Complete SUPER Final Fight GOLD

Project is completed.
You changed the frame number didn't you? Did you exclude (comment - //) subject_to_gravity, subject_to_minz, and subject_to_maxz? Truth is, I got the script from Bloodbane for one of my mods and it works fine for me. I have no idea why it doesn't work for you.

Here's a full one which I added script for one of the enemies; Note, it's a spawning animation with follow anim I did:
Code:
anim	follow1
@script
    void self = getlocalvar("self");

    if(frame==0){ // bbox is inactive yet
      changeentityproperty(self, "Subject_to_Gravity", 0);
      changeentityproperty(self, "Subject_to_Wall", 0);
      changeentityproperty(self, "Subject_to_MinZ", 0);
      changeentityproperty(self, "Subject_to_MaxZ", 0);
    }
    if(frame==12){ // this when enemy's bbox is active
      changeentityproperty(self, "Subject_to_Wall", 1);
      changeentityproperty(self, "Subject_to_MinZ", 1);
      changeentityproperty(self, "Subject_to_MaxZ", 1);
      changeentityproperty(self, "Subject_to_Gravity", 1);
    }
	@end_script
	delay	12
	offset	21 68
	jumpframe	6 0 0 0.3
	frame	data/chars/Williams/1.png
	offset	21 69
	frame	data/chars/Williams/2.png
	offset	21 70
	frame	data/chars/Williams/3.png
	offset	21 70
	frame	data/chars/Williams/4.png
	offset	21 70
	frame	data/chars/Williams/3.png
	offset	21 69
	frame	data/chars/Williams/2.png
	@cmd	looper 0 5
	delay	9
	offset	22 66
	frame	data/chars/Williams/5.png
	offset	20 68
	frame	data/chars/Williams/6.png
	offset	20 69
	frame	data/chars/Williams/7.png
	offset	20 72
	frame	data/chars/Williams/8.png
	offset	19 71
	frame	data/chars/Williams/9.png
	offset	20 69
	frame	data/chars/Williams/10.png
	offset	21 68
	frame	data/chars/Williams/1.png
 
yeah i think i've understood what this script do, pratically it makes your entity immune to walls, gravity etc until frame 12 of his animation.

in theory, with a little modification it should work on my npc "pshyco crush" too, but still i don't know why it doesn't.  :o
 
I have one major complaint with this game: getting juggled is a death sentence. Could you include an anti-juggle move of some kind in the next game, at least a recovery dodge move?
 
Miru said:
I have one major complaint with this game: getting juggled is a death sentence. Could you include an anti-juggle move of some kind in the next game, at least a recovery dodge move?

I guess nobody does read the 'How To...' section  ???
 
SmashedBrother said:
Miru said:
I have one major complaint with this game: getting juggled is a death sentence. Could you include an anti-juggle move of some kind in the next game, at least a recovery dodge move?

I guess nobody does read the 'How To...' section  ???

D'oh! I just read the "how to" and found the recovery move.
 
Hi there
this is the Best OpenBOR Fight Final I've ever seen!
I've been playing it these days and the first thing that came to my mind was: What about the Saturday Night Slam Master (SNES) characters?

They are much like the characters in the Street Fighter and Final Fight. It is virtually the same size (just do a comparison of the Haggar Saturday with the Final Fight). The only thing that differs greatly is the color (but this can be changed).

I think can use this site to take a look: http://www.arcadequartermaster.com/capcom/snsm_characters.html

El Stingray is a very cool character, I would love to see him in the game
sti1.png


sti2.png


sti3.png


I mean, it is part of the same universe of Street Fight and Final Fight, so why not?  ;D

The other thing I thought, was to add other versions of Guy and Haggar (Final Fight 2 and 3). I think it would nice to have those other versions to choose from.
 
in theory, with a little modification it should work on my npc "pshyco crush" too, but still i don't know why it doesn't.  :o

Pierwolf, I realized that you wanted the character to work when he's outside of screen, so I thought of subject_to_screen. On the other hand, if your entity doesn't use subject_to_screen in the character header, you can use this:

Code:
@script
    void self = getlocalvar("self");

    if(frame==0){ // frame == 0 is the first frame of the animation
      changeentityproperty(self, "Subject_to_Screen", 0); //With 0, entity has no effects on screen, so it can go outside of screen.
      changeentityproperty(self, "Subject_to_Wall", 0); //With 0, entity has no effects on wall platforms.
      }
 
The game is amazing. I can't wait to try it with 2 other friends.

