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Author Topic: Final Fight DC - alteration by MCW  (Read 27220 times)

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Offline MCW

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Re: Final Fight DC - alteration by MCW
« Reply #30 on: September 28, 2007, 07:09:47 pm »
I thank you for all your comments but I am very sad.

 :'( Does anyone play the previous original game and compare it with this new one?

 :(  Guess my alteration was that bad?

But I will try my best to fix it better, for movement.

« Last Edit: September 28, 2007, 09:35:55 pm by MCW »


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Offline Fightn Words

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Re: Final Fight DC - alteration by MCW
« Reply #31 on: September 28, 2007, 11:59:04 pm »
I don't think anyone hates you're game- in fact Ive heard just as much good as bad. It's just constructive criticism. Try not to take it so personally.

Offline Gabo-Hanzo

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Re: Final Fight DC - alteration by MCW
« Reply #32 on: September 29, 2007, 11:05:03 pm »
Turn the caps lock off and type like a normal person. This is a friendly warning.

DC

"like a normal person"
I do not have problem in turn off caps locks, but I find that only it is enough to ask for it cordial and not calling "abnormal", I believe that you must get improved in what you try to say, since I would not say it to you that way...

The good communication lives ;)
« Last Edit: September 29, 2007, 11:07:56 pm by Gabo-Hanzo »
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Offline Damon Caskey

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Re: Final Fight DC - alteration by MCW
« Reply #33 on: September 30, 2007, 12:12:50 am »
Gabo, use of all caps when posting is almost universally seen as rude, stupid, distracting, and just an all around an unwelcome sight. It's not an accident, and it's not the result of translation or language issues, it was a willful decision and one that you knew better not to do since your firsts posts were not that way.

You are never going to get a good reaction from doing those kinds of things unless the forum has no posting standards what so ever, and this one certainly does. You were treated more then fairly; nobody called you names or made a personal attack, and the warning was informal. Drop the subject and quit while you are still ahead; there are better things to get worked up about. To avoid hijacking the thread, any further posts regarding this matter will be treated as spam and removed.

Back on topic, MCW, no one is against what you did. Like I said myself, your alterations allowed me to play past the first level for the first time in many attempts, and you defiantly breathed new life into a bad module made on a tired concept. There are lot of rough spots though, and we are just pointing those out to help you improve. Keep at it.

DC
« Last Edit: September 30, 2007, 12:32:54 am by Damon Caskey »
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Offline Mr.Q®

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Re: Final Fight DC - alteration by MCW
« Reply #34 on: September 30, 2007, 03:36:30 pm »
Forgot to say sth...you forced widescreen on this one? if you're forcing it, please fix the spawning coords so they just don't fall from the sky. :cheers!:
Q (L) Reika, and BTW, no more mr. "Nice Guy".

Offline MCW

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Re: Final Fight DC - alteration by MCW
« Reply #35 on: September 30, 2007, 04:01:38 pm »
Forgot to say sth...you forced widescreen on this one? if you're forcing it, please fix the spawning coords so they just don't fall from the sky. :cheers!:

I did not turn on the force mode, I actually made them fall from the sky because the enemies would not fall from sky anymore by default.



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Offline dai92

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Re: Final Fight DC - alteration by MCW
« Reply #36 on: September 30, 2007, 05:19:54 pm »
Hi guys im new here great site  ;D i just downloaded this mod and the new double dragon one but can,t seem too get either of the two running on windows can u please help im using openbor_win 2.0.0.50 thanks (everything else iv tryed runs perfect tho)
EDIT-Got it going now i just got the latest version of openbor and everythings fine silly me lol great mod keep up the good work.
« Last Edit: September 30, 2007, 05:41:34 pm by dai92 »

Offline Bloodbane

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Re: Final Fight DC - alteration by MCW
« Reply #37 on: October 02, 2007, 01:40:39 pm »
I guess I should clear one thing here.

The other major issue is enemy difficulty.  The enemies in this game are just way too easy; I was able get up to 26 lives when I played through the original mode.  When I did die, it was usually because I was using desperation moves left and right just to get through the levels faster.

If you are using the latest OpenBoR, enemy's default aggression is lower than before or I should say lower than BoR's. That means if no aggression level is set, enemy would be so easy.

Even if you're in their attack range, they might pause for some time before attacking. This allows player to see their idle animation before attacking.

