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Mighty Final Fight EX collaboration mod. WIP.

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graylandertagger
LaGsDAI92
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Mr.Din
El Gambito
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MCJeffsy
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Don Vecta
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Post  Mr.Din Fri May 09, 2014 7:51 pm

Don Vecta wrote:
MCJeffsy wrote:Don,

May I test this mod? Me and my sister killer_sponge tested Adam's Story for 2 players, and should be able to provide feedback on enemy placement / difficulty etc.

2 players? Definitely need a test on that field too. I didn't add many 2 players only enemies, but I want to see how the game feels without them. In case it's necessary to add extra mooks, please lemme know. I'm sending you the links by PM.

Thank you once again.

Some interesting intel gathered through this first beta testing (thank you, Icey, Thief and Mr. Din for the feedback by PM).

The actual names of the goons in MFF are NOT like the ones we know from the 16-bit/CPS1 era.

Bred = Iron
J = Gale
Poison = Poison Kiss
Slash = Serge
El Gado = Tequila (I like his name, lol)

So now here's the question I have, and I'd like your opinion: shall I add these names and recreate an exclusive palette for these goons? Or should I stick with the CPS/SNES characters?

What I could do is that ONLY the enemies appearing in Easy difficulty might have these new names and palettes (gotta be creative in adding the palettes as the NES ones weren't exactly... creative or clear), the rest of the enemies will be the classic CPS1 CHRACTERS.

Thoughts?
Maybe this can help
A mixture would be awesome but I like the idea of Easy exclusive goons as well.

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Post  Don Vecta Fri May 09, 2014 8:53 pm

Okay, now I see.


  • Iron would be a blonde Bred with a yellowish/orange outfit (have to paint it so it doesn't look like Simons' gold attire). Hmm... Galsia -2 or 3?
  • Gale has exactly the same color scheme of J. I guess to make it look different, I'd invert the color scheme (blue jacket, yellow pants). I have 2 J's in-game: a Signal-2 with the CPS colors and the Signal-3 with the SNES. Guess I should change one of them to become Gale.
  • Poison Kiss is Poison. Same design, same color scheme. Remains as it is (Garnet).
  • Serge seems like a Rolento with Slash's fighting style. Block happy. There's no other low level mook that can block except Slum and Tiger... unless... you guys want a kickboxer as Serge? Rolling Eyes Otherwise, I could just do a green palette for Slum.
  • Tequila is a bald El Gado with a goatee. The color scheme is exactly as Gado's, though in-game, there's a very common blue palette for him. Now, out of variety... how about creating Jack as Tequila, considering he's also a knife maniac? And if so, which color scheme?
  • Sodom appears twice in-game, with his second appearance claiming to be Sodom's brother. I'd definitely name him Katana.


Oh yeah, I'm thinking in doing a small alternate route with Edi.E as a boss, now, which character would fit on him? Robo X was used in FFT, but I discard him as I'm using Robo X as Cyber-Belger. Any ideas who could be this corrupt pig?

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Post  DarkThief Fri May 09, 2014 9:46 pm

I've not played the original games but whenever I think of crooked cops in SoRR I think of recoloured Cody (thanks to Adam's Story), maybe him with a bunch of tougher adds to compensate for his own lower level?
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Post  Mr.Din Sat May 10, 2014 3:50 am

Don Vecta wrote:Okay, now I see.


  • Iron would be a blonde Bred with a yellowish/orange outfit (have to paint it so it doesn't look like Simons' gold attire). Hmm... Galsia -2 or 3?
  • Gale has exactly the same color scheme of J. I guess to make it look different, I'd invert the color scheme (blue jacket, yellow pants). I have 2 J's in-game: a Signal-2 with the CPS colors and the Signal-3 with the SNES. Guess I should change one of them to become Gale.
  • Poison Kiss is Poison. Same design, same color scheme. Remains as it is (Garnet).
  • Serge seems like a Rolento with Slash's fighting style. Block happy. There's no other low level mook that can block except Slum and Tiger... unless... you guys want a kickboxer as Serge? Rolling Eyes Otherwise, I could just do a green palette for Slum.
  • Tequila is a bald El Gado with a goatee. The color scheme is exactly as Gado's, though in-game, there's a very common blue palette for him. Now, out of variety... how about creating Jack as Tequila, considering he's also a knife maniac? And if so, which color scheme?
  • Sodom appears twice in-game, with his second appearance claiming to be Sodom's brother. I'd definitely name him Katana.


