In Progress WIP Street Fighter Project

The project is currently under development.

NickyP

Active member
So I've been working this project for a few months now that I've teased on the Discord channel. I haven't come up with a name yet, but it's basically a Street Fighter themed game that's basically an improvement from the concepts I introduced in Project FGC. This will be a 4 player mod that's predominantly based on Super Street Fighter II Turbo--I intend for that entire roster to present in this game. Of course, I plan to have characters from Alpha, III, IV, and even a few guest characters from Fatal Fury as well. Maybe even Darkstalkers if I feel like it.

Like Project FGC, gameplay is a mix between casual and technical. Specials and Supers can be performed by tapping one button, but you can cancel into either from a normal Attack. All attacks have relatively long hitpause effects which enhances the "feel" of the game, but more importantly acts as an indicator for when you can combo into a Special or Super. All of this sounds fine in writing, but let me show you what it's like in action:


Stages are split up into two parts, what I call Round 1 and Round 2.

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Round 1 is more akin to a traditional side scrolling beat em up, in that you fight on a 3D stage against generic enemies.

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Round 2 is a boss battle against the character of that stage. It's more akin to Project FGC, where gameplay takes place on a strict 2D plane.

As you probably figured, the Round 1 level is thematically based on the respective stage from Street Fighter. Cammy's stage in SSF2T is atop a castle looking over the British countryside--so Round 1 is at the ground floor entrance of the castle.

The other thing is, every playable character (other than guests) will have their own stage, and appear as a boss for Round 2. If you think about it, it's just like playing Street Fighter's arcade mode. That was basically my idea, converting the Street Fighter "experience" into a beat em up.

That's all I'll share for now. As I develop more, I'll share screenshots and gameplay videos. Unlike most of my projects, I don't want to just release a demo and then abandon it. My plan is to release this when it's basically finished.
 
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Hi Nickyp, this is a good start. I always wish to make something like this: fighting minions like a 2,5D beat em up and the boss in pure 2D versus style. I'm wondering if the 4 players will fight together the boss or maybye you can include a player switch? The projectiles can cancel each other too on a further development. Keep up the good work 😉!
 
I'm wondering if the 4 players will fight together the boss or maybye you can include a player switch? The projectiles can cancel each other too on a further development.
It's 4 players all the way through, so the boss fights can be 4 vs 1. That said, boss HP scales to the amount of players, and they can juggle you just like you can juggle them. I haven't tested it with 4 people yet (maybe we should set up a Steam Link session...), but with 2 players the challenge is still there.

Projectiles canceling... I didn't think to make that 🤔 I could probably come up with a solution.

Round 2, blocking is with additional button not back?

Blocking is always with an additional button. And blocking, whether players or enemies, always has a knock back effect.
 
Very interesting!
Actually, Initially I had something like that in mind in my project.
The idea was : "what would look like a beat em up stage full of enemies to fight before ***** ?" Honda, or Blanka or any other character
 
I wonder what this means for Project FGC's future? Also, will there be characters from EX, V, I, and spinoffs like the Movie game?
 
Very interesting!
Actually, Initially I had something like that in mind in my project.
Great minds think alike! If you have any ideas for stage backgrounds that I can use for the various Round 1 phases, I'd greatly appreciate it. That's one of my biggest challenges.

I wonder what this means for Project FGC's future? Also, will there be characters from EX, V, I, and spinoffs like the Movie game?
Honestly, if you played this mod and went back to Project FGC, the improvements are pretty noticeable. Project FGC was always what it was named, a project. It was an experiment in combo systems and merging beat em ups with fighting games. This game is basically the offspring of that project. :)

As far as the roster goes, here is what I have planned for now. The entire top row is already complete. I'll likely add a few more characters to the list.

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I figured I'd give you a taste of the gameplay flow, so I recorded a video of Cammy's stage. It showcases Ken gameplay, as well as the Round 1 and Round 2 phases I mentioned in the first post. Take a look:


.... unfortunately I'm a little too good at my own game, so I made Cammy look like a cake walk. But rest assured, it's all fun and games until the bosses start juggling you back!
 

