Final Blow Beta

Complete Final Blow 1.0

No permission to download
Project is completed.
@DCurrent thanks for playing, think i need to tweak the gameplay to make it more fair. Think you used too many jabs, double damage with hard attacks.

@NED a lot of work was put in to make the game modular so extra characters can be added later. Do you think the game is too hard?

@kimono this could change based on feedback but this is the core game just like the arcade all fighters are the same just cosmetics change with each head swap.
 
I won the first match. Man, that's very difficult/challenging to beat. I had to step away from the opponent in the final round of the match before time ran out. I punched and dodged/evaded so that I'd save my health bar from losing.

final_blow_beta - 0001.png

It's almost like an unfair fight, but because I had my experience of being challenged with timing the attacks and blocks in real life, I can see why it's hard to beat him. You know. For instance, someone does a fake slap, and you try to defend yourself from getting slapped. You're late to block after someone hits you. Reminds me of the time I was challenged like that, but not in a real fight.

After checking with the collision and attack boxes on debug settings, they still exist normally, but it's quite tricky when and where to hit him. I just dodge and punch. Sometimes I step back.

I tried 4 times to record a longplay, but I could not get it working. The game itself works, but the video capture just shows the first screen and the audio.
Both using OpenGL or screen position with Bandcam, but both failed.
I do not know what you mean. Sorry. But you can turn on window mode in video options and then close the game. Open it again.
 
they still exist normally, but it's quite tricky when and where to hit him. I just dodge and punch. Sometimes I step back.

I had a look at the code. It uses doattack (as it should) to handle level blocking, so just debugging boxes won't save you.

Also, your opponent gets an increasing damage bonus every round.

DC
 
I had a look at the code. It uses doattack (as it should) to handle level blocking, so just debugging boxes won't save you.

Also, your opponent gets an increasing damage bonus every round.

DC
Yes but the damage bonus only starts from round 2.

@maxman thanks for the feedback.
 
@DCurrent thanks for playing, think i need to tweak the gameplay to make it more fair. Think you used too many jabs, double damage with hard attacks.

@NED a lot of work was put in to make the game modular so extra characters can be added later. Do you think the game is too hard?

@kimono this could change based on feedback but this is the core game just like the arcade all fighters are the same just cosmetics change with each head swap.

Yes, perhaps a bit too hard.
I feel like my moves never lands when the opponent always his me easily.
(But the arcade game is like that too..., even if I would consider it a flaw. Just like in old school wrestling games when 95% of time you cannot win a hold by mashing button against cpu)
 
I had a look at the code. It uses doattack (as it should) to handle level blocking, so just debugging boxes won't save you.
True. You cannot rely on the boxes to save you for winning the matches.

Also, your opponent gets an increasing damage bonus every round.
This was something I wanted it coded until I tried this game out. Plus, it reminds me of the thread I made which he replied. Even I mentioned the first Killer Instinct and X-Men: Children of the Atom.

It looks very unfair, but it's almost unfair.
 
I managed to save one of my recordings. So far, so good...and hard, lol
Thanks for giving it a try. Definitely need to drop the difficulty, i was initially worried about the game being too easy lol.

I have completed the arcade game on easy and it is very difficult, had to use time overs and state saves.

@NED thanks for trying it l, hopefully the next build will be more enjoyable.
 
I would be interested in a mode that enables mechanical differences. As in differing boxer abilities.

Like, if you had Foreman, he'd have a ton of HP, decent speed, and hit like a truck... but lose a tiny bit of HP on every swing since he tended to burn himself out.

Ali might have better defense and a stronger jab, etc.

That kind of thing. Wouldn't need more animation to make work.

DC
 
I will definitely be adding new characters as for differing gameplay unfortunately that would require way too much work as right now each character uses the same model with a new head and a body remap sorry.

Adding facial bruises would also require too much extra work the most i could to is a few minor details like droping the mouth gaurd when close to ko and maybe leaning on the ropes when a knockdown happens at the edge of the ring. The ref is also missing quite a bit of animation but i don't think it will improve the overall experience.
 
leaning on the ropes when a knockdown happens at the edge of the ring. The ref is also missing quite a bit of animation but i don't think it will improve the overall experience.

I disagree with @O Ilusionista. Missing animations when you do a remake are not acceptable IMO. They are the baseline. You've done a fantastic job, and I get the not wanting to add more mechanics. That makes perfect sense in the context of your project. But before adding more content, I would suggest filling in the blanks. Otherwise, it's not so much a remake, but a demake with extra stuff thrown in. That's always been the problem with OpenBOR fangames (well, most fangames, but I digress), and there's no technical reason for it.

Oh, and @O Ilusionista - minor correction on your write ups. Final Blow was released outside of Japan, and retained the name. It was actually a pretty common sight at arcades here in the states. The Buster Douglass port came later.

DC
 
But I think Dcurrent has an excellent suggestion! If you put Foreman/Holyfield/Ali/IronMike/Buster Douglas's head on the bodies, would it be hard just to assign different values to their attack and defense power? Maybe Foreman punches hard BUT is slow AF (pardon my language). Even little changes like that could be fun and I would imagine they are just script changes.

@msmalik681 already stated he won't be doing any mechanical differences between boxers. I can respect that given the arcade and ports never had any, and it would cost him tremendous amounts of time.

Maybe Foreman punches hard BUT is slow AF (pardon my language).

You must have mainly watched 90's Foreman. 70's Foreman was a freakin' scary wrecking machine with unholy power, a tank body, and the speed to back it up. Nobody cut the ring off better. Even Ali couldn't stay away (thus the rope-a-dope). His only weakness was burning himself out - and that didn't matter at all until Ali and Jimmy Young exposed him.


DC
 
The guy was a freaking loaded truck hitting.

Walked right through dudes... and it's not like they were cans. We're talking killers like Norton, Fraizer, and Lyle - all laid flat. Heck, anybody back then. To even THINK about putting on gloves in the 70's you bad to be one bad MF...

DC
 
Awesome work so far! I am not the one who does requests to other projects but would be awesome to have Rocky as an unblockable character complete with movie quotes lmao.

This engine is literally limitless.
 
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