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.
That is pretty cool! I like her throws a lot.

I just noticed two things:

- you need to work on her jump throws (see at 1:07). she doesn't looks to be jumping, but levitating/floating.
- the purple effect at 1:10 is misaligned. The effect shakes a lot.

edit: at her fatality (2:20) spawn each bone as a separate entity, it will be way cooler.
 
Jumps appear to be the general problem. You mention before the gravity in Midas gameplay. But i don know how change the jumps to looks better.

Here the headers:

name KITANA
health 100
speed 12
throw        2 3
type player
risetime 30
grabdistance 40
gfxshadow  1
makeinv  1
holdblock 1
bflash block
hmap 1 2
fmap 2
mp 100
mprate 2
dust dust
risetime 100

name MIDAS
health 100
speed 8
throw        2 3
type player
grabdistance 45
shadow 0
gfxshadow  1
makeinv  1
holdblock 1
bflash block
hmap 1 2
fmap 2
jumpheight 3.5
mp 100
mprate 2
dust dust
risetime 100

What misses?

 
Great! I love Midas' slam especially the move where he runs toward enemy then grab n slam her :D

About his double grab, why don't you add alternate move? something like P Belva does in Guardians in which he spins while holding both grabbed enemies in each arm
 
Very good gamplay!
I would say the same as Ilu for some animations to fix.

Also, her special slam where she jump to catch enemy then slam them (1:04)
The action seems a little fast. You should put a little delay when she grab enemy, before to slam on the ground. Also the landing pose of Kitana seems a little "odd"...

Same for the version from regular grab (1:07) the landing pose don't look natural.
Perhaps she can adopt a more "vertical" pose? I don't know...

Keep it up!
This game looks full of great features!!
 
Very nice! I like your ideas a lot :)

Two tips:

- the shadow angle is wrong. If the light source comes from the backround, the shadow should be inverted
- do not mix transparent effects with non-transparent effects, they clash with each other.

Aside from that, its a great project :)
 
Nice job on Raiden.

I love the variety of moves!
There is a good choice of diverse slams!! :)
Something Kitana seems to lack.

I've seen in your last vid and this one that your FATALITY text have been scalled up.
I recommand you to give a try on "rotsprite" program to have a less pixelated aspect. (BTW is the sprite taken from arcade MK games? or console? - arcade is of course the bigger size to use)

Keep it up.
I have more and more interest on this project.
 
I've seen in your last vid and this one that your FATALITY text have been scalled up.
I recommand you to give a try on "rotsprite" program to have a less pixelated aspect. (BTW is the sprite taken from arcade MK games? or console? - arcade is of course the bigger size to use)
The text is from a mugen character, i suppose for the arcade.
I see the resul of scale and think the same, use rotsprite.
About Kitana i'm fixing all animations with errors.
 
dantedevil said:

Nice! I love all the grappling maneuvers and unique special attacks. The gameplay is also looking good - not too frenetic like there's been a trend toward lately. I do have some suggestions though:

  • Speed it up just a little. Frenetic is bad, but so is too slow. It looks like everyone is stuck in mud right now.
  • Get rid of those awful Final Fight Three sound effects. They were bad enough in their own game and have no place at all here. Mortal Kombat is known just as much for its brutal cringe inducing sounds as anything else, so use them.
  • The fatality is cool, but pausing the game for it and then again while "Fatality" text is on screen will get old fast. Leave the pause in while a fatality is going on, but let the game play continue when the text/voice-over happens. It won't loose any impact without a pause.

DC
 
Thanks for all your support DC.

I will take into account all your advice.
I really learned a lot since I started, but I would definitely still a lot.
The game is still in test mode, so the sounds, flashes, fonts, effects, etc, can change.
I think finally the mod started to take shape.
The 7 heroes are almost complete except Jago only missing some movements.
I have also completed a secret character.
The game features more than 50 different enemies which have already finished except for some detail.
I can only focus on stages, although I have a lot, I've only finished one, which I use in the demos.

Later today I'll post the gameplay of Tusk.

See you soon!
 
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