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.
@Kratus, I had seen your update. It actually has a small bug in it, but that's not the big problem. The logic in general of the function was just messy and honestly it should be removed for a new system, but I'm holding off on that.

Please guys... don't make me have to look through the lifebar % draw. The guy who wrote that at the time really needs to get punched in the face. But if I do that, I'll have seven years of bad luck!

(for someone who doesn't get that because of cultural differences, where I'm from it's considered seven years of bad luck to break a mirror. Get it now? :) )

DC
 
my [type] is percent based, but I also tried the default just the same
After comparing the manual with the engine source code I saw that the iconmp does not work like the manual says. Indeed it works at every 1/3 of the total, this is why the iconmphigh works early (any value higher than 2/3 of the total).

Getting 100 mp as an example, it will be same as
- iconmplow: lower than 33
- iconmphalf: between 33 and 66
- iconmphigh: higher than 66 (not when full, this is why it appears even if mp is not full)
 
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After comparing the manual with the engine source code I saw that the iconmp does not work like the manual says
thank you for the information, so we can say this is a bug or inaccurate information?
ok it looks like I can't use iconmphigh at the moment because of the different functions I need.
 
I am working on a test build that uses a new formula and adds icons for none and max MP. Testing on my end right now, then posting on our development thread. If all checks pass, I'll make it public.

DC
 
Thanks, I will update the legacy manual

That's the old formula. the new one I'm working on is a little different. This table shows highest to lowest priority, with two new icons in bold. The far right is a fallback scheme for backward compatibility:

1.0iconmpmax-> iconmphigh -> No Icon.
.75+iconmphigh-> No Icon.
.25+iconmphalf-> iconmphigh -> No Icon.
>0.0iconmplow-> iconmphalf -> iconmphigh -> No Icon.
0.0iconmpnone-> iconmplow -> iconmphigh -> No Icon.


DC
 
...Btw here, I like the orange one but hate the backfill :( the blue colormagic2 looks more natural
maybe I should use green instead 🤭
For the record the Super bar in Final Fight 3 was light blue. I would keep the blue for the sake of...continuity.
Fans of the Final Fight games should recognize it whether knowingly or unconsciously.

If you don't like blue, I would choose one of the dominant colors of Final Fight. A good exemple is in the official logo.

Colors are a matter of taste anyway, go for what you feel right.
 

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New Video Parking Stage Remake
This video contains a comparison between the old version and the new one


so next version will have 3 new visual with stages, looks like I'm done with remaking stages at the moment let's improve other things :)
 
and If I could use animated sprites then it would be even better :cool:
You can use "type panel" entities to increment HUD aesthetics by changing animations according to player's detection. Just spawn them when any level starts and make them detect players using update script event.
You can use the native speed/scroll comands to make them move at the same level's scrolling speed.

C:
name        St6_Beach
type        panel
shadow        0
speed        5
scroll        -0.5
setlayer    -10
 
@Whackadoo

I honestly hate hadoken etc in beat em ups 🤭
If you're worried about spamming projectiles from using freespecials, then I understand you. However, if you look at @O Ilusionista's Avengers game that has Beast calling his combatting robot, you'll see that it only exists until it's killed. Having him calling backup once as a projectile or whatever you wish to use prevents spamming how many times you do.
 
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