Canceled Final Fight SNES (Demo Released!!!)

Project is halted prior to completion and will not receive further updates.
Not sure if anyone runs into this yet but the game has locked up on me four different times at the end of a scene. The bosses I think it's just the round clear animation just won't spawn, I'm but sure about the non boss scenes.

Other than that this is really shaping up, I know there's a million final fight mods but I'm really happy to see one that feels more like final fight. May I suggest adding a version of static special that's done by pressing attack and jump? I actually got in the habit of pressing it that's how accurate this game feels, I even attempted the infinite jab combo haha.
 
Don Vecta said:
Hey, this dropbox file also goes to Apescott? If so, I can put my resources in this folder, too.

No, I don't know if he has dropbox or not.

Maybe you can make 2 weapon models, one with one sword and the other with 2 swords? I'm not sure if this would work but I know for sure that enemy will try to pick a weapon if they have weapon model for it
Hmmm.... let me try something.

Yeah, I'm not sure how to go about this. Any help would be appreciated.

You mean, you want him to be able to move while piledriving? that's doable with this function:

In the orginal game, while grabbing an enemy you can do a piledriver when you press attack while jumping in place, moving forward, or backward. Also, would you know how to change the enemy grab animation when Haggar grabs them? In the orginal, the enemy grab animation is different for Haggar then the others.

Mr.Din said:
Not sure if anyone runs into this yet but the game has locked up on me four different times at the end of a scene. The bosses I think it's just the round clear animation just won't spawn, I'm but sure about the non boss scenes.

Other than that this is really shaping up, I know there's a million final fight mods but I'm really happy to see one that feels more like final fight. May I suggest adding a version of static special that's done by pressing attack and jump? I actually got in the habit of pressing it that's how accurate this game feels, I even attempted the infinite jab combo haha.

Hmm I'll check it out. I really like this mod and want to help Apescott to make it more like an improved Final Fight.  I would like to add in the infinite jab combo. I think if I make the chain throw only work in close range and change the jab speed it might work. 

 
Yeah, I'm not sure how to go about this. Any help would be appreciated.

Ack, I've tried it and it failed :(. Turns out enemy won' try to pick other weapon if he/she already has one

In the orginal game, while grabbing an enemy you can do a piledriver when you press attack while jumping in place, moving forward, or backward.

Ah yes, that's right, Haggar jumps first before piledriving. I can figure out a way to code that but Haggar can only do one thing after he grabjumps so it's just a waste of time compared to immediately perform piledriver by pressing jump while grabbing
If Haggar has alternate attack like Punisher/Nick Fury, it won't be a waste :)

Also, would you know how to change the enemy grab animation when Haggar grabs them? In the orginal, the enemy grab animation is different for Haggar then the others.

Hmmm.... I kinda forget how different it would be
But regardless, I rather use custom grab system for this purpose
 
Alright, I've uploaded in the Rushing Beat folder of Dropbox two of the new stages. Please, check it out (enclosed readmes and sample images of the stage full mounted, but don't use that image, it's better fully layered).

Also, did a new check up of the new built, it feels great in gameplay (the pull grab stuff), feel smoother. However, encountered several bugs of lockup and won't let me continue (usually an enemy stuck or something), so I reloaded the stage and then it worked fine, however, happened two or three times.

And yeah, we need to pick up other weapons if we grabbed one... or add the drop weapon feature (with the throw knife button). I guess that's what it's needed. :P

I'll keep playing and see if I find out other issues.
 
Custom and Arcade mode will still be in the game Beer ;)
I just wanted to finish Classic mode first.

Update at the moment added Maki's new flip leg slam thanks to nedflandeurse for that :) Also adding new slam script to Andore choke/Abigails throw...

Thanks Joshiro for Andore upgrades. And also added keymove for Haggar's pile driver :)

 
Ack, I've tried it and it failed :(. Turns out enemy won' try to pick other weapon if he/she already has one

I figured it wouldn't be easy. I don't think anyone has tried making an enemy do that before.  So I guess it would require some advanced script to make that happen?

Hmmm.... I kinda forget how different it would be
But regardless, I rather use custom grab system for this purpose

In openbor when a player has grab walk and stops it repeats the grab animation. It looks weird because it looks like Hagger picks the enemy back up every time he walks. So basically do you know of a way that I can just make the grab animation not repeating when not in grab walk?

Alright, I've uploaded in the Rushing Beat folder of Dropbox two of the new stages. Please, check it out (enclosed readmes and sample images of the stage full mounted, but don't use that image, it's better fully layered).

Nice work on the backgrounds. Did you show Apescott?

  Also, did a new check up of the new built, it feels great in gameplay (the pull grab stuff), feel smoother. However, encountered several bugs of lockup and won't let me continue (usually an enemy stuck or something), so I reloaded the stage and then it worked fine, however, happened two or three times.

And yeah, we need to pick up other weapons if we grabbed one... or add the drop weapon feature (with the throw knife button). I guess that's what it's needed. :P

I found the cause of it locking up. It is not spawning the go arrow in the levels.

