like pulling out enemies from the combo into the grabs.

You still plan to use the stuff I designed for the mod?


[attachment deleted by admin]
 
Don Vecta said:
Ummm I kinda feel the progress was more of a setback rather than actual progress, to be honest. :-\

I don't know why Maki is out in the SNES version, she was great in the last build before this.

Gameplay-wise is untouched, but there's a few things I also noticed:

Why now I can't pick up weapons? Before I was able to pick them, now I can't.

Hollywood and El Gado have invincibility frames while doing their knife dive attack and they prioritize several moves. Remove their invincibility frames.

I suggest adding more damage to Axl and Slash attacks, that's what makes them dangerous.

Remember that in the original Arcade/SNES version, it was able to make the characters to stand up faster if we mash buttons? This was to prevent Andores to ass stomp us, thjink could be possible to implement that?

Haggar (and maybe everyone) need more Y priority while doing their special. It should be able to break the 3 rolling barrels if place the character in the middle of the barrels.

The shadows... man, you gotta try making shadows being cast downwards or use other method, look at the issues of the shadows overlapping the scenes (see images attached)

Anyways, didn't feel a huge progress, gameplay-wise is as good as the last one but now lots of things are missing. The Arcade mod still looks WAY too primitive, but at least it has the basic gameplay kinks like pulling out enemies from the combo into the grabs.

You still plan to use the stuff I designed for the mod?


Thanks Don for the look through :)  And don't worry everything that seems to be missing will be added I just haven't gotten to that yet. Maki, weapons, ect.
I'll fix the things you mentioned. I also have someone implement the final fight style lifebars. I

Yeah the arcade mod isn't too special and I did use a lot of Mr.Q features I just like the edition of Maki and Scorpion.
My main focus will be the SNES mod.

And YES! I am definitely using your chinatown and porn theater in my custom mode lol. Why wouldn't I ;)
 
Nice,
I can see you want to replicate in the best way FF on Snes.
-Even the lifebars colors.
-Will Guy and Maki have the famous Wall/obstacle jump?
-I can see you added combo to throw just like in FF games, but it create bugs with bonus stages.
5GqSlBN.png

I'm pretty sure Ilu or DC have something to fix that.

So, will we have FF2 Maki in Snes version or Natsume edit?
I had in mind to create some more stuff for Maki and Guy, but if it's Natsume...

Anyway, good luck, this is your project.
You decide how it will progress  :)
 
Arcade version kept crashing for me, the *new* exe crashes on loading while the other exe crashes after I select a character, maybe this laptop can't handle it. The snes version feels smooth so far but I have to shadow vecta here in saying it felt like a step back with no maki, no weapons. However there's so much here so far, DamnD working as he should, splash screen before and after stage, proper intros etc, this mod has so much potential.
 
O Ilusionista said:
I'm pretty sure Ilu or DC have something to fix that.
use the cancelgrab function for that and include the car entity name on the check.

You're fast my bro!
Thanks, I will certainly use it as well since my game system use some special grabs as well!
Is this script on BB's scripts? Any link?
 
Thanks guys! Yes any changes you'd like to make or add feel free and send them to me  ;)
I'm not very good with script so I've had lots of help from you awesome people ^_^

@Ned 
Yes FF2 Maki will be in this mod and possible Natsume too, but not sure yet.

@Ilusion
I have the script for not grabbing items or obstacles, but where do I put it in the player file?
In the anim_grab?

Code:
void cancelgrab()
        {// Check grabbed opponent's name
        // If it's forbidden to grab him/her, revert to IDLE
           void self = getlocalvar("self");
           void target = getlocalvar("Target" + self);

           if(target==NULL())
           {
             target = getentityproperty(self, "opponent");
             setlocalvar("Target" + self, target);
           }
           if(target!=NULL())
           {
             char Tname = getentityproperty(target, "defaultname");
             char iType = getentityproperty(target, "type");

             if(Tname == "GORO" || Tname == "KINTARO" || Tname == "MOTARO" || Tname == "KIMOKAHN" || iType == openborconstant

("TYPE_OBSTACLE") || iType ==openborconstant("TYPE_ITEM"))
             {
                 changeentityproperty(self, "animation", openborconstant("ANI_FREESPECIAL15"));
             }
           }
        }

Any ideas or contributions feel free!!!! Also any lifebar experts out there? Can someone duplicate final fight lifebars for me? :DDDDDDDDDDDDDDD

 
Nice, good news!
So we might have Maki and some kind of Ex-Maki (Natsume). Why not :)

About lifebar stuff.
Didn't you had a repply on your thread about it. I can't remember.
If not, you might try to PM someone about it.
I think there is some skilled guys here who can guide you with that, but they might have not crossed your thread at all.

good luck anyway

BTW, for the moment, I'll stick to the old demo, it's more complete and more fun to play.
I hope to see you new version reaching this level as well :)
 
@Ilusion
I have the script for not grabbing items or obstacles, but where do I put it in the player file?
In the anim_grab?
Put it on the animation you will use the grab / scripted slam. It should be put BEFORE any damage or @cmd slamstart.

