Street fighter 89

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

No permission to download
The project is currently under development.
@DCurrent
Can I upload the data file rather than in .pack?

If you want, but that might be kind of messy. Most people prefer a pack. It's up to you though.

I usually recommend your download archive file has the engine and your pack file in the paks folder so all they have to do is click and play.

DC
 
  • Player respawns way off the screen if you die in the garage scene. Not sure what the cause is without opening up the game and going through its scripts.
done!
Couple of bugs I found:

  • If time runs out after last enemy is defeated before a stage transition, it will soft lock the game. The player dies and respawns normally, but then transition never happens. You could fix this by locking the timer during transitions.
My solution right now is spawn type none entity in level
I know this is maybe less effective however it works

Code:
name       freeze_time
type       none


anim     idle
@script
    if(frame == 0){
    void    self = getlocalvar("self");
    int    Enemy = openborvariant("count_enemies");

    if    (Enemy > 0 ){
        setglobalvar("current_time", openborvariant("game_time"));
    }else{
        changeopenborvariant("game_time", getglobalvar("current_time"));
       }
     }
   @end_script  
    loop    1
    delay    49
    offset    1 1
    frame    data/chars/misc/empty.gif
    delay    1
    frame    data/chars/misc/empty.gif



I may still want to wait to see if any other bugs found that need to be fixed before I upload this one


EDIT: nah changed my mind, script is bad.. timer indeed freezing but the numbers not accurate :(
 
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Are you using nvidia gpu card? not sure if this the solution but first I only use igpu and use opengl setting and then I switch to gtx 1080 there's stuttering while fighting rolento,
to avoid this I simply change opengl setting to sdl and everything works very well.
I'll upload new version soon (include Maki, time attack mode etc), sorry I'm late because very busy last few months
In fact, I always use Intel HD Graphics to play OpenBOR. I'll try switching to SDL. Thank you for your attention and for version 2.1!
 
I am preparing Arcade plus and Casual mode for next update
added some new moves so let me know what you think

demonstration video here

Credits @ELECTRO
It's funny to see characters having such upgrade.
I'm really glad there will be a different game mode with more moves (Of course I manage to help you as much as I can)

But for some reason, for Haggar, I don't imagine at all him going into crazy air combo. (multiple air attacks)
My sequence suggestion for Haggar would be something like :
-Stand laucher.
-Stand juggler.
-Perhaps a jump punch that juggles as well
-Then a jump throw finisher (either from ground or from mid air)
(all of that with a juggle limit to avoid using infinite launcher like 10 time in a row...)

For Haggar, the idea is to reduce the number of air attacks in one jump. It would make more sense.

For Guy and Maki I think the air combo is more ok!!

For Cody, why not...

Only my suggestion, of course !
I don't want to stop your creativity :)
 
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For Haggar, the idea is to reduce the number of air attacks in one jump. It would make more sense.
I have to agree with Ned here. This is something that bothers me in some OpenBOR games: The exaggeration of aerial combos.
This ends up generating the "beach ball" effect, where enemies are bouncing and returning to the air as if they were balls.

The result gets even weirder when the enemy is stationary in the same frame in the air. If you will add air combos, I would suggest adding a new fall animations to enemies, where they have more frames (for example, they would flipping to land on their heads on the ground)
Here is an example:

1671804726992.png

And ends up not taking into account the size and strength of Haggar. In games where this type of combo is possible, the bigger characters don't make combos as long, with longer pauses, just to balance.

Why if Haggar (who is the strongest) can make combos as easily as Guy, why would I play with Guy? :)
 
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I finally played the game. Here’s my review:

Visually is astonishing. The best Final Fight mod I’ve played so far. Excellent use of the assets to create new stages that fit perfectly and make it look as if was an official game.
With the exception of the red hollywoods, all characters are well animated being royal representation of their arcade counterparts.
Love Maki and prison Cody. Oh I noted prison Cody don’t attack with knives like normal Cody, but throw them just like the others.

The bad:
1. Timer. Some of the new stages have too little time. I’ve been dying because of time over, and sometimes it takes 5-8 seconds without being able to move waiting for the transition on the next stage. So it happened to me once, I was on the last life and killed the last enemy with 8 seconds left, it took all those seconds to go to the next stage so the timer reached zero just about to transition the stage, but the timer killed my character without letting me the chance to continue, taking me directly to the title screen. I had credits available.

2. Too many enemies on screen. At most the arcade throw 5 enemies at once, 6 being generous. But here I have to face 9 poisons+3 hollywoods? And it happens with many enemies during the playthrough.
This make the game looks messy, and -this is ofc a personal opinion- remove a lot of the fun for me only having to spam specials again and again then die, then specials again and again. This also make some boss fights meet frustration, where the difficulty is not the boss, but all the loads of goons being thrown into the mix.
Probably advanced players don’t suffer the same though, but I consider it as being extra difficult for the wrong reasons.

3. Grab attack. With some of the enemies like hollywood, I think bred too, or damn, when I do grab attacks they get free of the grab and counter attack immediately. That never happened to me in the arcade.
If this is by design, then it’s ok, but I thought it was worth mention. As I usually do two grab attacks+throw combo on beat ‘em ups, but I need to re-grab the enemy here, unlike the arcade/snes sequels.