I think that would be the best way to do that because I don't know how to make it so you can pick up a new weapon while having a weapon.

apescott said:
Custom and Arcade mode will still be in the game Beer ;)
I just wanted to finish Classic mode first.

Update at the moment added Maki's new flip leg slam thanks to nedflandeurse for that :) Also adding new slam script to Andore choke/Abigails throw...

Thanks Joshiro for Andore upgrades. And also added keymove for Haggar's pile driver :)

Nice! You're welcome. Glad to help. Andore needs to do the charge move when he is in closer range . That is something I messed up on. Also, Abigail's sprites offset messes up when he gets burned.

Do you want me to make the molotov Holly Wood do the same behavior like the original?

Something else I noticed, I couldn't disable friendly fire fully. I could still attack the other player sometimes. It happens on my mod too. Did anyone else encounter this?
 
No, I only uploaded it in the folder, do you mind if you can give them the folders and see if he can mount them in the arranged version, please?

I'm designing the "Mall" stage as we speak, too.
 
Nice! You're welcome. Glad to help. Andore needs to do the charge move when he is in closer range . That is something I messed up on. Also, Abigail's sprites offset messes up when he gets burned.

Fixed Abigail burn animation :)

Do you want me to make the molotov Holly Wood do the same behavior like the original?

Yes, please do :) It would be nice to have 2 types of cocktail throwers.

Something else I noticed, I couldn't disable friendly fire fully. I could still attack the other player sometimes. It happens on my mod too. Did anyone else encounter this?

Use build v3380. That's what I'm using, and encountered no freeze/lock-ups or friendly fire issues. This was tested in the full mod 1 and 2 players :D
 
Nice to see some progress on it again!
Also, I'm cooking something else for Maki and perhaps Guy too...

I'll PM you about it later. :)
 
Don Vecta said:
No, I only uploaded it in the folder, do you mind if you can give them the folders and see if he can mount them in the arranged version, please?

I'm designing the "Mall" stage as we speak, too.

I sent him the link.

Yes, please do :) It would be nice to have 2 types of cocktail throwers.

Okay. I'm on it. Also, do you have Damnd's sprites when he sits on the railing and whistles? I wanted to script that behavior. When I get a chance I'll add the script that makes the enemies die when the boss dies too. Are you going to add Rolento's stage too?

Use build v3380. That's what I'm using, and encountered no freeze/lock-ups or friendly fire issues. This was tested in the full mod 1 and 2 players :D

Thanks, I'll try that.
 
BTW, guys, Magggas just now added a knife bouncing feature in his mod. I think it can be useful for the mod. Thoughts?
 
Okay. I'm on it. Also, do you have Damnd's sprites when he sits on the railing and whistles? I wanted to script that behavior. When I get a chance I'll add the script that makes the enemies die when the boss dies too. Are you going to add Rolento's stage too?

I think I have those sprites, but you can rip them if you need to.
That would be great anything to make it original :) Yes Industrial Area will be in Arcade and Custom modes for sure, probably leave it out of Classic mode to stay true to the SNES version :)

 
Joshiro said:
Also, do you have Damnd's sprites when he sits on the railing and whistles? I wanted to script that behavior. When I get a chance I'll add the script that makes the enemies die when the boss dies too.

The tough part about scripting that behavior is to make him jump to exact position. The enemy summon part is easy since he always summon same set of enemies (first he summons 2 thugs and 2nd he summons poison and hollywood)
I have script to make entity jumps to defined coordinate BTW. Need to look for it though

As for killing enemies when boss dies, why not have them flee instead?
Well, regardless of your choice this one script to achieve that:

@script
    void self = getlocalvar("self"); //Get calling entity
    int Order = getglobalvar("Order");

    if(Order==1){
      changeentityproperty(self, "velocity", 0,0);
      performattack(self, openborconstant("ANI_FOLLOW1"));
    }
@end_script
...

Declare this in each enemy's IDLE and WALK
On Damnd's death, either he drops item which sets global variable "Order" to 1 Or he sets it himself in his DEATH animation.

Since global variable persists, reset it with endlevel.c like this:
Code:
void main()
{
  setglobalvar("Order", NULL());
}

Back to enemies, when Order (global variable) is set to 1, they will perform FOLLOW1 animation. In this animation they could do anything from suicide to fleeing

Magggas just now added a knife bouncing feature in his mod. I think it can be useful for the mod. Thoughts?

