Mighty Final Fight EX collaboration mod. WIP.

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Charco on Mon Nov 10, 2014 12:58 pm

Oh, looks like a Data East logo on the cabinet to me:

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Don Vecta on Mon Nov 10, 2014 2:50 pm

Charco wrote:Oh, looks like a Data East logo on the cabinet to me:

It is, my friend, it is... just the game is Final Fight, hehe (in Mexico, sometimes arcade ops will put other game regardless the cabinet design). Razz

The arcade cabinet is from RoboCop 2 arcade, I put that machine cuz it looks rather old and would be the kind of arcade the goons might have stolen and kept at their lair, lol.

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Mr.Din on Mon Nov 10, 2014 6:21 pm

Guess it's a good thing this was put on hold, now with these new features the game can be more definitive than ever before. I'm really excited for this mod more than ever!

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Charco on Mon Nov 10, 2014 6:24 pm

Don Vecta wrote:I'm kinda bummed the custom items cast no shadows.

This depends on the original object you are replacing, if the original object had no shadow, the replacement will not, and vice versa. Smile

In general, the objects with perspective have no shadows.

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Don Vecta on Tue Nov 11, 2014 5:04 am

Charco wrote:
Don Vecta wrote:I'm kinda bummed the custom items cast no shadows.

This depends on the original object you are replacing, if the original object had no shadow, the replacement will not, and vice versa. Smile

In general, the objects with perspective have no shadows.

But, by the other hand, all of them cast reflection, so yeah, no problems in here.

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Don Vecta on Fri Dec 26, 2014 6:36 pm

And we keep working on stuff...





Yup, we're back at Metro City's Chinatown... yup, covering the FF3 part and the FFCD Time Attack bit, too. Smile

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Mr.Din on Fri Dec 26, 2014 7:00 pm

That stage work is STUNNING! I need this mod, more importantly I need to fix my VGA problem to play this mod! Keep up the good work fellas. Very Happy

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Charco on Sat Dec 27, 2014 9:16 pm

Nice graphics!

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Don Vecta on Mon Jan 05, 2015 5:48 pm

Say all you like about Final Fight: Streetwise, was an overall crappy game, but it did have some nice ideas for stages, though.

For example... Metro City needs an XXX Cinema!



I'll not spoil you more, but it will have lots of filters to make it work fine. It will be a bit hard to make the effect I want to work, but it's worth a try. Stay tuned!

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Mr.Din on Mon Jan 05, 2015 6:49 pm

I enjoyed streetwise for what it was and I totally agree, maybe consider a japan town area as well? One oft favorite sections of the game. Again this is looking spectacular.

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Don Vecta on Tue Jan 06, 2015 4:02 pm

Mr.Din wrote:I enjoyed streetwise for what it was and I totally agree, maybe consider a japan town area as well? One oft favorite sections of the game. Again this is looking spectacular.

Thanks, thanks. I arranged the porn theater in this new Chinatown (which is an amalgamation of the FF3 one and the FFCD bit... to think about it, the far end of the West Side in FF1 seems to face a part of Chinatown, too, if you notice the architecture and the signs of the bars at the Edi. E fight) mainly as an easter egg of sorts.

I might not go straight into creating the whole Japantown district, but I want to add a couple of smaller areas, same as easter eggs. Some of them crucial in the Arcade Mode of FFSW. Stay tuned.

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Mr.Din on Tue Jan 06, 2015 6:05 pm

Don Vecta wrote:
Mr.Din wrote:I enjoyed streetwise for what it was and I totally agree, maybe consider a japan town area as well? One oft favorite sections of the game. Again this is looking spectacular.

Thanks, thanks. I arranged the porn theater in this new Chinatown (which is an amalgamation of the FF3 one and the FFCD bit... to think about it, the far end of the West Side in FF1 seems to face a part of Chinatown, too, if you notice the architecture and the signs of the bars at the Edi. E fight) mainly as an easter egg of sorts.

I might not go straight into creating the whole Japantown district, but I want to add a couple of smaller areas, same as easter eggs. Some of them crucial in the Arcade Mode of FFSW. Stay tuned.
Sounds good, the highlight was the garden area for me. Streetwise had wasted potential.

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  graylandertagger on Sun Jan 18, 2015 1:50 am

Don Vecta wrote:I love my custom breakable items, la la la... and my new bonus room, la la la Very Happy

You should consider making a tutorial for making customizable breakable items since it would really add a lot to the gameplay. I'm really wondering how you did it.

Don Vecta wrote:
BigDarsh wrote:First: Amazing Job Klarès! It looks awesome.

I'm still pretty busy, but since there will be no more teasers and such, I would like a mook/boss list (even if it is not 100% final roster) so I can start to think to a sound effect scheme for the mod.
PM if needed.

All my rips will be CPS I only, I swear, since I want to fullfill the affordance
"this mod seems to come from Capcom's Lab".

Okay, here (note everyone: do not open the spoilers if you don't wanna see the full cast).

Spoiler:
Final Fight 1.

