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#21 | ||
Registered User
Join Date: Jul 2018
Location: Bettendorf
Posts: 354
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Quote:
Quote:
All of the gameplay I do now has to involve auto fire thanks to my loss of limbs. Give it a try it really helps |
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#22 |
CaptainM68K-SPS France
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a little feedback : the only bug i see remaining is the energy bar bug. it happens very often for most ennemies.
Out of this, the AI is great ! |
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#23 | |
Registered User
Join Date: Jan 2020
Location: UK
Posts: 538
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Quote:
This is great but kinda 5 years too late as the OpenBOR game Street Fighter '89: The Final Fight is so much more fun for modern audiences! It isn't complete yet but is shaping up to be the best version of the game! |
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#24 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,977
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I think that's fine though, the arcade version is designed to slurp your coins so is quite unforgiving. A little more laid back AI is a good thing, then you need to cheese less. Probably with a little finetuning the tipping line between challenge and frustration can be found.
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#25 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,859
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I would like Andore to be a little more aggressive as well. Another thing is Axl won't defend himself even tho the animation frames seem to be there. Hollywood finally throws knifes tho, so, good job there!
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#26 | |
Registered User
Join Date: Jan 2020
Location: UK
Posts: 538
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Quote:
But my absolute pet peeve and nearly a game breaker is how much action seems to occur off screen! I don't know if it's a product of how slow/weak the enemy AI is or whether it's the restrictive 4:3 ratio, but once punched / kicked / whacked off screen it's hard for them to return! I generally feel like a bully when playing this version rather than a two man army the way it should be! A case in point is that you can pummel Sodom to the floor of the ring off his stool before he even gets up!! Also, Andore doesn't grab you by the neck and haul you off to his ring deathmatch and there's only two Andores there and not three! We need to feel outnumbered rather than feeling like we've just visited the ring, exacted a Kill Bill style justice/revenge killing and carried on our merry way through the bar section! It doesn't quite sit well with me and changes the vibe of the game a lot! It's still fun but it's very much in the vein of Rockstar's Bully now! ![]() More interestingly, it should have been possible to get to the number of colours/production values of the MegaCD version if the CD32 was targeted rather than a ECS A600! I would have expected a similar experience but with less jaggies/pixelation. The Amiga ECS version is still impressive though! |
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#27 |
Registered User
Join Date: Jan 2020
Location: UK
Posts: 538
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Could we build on the foundation of this?
https://eab.abime.net/showthread.php?t=81505&page=4 It was so sad that the coder involved passed away! [Edit] I see that Brick Nash/Prototron acknowledged Leathered's work at the link below: https://retrofrontier.wordpress.com/...a-final-fight/ It's a shame that the work on the AGA port couldn't have cross pollinated with the ECS port (if the source code had been shared before he passed away)! Last edited by BigD; 15 February 2024 at 13:59. |
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#28 |
Registered User
Join Date: Jan 2020
Location: UK
Posts: 538
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I thought this would have garnered more interest! This is amazing news and a really good port sooooo many years after the original!
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#29 |
Registered User
Join Date: Sep 2022
Location: Eastbourne
Posts: 1,089
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There's another thread in the 'Amiga Scene' forum (which, for me, is where threads about new game developments belong). At 25 pages, I'd say there's plenty of interest. Deservedly so, as while it's not a like-for-like equivalent due to the higher system requirements, the improvement on the official conversion is clear. https://eab.abime.net/showthread.php?t=109488
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