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.
@Grit
Thanks I'll add another forcedirection -1

@Bloodbane
Does keyslam compatible with weapons model?
C:
void keyslam(void Ani, int Frame, void Key, int Hflag)
{// Change current animation if proper key is pressed or released
// Only changes animation if current opponent isn't an obstacle nor dead enemy
    void self = getlocalvar("self");
    void target = getentityproperty(self, "opponent");
    void Tname = getentityproperty(target, "defaultname");
    void iRKey;
  
    if(target){
      void vAniID = getentityproperty(target,"animationID");
      void iType = getentityproperty(target, "type");
      int THP = getentityproperty(target, "health");

      if(iType != openborconstant("TYPE_OBSTACLE") &&  THP > 0 &&
      iType != openborconstant("TYPE_ITEM") &&  THP > 0 &&
      Tname == "belger2" && THP <= 84 && // <---------------------------------------------------this line

vAniID!=openborconstant("ANI_ATTACK1") && vAniID!=openborconstant("ANI_ATTACK2") &&
vAniID!=openborconstant("ANI_FALL") && vAniID!=openborconstant("ANI_FOLLOW1") &&
vAniID!=openborconstant("ANI_FOLLOW2") && vAniID!=openborconstant("ANI_FALL2") &&
vAniID!=openborconstant("ANI_FOLLOW5") && vAniID!=openborconstant("ANI_FALL6") &&
vAniID!=openborconstant("ANI_FOLLOW6")){
        keyint(Ani, Frame, Key, Hflag, 0); 
      }
    }
}

I am adding belger2 but now all (belger and belger2) can't be slammed. I use modelflag 7


Update Solved
Hey actually this one is working 😇

 
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Does keyslam compatible with weapons model?

I think you have solved your problem but my answer to this question is script doesn't care if enemy is wielding weapon or not. So if it's not working, probably the cause is somewhere in the script.
 
my answer to this question is script doesn't care if enemy is wielding weapon or not. So if it's not working, probably the cause is somewhere in the script.
Try it in few hours last night and it's perfectly working 😀

wheelchair belger shouldn't be slam, Main belger is fine and belger2 (low health) also shouldn't be slammed. Your keyslam is very strong, so I use cancelgrab for wheelchair and this script for belger2.
also I added antigrab 9999 to belger2

C:
anim    freespecial4
@script
  if(frame==1){
    void self = getlocalvar("self");
    void opp = getentityproperty(self,"opponent");

    if(opp){
      int AG = getentityproperty(opp,"antigrab");

      if(AG >= 100){ // antigrab more than 100 aka ungrabbable?
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW400")); // change into grab fail/cancel animation
      }
    }
  }
    @end_script


btw guys lucky no one has found this yet, needs to be patched ASAP 🤭

 
machok, my Dear! That "flying kick in mid-air" just awakened a very dear old memory of mine:

Street Fighter II Rainbow Edition

I remember this unofficial version of Street Fighter II was available at my local amusement arcade in Brussels, no joke. To this day I still don't know how this game made it there.

That version was incredible, faster than original. You could do special moves (fireball/huricane kick, etc) in mid air. You could also select your character during a fight with the 'P1 Start' button. Man! The game was super satisfying but hard, you could lose in 5 seconds, if Honda Hundred Hand Slap you for instance, your funeral. Haha.

Today I've learned this illegal version was designed by a Taiwanese company named "Hung Hsi Enterprise" and that was a hack that probably pushed Capcom to create SF II Turbo Hyper Fighting. Fascinating stuff:




 
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machok, my Dear! That "flying kick in mid-air"just awakened a very dear old memory of mine:

Street Fighter II Rainbow Edition

I remember this unofficial version of Street Fighter II was vailable at my local amusment arcade in Brussels, no joke. To this day I still don't know how this game made it there.

That version was incredible, faster than original. You could do special moves (fireball/huricane kick, etc) in mid air. You could also select your character during a fight with the 'P1 Start' button. Man! The game was super satisfying but hard, you could lose in 5 seconds, if Honda Hundred Hand Slap you for instance, your funeral. Haha.

