Mortal Kombat - The Chosen One

In Progress Mortal Kombat - The Chosen One Mortal Kombat - The Chosen One 0.5.4.3

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The project is currently under development.
The features of of your project are so big.
I can't just imagine how much death animation you have, and how long it could take to add them to all enemies :)

Good luck, this it some hardwork, but it's worth the result! :)
 
BeasTie said:
dantedevil said:
Here you can see the new weapon fatality with the bat with nails.
Depending on where the blow comes from, the enemy will have different deaths.
"Aaaaaaaaaagh! He's got a board with a nail in it!"

idNyYSy.jpg

;D ;D ;D!!!

nedflandeurse said:
The features of of your project are so big.
I can't just imagine how much death animation you have, and how long it could take to add them to all enemies :)

Good luck, this it some hardwork, but it's worth the result! :)

Yes my friend, the enemies has a lot of death animations. But now, after finish all fatalities and no mercy, I just can use the same sprites to make the weapons fatalities.
Like you say:
"this it some hardwork, but it's worth the result! "  ;)
 
For a long time, I had been thinking about updating the stage of Balrog, for a new and better one, since I don't like much the SNES stage .
But frankly I had not found anything better to replace the current one. So I decided to use MAME to try to extract the original stage from T.J. Combo.
It is somewhat complicated, because this stage has 3d effect when the characters move, it was not easy for me to create something new from there.
After taking many screenshots, I began the arduous process of mixing them, to form a new stage in 2d.
So here the new look of Balrog Stage:

https://www.youtube.com/watch?v=ZXPZHZjPh5E
 
IMO the stage is OK.
It reminds me good old days of this classic KI game on snes. :)

BTW, I wish more and more we can give a try to your next beta!
In fact this is one of the few mods that makes me forgetting it's an openbor mod.
Good luck with the next updates!
 
Thanks for your words my friend!

I'm working a lot with the updates.
Now I 'm focus in the bonus stage, to make something new.
I have news about the Batman update, the new version of the Dark knight is in the 70%.
;)
 
Hey Dante, I was playing with your mod (I think its a most recent version, in spanish, which I got at your gamejolt).
I really like many things you did on your mod, like the counter knife! Kitana is the best character, hands down. Her fan throw is very, very useful.

But I got some other points to share:
- The intro has a bug. Not the one in video format, but the one with scrolling text - The audio is looped, so the it starts again while you are reading the text
- Kitana's fan throw has an infinity combo. If you hit an enemy near the wall, you can juggle it till death by throwing it again and again. This issue comes from an engine bug - the jugglecost is broken.
- Some stages needs animation - they are lifeless. Specially the ones on the street, with neons. You can make those neons animated, its easy to do. And you can use one entity for all animations if you want to.
- Try to change the palette of the hyper fx (with the sound too), so it doesn't repeats the same animation from the spawn.
- The running animation velocity is kinda weird. It looks slow, the characters doesn't looks to be running.

Keep the good work.
 
O Ilusionista said:
Hey Dante, I was playing with your mod (I think its a most recent version, in spanish, which I got at your gamejolt).
I really like many things you did on your mod, like the counter knife! Kitana is the best character, hands down. Her fan throw is very, very useful.

But I got some other points to share:
- The intro has a bug. Not the one in video format, but the one with scrolling text - The audio is looped, so the it starts again while you are reading the text
- Kitana's fan throw has an infinity combo. If you hit an enemy near the wall, you can juggle it till death by throwing it again and again. This issue comes from an engine bug - the jugglecost is broken.
- Some stages needs animation - they are lifeless. Specially the ones on the street, with neons. You can make those neons animated, its easy to do. And you can use one entity for all animations if you want to.
- Try to change the palette of the hyper fx (with the sound too), so it doesn't repeats the same animation from the spawn.
- The running animation velocity is kinda weird. It looks slow, the characters doesn't looks to be running.

Keep the good work.

The Spanish version in gamejolt, is the same you find here, don't have any difference with the English version.

Today some of the bugs you mentioned have already been fixed.
About the neon animated, I never understood exactly how they work.
I have seen the tutorials and the Mod Crime Buster, but I could not make them work.
The Kitana bug is new to me, so now I'm fix the enemy animation with a wallhit2. If the enemy detects a wall behind it when it is raised by the fan, it will change animation and fall.
Thanks for your feedback.
 
I know what you mean, friend!  ;D
I'm also looking forward to the date with the new demo. Not only do you have many new things, you have also changed many things that were already there.
Play it will be something very different from the previous version. ;)
 
Nice Batman re-design. Can you please confirm this iteration of Batman to be Thomas Wayne?(Bruce's father) For he has no qualms towards killing as opposed to his son.
 
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