Oh yeah, I'm thinking in doing a small alternate route with Edi.E as a boss, now, which character would fit on him? Robo X was used in FFT, but I discard him as I'm using Robo X as Cyber-Belger. Any ideas who could be this corrupt pig?
Galsia 2 for Iron, he was pretty easy imo.
Signal 3 would be good for Gale, he's an ass lol.
A kickboxer would up the difficulty some, certainly not opposed to a little more challenge Very Happy
Blue Jack sounds good for Tequila imo
Sodom also appears a 3rd time in a black palette during the last stage I believe maybe Masamune for that one?

Not sure about Edie E robo x was a good goon for him using the keep away type of AI, that and many robocop jokes were had.

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Post  Don Vecta Mon May 12, 2014 2:49 pm

Okay, I've noticed the Sodom palettes were inaccurate, so now both the Sodom and Katana (inverted colors, boss of the incoming stage 4) are done.

So, stage 4-1...

Mighty Final Fight EX collaboration mod. WIP. - Page 4 MightyFinalFight-Round4-Area1

This is going to be a problem. Capcom doesn't have many backgrounds involving a port not facing the sea or with elements like this one. I'm gonna ad-lib tons of elements on this place... and probly take some from Vendetta as it does have a port like that (I'm not using Sailor Moon! The style is definitely far from Capcom's).

Okay, time to work! Thank you for those who participated in the beta testing. Stay tuned.

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Post  iceweb38 Mon May 12, 2014 4:44 pm

Remember the Shinobi games have harbour stages if you need.
Stage 7-1 for Revenge of Shinobi, Stage 2-2 for Shadow Dancer and Stage 4-2 for Shinobi III

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Post  Don Vecta Mon May 12, 2014 5:13 pm

iceweb38 wrote:Remember the Shinobi games have harbour stages if you need.
Stage 7-1 for Revenge of Shinobi, Stage 2-2 for Shadow Dancer and Stage 4-2 for Shinobi III

Yeah, thanks. I need to keep consistency with the graphic style of Capcom beat 'em ups so the mod feels like if it was produced by Capcom. Already started, got some good elements going on, hopefully I could show an update soon.

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Post  Mr.Din Mon May 12, 2014 11:01 pm

Don Vecta wrote:Okay, I've noticed the Sodom palettes were inaccurate, so now both the Sodom and Katana (inverted colors, boss of the incoming stage 4) are done.

So, stage 4-1...

Mighty Final Fight EX collaboration mod. WIP. - Page 4 MightyFinalFight-Round4-Area1

This is going to be a problem. Capcom doesn't have many backgrounds involving a port not facing the sea or with elements like this one. I'm gonna ad-lib tons of elements on this place... and probly take some from Vendetta as it does have a port like that (I'm not using Sailor Moon! The style is definitely far from Capcom's).

Okay, time to work! Thank you for those who participated in the beta testing. Stay tuned.
Excellent! will be watching this one like a hawk Very Happy

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Post  Don Vecta Fri Jun 06, 2014 6:55 pm

Did you miss me? I'm sure you did.

An update after a very long hiatus.

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Since my life has become extremely hectic with work, gym and teaching dancing lessons, it's been very scarce spare time... and that spare time I spend it sleeping, lol.

Okay, the docks. The setting is at the dead of the night, after a big storm. There's still (layered) clouds in the sky but it's clearing out. Floor is slightly wet and the mood is definitely nocturne. Took some liberties in the elements of the background like the truck and whatnot but overall still feels like the same stage.