Point 2 I see it on lot of mods, specially the boss+ton of goons part.

Thanks for the mod. Different branches would give it a lot of replay value.
 
edit: I removed the quote on Ned because for some reason half my text got trapped inside the quote.

For a haggar it should be more wrestling moves instead. The airborne attacks fits better with the two ninjas.but I understand the Haggar sprites being a limitation for new moves.
 
It's funny to see characters having such upgrade.
I'm really glad there will be a different game mode with more moves (Of course I manage to help you as much as I can)
Yes Ned, I will leave the original arcade mode untouched
Don Vecta once advised me to keep the original aspect

But for some reason, for Haggar, I don't imagine at all him going into crazy air combo. (multiple air attacks)
My sequence suggestion for Haggar would be something like :
-Stand laucher.
-Stand juggler.
-Perhaps a jump punch that juggles as well
-Then a jump throw finisher (either from ground or from mid air)
(all of that with a juggle limit to avoid using infinite launcher like 10 time in a row...)

For Haggar, the idea is to reduce the number of air attacks in one jump. It would make more sense.
To be honest I'm having a bit trouble with limited sprites
I might make the default air combo to just 3 hits but if player is good enough to press all the combination, it's not limited to 3 but 5 - 6 like in the demo video

For Guy and Maki I think the air combo is more ok!!

For Cody, why not...

Only my suggestion, of course !
I don't want to stop your creativity :)
Haven't decided yet what kind of combo for other characters all depends on the availability of sprites, of course I'll be careful to adding this because it will change the overall gameplay
I plan to add new modes to bring wider audience
 
I have to agree with Ned here. This is something that bothers me in some OpenBOR games: The exaggeration of aerial combos.
Don't worry about this, my aerial combos can't be done easily (maybe except for casual mode)
this means player have new attack{#} so it can't be done everytime, limited only to this move.
for example regular jumpattack can't do this combo but when certain fall is playing jumpattack will change to jumpattack combo (air punch animation)

This ends up generating the "beach ball" effect, where enemies are bouncing and returning to the air as if they were balls.

The result gets even weirder when the enemy is stationary in the same frame in the air. If you will add air combos, I would suggest adding a new fall animations to enemies, where they have more frames (for example, they would flipping to land on their heads on the ground)
Here is an example:

View attachment 2563
so far I added 3 new fall animations, will try to add more frame to them, thank you for suggestion I think it's fit when Haggar punch them to the ground

And ends up not taking into account the size and strength of Haggar. In games where this type of combo is possible, the bigger characters don't make combos as long, with longer pauses, just to balance.

Why if Haggar (who is the strongest) can make combos as easily as Guy, why would I play with Guy? :)
Good point there, I'm going to make this combo combination more complicated
so it's not automatic like simply press attack,attack,attack
 
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I finally played the game. Here’s my review:

Visually is astonishing. The best Final Fight mod I’ve played so far. Excellent use of the assets to create new stages that fit perfectly and make it look as if was an official game.
😘
With the exception of the red hollywoods, all characters are well animated being royal representation of their arcade counterparts.
Love Maki and prison Cody. Oh I noted prison Cody don’t attack with knives like normal Cody, but throw them just like the others.
I'll check on this, yes think I forgot to change some script

The bad:
1. Timer. Some of the new stages have too little time. I’ve been dying because of time over, and sometimes it takes 5-8 seconds without being able to move waiting for the transition on the next stage.
@DCurrent also reported about this issue, haven't found a good solution yet I'll try to fix it on next update

So it happened to me once, I was on the last life and killed the last enemy with 8 seconds left, it took all those seconds to go to the next stage so the timer reached zero just about to transition the stage, but the timer killed my character without letting me the chance to continue, taking me directly to the title screen. I had credits available.
Still you remember what stage when this happened?
bug with the timer happened since I added "time attack" stage. I tried different mechanic with this "time attack mode" but it affects other normal stages

2. Too many enemies on screen. At most the arcade throw 5 enemies at once, 6 being generous. But here I have to face 9 poisons+3 hollywoods? And it happens with many enemies during the playthrough.
This make the game looks messy, and -this is ofc a personal opinion- remove a lot of the fun for me only having to spam specials again and again then die, then specials again and again. This also make some boss fights meet frustration, where the difficulty is not the boss, but all the loads of goons being thrown into the mix.
Probably advanced players don’t suffer the same though, but I consider it as being extra difficult for the wrong reasons.
Arcade Final Fight played in a different way because this game is not always wait and go like other beat em up or the console version
players need walk slowly so enemies will partially spawn, but indeed the arcade version uses the offscreenkill feature so maybe I should use it too in the future.