Bred (CPS1) - Galsia-2
Dug (CPS1) - Donovan-2
Jake (CPS1) - Galvice
Jake (SNES) - Galsia-2
Simons (CPS1) - Galsia-3
J (CPS1) - Y Signal-2
J (SNES) - Signal-3
Two.P (CPS2) - Y Signal-2
Axl (CPS1 & SNES) - Slum (I made a palette of Axl for Tiger, but I won't use him)
Slash (CPS1 & SNES) - Vice (same, I made a palette for Tiger, won't use it either)
Hollywood & El Gado (CPS1) - Clown (with axes)
Hollywood (SNES) - Troll Ninja-3 (with kunai)
Red Hollywood (molotov) - Biker (in bike with grenades)/Clown (with torches)
El Gado (SNES) - Troll Ninja-2 (with kunai)
G.Oriber, Bill Bull & Wong Who (CPS1) - Big Ben (they don't appear in MFF, but I add them in higher difficulties)
G.Oriber, Bill Bull & Wong Who (SNES) - Bongo-3 (they don't appear in MFF, but I add them in higher difficulties)
Roxy & Poison (CPS1) - Garnet
Sid & Billy (SNES) - Soozie (as Sidney & Billie)
Andore family (CPS1 and SNES) - Ash (as Ashdore)
Andore Jr. (CPS1) - Abadede (using him as sub-boss level)
Damnd/Thrasher - Barbon
Sodom & Katana (CPS1 & SNES for his second appearance) - Yamato (boss1 setting in the first appearance, boss 2 setting as his second)
Abigail - Abadede
(Cyber) Belger - Robo X (in the MFF, Belger has cyber implants)
Rolento - Shiva 3
Edi.E - Trucker (nobody could really fit into him better)
True Belger - Mr. X (MWAHAHAHA~! The plot thickens!)

Final Fight 2.

Mic - Donovan 3
Bull - Galsia-1
Elijah - Galsia-3/Galvice
Mark - Cody
Schot - Y Signal-2
Jack - Signal-1
Elias & Eliot - Biker (with pipe)
Joe - Biker (on bike with grenade)
Jony & Atlas - Tiger
Elick - Bongo-3
Leon & Robert - Haku-oh
Eliza & Mary - ElectraBK3/SOR3

Final Fight 3.

Callman - Barbon

Mighty Final Fight.

Iron (Bred clone) - Galsia-2
Gale (J clone) - Y. Signal
Tequila (El Gado clone) - Jack


Use CPS1 and SNES sounds if needed, but give priority to CPS1 ones.I think I'll send you the demo until I have now so you can start checking for audios and for cutscenes (if you're still going to help me with those too).

Oh yeah, the design of the final scene is done too. Won't show the progress either. It's worth waiting.

Don't mind me asking, but if your going to use palletes that resemble all the characters from the original games are you planning on using multiple enemy types for each character that you remake.  The reason why I ask is that I felt that, that would add more variety to the game since one of the problems I had with the SORmaker version of Final Fight is that it didn't use all the SORmaker enemies which weakened the variety.  Some might argue that it made the game more faithful to the original, but I felt more variety would have been better.  What are your thoughts on this?
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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Don Vecta on Sun Jan 18, 2015 4:42 am

I'm using almost the same enemy layout of Final Rage Trilogy.

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  graylandertagger on Tue Jan 20, 2015 10:17 pm

Don Vecta wrote:I'm using almost the same enemy layout of Final Rage Trilogy.

Do you mean that there will be some adjustments to make things feel new?

By the way I like some of the innovations that you discovered for your two up coming mods. New breakible object and new portraits for diolog. I really think that you should make a tutorial for these new features since they could hep revive the modding forums.
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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Charco on Tue Jan 20, 2015 10:19 pm

All the details are in the bugtrack.

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  graylandertagger on Tue Jan 20, 2015 10:22 pm

I looked around I don't know what the bug track is? Where can I find that?
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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Charco on Tue Jan 20, 2015 10:27 pm


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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  graylandertagger on Wed Jan 21, 2015 12:24 am

My bad. I had no idea about these features. Can't wait for the next release of Hunter. Which reminds me. Which reminds me. Which mod is closer to completion? Hunter or Final Fight? I don't mean to be pushy since I can understand that these mods take a long time to make, but it's been awhile since i've played a SORR mod and would like to get cracking again. Are you able to provide a release date anytime soon?
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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Don Vecta on Wed Jan 21, 2015 6:16 pm

graylandertagger wrote:My bad.  I had no idea about these features.  Can't wait for the next release of Hunter.  Which reminds me.  Which reminds me.  Which mod is closer to completion?  Hunter or Final Fight?  I don't mean to be pushy since I can understand that these mods take a long time to make, but it's been awhile since i've played a SORR mod and would like to get cracking again.  Are you able to provide a release date anytime soon?

No release date.

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Saven on Wed Jan 21, 2015 8:55 pm

Don Vecta wrote:
graylandertagger wrote:My bad.  I had no idea about these features.  Can't wait for the next release of Hunter.  Which reminds me.  Which reminds me.  Which mod is closer to completion?  Hunter or Final Fight?  I don't mean to be pushy since I can understand that these mods take a long time to make, but it's been awhile since i've played a SORR mod and would like to get cracking again.  Are you able to provide a release date anytime soon?

No release date.



TWO WEEEEEEKS

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Mr.Din on Wed Jan 21, 2015 9:52 pm

just to think if the sound pack were finished we might've not seen all this extra stuff being added. Very Happy I'm happy for the delay haha.

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  graylandertagger on Sun May 24, 2015 10:26 pm

Don Vecta wrote:I'm using almost the same enemy layout of Final Rage Trilogy.

What about the new stages. Will they feature a verity of enemy types?
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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Zarzak on Sat Jul 25, 2015 5:50 am

This is the best thing that SORR has going for it, and I hope it's released soon. Amazing, Quality work you guys. I can't wait. Very proud of you guys.

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Re: Mighty Final Fight EX collaboration mod. WIP.

Post  Don Vecta on Sat Jul 25, 2015 12:42 pm

Guess I need to get back into it then. Smile

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Re: Mighty Final Fight EX collaboration mod. WIP.

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