@NickyP Loo​

I figured I'd give you a taste of the gameplay flow, so I recorded a video of Cammy's stage. It showcases Ken gameplay, as well as the Round 1 and Round 2 phases I mentioned in the first post. Take a look:


.... unfortunately I'm a little too good at my own game, so I made Cammy look like a cake walk. But rest assured, it's all fun and games until the bosses start juggling you back!
Awesome buddy i love the fact that the actual boss fight with Cammy is on here actual SSF2 Stage that is super cool :) If you need help with testing it or anything PM me im more than happy to test play for u :D
 
Periodically I'll be uploading short videos showcasing the movesets and play styles of the characters. Today, I'm showing off Vega.

Something strange in your video for a VS fighting game, Vega is not always facing the ennemi. Sometimes he turns his back to him, he doesn't turn around automatically, I think it would be much better to keep the principle of VS games so that he can just parry backwards.
 
@NickyP ,
It is a great Idea to Fuse beathemup with 2D fighting, its something that its not out there but should have been along time ago, SPECIALLY in arcades

here is my suggestion:

for Night Slashers i have been looking to make a script that gives 4 players a "rank" or "hierarchy"
this should be based on factors that decide who played a level the "best" - so the factors are these:

which player has used the least lives & least continues, if all 4players have the same stats then the one with most health amongst the 4 is top cat, if by chance all have the same health, then score is the tie breaker. If by chance 2 players have the same stats, same health & same score, then before the boss, a coin toss

so when your players reach the boss stage, the top player gets to battle the boss in round one, & if top player loses round one, round 2 is fought by the player who ranked in second.

some bosses might even have their own "rules" - target the weakes t link, or decide to have 4 on 4 battles in turns, like in MKtrilogy 64's fashion or KI gold's team elimination mode
(that is exiting as hell man all 4 players participate & i have not been able to do something like that with mugen)

in short, these possibilites elevate the genres a whole bunch, & should be ton of fun for 4 players

in night slashers, the top player was supposed to change how the next level behaves (currently the script is broken, player one determines the change)
but you can start taking advantage of the "branching system" it features to start planning
 
Something strange in your video for a VS fighting game, Vega is not always facing the ennemi.
That's not a bug. This isn't a VS fighting game, it's a beat em up with fighting game elements. Watch some of the other videos above and you'll see what I mean.

Very interesting idea, but I wouldn't even know where to begin scripting such a robust feature.
 
Very interesting idea, but I wouldn't even know where to begin scripting such a robust feature.
Well, for enemies its a bit easier, since the 2D fighting stage will require unique models, after you defeat one guy, his death animation summons the next opponent, (either item drop, ondeath script or script during death animation) for players something similar has to be scripted.

In Night Slashers i have a concept where a tutorial level starts with just one player & if 4 others had pressed start, this level has player 2 , 3 & 4 appearing at different parts of the level, so a variant of such a script should be able to allow for player 2 to appear after player one is defeated & so on...

a truly crazy variant of this, is to have all 4 players vs 4 cpus a the same time in a 2D fight level, for this type of brawl you will need stages that can zoom in & out like in KI or KI gold. (i have some Street fighter wide-screen level sprites & expanded layers that i made for IKEMEN that you can probably use) - @O Ilusionista uses zoom effects on his modules, but i ignore how to adapt them so they can trigger when opposing entities have distance.

a variation of the "if player 1 is using character X" script will need to be expanded to trigger these level variants, this way you could have the craziest fights only if all 4 players are present from time to time...
 
Hmm. Perhaps I'll look into it when I'm closer to completion. For now, I'm just focusing on completing the playable roster, as that will allow me to transition into the boss variants and by extension the levels.

Speaking of playable characters, here's another showcase. This time, it's the other "Vega"... or as we know him in the west, M. Bison:


While not as combo silly as someone like Ken, Bison has no difficulty throwing out long strings. Head Press (down/duck + Special) is a fantastic combo starter against a single enemy. Psycho Crusher (walk/run + Special, or Special during attack combo) is a foolproof combo extender and crowd control option. Double Knee Press (Special during idle) serves as a great option for approach and extension.

And it goes without saying that his full Super, Mega Psycho Crusher (Super during idle or attack combo, plus 100% meter), is the perfect combo finisher.

All in all, Bison's toolkit will feel like you're playing easy mode, which makes him a great character for beginners or even younger players.
 
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