On a note, I'm wondering if the clouds above should have an auto-scroll or leave them layered but with normal layered scrolling. What do you suggest?

Feedback is always welcomed.

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Post  iceweb38 Fri Jun 06, 2014 8:38 pm

Great job!
I don't think auto-scroll would be necessary here for the sky.

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Post  Mr.Din Fri Jun 06, 2014 9:29 pm

EXCERRENT! moar hype, I agree with Ice on the auto scroll. This stage work is looking mighty sexy, no pun intended.

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Post  Charco Mon Jun 09, 2014 10:40 am

Looks cool! Keep up the good work Smile

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Post  Don Vecta Tue Jun 10, 2014 5:27 pm

Thank you, guys.

Okay, moar updates.

Mighty Final Fight EX collaboration mod. WIP. - Page 4 MightyFinalFight-Round4-Area2
The elevator from MFF is done, I didn't take a shot cuz elevators are bleh (plus, if you see below, there is a view of how the elevator looks like). I'm using the one from Burning Fight as a base but with Capcom colors. The backgrounds are not really special but they link stage 4-1 and stage 4-3 perfectly.

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Stage 4-3 Okay, this area is non-existent in the original MFF... but I think it needs a bit of sense how an abandoned wharf with an industrial elevator could suddenly change into an underground Japanese style pleasuredome, so... how about having a nice, lovely bouncer waiting for you at the secret door asking you for a password or else would escort you out from the premises... and who could be the best for that but the lovely Callman (performed by Barbon)? Very Happy 

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Post  Don Vecta Thu Jun 12, 2014 6:03 pm

...and not a single fawk was given that day...

...moving on. Rolling Eyes 

Stage 4-4 (or the official 4-3)
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This might have to be my favorite stage so far for this mod (along the sunset park). When I saw in the original MFF this stage I was wondering what could be take to have an underground Japanese vice alley hidden in a wharf (with sushi-on-the-raw bars, brothels, massage parlors, bars, nightclubs, etc.), so this is my re-imagination: tons of neon animations that look pretty cool IMHO, a decadent yet vibrant mood and a nice set for Katana (Sodom's brother in MFF) boss fight.

Oh yeah, and I'm using that censored breakable item from CPS1 FF... now you know why it was never used, lol.

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Post  Mr.Din Thu Jun 12, 2014 7:43 pm

On both counts this is looking too damn sexy, you're really capturing that cps1 style, callman is a good call (hurr hurr pun) and the bonus area on the elevator is a welcome edition IMO. You're really killing it on the stage design, I'm also looking forward to what music will be used here. Very Happy

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Post  iceweb38 Fri Jun 13, 2014 12:31 am

Don Vecta wrote:...and not a single fawk was given that day...

...moving on. Rolling Eyes 

Awww but dude, there was the E3 and everything, my attention got away Sad


I love the Chinatown stage, it's one of my favorite kind of stages too (you could tell with my mod).
Though personnaly, I would have tried to respect the original colours pattern (with the blue ground and the red walls) but your version is also pretty spot on and in the end very good!
Can't wait to see it animated!

Looking at a playthrough vid of the original stage, it basically is a boss stage huh? You'll keep it that way or try to make it a bit longer?

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Post  El Gambito Fri Jun 13, 2014 4:06 am

Lookin' cool man!
Keep you the good work~ cheers 

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Post  klares Fri Jun 13, 2014 8:51 am

if you need some help to design some stage, I can also help
  I design in my mod all scenarios from scratch, you only have to pass the image to design stage.

regard
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Post  Don Vecta Fri Jun 13, 2014 9:15 pm

iceweb38 wrote:
Don Vecta wrote:...and not a single fawk was given that day...

...moving on. Rolling Eyes 

Awww but dude, there was the E3 and everything, my attention got away Sad


I love the Chinatown stage, it's one of my favorite kind of stages too (you could tell with my mod).
Though personnaly, I would have tried to respect the original colours pattern (with the blue ground and the red walls) but your version is also pretty spot on and in the end very good!
Can't wait to see it animated!

