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.
Taking advantage of the knowledge I'm acquiring in my studies, I've been working on new effects of lights and shadows for the stages.
Here you can see the Stage 2-3 with the new effects of lights and shadows.

 
Last edited:
dantedevil said:
Taking advantage of the knowledge I'm acquiring in my studies, I've been working on new effects of lights and shadows for the stages.
Here you can see the Stage 2-3 with the new effects of lights and shadows.

https://www.youtube.com/watch?v=TtxXQBjqiZM

Nice! It would be better if you change the parallax speed of the shadow just a little.
 
Very nice,

you can make the lights Flicker tho - make them decoration entities/objects with some animation frames.
remember to use Alpha tricks & maybe a mask layers

And the floor near the Barrel, it can "reflect the fire's light using the same technique

if you want to do interactive lights that do weird things depending on the player's position, you can try & see if you can improve the "dynamic" background technique with the "BORlab" i uploaded
 
oldyz said:
Very nice,

you can make the lights Flicker tho - make them decoration entities/objects with some animation frames.
remember to use Alpha tricks & maybe a mask layers

And the floor near the Barrel, it can "reflect the fire's light using the same technique

if you want to do interactive lights that do weird things depending on the player's position, you can try & see if you can improve the "dynamic" background technique with the "BORlab" i uploaded


Thank you very much for your words and for the tips my friend!

I'm going to check your BORlab right now.

;)
 
dantedevil said:
Here is a sample of one of the new stages:

https://www.youtube.com/watch?v=ey1ZF5FpoF8&feature=youtu.be

Hey buddy, I liked the stage. Here are some feedback:

1 - The water effect looks a little weird, since the layer is moving. I suggest you to use a different water setting, like making it wider near of the truck but smaller at the top, instead of that sine motion.
As I did on my Avengers game (skip to 0:12)
https://www.youtube.com/watch?v=dKbDv5KL7JU

2 - You need to pay attention to the whole momentum (inertia) of the stage,  because everything on it should be affected by it.
One example is the black car right at the start of the video - Notice that the car (and the motorbikes) comes behind the truck, is at the same speed as the truck (but in a rather sudden way) and, in the end, it accelerates a lot to the point of leaving the truck behind.

As much as this is possible, both would need to accelerate at a very, very high speed. And the acceleration doesn't happen as suddenly as it is in the video - it needs to be gradual, exponential.

As it is now, it does not give the impression that the truck is moving.

3- There is a problem with the background image. You can see that you mirrored it, which makes the perspective all wrong. It would be better not to mirror that image

And notice what time the sky is clear, time is dark (as if it were day and night) and this is impossible to happen.

You can resolve this in two ways (both separating the layers):
- leaving the sky a single color
- making a gradient between one color and another, while you put a very low speed on that layer. This will give an impression that it is getting dark as you walk through the stage.

A layer behind this, in the darkest color, will be needed to avoid repetition problems. or you can make variations in the palettes of the scenario - darkening them gradually - and change the palettes of the stage as more enemies arrive. This can have an incredible effect.

4 - The tires move very slowly to the speed of the stage. You can surely slow their speed in half.

Keep the good work.
 
Thank you very much for your detailed feedback my friend!

I agree with you on some of the points that you have marked and maybe I will take them into account if I make modifications again in the stages that I have already finished.

;)
 
I am glad to help.
If you wanna add an extra layer of difficult, you can add wind effect to the scene. When they jump, they could be forced to slide to left.
So, it they jumps facing right, the character would jump with less X velocity. But if it jumps facing left, it would have his X velocity augmented a lot.

Or something simpler, like making all the characters simply slowing sliding left.  Bloodbane has a code for that on his Martial Master game.
 
dantedevil said:
PD: To think that when I announced that I was going to add Robocop as a playable character, some scoffed at my idea.
And look now what the present brings us:  ;D ;D ;D:

Yes, I'm a regular MK11 player and the moment I saw your game's roster it immediately links with aftermath. Both batman and robocop are now in the mk universe ;D Thank you for this game. I like it much !!
 
beasthorn6 said:
dantedevil said:
PD: To think that when I announced that I was going to add Robocop as a playable character, some scoffed at my idea.
And look now what the present brings us:  ;D ;D ;D:

Yes, I'm a regular MK11 player and the moment I saw your game's roster it immediately links with aftermath. Both batman and robocop are now in the mk universe ;D Thank you for this game. I like it much !!

Thanks for your words my friend!

Glad you like it!  :)
 
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