Today I've learned this illegal version was designed by a Taiwanese company named "Hung Hsi Enterprise" and that was a hack that probably pushed Capcom to create SF II Turbo Hyper Fighting. Fascinating stuff:




There been quite a few version like this at my local arcades...where one touch kills evens.
Miss the 90s
 
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@machock: believe or not, the 'SF II Rainbow Edition' at my local store was even crazier than the one showed above:
it had "double fireballs"! Honestly that was sick ... and super fun. :p

Edit: you know what? What about a new game+ with that kind of stuff for Street Fighter '89? (Don't answer that ^^)
Whatever you choose sincere good luck on your project, I have lots of fun playing it.
 
@machok
I been meaning to ask what cause the animation to pause during the impact of an attack.
When Cody does the punch where he says "suck it" upon connection with the enemy there is a slight pause for each time he hit the enemy!
I would like add that effect to my attacks aswell.
 
upon connection with the enemy there is a slight pause for each time he hit the enemy!
I would like add that effect to my attacks aswell.

C:
attack{#} {x} {y} {right} {down} {damage} {power} {block} {noflash} {pausetime} {z}
pausetime effect
attack35 62 96 92 38 19 1 0 0 28 0
 
C:
attack{#} {x} {y} {right} {down} {damage} {power} {block} {noflash} {pausetime} {z}
pausetime effect
attack35 62 96 92 38 19 1 0 0 28 0
Thank you!
I always liked how fast Ken spin when he does his tatsu and like how he pause on impact.
Your game does this well too.
That new animations are on point though.
 
which uppercut? the regular attack chain right? i am testing it right now and he can followup the uppercut until 2 times
yeah please let me see your video



hmm don't think regular attak chain need forcedirection -1, My attack box cover almost to behind player just like the arcade so this will results in odd enemy fall when added.
for jumpforward is good I think (y)


View attachment 6330



Thanks I'm always open for feedback especially if the good one, I will always consider it


I am no one to question your decisions on the game but, these hitboxes look pretty off, plus, Forcedirection -1 should be used for all attacks that have a forward trajectory, the only ones that shouldn't be using that are the Megacrash attacks.

Just my 2 cents!
 
these hitboxes look pretty off
Care to explain more about this?

wait your Z range is 0? No problems connecting the attacks? For 0 they need to be pixel perfect, which I don’t remember any beat’em up doing it
most of them yeah, design it that way from the start since I need to avoid damage like obstacles when in misaligned z ranges. And There are advantages and disadvantages to this,
for example I have to make a complicated attackbox on a special move but the results look very satisfying
 
@machok wait your Z range is 0? No problems connecting the attacks? For 0 they need to be pixel perfect, which I don’t remember any beat’em up doing it.
Yeah I think it's weird too, but I don't know if the engine doesn't setup a default value as the z depth, as it does for other things like aggression.

Maybe @DCurrent can give us some info about it.

For my attacks, most of time I use 15 as z. Combo enders uses 20 and some special cases like sword attacks uses 25
 
Yeah I think it's weird too, but I don't know if the engine doesn't setup a default value as the z depth, as it does for other things like aggression.

Maybe @DCurrent can give us some info about it.

For my attacks, most of time I use 15 as z. Combo enders uses 20 and some special cases like sword attacks uses 25

Default Z depth is 0 for body boxes, and grabdistance split both ways for attack boxes. IIRC, when everything is default, it works out to ~15 in both directions.

Both defaults are set as the boxes are read (IOW when model loads). If there's no total attack Z depth at all, (both Z in and Z out 0) the engine overrides them with the default.

Since the legacy attack box Z parameter sets both Z in and Z out and you made it 0, that (applying default) is what's happening here.

Incidentally, a depth of 0 for attack and body would be effectively impossible to hit. Boxes are calculated with whole numbers, but positioning is a floating decimal.

DC
 
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@machok I feel like with all the new air moves and the running dodging etc you should change resolution, it feels to me like the playable area is too small now, it's just a personal preference but I do feel like the playable area should be expanded with the new moves to play with.
 
I mean, I always try to follow the actual sprite shape for the different hitboxes. I know old games were kind of weird, but it's not an excuse anymore.
When the attack box is addressed!
Then there won't be any need for expansion of the stages as suggested below.
The wide range of the attack box is whats throwing the combat off into wide spaces.
I feel like with all the new air moves and the running dodging etc you should change resolution, it feels to me like the playable area is too small now

DC current actually had something crazy where there were 2 attack boxes on one frame.

I actually want to try that out where the attack boxes run diagonally evens
 

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