Mortal Kombat - The Chosen One

In Progress Mortal Kombat - The Chosen One MORTAL KOMBAT THE CHOSEN ONE 0.6.3

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The project is currently under development.
Hello my friend!

1) In the first case, you should pay attention to the tutorial, where it explains, "We must be near the top."

If you are positioned too close to the bottom of the screen, it won't work.

👉 "We_must_be_near_the_the_top_of_the_screen and_follow_the_steps_of_the_example."



2) In the second case, something similar happens; you should pay attention to the tutorial, where it explains, "...we need to position ourselves by lining up the enemy under this place."
If the enemy isn't aligned with the location marked by the icon, it won't work.

👉 "In_both_cases_we_need_to_position_ourselves_by lining_up_the_enemy_under_this_place."

00.png




Let me know if you have any other problems, feedback is always welcome. 😅

I'm fixing some bugs that have been reported and I want to release the new bug-free version as soon as possible. 💪

Thanks, my friend! ;)
 
@dantedevil thanks for the explanations.
Regarding the cement fatality, I was close to the point. Playing the tutorial, I realized you don't have to be close – you have to be practically touching the truck.

I will be sharing two videos (and some shorts) on my channel .

This is the first one, I am have some points (aside from the points I already gave you before)

5:19 - After beating the boss, Robocop fatality animation fails, but the boss proceeds with his own animation, which looks weird
1764600021947.png
10:58 this part needs work -
If you fall into the water, you respawn right at the edge, and due to the long respawn animation, you become an easy target and can be easily thrown back into the water (which happened in the video).

This happens because if the engine detects that the respawn point has a hole, it moves the entity to the next point outside the hole, but this doesn't always work well.

You can use a script to determine a safe respawn point on the stage – I can share the code if you need it – which has a much better result than the native system.
1764600078498.png
 
@dantedevil No prob :)

I have posted two more videos and people are really liked my Twitter post about it :)

Here are some feedback I would like to share. Sorry for the long wall of text.

First video is about the Fatality Tutorial
I was going to record a video with all fatalities from all characters on the game - as I think you did a FANTASTIC job with them.

But the tutorial mode has a problem: it's too long and some lessons drag on excessively. 10 repetitions for each fatality is a lot, considering that:
- you need to wait for the enemy to enter the screen
- you need to reduce their health
- and wait for the fatality to happen
That's if you don't fail, or it could take even longer.

My suggestion would be to reduce the number of repetitions to 3; I think that's enough for people to understand (as is the case with weapon fatalities).

The second one is the Subzero video
Unfortunately, many levels have serious perspective problems.

And since I know you're a graphic designer today, I know you'll be able to identify these problems.

This is one example: notice the angle of the level's shadow (you can see this on lampposts and trash cans) and notice the angle of the character's shadow. This is impossible in real life without a second light source – even if, depending on the distance from the light source, the shadows wouldn't align perfectly.
1764782423127.png

It's easy to fix; just change the level's "light" to match the screen angle.


Another issue with perspective: notice that the angle of the sidewalk doesn't match the angle of the pedestrian crossing. For that to be possible, the person painting the crossing must have done it crooked :)

It's easy to fix this in Photoshop.
1764782614400.png

The same level also has lighting problems:

- notice that neither the angle nor the direction of the characters' shadows matches the shadow of the lamppost (they are in opposite directions, one upwards and the other downwards)
- the level image itself has a problem, because you can clearly see, circled in blue, that the light comes from left to right, but the lamppost casts its shadow to the opposite side.

1764783019948.png

This would be more complicated to solve, but a simpler solution would be to at least adjust the level's "light" to match the lamppost's shadow.


1764783245578.png

This is the level with the biggest problems in Renegade 2 mode, as they are not "just cosmetic".

The angle of the ground makes no sense here, as it's almost in an isometric view while the rest isn't, but let's ignore that for now:

- Notice the difference in perspective between the ground and the brick pillar. They need to follow the same angle if they are in the same place being viewed by the same camera in the same position.

1764783441376.png

There's some conflict in the code between Hyper and the wall. Go to 57:01 and you'll see that Sub-Zero is pulled back, into the wall on the counter, and I instantly lose a life.
1764783648977.png


Needless to say, I have no intention whatsoever of diminishing your work. In fact, the game's evolution is clear :)

Ah, I LOVED to be able to kick people on the floor, hahaha.
 