Looking at a playthrough vid of the original stage, it basically is a boss stage huh? You'll keep it that way or try to make it a bit longer?

In the original (have capped at least 3 playthroughs in both Japanese and American version), it has one wave of enemies before hitting Katana (the wave is not that small). The grating issue I have with MFF is that the overall size of stages is big, but the enemy appearance is minimal in them, not to mention there's spawning only two mooks per wave. For this (and mostly almost every scene), I add extra waves in key areas to keep the mod active and challenging. BTW, this is a stage 4 which is almost the last one, so the difficulty is cranked higher. On stage 4 you'd be having basically 2 or 3 sub-boss fights (like in stage 4-1, the original Andore that pushes you to the elevator is an actual Abadede disguised as Andore Jr. that you must defeat).

klares wrote:if you need some help to design some stage, I can also help
I design in my mod all scenarios from scratch, you only have to pass the image to design stage.

regard

Thank you very much. I love your handmade style and scenarios completely redone from scratch, the style I'm keeping on this mod, though, is to maintain the visual look of the CPS1/SNES. If you can make a scene with the same style of spriting, well, it's so welcome.

However, due of the tongue-in-cheek/comedy style the game has, I could be using some special artworks for cutscenes... like recreating one of the endings from the original NES (and having another new ending I have planned for an extended version right after stage 5, exclusive for Hard or above players). If you're willing to help, lemme know. Smile

Thanks for the support, now I'm about to begin the 2nd bonus stage, which also will be different and will do a proper transition to the Bay Area.

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Post  iceweb38 Fri Jun 13, 2014 9:41 pm

Yeah I could see it was a bit empty despite the wideness of the stages, cool you're making them more reactive!

Oh and yes, recreating cutscenes too would be so cool and a style like Klares's would fit well!

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Post  klares Fri Jun 13, 2014 10:03 pm

Thank you very much. I love your handmade style and scenarios completely redone from scratch, the style I'm keeping on this mod, though, is to maintain the visual look of the CPS1/SNES. If you can make a scene with the same style of spriting, well, it's so welcome.

However, due of the tongue-in-cheek/comedy style the game has, I could be using some special artworks for cutscenes... like recreating one of the endings from the original NES (and having another new ending I have planned for an extended version right after stage 5, exclusive for Hard or above players). If you're willing to help, lemme know. Smile

Thanks for the support, now I'm about to begin the 2nd bonus stage, which also will be different and will do a proper transition to the Bay Area.

will be a new challenge  Cool ,

if you want you can give me an idea for a scene or try to make a stage for my part.

I can post the picture here for you to see if you like.



Yeah I could see it was a bit empty despite the wideness of the stages, cool you're making them more reactive!

Oh and yes, recreating cutscenes too would be so cool and a style like Klares's would fit well!

I recognize that they were not very detailed, (well, in subsequent updates, improve it a bit) but I had to make 13 stages with various routes, had gotten much detail insurance
  I would have taken too long and maybe I would not have finished.


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Post  Don Vecta Sun Jun 15, 2014 4:20 pm

<span id="sceditor-end-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"></span><span id="sceditor-start-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"></span>
klares wrote:
will be a new challenge &nbsp;<img src="https://2img.net/i/fa//i/smiles/icon_cool.gif" data-sceditor-emoticon="Cool" alt="Cool" title="Cool">&nbsp;,

if you want you can give me an idea for a scene or try to make a stage for my part.

I can post the picture here for you to see if you like.


Okay then, I'll request your assistance then.

The task: Recreate the final stage, the cruiser. Why is challenging? Because there's almost no resources available in CPS1/SNES that could be taken to build the deck and the upper deck with the pools and the open bars.

