Once you look at it in Fighter Factory, you'll see it's very plug & play and customizable. The nice thing about this template is that it lets you spawn the enemies wherever you want them to appear, and you can add or subtract the # of them too. Not the old one (here's a side by side comparison)Īlso, if you want to swap out Sodom and Rolento to something else, you can do it easily - just open it up in Fighter Factory and you'll see that each one has walking, basic attack, getting hit and being dead sprites - should take you 10 minutes to change them to another character if you want. You said that you have a playable Damnd - is that with the original sprites or custom sprites? If it's custom, would you mind sending him my way? I'm looking for this one: Thanks for the tip on how to lower the size of the sound file, I was worried about losing quality.Ĭount Monte said, December 01, 2010, 01:02:18 AM Yeah, I think it could be a bonus stage. LOL, I thought the Mario chime was funny. ![]() Part of my goal with this was to see a Final Fight sidescroller with updated Capcom sprites. There's a damage variable that allows you to set how much health the helpers have, in case you want to make a true end boss for example.Īlso, if anyone wants to convert this to an OpenBor mod, it's totally cool with me. If you want to add more moves, AI etc to the helpers, it's certainly possible and you just code them as you would any other helper. The coding of the helpers isn't something I spent a lot of time on, the reason being that this release also functions as a template so anyone can make their own sidescrolling games and just swap out the background and helper sprites and be good to go. I had to replace them with the lesser enemies like Dug, Bred etc. Since I didn't have sprites for Axl, J, Belger etc. The helpers in this are basically the same ones where possible (Sodom, Andore, Edi etc). The madgear.zip is the original mad gear character by Sugio. I tested this using my Bruce Lee character and never once had an issue. Since you need to be able to block when an enemy is in proximity, but also need to be able to turn around and walk the other way, it creates a unique problem. I haven't been able to find a solution, so I suggest just playing it with a character that doesn't glitch for now. Some characters have no problems at all, and others seem to have difficulty. Thanks for the feedback! I've tried to look at the turning problem. Still, a nice nostalgic attempt, but feels beta-ish and rushed. and maybe add some El Gado enemies here and there. Rolento could maybe use some more jumping around the screen?. Eddie is too fast, Sodom/Katana is too slow and attacks too fast. ![]() Axl appears once earlier in the stage as a SF3 edited sprite, and then we see his SFA2 bg sprite (which clashes horribly where it was placed) at the end of the stage. Also, now that I mention Audacity.the Final Fight Medley you included is really nice and goes very well with the game, but you could easily modify it to 128 bitrate and 44100 Hz and it would decrease the size from 20MB to 7MB with almost unnoticeable loss in quality. There's appropriate sounds for these things that could easily be ripped from the Final Fight series through proper use of emulators in conjunction with Audacity. Mario 1up Chime when picking up the meat.Seriously And also that victory chime when you clear the game has got to go. Most of the weaker enemies from the original games counter your attacks and beat you senseless while the stronger Boss-like ones are quite easy and effortless to beat. Why is there a madgear.zip file inside the download? You HAVE to fix that Turning will make a huge difference from the game being an annoying experience to being an enjoyable/playable one. ![]() I suggest you make something else or even crop some of the used character sprites into a 120x140 res collage.or something. The Select Portrait, while a nice clean rip, does not satisfy mugen global standards and looks like floating glitchy junk in any screenpack.
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