Thanks for the feedback my friend! :)

I'll check the Fatalities Tutorial and maybe reconsider adjusting them, thanks for the suggestion. (y)

Regarding the wall issue affecting Sub-Zero in the video, I'll look into it right away. :confused:

As for the stage designs, I didn't create them; I simply used the ones created in a remake that some fans made a while back. 🤓

As I explained in this link, which also includes a video of that remake. 👇

I know they don't look perfect, but they work perfectly for this remake, and that's enough for me.

I'm currently working on the ARCADE mode and have already finished the RENEGADE TRIBUTE mode. 👊

I'm just focused on fixing bugs and making the version truly stable, so I'll be releasing a new version in a few days with several fixes I've made. :cool:

Thanks!
 
Regarding the wall issue affecting Sub-Zero in the video, I'll look into it right away. :confused:
I took a quick look at the code, probably this is the culprit:
anim follow5
loop 0
followanim 6
followcond 3
fastattack 1
delay 4
offset 82 177
@cmd teletarget -60 0 1
@cmd dasher 2 0 0
bbox 0 0 0 0
@cmd shadow 5 20 80 6 2 33 115 247
frame data/chars/heroes/subzero/kicke03.png
This function arbitrarily changes the attacker's position relative to the target, without considering whether there are walls behind them.
You would need to apply an anti-wall to this function to avoid this type of problem.

As for the stage designs, I didn't create them; I simply used the ones created in a remake that some fans made a while back. 🤓
Yeah I got it. But just changing the "light" settings on your stage will do a nice job :)
 
Hi dantedevil!I just wanted to mention that the super attack (A + J) doesn't work in Renegade Tribute mode. Is this intentional or a minor bug?I hope this comment helps if it's a bug. Thanks so much for this game, and best regards!
 
dantedevil updated Mortal Kombat - The Chosen One with a new update entry:

MORTAL KOMBAT THE CHOSEN ONE 0.6.2

Hello everyone!

I apologize for the delay, but I've taken the time to thoroughly test every game mode and every level.
Thanks to this, I've identified many things to fix, some simple and others more complex, but together they paint a picture of the game that's far from what I want.
To ensure I could find any possible bugs, I've always played from the "pak" file, since some errors don't appear when playing from the "data" folder.
Currently, I can say that this is the most stable and complete...

Read the rest of this update entry...
 
I love the game so far, one of the best OpenBOR games going...but THAT FRIGGIN BOMBERMAN STAGE! He throws one bomb and one bomb only over the wall. All of his other bombs, he just low throws and hits the wall. Is this still a bug, or am I doing something wrong?
 
^ This. The game/enemies are already infuriatingly difficult to the point of being not enjoyable at all (the whole pace of the game rubs me the wrong way), but this boss is a guaranteed rage quit for me.

I HATE being blunt but I have to be here, I don't understand how any developer could design a boss like this and genuinely think they're fair or balanced. Even when I understood how it worked, I felt locked in the fight for AGES because you're waiting for the EXTREMELY RARE purple barrels and then when they finally spawn, odds are they're not on the same level as you and you can't reach them or they knock you down. Even an infinite health/credit cheat would not have convinced me to ride it out. It's the most miserable boss fight in an OpenBOR game I've ever experienced. I commend the idea but the execution is awful, I'm so sorry.

I remember loving this game when it first came out YEARS ago but since then it's descended into a "hardcore gamers only" type of game where EVERY enemy is a massive threat and bosses are infuriating. Maybe it's just a case of "developer is awesome at playing their own game and adapting the difficulty to their skill instead of the average gamer". I dunno. To be blunt: the current experience on this game feels like what I would expect from HARD MODE.

This has been the "I want to LOVE this, but I HATE it" game for years ^_^" So I'm a little passionate about those feelings.
 
I love the game so far, one of the best OpenBOR games going...but THAT FRIGGIN BOMBERMAN STAGE! He throws one bomb and one bomb only over the wall. All of his other bombs, he just low throws and hits the wall. Is this still a bug, or am I doing something wrong?
There was a persistent bug with this enemy, which has been fixed in the latest version.

I recommend downloading the latest version, 0.6.2. ;)

Regarding the boss who throws barrels, there is a simple strategy to defeat him.
Here you have the video of the strategy to beat it, although this video is old and from an earlier version, since the barrels that hurt him now are the ones that place purple, the strategy is the same.