You can see the script for that feature here:
name knifeS
type none
gfxshadow 1
candamage enemy
subject_to_gravity 0
no_adjust_base 0
subject_to_hole 1
subject_to_wall 1
bounce 1


anim idle
@script
    void self = getlocalvar("self");
    int Dir = getentityproperty(self, "direction");
    int x = getentityproperty(self, "x");
    int y = getentityproperty(self, "a");
    int z = getentityproperty(self, "z");
    int C;

    if(Dir == 1){
      C = 6;
    } else {
      C = -6;
    }

    if(frame > 0 && y <= checkwall(x+C,z)){
      changeentityproperty(self, "velocity", 0, 0, 0);
      changeentityproperty(self, "subject_to_gravity", 1);
      changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2"));
    }
@end_script
loop      1
        delay    3
offset    7 8
followanim 1
followcond 1
        attack    1 1 13 13 30 1
staydown  300
        hitfx    data/sounds/blood.wav
frame    data/chars/misc/knife3.gif
frame    data/chars/misc/knife3.gif
        frame    data/chars/misc/knife4.gif
        frame    data/chars/misc/knife4.gif
        frame    data/chars/misc/knife1.gif
        frame    data/chars/misc/knife1.gif
        frame    data/chars/misc/knife2.gif
        frame    data/chars/misc/knife2.gif

anim follow1
@script
    void self = getlocalvar("self");

    if(frame==1){
      killentity(self);
    }
@end_script
        delay    6
offset    7 8
frame data/chars/misc/empty.gif
frame data/chars/misc/empty.gif

anim follow2
@script
    void self = getlocalvar("self");

    if(frame==10){
      killentity(self);
    }
@end_script
loop      1 1 5
        delay    10
offset    7 8
landframe 9
jumpframe 1 1 -0.2 0
spawnframe 9 0 0 0 0
custentity KnifeW
frame    data/chars/misc/knife3.gif
        frame    data/chars/misc/knife4.gif
        frame    data/chars/misc/knife1.gif
        frame    data/chars/misc/knife2.gif #
frame    data/chars/misc/knife3.gif
        frame    data/chars/misc/knife4.gif
        frame    data/chars/misc/knife1.gif
        frame    data/chars/misc/knife2.gif #
        frame    data/chars/misc/knife1.gif
frame data/chars/misc/empty.gif
frame data/chars/misc/empty.gif

  When knifeS hits enemy, it will play FOLLOW1 then removes itself. But when it detects wall, it will play FOLLOW2, lose its antigravity, fall to ground and drop KnifeW (weapon version of knife) before removing itself
  Due to limitation with default way of throwing knives, I used alternate way to throw knife and this is the function to throw this knife:
Code:
void shooter2(void vName, float fX, float fY, float fZ, float Vx, float Vy, float Vz)
{//Spawns projectile next to caller and move it with speed
 //vName: Model name of entity to be spawned in
 //fX: X location adjustment
 //fY: Y location adjustment
 //fZ: Z location adjustment
 //Vx: X speed
 //Vy: Y speed
 //Vz: Z speed

   void self = getlocalvar("self"); //Get calling entity
   int Direction = getentityproperty(self, "direction");
   void vSpawn; //Spawn object.
	
   vSpawn = spawn01(vName, fX, fY, fZ); //Spawn in projectile
   if (Direction == 0){ //Is entity facing left?                  
      Vx = -Vx; //Reverse Vx direction to match facing
   }

   changeentityproperty(vSpawn, "velocity", Vx, Vz, Vy);
}

void spawn01(void vName, float fX, float fY, float fZ)
{
	//Spawns entity next to caller.
	//
	//vName: Model name of entity to be spawned in.
	//fX: X location adjustment.
	//fZ: Y location adjustment.
      //fY: Z location adjustment.

	void self = getlocalvar("self"); //Get calling entity.
	void vSpawn; //Spawn object.
	int  iDirection = getentityproperty(self, "direction");

	clearspawnentry(); //Clear current spawn entry.
      setspawnentry("name", vName); //Acquire spawn entity by name.

	if (iDirection == 0){ //Is entity facing left?                  
          fX = -fX; //Reverse X direction to match facing.
	}

      fX = fX + getentityproperty(self, "x"); //Get X location and add adjustment.
      fY = fY + getentityproperty(self, "a"); //Get Y location and add adjustment.
      fZ = fZ + getentityproperty(self, "z"); //Get Z location and add adjustment.
	
	vSpawn = spawn(); //Spawn in entity.

	changeentityproperty(vSpawn, "position", fX, fZ, fY); //Set spawn location.
	changeentityproperty(vSpawn, "direction", iDirection); //Set direction.
    
	return vSpawn; //Return spawn.
}
 
This also could work with Belger's arrows, too. Just won't spawn any object on the floor (arrows would vanish after bounce)
 
Where can I find the latest version? Cause I really wanna play an updated version now...  :'(

I'm a bit impatient on it, so... x.x Yeah...

Also, a few things to note that I found on the Demo.

The Black bar makes it a bit nostalgic, but I prefer it more to be gone so that the rest of the stage is visible.
Abigail's down animation after being hit by Cody's flaming upper is just gone.
Andores keep on charging immideatly after they stand up, which makes them really easy and predictable.
Belger does spam you with arrows, sadly.
Guy's voice has been rather... "Cut off" when he says anything.


I dunno if these are fixed yet, though!
 
This looks GREAT!!! When I saw the video of the first level and the character going in that "extra" room, I was like, HELL YEAH!!! It makes the game feel less limited.
 
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