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.
finished the HUD, finally. i have quite a few ideas for the boss entities, as well. i plan on making the whole thing rather cutscene heavy, but i'm not exactly artistically inspired, and i don't plan on making them out of sprites - so hopefully i can find an artist to help me out.
 
right. here's the current HUD, with score, time, lives, and target enemy lifebars below the player's.
MyMod-0000.png


here's a mockup of how i want the select screen to look. i'm told i can achieve this effect by using the wait animation, but i don't know how to make the wait and idle animations appear at the same time, and i'm not sure if the wait animation will need to conform to the same palette as the rest of the character. then again, the icon graphic didn't need to, so maybe.
mockup.png
 
actually, that is what i'm using. i am trying to go for a large scale, like the MK Shaolin Monks game.
 
but i don't know how to make the wait and idle animations appear at the same time, and i'm not sure if the wait animation will need to conform to the same palette as the rest of the character.

#1. Why don't you just paste IDLE frames in WAIT frames?
Yep, if you've read malik's select screen trick, you should paste IDLE frames in portraits or anything you use for WAIT animation

#2. Yes, any image you defined in character's animations, must use same palette.
 
just wondering if there is a script to have multiple selectable pallettes with the 32 truecolour mode. if i'm meant to use the remap command, i'll slap myself. and in other news, the shadowkick has been completed. i think i've got this.
 
If you're using 16/32 colourdepth, you should be using palette and alternatepal command not remap anymore.
 
I assume modders using 16/32 colourdepth use sprite set with unique palette for each character or entity. The used unique palette is more likely to contain only exact colors which is very very insufficient for remap command. I have used unique palette for many entities and most of them only contain 16 colors or somewhere around that
Just to remind you that remapped images uses same palette but with colors in different order.
You could check Beats of Rage remaps which uses same palette for this.
Beats of Rage palette is only 128 colors but it has varying colors decent for remap.
 
been searching the manual for a while, can't find the script to enforce a different palette if two players or more use the same character. help a brother out?

in other news, i've been thinking of adding an MP system.
 
Mmm.... it's hardcoded in engine for 2nd player to use 1st remap or alternatepal. Dunno about 3rd and 4th player.

Alternatively, you can use scripts to force certain palette based on player number. This script can conflict with color select feature though
 
by default, all 4 players use the same palette. could it be a glitch of the 32 bit colour engine? i'm fine with just making it so only one player can use a character at any given time, but i'm still wondering.
 
hey crazybat just wanted to say your mod screen shots look tight im a big mk9 fan will you have that kind of combo system ?

and did you make them custom sets for your mod or are they just mugen rips ?
 
thanks for your enthusiasm. the stages are custom, but they're made out of original MK stage parts. as for the combo system, it's basically gonna be similar to shaolin monks - light attack combo, heavy attack combo, and launching attack, with special moves and a super move that eats up health. I might also put in an energy system, just to make the gameplay a little more interesting.
 
in other news, is there any way to have multiple at chains assigned to different buttons?
 
i'm fine with just making it so only one player can use a character at any given time, but i'm still wondering.

If you don't mind one color for one player, I could give you script for that :)

is there any way to have multiple at chains assigned to different buttons?

I have idea to do this with keyscript but not done yet.
Alternatively, modders can use cancel to make various chains. cancels are set to check if attack button is pressed at end of an attack animation.
Don't have example for this ATM
 
oh, well thanks anyway. one last thing, you know the way the character Smoke constantly emits puffs of, well, smoke? is there any script that will overlay an animation that will follow the player around to achieve such an effect? i think it could help with the visual variety.
 
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