Mortal Kombat - The Chosen One

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

No permission to download
The project is currently under development.
mate i have some questions...how trigger the fatalitys in your game? do have a script/code for that or come they automatic when you make the last punch/kick on your enemy?

in my mod they are automitic when the enemy die but i would like to have that more random... so that the enemy taunt some sec like in the mk games and in this time i must hurry up to make the fatality. i would also add stage moves in kind of holes with spikes when you can throw an enemy but i have no idea how to script that;(

next thing is...how many gamepad buttons can i use for moves? i would like to have just r2 for fatality...
 
Hello my friend!
The fatalities in my mod comes via script and have a complex structure , courtesy of Bloodbane:
http://www.chronocrash.com/forum

But you can easily create a lot of deaths with different type of attacks and death animations.
So work like this:
Attack2  = Death2
Attack3  = Death3

About the buttons, my game use this:
Attack
Jump
Block
Special
Fatality

I recommend that you download my demo, play it and then decompress the pak to see the files.
That way you can understand better how works.
 
sounds good...in endless quest i have only one attack button lol so i have to define a new attack button...dont know how that will goes man :D
i will unpack ur demo and check the scripts;)
peace bro!
 
showmaker said:
sounds good...in endless quest i have only one attack button lol so i have to define a new attack button...dont know how that will goes man :D
i will unpack ur demo and check the scripts;)
peace bro!

You don't need a new attack button for that, simply change the type of attack in the animation.
Example :

anim freespecial2
loop 0
offset 100 177
delay  6
frame data/chars/ caro/caro01.png
frame data/chars/ caro/caro02.png
frame data/chars/ caro/caro03.png
Attack12 40 40 80 20 35 1 1 0 20
frame data/chars/ caro/caro04.png
Attack 0 0 0 0
frame data/chars/ caro/caro05.png
frame data/chars/ caro/caro06.png

So this way enemy perform fall12 and death12.
 
dantedevil said:
showmaker said:
sounds good...in endless quest i have only one attack button lol so i have to define a new attack button...dont know how that will goes man :D
i will unpack ur demo and check the scripts;)
peace bro!

You don't need a new attack button for that, simply change the type of attack in the animation.
Example :

anim freespecial2
loop 0
offset 100 177
delay  6
frame data/chars/ caro/caro01.png
frame data/chars/ caro/caro02.png
frame data/chars/ caro/caro03.png
Attack12 40 40 80 20 35 1 1 0 20
frame data/chars/ caro/caro04.png
Attack 0 0 0 0
frame data/chars/ caro/caro05.png
frame data/chars/ caro/caro06.png

So this way enemy perform fall12 and death12.

i checked also your scripts mate and play a bit around...copy / paste change my frames...that to high for me...:-D ... i need a coder for that ;(
 
My game uses a unique and complex system.
It took me a long time to conceive the idea.
But the scripts are not mine, they're from Bloodbane.
I think you should start with something simpler like what I said before.
You don't need a new attack button for that, simply change the type of attack in the animation.
Example :

anim freespecial2
loop 0
offset 100 177
delay  6
frame data/chars/ caro/caro01.png
frame data/chars/ caro/caro02.png
frame data/chars/ caro/caro03.png
Attack12 40 40 80 20 35 1 1 0 20
frame data/chars/ caro/caro04.png
Attack 0 0 0 0
frame data/chars/ caro/caro05.png
frame data/chars/ caro/caro06.png

So this way enemy perform fall12 and death12.

Good luck!
 
Finally the new "Training Lessons" mode is almost ready.
Still needs some corrections, but you can already appreciate enough in this video.
Thanks to my dear friend Bloodbane, for making it possible.
All the credit for him!  ;D

https://www.youtube.com/watch?v=0kJWTIFrlQg
 
Psykai said:
Looks great Dante :)
Glad you liked my friend!
I spent a lot of time working on the idea and how it should be working.
But the mastermind behind all this is Bloodbane. He did all the hard work, creating the complex scripts that make up everything.
Sometimes you just need a good idea to do something new ... ;D
 
Nice addition buddy!
I like this idea!
This is something I would like to see in any mod with advanced movelist like yours.
(and like mine)
 
nedflandeurse said:
Nice addition buddy!
I like this idea!
This is something I would like to see in any mod with advanced movelist like yours.
(and like mine)
Glad you like it my friend!
I think the same as you.
Because my Mod is very complex and has a variety of movements, I always thought that a Training lesson mode would be very useful to learn quickly and become familiar with the controls.
And now it is a reality!
 
O Ilusionista said:
Pretty cool idea. But I really don't like the text effect, its too strong and too "dated".

You right about the text my friend,  but don't worry,  this is only a demo.
 
dantedevil said:
Finally the new "Training Lessons" mode is almost ready.
Still needs some corrections, but you can already appreciate enough in this video.
Thanks to my dear friend Bloodbane, for making it possible.
All the credit for him!  ;D

https://www.youtube.com/watch?v=0kJWTIFrlQg

Phenomenal! It just gets better & better!
 
Glad you like it my friend!
Thanks!

Now I'm working a lot in guns.
I almost finished with the bat with nails, the shotgun and the knifes.
Now the knifes can not be stopped with simple blows, but you count with the "counterknife" to catch them and throw them to the enemy. Also the knifes bounce off the walls and when an enemy that throws knives dies, leaves us one and we can catch it.
 
Excellent work Dante Devil, I see that the new demo will be incredible, I can only make it easy for the hard work, once again congratulations for the project. ;D
 
Edson said:
Excellent work Dante Devil, I see that the new demo will be incredible, I can only make it easy for the hard work, once again congratulations for the project. ;D

Thanks for your support my friend!

I'm working a lot every day to complete all the new additions and release the new demo for Christmas.  ;)
 
I had never seen something like that before. Incredible this new clip with that awesome tutorial, that is, brutal! in short. If a new demo was released this year, it would be a great gift for christmas. One more time I should say, you're a ultimate master.
 
toviciao said:
I had never seen something like that before. Incredible this new clip with that awesome tutorial, that is, brutal! in short. If a new demo was released this year, it would be a great gift for christmas. One more time I should say, you're a ultimate master.

Glad you like it my dear friend!
Thanks for your words and your support!

I assure you that for Christmas I will release the awaited demo!
I'm working hard every day to get to that date with the most complete demo possible.
Among other news, now that we have the new "Training Lessons" mode, I decided to delete the "How to Play" video, and instead add "Profiles".
Here you can find the history of each of the protagonists, in reference to the history of the game. Soon upload the video of the profiles.
They are already finished in Spanish, which is my native language. Now I am working on the translation in English, with a great friend, who was the same one who helped me with the translation of the dialogues.
 
I agree the text should be using proper MK fonts.

You should be able to add the text with script to use the in game fonts we made, saves making the images.  You can use the special characters that aren't being used in the font for the arrows and gamepad buttons etc. or just have a another custom font for stuff like that.

Or you can set those fonts up in bitmapfontwriter, i have some for MK1 and 2 setup ready to use.  So it's easy to type out what you wanted and have sprites ready to use with very little effort.
.
http://www.chronocrash.com/forum/index.php?topic=1017.0

mkl.png
 
Back
Top Bottom