But my version is slightly better:

void cancelgrab(void Ani)
        {// Check grabbed opponent's name
        // If it's forbidden to grab him/her, revert to IDLE
          void self = getlocalvar("self");
          void target = getlocalvar("Target" + self);

          if(target==NULL())
          {
            target = getentityproperty(self, "opponent");
            setlocalvar("Target" + self, target);
          }
          if(target!=NULL())
          {
            char Tname = getentityproperty(target, "defaultname");
            char iType = getentityproperty(target, "type");

            if(Tname == "Drum" || Tname == "Crate" || Tname == "golem" || Tname == "Box" ||Tname == "golem_beta" || Tname == "Guardian"|| Tname =="Forklift" || Tname == "Heavy_Infantry"|| Tname == "msentinel" || iType == openborconstant("TYPE_OBSTACLE") || iType ==openborconstant("TYPE_ITEM") || iType ==openborconstant("TYPE_NPC"))
            {
                //clearlocalvar();
changeentityproperty(self, "animation", openborconstant(Ani));
            }
          }
        }

See, in bold, that the code check for enemies with specific names (like Guardian, Forklift, etc) and check for obstacle, item and NPC. If any of those criterias is met, it will change the animation to the one I choose.

Put that code in your animationscript. The usage is:
Code:
@cmd cancelgrab "ANIMATION_NAME"

For example, in many cases, I make the player to the anim CANT if he hits an obstacle, to the code would be :
Code:
@cmd cancelgrab "ANI_CANT"

Remember to change the name of the entities which can't be grabbed on the function. And rember the code IS CASE SENSITIVE.
 
you solid life bars script is complete just add this script to all your heroes "ondrawscript" file:


Code:
void main()
{//msmalik681


void self = getlocalvar("self");			//get calling entity
int player = getentityproperty(self,"playerindex");	//get player index
void enemy = getentityproperty(self, "opponent");	//get opponent
void eName = getentityproperty(enemy, "defaultname");	//get opponents name






if(eName == "Damnd" 	//1st boss model name
 ||eName == "Sodom"	//2nd boss model name
 ||eName == "Sodom")	//placeholder for other boss model names repeat for all bosses
{
int maxhp = getentityproperty(enemy,"maxhealth")-75;	// get opponents max hp
int hp = getentityproperty(enemy,"health")-75;		// get opponents current hp
int health = hp / 0.01 / maxhp;				// work out current hp percentage above a single lifebar
//drawstring(100,100,1,health);				// for debug use
int x; int y;
if(player==0){x=38; y=36;}				// solid life bar location for player 1 should be same as elife but +1 on each coordinate
else if(player==1){x=222; y=40;}			// solid bar for player 2


 if(hp>1)						//if hp above single life bar
 {
 if(health>60){ drawbox(x,y,75,6,99999,rgbcolor(115,183,40),0);		//show this colour if hp above 60%
 }else if(health>40){drawbox(x,y,75,6,99999,rgbcolor(164, 194, 87),0);	//show this colour if hp above 40%
 }else if(health>20){drawbox(x,y,75,6,99999,rgbcolor(133, 192, 122),0);	//show this colour if hp above 20%
 }else if(health>1){drawbox(x,y,75,6,99999,rgbcolor(0, 174, 113),0);}	//show this colour if hp above 1%


 }


}


}


I have fully noted how it works for easy modification let me know if you have any issues.


My biggest problem was the fact your demo was based on a very old version of openbor for this code to work you MUST update to build 4432.
 
Thank you so much Illusion and Malik!!!! You guys rock!!!!

@Malik the only thing left is the way the damage drains in FF. You know it takes the damage away instantly and doesn't flow drain. Do you know what I mean? lol.
 
here is the updated code it works for all enemies who have more then 1 hp bar also no longer works on a percentage.  I cant help you with instant damage sorry.

Code:
void main()
{//msmalik681


void self = getlocalvar("self");			//get calling entity
int player = getentityproperty(self,"playerindex");	//get player index
void enemy = getentityproperty(self, "opponent");	//get opponent


if(enemy)
{
int hp = getentityproperty(enemy,"health")-75;		// get opponents current hp
//drawstring(100,100,1,health);				// for debug use
int x; int y;
if(player==0){x=38; y=36;}				// solid life bar location for player 1 should be same as elife but +1 on each coordinate
else if(player==1){x=222; y=40;}			// solid bar for player 2




 if(hp>1)						//if hp above single life bar
 {
 if(hp>350){drawbox(x,y,75,6,99999,rgbcolor(232,232,232),0);		//show colour if hp above life bar by 350
 }else if(hp>300){drawbox(x,y,75,6,99999,rgbcolor(192,144,224),0);	//show colour if hp above life bar by 300
 }else if(hp>250){drawbox(x,y,75,6,99999,rgbcolor(152,104,224),0);	//show colour if hp above life bar by 250
 }else if(hp>200){drawbox(x,y,75,6,99999,rgbcolor(0,224,136),0);	//show colour if hp above life bar by 200
 }else if(hp>150){drawbox(x,y,75,6,99999,rgbcolor(152,224,136),0);	//show colour if hp above life bar by 150
 }else if(hp>100){drawbox(x,y,75,6,99999,rgbcolor(184,224,96),0);	//show colour if hp above life bar by 100
 }else if(hp>1){drawbox(x,y,75,6,99999,rgbcolor(128,224,48),0);}	//show colour if hp above life bar by 1


 }
}


}
 
Lets say I wanted an animated icon to play when I pick up food or points like in Final Fight One how would you script that?

https://www.youtube.com/watch?v=7zkVWr3LA3s

Thanks guys! :DDDDD
 
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