Canceled Mortal Kombat Outworld Fury

  • Thread starter Thread starter Crazybat
  • Start date Start date
Project is halted prior to completion and will not receive further updates.
And...it's actually been a year, holy s**t. Time does fly. After being bogged down with school, and life in general, I'm actually thinking of returning to this in my spare time. I'm planning to take more time with the sprites and colourswap different segments of the characters, to allow for alternatepals/costumes. It's gonna be fun!
 
I'm back again with another question. I'm wondering how you can enable two different hitflashes - one for light attacks, and another for heavy attacks. I have created a heavyflash entity with a different sprite and sound, and when I was rolling through a few resources I saw a line of code which read;

hitflash (custom flash here)

before the beginning of an attack. Is this correct? Because nothing happened whenever I used this code. I could have placed it wrong, but I don't think that's the reason...all help is appreciated!
 
been pouring over the manual for a while. I'm looking to create a stage that has a static background image - one that doesn't scroll while the rest of the panels do. Possible?
 
ignore last one - solved. i now have a new stage ready, the cage character is nearly complete, and I have a new hitspark graphic and sounds.

now, i'm having trouble with my combo counter, and the manual doesn't have anything to help. I have the RUSH flag set at 1, which doesn't enable maximum hits. however, i can still see the counter. help?
 
Are you trying to show rush counter without showing max hits?

If that's the case, why don't you just place max hits counter outside screen? ;)
 
that is...painfully obvious, and I should have thought of that. Thanks a bunch!
 
Any news about this great MK openbor game? :D It's one of most anticipated openbor games in my opinion :D
 
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