Canceled Final Fight SNES (Demo Released!!!)

Project is halted prior to completion and will not receive further updates.
Edit: Duh, I missed the consoles name right there in the title :P.

Well, it's cool that you got the female(or whatever Poison's supposed to be) enemies back in there.
 
Hey guys! Finally lol. Life has been busy lately as usual xD.

Anyways @Tusu don't worry I haven't scraped my FFARC mod, I'm just focusing on my SNES version right now :)
Ty other members for your understanding and support. I also want to release my mods and share them with the world as soon as I can, but things come up :P

I've added the ability for Hollywood, and El Gado to pick up knives and use them as weapons :)
I will release a demo in next week (crossing my fingers) I know you will all love the work I've done once the demo is released. Ty so much for your support! ^___^

And yes @midnight I have both Poison/Roxy and Billy/Sid in the game =]




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I love when a mod seems kind-of-accurate and allow new features like this one!!
Great!! ;D
 
Yes! Good progress!
Bender is a little out of place, but since it's in a bonus mode... no problem!

Can't wait to try the future demo :)
 
Really like the new features you have put in your mod apescott. Is Guy gonna have a custom slam move a la Street Fighter Alpha?
 
Hanzo said:
Really like the new features you have put in your mod apescott. Is Guy gonna have a custom slam move a la Street Fighter Alpha?

Thank you Hanzo :)
That is actually a good idea for Guy, let me see what I can do ^_^
 
Beside few color loss and few musics not really fitting the "16bits era" this is a great demo!
Also sometimes spawn animation of enemies in a "crouch look-a-like" position seems a little too much (??)

I really like the little additions to regular openbor mods.
Enemies getting out of the doors, level start anims, text messages with map...
New areas/ branchs.

This is really good!
 
Thanks Ned. Yeah I started the mod in 8-bit. And the spawns you are referring to are the crouching fats right? xD
As far as the music tracks, I'm still deciding what tracks to put in those areas :)

I'm so glad you all like it!!! I'll try to have a release with stage 2 sometime next month (crossing my fingers)

^__^ cheers

 
Wow~! Mod is looking real solid, good job.

Not sure how strict you are about details and whatnot, but I'd like to give a more detailed feedback that I'm sure could improve your work (and the final release of the mod).


  • Holding up/down while doing combo. As an avid Final Fight player, one of the most important mechanics I use to survive the hordes of mooks attacking is throwing enemies while doing my combo (instead of the knock down attack, the character will pull the mook and do a throw to the back side by holding up/down while doing the standing combo). Not sure how hard it is to code this feature, but it's been a staple in most Capcom beat 'em ups (Captain Commando, Warriors of Fate) and if it's implemented, it would be great as it is a very important gameplay feature for FF players.
  • Consistency in the new backgrounds. The Cadillacs and Dinosaurs stages are fine, they don't clash hardly with the 16-bit/CPS1 style and the alternate route from the second building looks pretty solid. However, I was checking the BG folder and saw a rather cool stage in a junkyard... cool, but several elements out of place about size, style and coloring. My personal advice is to try to stick with the 16-bit/CPS1 style of resources, or recolor or resize the elements that don't belong to the Capcom style of the beat 'em up. An extended version of the FF3 junkyard could work for that stage. In fact, I offer my services as a BG designer if you need help with the new stages, just lemme know.
  • Check some enemy moves. If I remember correctly, Bred, Dug, Jake and Simons all of them had a knee attack and a flying kick move besides the jab and the standing front kick, was once again checking the sprites and all of them are missing. I think Jake and Simons use the flying kick more often than Bred and Dug. Just a little heads up that maybe should be added.
  • Collision maps issues. In the areas where it leads to the basement, both characters and enemies can walk through it, feeling pretty odd that they're floating over a staircase heading down. Take a look at the screenshots, please.

Overall, the mod is pretty awesome, I love the added animations that some characters needed (face hits on Axl, Slash, J, Two.P, Sid, Billy... heh, even the kinky boob show on Roxy and Poison) and it plays pretty good. Might need small tweaks in and there, but it plays smoothly and I really enjoyed the demo.


BTW, as I cleared the stage from the alternate route (the backyard from the C&D route), it took me immediately to the basement scene then to the regular 1-3 of FF1.


If you need support or help in stage designs, I'm at your service. :)

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Don Vecta said:
Holding up/down while doing combo. As an avid Final Fight player, one of the most important mechanics I use to survive the hordes of mooks attacking is throwing enemies while doing my combo (instead of the knock down attack, the character will pull the mook and do a throw to the back side by holding up/down while doing the standing combo). Not sure how hard it is to code this feature, but it's been a staple in most Capcom beat 'em ups (Captain Commando, Warriors of Fate) and if it's implemented, it would be great as it is a very important gameplay feature for FF players.

+1 :)
 
Thanks Don. I do agree with you on all of your points. I do know that Bred, Dug, Jake, and Simons have a jump kick and a knee attack. I could add those in, but I stuck to the SNES moves to keep it classic :)

Glad you like the new pain animations :) I took the boob flash from the arcade Poison and did some resize and color work ^_^

I'd like to have the combo throw! I do find the mp useful to use your special when being surrounded.

Yes I did have a junkyard level idea, but not sure yet. I have many ideas for levels lol.

I saw the screenshots, and I am aware of those areas around the stairs. Since they aren't a huge problem I let them go for now, but I plan to address them as well :)

But yes I know there is a few quirks yet, but I am overall pleased how it is so far. Especially the gameplay which is most important.

I might take you up on that BG offer. I'll let you know =D

 
Oh, by all means, it plays smoothly and has a nice vibe overall. I liked the verbatim positioning of the SNES/Arcade versions.

Was wondering if you're interested in having alter palettes of the SNES sprites with the arcade colors (of course, you'd use them only in the Arcade version or in the Custom one if you must), if you want I can do the palette coloring for you, exact replica colors. That would give a different vibe not only in the order of enemies but also a bit in their appearance.

For the music of the new areas... maybe you could try tracks from FF2 and FF3 in order to keep the SNES theme? I don't know, I think that would be consistent.

Found another couple of quirks that could be arranged. In Final Fight, when you grab an enemy, you'll throw him/her towards the direction you pull the stick (front or back), in the mod, while doing the forward + grab, the character will continue doing the flurry grab instead of throwing him/her forward. Once again, these are details to go as faithful as the original gameplay.

...and if I throw an enemy to the wall and I'm near the wall, Ill be hit by the falling enemy as well... not fun, lol.

Oh yeah, some character are missing their special feature, as in Haggar unable to do his piledriver (does a knockdown headbutt if I press jump while grabbing an enemy) and Guy won't do his off-the-wall jump either.

Probly you'd hate me by giving all this feedback (yeah, I'm the sort of nitpicky guy, sorry about that), but I really have hopes this mod can be as perfect as it can be since so far it catches the vibe of the old SNES game.... and probably can surpass the original, considering they have new special moves, all the enemies from the American and Japanese version together (always good to see Sid and Roxy together) and extra frames, not to mention a new remixed version. ;)

I'm doing a mod myself for the SORmaker game based on Mighty Final Fight using 16-bit/CPS1 style of graphics, I could show you some of my work later on and see if you like it, if so, I can design something for you.
 
@Don

I loved your SORR mods! I have all of them hehe ;)

And don't apologize, I'm the same way about my mods, levels, and artwork lol.
I'm just glad they are minor issues and nothing serious xD

I'll let you know about the help you offered :)
 
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