Street fighter 89

In Progress Street Fighter 89 The Final Fight by Machok v3.8.3

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The project is currently under development.
but that is kinda a stone in beat em up games: you need to learn to walk over items without getting them :)
It is a trope on the genre, but on technos games it didn’t happen. In fact when you get stuck with the awful Bat in DD1, the only way to get rid of it is by hurting yourself by falling from a tall height 😆

I need to think about this seriously, just look at this scene :LOL:
😂 but those are throwable weapons so it turns to be fun to just throw all the knifes. Different is when you keep picking up pipes while el gado keeps attacking you from far away
 
@Die_In_Fire
accidental Attack button pick ups stank
it was an annoying thing that always bugged me, the involuntary weapon switch.

@machok
the problem can be easily solved, the same button that allows you to drop the weapon (night slashers X taunt/use button)
can also work for picking up the new weapon from the floor, without having to drop the other one, thus instead of 2 actions/animations , you can choose to do just one as long as you are in the right place.

in this fashion, you won't pick up the weapon by accident using the attack button.
 
the problem can be easily solved, the same button that allows you to drop the weapon (night slashers X taunt/use button)
can also work for picking up the new weapon from the floor, without having to drop the other one, thus instead of 2 actions/animations , you can choose to do just one as long as you are in the right place.

in this fashion, you won't pick up the weapon by accident using the attack button.

FInal fight gameplay is quite fast so i need the pickup and attack are same button

Can't disappear? oh that. There's no weapon count coded in yet so player could take and retake weapons over n over.

Yeah I put counter on it but still the same


@NED
at least the new one is more accurate right 🙂
Guy_edit.jpg
 
FInal fight gameplay is quite fast so i need the pickup and attack are same button
you can keep Attack button as pick up button for the normal model,
for for the rest of the models you can use taunt to throw, (axe) -
lay down (machine gun, grenade, shotgun, chainsaw) the weapon,
or swap the weapon on the floor (that would be a new thing, which you would need to figure out)
 
you can keep Attack button as pick up button for the normal model,
for for the rest of the models you can use taunt to throw, (axe) -
lay down (machine gun, grenade, shotgun, chainsaw) the weapon,
or swap the weapon on the floor (that would be a new thing, which you would need to figure out)
Thanks I'll try for the swap weapon
 
Yeah don't overly animate it, you're only gonna need 4 frames really.

Also I think delay will have an important affect on this animation, as it's a baseball kind of swing having a delay on the first frame of about 40, middle frames delay like 8 and final frame maybe 40 again would look really cool.

Also get rid of the shadow on Cody's left foot while his foot is in the air, it looks like his foots on the ground, maybe point his foot a little.


rDuBJ9T.png


got rid of the shadow, raised the leg a little, made the foot less flat so it looks like its in the air, before it looked like it was on the ground.
 
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The trajectory of the attack should look more like this, then maybe the final frame with the pipe behind cody's head and his elbows bent.

even if the pipe angle is different (more in front of cody or even upside down) the arm position should flow more like a swing.

the original cody jail/prison sprites you are using as a reference do not look good from an animation perspective so converting them to final fight will carry over the awkward look, I think Capcom messed up on those particular sprites as it seems pointless Cody being handcuffed with a chain so long.

Try to remember when converting Capcom's SFA sprites to Final Fight the body positions will be different, I'm only saying this to help with your animations, In SFA cody is chained (handcuffed) and hunched over giving him a hump back, this translates into his fighting style.

In Final Fight his posture is more upright with a big chest and he has more freedom of movement so from an animation standpoint try to keep this in mind.
 
Do you have force direction in the attack animation, or maybe it's jumpframe on enemies fall, if it is jumpframe don't forget the enemy is falling backwards so you'll need to use a negative value like jumpframe 0 2 -3
 
Do you have force direction in the attack animation, or maybe it's jumpframe on enemies fall, if it is jumpframe don't forget the enemy is falling backwards so you'll need to use a negative value like jumpframe 0 2 -3

force direction in attack anim? well this solved everything 🥰
I didn't know forcedirection can be used in attack too
 
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Do you have force direction in the attack animation, or maybe it's jumpframe on enemies fall, if it is jumpframe don't forget the enemy is falling backwards so you'll need to use a negative value like jumpframe 0 2 -3

Think I know the problem, it's the offset
 
@danno @O Ilusionista
why disable key is only work on player1? how to get it work on player2?

C:
    changeplayerproperty(P1, "disablekeys", openborconstant("FLAG_ATTACK")+openborconstant("FLAG_JUMP"));
 
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