Wished there were some Fighter's History characters too.
 
it looks like a FANTASTIC game an all, but im having troubles even getting to to launch, call this a hunch but i think it might be incompatible with some versions the log said sommat about a scripting error (also im new to the forums effective last night this morning) if you could PM me what i did wrong, i really want to dive right in and point me in the right direction that would me nice thanks ^^
edit:fixed it myself belay that PM
 
Pierwolf said:
hy everybody!

like an RKO out of nowhere :D , i've decided to release the latest installment of my Final Fight GOLD series :D
i've made many overall improvements and added some scripts to improve the game.
so, without further ado, here it is:

the new, improved, Final Fight game from Pierwolf!

SUPER FINAL FIGHT GOLD!!!

NEW DOWNLOAD LINK

SFFGold.gif



- Awesome roster of 23 characters, from final fight to street fighter!
- new special and super moves for all characters.
- remade all throws, this time with scripts.
- new and more useful evade sistem: push up + punch button to evade and hit the enemies, even in mid-air!
- new improved training mode.
- new, exciting bonus stages.
- new level up system! become stronger and stronger!
- can you feel the heath?

it should work with the latest installment of Openbor, personally i've used OpenBOR_v3.0_Build_4082 in the making of this mod.

know bugs:

- even if i've set subject_to_wall for all projectiles and npc entities, they still are affected by walls. this is more obvious with characters that have projectile attacks (ryu, bison, etc...).
- the characters who have special throws (like zangief) are able to throw even objects and obstacles (this can be weird expecially in bonus stages).
they are not gamebreaking bugs, but i don't know how to fix them, so if some of you can give me a solution, i will be eternally grateful.

Enjoy and feel free to let me know if you like it! see you!

First off thank you for making this game, I played all last night and it's incredible. It feels really solid and it's kind of a dream come true for me to be able to mash my way through hoards of punks with Street Fighter characters.

The version I have of sffg has no sounds for the characters doing fireballs etc, I tried using the link to download but I can't work 7zip, has anyone got another download link so I can play the newest release?
 
Majestic Menace said:
Hi there
this is the Best OpenBOR Fight Final I've ever seen!
I've been playing it these days and the first thing that came to my mind was: What about the Saturday Night Slam Master (SNES) characters?

They are much like the characters in the Street Fighter and Final Fight. It is virtually the same size (just do a comparison of the Haggar Saturday with the Final Fight). The only thing that differs greatly is the color (but this can be changed).

I think can use this site to take a look: http://www.arcadequartermaster.com/capcom/snsm_characters.html

El Stingray is a very cool character, I would love to see him in the game
sti1.png


sti2.png


sti3.png


I mean, it is part of the same universe of Street Fight and Final Fight, so why not?  ;D

The other thing I thought, was to add other versions of Guy and Haggar (Final Fight 2 and 3). I think it would nice to have those other versions to choose from.

You can find sprites from Slam Masters (SNES) here:

http://www.spriters-resource.com/snes/saturdaynightslammasters/

 
Miru said:
I don't think having the Shadoloo Devas playable makes sense. They're villains. Well, Sagat isn't exactly a villain anymore. I would have preferred some of the Slam Masters, or a playable Posion.

[2]
 
Hey man,
This guy has some custom SNES sheets, including Dan and Akuma. You should take a look:
http://luis-mortalkombat14.deviantart.com/art/Sprite-Dan-Super-Street-Fighter-ll-project-4-1-492296684
 
Blanka is now my favorite character in the game. His recovery move is so awesome. I can safely say this is the coolest Final Fight mod. Even though X is more accurate, this has more characters, more moves, and overall funner gameplay. However, I don't like that credits spontaneously vanish whenever you load a game. Could you please fix that?

I'm thinking that Ultra Final Fight Gold or whatever is coming next should be an even bigger crossover. In addition to the aformentioned Slam Masters, I'd like Fatal Fury and Streets of Rage characters to be added in. Imagine Terry and Axel taking down Retu. Also, it should be a full 4-player mod this time.

I second the agreement that Rolento should use his USF4 voice. Also, Sodom should use his Alpha voice.
 
if you decide to put new characters in this game. robert garcia from king of fighters 95 and ryo sakazaki from king of fighters 2003 would fit.
 
if anyone changes their minds and makes Poison playable, she should have her USF4 voice, maybe Hugo with his USF4 voice.
 
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