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Mighty Final Fight EX collaboration mod. WIP. - Page 4 MightyFinalFight-Round5-Area2

No need to do the background layers as I'll do them myself based on what I've done now, so less work for you. Smile
The size requirements could be as long as it takes as long they're on multiples of 64 pixels, watch the proportion and measure that the key areas of the original stage are covered. You're free to add extra stuff as long don't break the mood of the initial stage (see the update images as a source or idea of how do I work).

The first scene would be 240 tall as the cruiser is not moving yet, but the second I'd request the scene could be 260 pixels tall since the boat will be moving.

Looking forward to see what can you deliver (hope won't take too long, though, the pace of the mod is going rather steady and would be nice if could be done quickly but not rushed, take your time but... not too long, lol) Very Happy.

As for my side, UPDAET TIEM~! (<--- typo on purpose, nuggas! Cool )

Mighty Final Fight EX collaboration mod. WIP. - Page 4 Update13_zps8adbbc52

This is another non-existent stage from the original one. Here I'm wondering how the hell they've got access to a (I'm pretty sure) heavily guarded cruiser, so here it is. Using as base stage 2 from 64th Street with Capcom palettes, a cityscape edit of HK stage 1 from FF2 and the original Bay Area from FF1. It is obvious sunrise have arrived and the next scenes will be during the daytime.

Comments are always welcome.

EDIT: Alright, did some cosmetic changes... the sunrise is happening right in this boat boarding stage, so this pre-dawn coloring and setting was given to stage 5-1... "oh, but dear Vecta, isn't THIS supposed to be stage 5-1?" Noooo, my dearies, because stage 5-1 is the SECOND BONUS GAME! And this bonus stage is happening in the ascending elevator from the Jap vice hole into the surface, which happens to be the Bay Side pier where the Mad Gear cruiser is being anchored, MWAHAHAHA~! The plot thickens! Twisted Evil And... in that elevator bonus scene you'll get this pre-dawn effect (and it's a pretty challenging bonus stage, if you're not careful you'll lose several lives Twisted Evil ). Trust me, the sunrise in bloom looks more gorgeous in stage 5-2.

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Withering Surface Entertainment presents: H.U.N.T.E.R. with its DLC Stories: Subway Mayhem & A Cold Quest for Peace. Adam's Story (main designer), Rushing Beat Remake, Final Fight CD Mini-mod(e), Double Dragon II The Revenge Megamix.
Don Vecta
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Post  iceweb38 Mon Jun 16, 2014 11:32 am

Love it!
If you're gonna play with the sky colours, that's gonna be cool!

I know Burning Fight is not a CPS1 game but it has cruiser settings if you need.

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Mighty Final Fight EX collaboration mod. WIP. - Page 4 Iceweb38
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Post  Don Vecta Mon Jun 16, 2014 2:36 pm

iceweb38 wrote:Love it!
If you're gonna play with the sky colours, that's gonna be cool!

I know Burning Fight is not a CPS1 game but it has cruiser settings if you need.

Overused. I could use elements from it, but I'd rather not.

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Mighty Final Fight EX collaboration mod. WIP. - Page 4 Signature_zps2ad5949e
Withering Surface Entertainment presents: H.U.N.T.E.R. with its DLC Stories: Subway Mayhem & A Cold Quest for Peace. Adam's Story (main designer), Rushing Beat Remake, Final Fight CD Mini-mod(e), Double Dragon II The Revenge Megamix.
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Post  Don Vecta Thu Jun 19, 2014 9:50 pm

Small update:

I just have to tell ya, working with the incredible talent of Klares in building the 100% brand new cruise ship is fantastic (almost non-Frankensteining if any)! We both are getting it down with the CPS1/SNES style of spriting and well... gotta admit you're gonna love what we're cooking so far. Stay tuned!

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Mighty Final Fight EX collaboration mod. WIP. - Page 4 Signature_zps2ad5949e
Withering Surface Entertainment presents: H.U.N.T.E.R. with its DLC Stories: Subway Mayhem & A Cold Quest for Peace. Adam's Story (main designer), Rushing Beat Remake, Final Fight CD Mini-mod(e), Double Dragon II The Revenge Megamix.
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