Quote
One simple (and necessary IMO) fix that would improve this game a lot would be to give your enemies 'escapehits'.  Right now you can just spam your attack1 and kill any enemy without any problems:

 That's not a bad idea although if you want variation, there's another simple way.
 Ever wonder why in Capcom brawlers, it's hard or maybe impossible to do infinites? (I haven't tried it in all games frankly) The reason behind that is enemies finish their pain animation by the time hero finish attacking with any part of combo. The ones who doesn't knock down that is.

 In short, you could ban infinites by giving quick pain to enemies. There's a technique to measure how quick it should be but it's too technical.
 Another way to ban infinites is by making combo attack slower. At least it takes longer to finish before going back to idle. This however also change player's stats so if you mind, use quick pain instead.

Quote
I think the bottom line is this:  Lots of enemies with lots of health doesn't make up for the fact that they can't fight back. 

 I hope the lots of health was not for increasing difficulty. From my experience, health has no effect to difficulty. The only way it would is if there's time limit. Another way is enemy's attack is HP based.
« Last Edit: October 02, 2007, 01:42:49 pm by Bloodbane »
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Offline kbandressen

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Re: Final Fight DC - alteration by MCW
« Reply #38 on: October 02, 2007, 02:43:47 pm »
If you are using the latest OpenBoR, enemy's default aggression is lower than before or I should say lower than BoR's. That means if no aggression level is set, enemy would be so easy.

This is true; I just checked the paxploded files and there isn't any aggression set that I can see.  Aggression would help a lot with the difficulty!

That's not a bad idea although if you want variation, there's another simple way.
 Ever wonder why in Capcom brawlers, it's hard or maybe impossible to do infinites? (I haven't tried it in all games frankly) The reason behind that is enemies finish their pain animation by the time hero finish attacking with any part of combo. The ones who doesn't knock down that is.

 In short, you could ban infinites by giving quick pain to enemies. There's a technique to measure how quick it should be but it's too technical.
 Another way to ban infinites is by making combo attack slower. At least it takes longer to finish before going back to idle. This however also change player's stats so if you mind, use quick pain instead.

This is a good idea too!  I think the best solution would be to use different combinations of techniques for each type of enemy so they each behave a little differently (so strategies will work well against some enemies but not others).

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Re: Final Fight DC - alteration by MCW
« Reply #39 on: October 04, 2007, 11:42:40 am »
I played this mod and it felt kinda "slow" for me. I amazed with the levels used and I have yet to experience "stage branching" so its too early for me to make a full review.

Some animations need speeding up to make it look better. That's all I have to say for this mod.

Offline MCW

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Re: Final Fight DC - alteration by MCW
« Reply #40 on: October 09, 2007, 01:33:55 am »
This was especially frustrating when I fought Rolento, as he's one of my favorite characters from SFA3.  I want to see him roll backwards and leave a grenade for anyone who would dare to try such tactics against him!

Lots of enemies with lots of health doesn't make up for the fact that they can't fight back.

Your wish is granted, Rolento can roll back and give  you a grenade.

Thank you for BloodBane idea in aggression setting, all the enemies is not a punching bag anymore! They will fight back!



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Offline kbandressen

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Re: Final Fight DC - alteration by MCW
« Reply #41 on: October 09, 2007, 01:47:05 am »
 :cheers!:

Cool, once you release an updated version I'll be sure to try it out!

Offline Bloodbane

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Re: Final Fight DC - alteration by MCW
« Reply #42 on: October 09, 2007, 05:50:11 am »
 Actually I was saying that current's default aggression setting makes enemies take longer to attack. This is not how it works in previous version.

 About escapehits, I think the counter resets if enemy play IDLE making it vulnerable to infinites. It still works if we attack rapidly though.
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Offline Gabo-Hanzo

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Re: Final Fight DC - alteration by MCW
« Reply #43 on: October 11, 2007, 03:24:24 am »
Some engine exists openbor to play this game in dreamcast since it(he,she) uses the openbor v2.1015, but it did not work...
I will be grateful for any information
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Offline MCW

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Re: Final Fight DC - alteration by MCW
« Reply #44 on: October 12, 2007, 12:59:01 am »
Here is the new link:

http://rapidshare.com/files/62144131/Final_Fight_DC-MCW.rar

SumolX, can you upload it again and recopy the details at the 1st post because there are some wrong information have been corrected. Thank you in advance.

EDIT
Sorry, I have fix something else more. The link have been change.

« Last Edit: October 12, 2007, 07:35:54 pm by MCW »


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