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.
C

Crazybat

Guest
Here's a little module I started on a few days ago. Still in the extremely early stages, but it's basically gonna be an MK mod with capcom styled sprites and the like.
1st-preview-1.gif
 
great idea.. i was thinking in some day do something like this :P
now i dont need to do anymore :)
i liked the big resolution
i will be following this project for sure
 
thanks, and i do understand about the whole issue of clashing mediums. i had considered doing one with standard mk graphics, but it just didn't seem appealing to me.
 
Crazybat said:
thanks, and i do understand about the whole issue of clashing mediums. i had considered doing one with standard mk graphics, but it just didn't seem appealing to me.
I don't find them appealing either. 
Good luck with this project! :)
 
Some new stuff;
raiden-preview.gif


New hitspark; Raiden character; Cage alt. palette.

Quick question - Several of the effects I plan to use have black outlines around them in the source files - but they show up fine, and transparent as they should whenever they're used in things like mugen. I tried to use the hitspark graphics as gifs, but they crashed the game, so i had to save them as pcxs. would the format have anything to do with this outline problem?
 
the problem aren't the outlines, its the alpha.
You need to use alpha, so the most black get most transparency. Its how we do in mugen.
 
oh, cheers! i should have realised, i've worked with alpha channels before.
 
been experimenting in photoshop for a while, but can't seem to find the right way to use the alpha. what's the method that's most often used?
 
Awh I thought this was going to be an update to Maggas Outworld Assassins, It's a neat Idea but I doubt you'll ever finish it, most original sprite edit open bor games are never finished because it just takes too long to edit all the sprites. Maggas already made the ulimate obor MK game, I was really hopping someone would update it with more characters moves and stuff oh well.
 
no, I mean this alpha:

alpha {int}

~If set to 1, this entity will be displayed with alpha transparency.
~If set to 2, this entity will use negative alpha transparency (the darker colors are stronger, like shadows).
~If set to 3, this entity will overlay transparency. It's described in the engine as being a combination of alpha and negative alpha, and the formula is "bg<128 ? multiply(bg*2,fg) : screen((bg-128)*2,fg)".
~If set to 4, this entity will use hardlight transparency. Seems to be the opposite of overlay. The formula is "fg<128 ? multiply(fg*2,bg) : screen((fg-128)*2,bg)".
~If set to 5, this entity uses dodge transparency. Described in the code as being "Very nice for a colourful boost of light."
~If set to 6, this entity will use 50% transparency. The entire entity will be 50% transparent: every pixel will be averaged with the pixel right behind it.
~In 8bit colormode, this setting DOES NOT work with remaps. You need 16bit or 32bit color mode to use this together with remaps.
 
I agree with nsw about the wide space. It would waste if you don't make use of this.

So couple suggestions to be efficient with this wide space are:
- Have some enemies waiting to ambush you on those 'deadspaces'. They will jump in to attack when player walks close enough
- Aside of giant sized enemies, you can use enemies with long range attacks such as shooting
This also suggest the use projectile or long range attacks for players too
- Place traps or animated decoration to fills the screen
- Design bosses and subbosses to make use of wide space.

Oh I just remembered something, how many characters you have planned? and what's the story of this mod?
 
Thanks for the suggestions, I'll take them under advisement. As for the story, this game is still in the very early stages, so I don't have much worked out. I'm going to focus on getting the player characters done first, then the enemies, then the stages, and then the finishing touches. It's definitely going to be a 4 player module, and so far I'm looking to have;

Cage
Raiden
Liu Kang
Kung Lao
Scorpion
Sub-Zero

as my player characters. I may add Jax and Ermac to that list, and perhaps Kitana or Sonya.
 
Just finished one of the fonts. Also wondering - in order to save time and allow for alpha transparency, is it possible to make the special effects - energy trails, shockwaves, the like - as entities and have the necessary moves spawn them?
 
Crazybat said:
Just finished one of the fonts. Also wondering - in order to save time and allow for alpha transparency, is it possible to make the special effects - energy trails, shockwaves, the like - as entities and have the necessary moves spawn them?

Yes, yes and yes. In fact this is the only sensible way to do it. One of the most common mistakes made by new authors is combining special effects with the main entity and sprite set.

DC
 
Thanks a bunch. So, for example, if I wanted to do Cage's shadow kick, i'd insert the spawn entity command whenever the kick frames began, then gave it a lifetime similar to the duration of the move, with loop set to 0?
 
Well for cage you could use the ready made script that's around to make the trails.  There is a few mods that have an example, not sure which is best, someone else can answer that maybe.
 
finished the custom lifebar. just need to work on positioning, a few other tweaks, and the HUD's done. I also managed to get the hitspark working properly, thanks for the alpha tip :)
 
Back
Top Bottom