I design enemy spawn exactly like arcade version, how many enemies spawn and when so I plan not to change this
my solution is I'll add an easy mode ;)

3. Grab attack. With some of the enemies like hollywood, I think bred too, or damn, when I do grab attacks they get free of the grab and counter attack immediately. That never happened to me in the arcade.
If this is by design, then it’s ok, but I thought it was worth mention. As I usually do two grab attacks+throw combo on beat ‘em ups, but I need to re-grab the enemy here, unlike the arcade/snes sequels.
will remove special2 feature in easy mode

Point 2 I see it on lot of mods, specially the boss+ton of goons part. Thanks for the mod. Different branches would give it a lot of replay value.
Thank you for suggestion, I'll leave this to @don vecta 😇

For a haggar it should be more wrestling moves instead. The airborne attacks fits better with the two ninjas.but I understand the Haggar sprites being a limitation for new moves.
Yes this is exactly my problems
 
@machok

After playing your game I need to say that the similarity with the original is impressive, congratulations :)
At first, there's some things I want to suggest:

- Maybe a bug, sometimes the player does a double punch even if I press the attack button once.
- You could add a way to make players rise faster according to the buttons pressed while fallen, same as the original, you could use the "riseattack" animation for that or the "edelay" function to cut the "rise" animation delay by half. It helps a lot to escape from the Andore's "otg" jump attack.
- A thing that may improve the fidelity is the hit pause, a value between 5-20 could be good depending on the attack. It gives a sensation of a more solid collision.
- I didn't unpack the game., but it seems that you aren't using the "jumpdelay" animation, it may improve the visual if applied. I can see the player in the air but using the "crouching" sprite.

I can give a hand on these mechanics by testing your game, please tell me if you need help :)
 
Sorry I can’t remember exactly which stage I got that timer glitch. It was on the building/mansion, but can’t remember if in the entrance or on one of the floors inside.

Arcade Final Fight played in a different way because this game is not always wait and go like other beat em up or the console version
players need walk slowly so enemies will partially spawn, but indeed the arcade version uses the offscreenkill feature so maybe I should use it too in the future.

I design enemy spawn exactly like arcade version, how many enemies spawn and when so I plan not to change this
my solution is I'll add an easy mode

I’m aware of that and that’s exactly how I play the Abigail stage on the arcade. But I can’t play your mod that way because the timer will kill me, and it did kill me quite a few times. In the arcade I can even take it much slower by limiting the enemies on screen by not destroying the barrells.

However even if I go walk all the way spawning all enemies, the arcade never thrown more than 5-6 enemies at once, while in the mod I got 12+. Also bosses in the arcade never got more than 3 minions, the mod get overflowered with them.

Just to point out, I’m not an advanced player, but in the arcade if I survive the Abigail stage (which not always happened), I can finish the arcade game in one credit.
 
@machok

After playing your game I need to say that the similarity with the original is impressive, congratulations :)
🤗
- Maybe a bug, sometimes the player does a double punch even if I press the attack button once.
It's not a bug but more likely my trick for regular attack chain. The idea is so player can do infinite punch (shifting) but in practice it isn't really good / effective.

- You could add a way to make players rise faster according to the buttons pressed while fallen, same as the original, you could use the "riseattack" animation for that or the "edelay" function to cut the "rise" animation delay by half. It helps a lot to escape from the Andore's "otg" jump attack.
In fact I did, player can press attack,jump, attack,jump (repeatedly) to rise faster.
I've added another alternative button (dpad right-left repeatedly) for next update, hopefully players will notice this time

- A thing that may improve the fidelity is the hit pause, a value between 5-20 could be good depending on the attack. It gives a sensation of a more solid collision.
- I didn't unpack the game., but it seems that you aren't using the "jumpdelay" animation, it may improve the visual if applied. I can see the player in the air but using the "crouching" sprite.
I love jumpdelay...
ahh now I remember if I'm not mistaken this animation makes anim backjump inaccurate since my backjump uses a keyscript
made it back in 2018 so maybe now I can fix it, perhaps add something like airflag? thanks pointing this out will look into this

I can give a hand on these mechanics by testing your game, please tell me if you need help :)
I would be greatly helped if you had a trick to perform infinite punches
Thank you so much 🥰
 
Sorry I can’t remember exactly which stage I got that timer glitch. It was on the building/mansion, but can’t remember if in the entrance or on one of the floors inside.
Yes Final Fight has a much slower counter timer than openbor by default
Thank you I'll think about this

I’m aware of that and that’s exactly how I play the Abigail stage on the arcade. But I can’t play your mod that way because the timer will kill me, and it did kill me quite a few times. In the arcade I can even take it much slower by limiting the enemies on screen by not destroying the barrells.
Wait!! I didn't knew not destroying barrells would limiting the enemies 😮

However even if I go walk all the way spawning all enemies, the arcade never thrown more than 5-6 enemies at once, while in the mod I got 12+. Also bosses in the arcade never got more than 3 minions, the mod get overflowered with them.
hmm.. my spawn is indeed based on hardest difficulty plus without offscreenkill etc..
Ok I'll learn more about this when making an easy mode
my easy mode = normal
my casual mode = easy

Just to point out, I’m not an advanced player, but in the arcade if I survive the Abigail stage (which not always happened), I can finish the arcade game in one credit.
That's makes you an advanced final fight player 😉 so I am very grateful to get feedback from you
 
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