@Psykai Regarding the difficulty of the enemies, I recommend downloading the latest version, where the difficulty levels now work correctly and the difference between each one is very noticeable. 👊

In the last version (0.6.2) I was able to fix the bug that caused it to always work on NORMAL (the hardest difficulty) no matter what difficulty you chose.
"I managed to fix a bug when choosing the difficulty level, as it would always stay on "normal" no matter which one you selected. Now, when you choose "easy" or "medium," you'll see the real difference."

bor - 0000.png
bor - 0001.png
bor - 0002.png

I'll soon start sharing full videos of each stage, so if you have any questions, you can check that everything works correctly there, as well as see strategies or solutions for bosses and puzzles. 💪

Stay tuned! :cool:
 
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Yeah the newest build is what I've been playing too. I don't know how to describe it really, but the player characters feel very slow, and enemies always seem to be able to attack you out of range and lots of stuff like that. A lot of normal enemies seem to be able to dash forward to deliver their attack and stuff like that, and they seem to move faster than the players can. The game has a very sluggish feel a lot of the time, which at first I thought suited the Mortal Kombat style, but when I compare this game to something like ZVitor's Defender's of the Realm, it doesn't hold up as well.

And the barrel boss, even watching the video, was not the experience I had. But even if it was. You're just standing in the bottom left corner waiting to press a button. That's... not fun to do, right?

If I ever find time, I'll record a playthrough of me attempting this game on the easiest difficulty and you will see me suffer/struggle GREATLY and possibly just rage quit. I cannot stress this enough; if you're gonna go to the effort of including difficulty options, then the 'easy' and 'hard' modes need to live up to the name. Right now, Easy feels like Hard to me. On Easy the enemies should be acting like idiots. But most enemies seem to have genius AI and hitboxes and hurboxes regardless of difficulty.
 
Yeah the newest build is what I've been playing too. I don't know how to describe it really, but the player characters feel very slow, and enemies always seem to be able to attack you out of range and lots of stuff like that. A lot of normal enemies seem to be able to dash forward to deliver their attack and stuff like that, and they seem to move faster than the players can. The game has a very sluggish feel a lot of the time, which at first I thought suited the Mortal Kombat style, but when I compare this game to something like ZVitor's Defender's of the Realm, it doesn't hold up as well.

And the barrel boss, even watching the video, was not the experience I had. But even if it was. You're just standing in the bottom left corner waiting to press a button. That's... not fun to do, right?

If I ever find time, I'll record a playthrough of me attempting this game on the easiest difficulty and you will see me suffer/struggle GREATLY and possibly just rage quit. I cannot stress this enough; if you're gonna go to the effort of including difficulty options, then the 'easy' and 'hard' modes need to live up to the name. Right now, Easy feels like Hard to me. On Easy the enemies should be acting like idiots. But most enemies seem to have genius AI and hitboxes and hurboxes regardless of difficulty.
Not the experience I had in regards to difficulty. Once I got the hang of some things, find a few cheese attacks (especially with Raiden), I do pretty well, at least on easy.

Maybe I can take a different route and pass Bomberman entirely...
 
I've been playing 0.6.2. :( He still is throwing grenades only at low level after the first, not over the wall.
I'm still testing and working on the latest version every day.
I'll try the bomberman boss fight again, several more times, to see if I can reproduce the bug you mentioned. 👊
 
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Yeah the newest build is what I've been playing too. I don't know how to describe it really, but the player characters feel very slow, and enemies always seem to be able to attack you out of range and lots of stuff like that. A lot of normal enemies seem to be able to dash forward to deliver their attack and stuff like that, and they seem to move faster than the players can. The game has a very sluggish feel a lot of the time, which at first I thought suited the Mortal Kombat style, but when I compare this game to something like ZVitor's Defender's of the Realm, it doesn't hold up as well.

And the barrel boss, even watching the video, was not the experience I had. But even if it was. You're just standing in the bottom left corner waiting to press a button. That's... not fun to do, right?

If I ever find time, I'll record a playthrough of me attempting this game on the easiest difficulty and you will see me suffer/struggle GREATLY and possibly just rage quit. I cannot stress this enough; if you're gonna go to the effort of including difficulty options, then the 'easy' and 'hard' modes need to live up to the name. Right now, Easy feels like Hard to me. On Easy the enemies should be acting like idiots. But most enemies seem to have genius AI and hitboxes and hurboxes regardless of difficulty.
I'm sorry, friend, and I understand what you're saying. It's true that tastes are personal, and not everyone likes the same things. :confused:
I understand and respect that. If you feel more comfortable playing another Mortal Kombat mod, that's great, friend. ;)
The most important thing is to invest our time in things we can enjoy. 👊
 
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