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.
Edson said:
It's good to see you again Dante, I'm glad you're in better health and you're still working on your project, a video of these new pitfalls would be very cool, congratulations to the excellent work. ;D

Hello my friend!
Soon I share a new video gemplay with this new levels.
Thanks!

alucard2009 said:
it's good to see you my friend!
Thanks my friend!

O Ilusionista said:
Hehehe, nice idea!
I just think the floor angle is a tad weird.
Thanks my friend!
About the angle of the stage, I can assure you that it is the right one.
This new stage have direction both and you can move up, down.
z 217 700

So to create this stage, I use  the final fight 2 stage6-2 as a reference to create it.
So the angle is exactly the same.  ;)
http://spritedatabase.net/file/15168/Stage_62
 
impressive!!
One more interesting system to be added to your gem of coding and gameplay!
Keep it up! :)
 
Lots of cool looking things here!

I do have one complaint though. The falling spike things on the stairs looked WAY too difficult, and the fact they can knock you back into the last set of falling spikes is even worse as you could end up stuck in that one spot for a long time which it doesn't look challenging so much as a test of patience. Nobody wants to spend ages dicking around on a staircase when they wanna be beating up bad guys ^_^

It may just be me though. I have zero patience for those kinds of mechanics (same with chase scenes that give you instant game over) and will just turn the game off instead of trying to complete it. I would've given up on the staircase after dying reset me to the start of them after spending ages trying to get past the first few spikes, lol.

I don't mind alternate levels and ways to play as long as they aren't designed in a way that could ruin the rest of the game for me, and this game has had that a lot already, such as the minefield where getting blown up once triggers a wonderfully painful juggle of explosions as your body lands on the other mines (the idea of the stage is cool but there are far too many mines and the player has not enough space to realistically walk/jump around them) and the bulldozer chase is very annoying too but it's nice that 'Load Game' lets you keep trying.

If players enjoy beat 'em ups, but can't actually progress because they can't get past the alternate levels or traps, the game just becomes unappealing. These mechanics should exist to provide a fun, different way of playing and make the player go "wow, that's cool!" instead of "damn this is annoying..." :) It's a difficult balance though.

Not quite sure how bad the floor puzzle/trap is at the end but that also looks like it has potentially to be more annoying than fun depending on how big the hit boxes on those spikey things are, haha.

I'll reserve full judgement until I've played the game of course but going by the video it's looking very frustrating at the moment.

I'm really sorry if this sounds negative. I just don't want to see a game with such good potential get dragged down by possibly frustrating features that suck the fun out of it :)

Everything else is looking great though ^_^. I'm loving all the Fatalities and No Mercies and that area with the floor that disappears and the wall slides out is really cool (it's nice that it can screw over the enemies as well as the player, haha).

I like the Vega boss teasing too ;)
 
hehee nice work. Looks like great mind think alike, because I was planning to add somethings you had added here, like the big rock, the moving traps, etc.

Keep the good work.
 
Speaking of the bulldozer, I suggest strong hits may be able to push it back a little or even stun it.
 
First look on Vega's Stage!

WakWvhF.png
 
Really good my friend!

If I can give my penny as an "art guy", I would suggest you to make one of the grey grate a little darker. (the one in the BG) it would make the stage more realistic and easier to understand. ;)


Keep it up! I can('t wait to play a new demo
 
Finally I decided to change the previous fence by this:
ln8sdD8.png


I'm currently working on Vega editing sprites, to reproduce the original movement of Street Fighter 2, where Vega jumped on the fence and then moving on it jumped on top of you.
 
No, I agree with you. The fence colors are better now, but the front fence is too big. The character could simply pass throught the fence holes.
 
O Ilusionista said:
No, I agree with you. The fence colors are better now, but the front fence is too big. The character could simply pass throught the fence holes.


You right about the size of the fence. I reduce to 75% and look better.

Thanks!
 
I have finished the version of 2016 and I just have to say: WOW Outstanding work here!!!  :o, I really loved the slams, grab attacks and the balanced gameplay and difficulty, very nice surprise to find zangief as final boss of the stage 6. I´, waiting for the final release of this masterpiece, Thank you very much for your effort and time that you are taking on making this awesome game. My favorite characters are: Liu Kang, Midas. Fulgore and Batman. Keep the good work my friend, Cheers.  :)
 
Argulus Gideon said:
I have finished the version of 2016 and I just have to say: WOW Outstanding work here!!!  :o, I really loved the slams, grab attacks and the balanced gameplay and difficulty, very nice surprise to find zangief as final boss of the stage 6. I´, waiting for the final release of this masterpiece, Thank you very much for your effort and time that you are taking on making this awesome game. My favorite characters are: Liu Kang, Midas. Fulgore and Batman. Keep the good work my friend, Cheers.  :)

Glad you like it my friend!

If you liked the last demo, when I launch my next demo you will be surprised by all the new features that it has.
Stay tuned, I hope to have news soon ...
 
After a hard work, I was finally able to reduce the size of Batman to make it look more in line with the other characters. To obtain the best result, it was necessary to work each sprite separately, so as not to lose quality. It was necessary to retouch many sprites so that they can continue to look good.
Batman has more than 400 sprites, so you may have no idea how complex this was.
The final result is a Batman of 96% of the previous one and it looks great!

https://www.youtube.com/watch?v=_HV-EP7d8VQ
 
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