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.
Some more games that might be good for enemies:

OpenMortal

http://network.mugenguild.com/bane84/
http://openmortal.sourceforge.net

The Untouchable, Twin Goddesses, and a few other digitized games could also be used.
 
dantedevil said:
Here we can see one of the new bosses...

Looks great!

I agree with Damon about boss' health

Another thing I should suggest is the barrels. Barrels should cast shadow to show their position so player could locate their position
I also suggest making red barrels to flash to alert players. But if players can see the difference right away, that won't be needed
 
Bloodbane said:
dantedevil said:
Here we can see one of the new bosses...

Looks great!

I agree with Damon about boss' health

Another thing I should suggest is the barrels. Barrels should cast shadow to show their position so player could locate their position
I also suggest making red barrels to flash to alert players. But if players can see the difference right away, that won't be needed

Hello my friend!
Glad you like it!
I already adjust the enemy's health and added a detailed anim death.
The barrels currently have gfxshadow 1, so I do not understand why they do not show the shadow correctly.
About the colors, the explosive barrels flicker between red and brown when Truck picks them up and after he throws them they do so more often, marking the red color even more.
 
Hello my friends!

Finally my new demo is almost ready to launch, I only have some details.
Unfortunately, I am facing a crossroads, due to the fact that none of the following bugs have been solved:

1 ) Enemy blocks while fallen bug
http://www.chronocrash.com/forum/index.php?topic=4055.msg56657#msg56657

2) Bug_direct GAME OVER
http://www.chronocrash.com/forum/index.php?topic=4016.msg56681#msg56681

Also my demo you use the new system "Change branch by falling in holes":
http://www.chronocrash.com/forum/index.php?topic=3976.msg56669#msg56669

So I decided to investigate looking for when the bugs originated and if there is a stable version and that the "Change branch by falling in holes" script works.
After trying one by one of the builds, I found that the only one that works for me is OpenBOR_v3.0_Build_4905. With this build, the "Change branch by falling in holes" script works, and it does not have the "Enemy blocks while failed" bug.
But unfortunately in this build the Game Over bug persists.
Until then I do not worry too much, because I assumed that when my new demo was ready, a new build with those problems solved would have come out, but unfortunately it is not like that.

So now I am forced to postpone the launch, until a stable build is released and without those bugs.
I really am very sorry my friends, I do not want to disappoint anyone, but I think it is the right decision, since all the work that I have invested in this project, it deserves to work correctly.
I hope you understand me and any questions, do not hesitate to ask me.
Thank you all!
 
dantedevil said:
So now I am forced to postpone the launch, until a stable build is released and without those bugs.
I really am very sorry my friends, I do not want to disappoint anyone, but I think it is the right decision, since all the work that I have invested in this project, it deserves to work correctly.
I hope you understand me and any questions, do not hesitate to ask me.

You are right, it is the good decision, for my part i can only play with last builds on PI ... i prefer to stand a new build without bugs to play your game :)

I have a problem with the actual demo v3, maybe you can help me.
I play with my little girl to the level 20 mission 6 in mode Hero's crusade.
And my problem is when i want to continue the game alone, because she is gone to his mother house, i can't because the CONTINUE spawn always the two players.
You don't read/detect that i only connect one controller. And like it is a level where i must run with the two players i'm locked :( :( :( I can't continue the game...
Is it possible to fix it for the next version, some other games do it, only spawn the number of players connected. Or stand they press START.

Thanks a lot
 
darknior said:
You are right, it is the good decision, for my part i can only play with last builds on PI ... i prefer to stand a new build without bugs to play your game :)

I have a problem with the actual demo v3, maybe you can help me.
I play with my little girl to the level 20 mission 6 in mode Hero's crusade.
And my problem is when i want to continue the game alone, because she is gone to his mother house, i can't because the CONTINUE spawn always the two players.
You don't read/detect that i only connect one controller. And like it is a level where i must run with the two players i'm locked :( :( :( I can't continue the game...
Is it possible to fix it for the next version, some other games do it, only spawn the number of players connected. Or stand they press START.

Thanks a lot

I'm glad you can understand me, my friend!  ;)

About your problem, it seems that it has to do with the fact that the game was saved with two players and when continuing it, it reloads the two players.

Is it possible to fix it for the next version, some other games do it, only spawn the number of players connected. Or stand they press START.
And punctually, about this, I do not know how to do it, but it would be very good to find a way to do it. So I will consult with those who know more about the general operation and the possibilities of OpenBor.

As soon as I have news about it, I will let you know, dear friend.

PD: When I read about your playing with your daughter, I can not avoid seeing myself reflected. I separated when my daughter was 6 years old and since then she always comes to stay and we play games together. Today is 19 years old, many things have changed, but that ritual prevails above all others and it is always wonderful to share those moments together. I'm glad to see what happens also between other parents and children.
 
Hi Dante, i want to try to help you with with the two of your problems. Aside the Game Over bug, i think i maybe could do something for the other two. So if you like just send me via pm the game and please tell me on the message on which level is the branch/hole script supposed to work.
 
magggas said:
Hi Dante, i want to try to help you with with the two of your problems. Aside the Game Over bug, i think i maybe could do something for the other two. So if you like just send me via pm the game and please tell me on the message on which level is the branch/hole script supposed to work.

I appreciate the help you offer me, but with OpenBOR_v3.0_Build_4905 everything works correctly, only the Game Over bug prevails and this bug is present in all the latest releases, since OpenBOR v3.0 Build 4682. until now.
Besides the script "Change branch by falling in holes" works from OpenBOR v3.0 Build 4742 onwards and the Game Ove bug started with OpenBOR v3.0 Build 4682.
So we just wait to launch a new build without errors and with the correct functioning of all these features.

Meanwhile, I will continue with OpenBOR_v3.0_Build_4905, which only has the Game Over bug.

I really appreciate your help my friend, thanks.
 
Enemy blocks while fallen bug
Dante, just make your OTG attack unblockable and it will fix this issue. I use on my game and it works.
OTG attacks should be unblockable anyway - unless you want to make some complex ground blocking.
 
O Ilusionista said:
Enemy blocks while fallen bug
Dante, just make your OTG attack unblockable and it will fix this issue. I use on my game and it works.
OTG attacks should be unblockable anyway - unless you want to make some complex ground blocking.

Thanks for the info my friend, that is very useful.
But until now, can't fin a build with the 3 things work properly:
- Enemy blocks while fallen bug
- Bug_direct GAME OVER
- Change branch by falling in holes
 
But until now, can't fin a build with the 3 things work properly:
- Enemy blocks while fallen bug

If you make the OTG attack unblockable, it will work. It works since the first build I was using on my game (4432) and works on the recent builds too.

I know this needs to be fixed on the source code, but if you simply set the attack to be unguardable, it will solve your problem.
 
dantedevil said:
PD: When I read about your playing with your daughter, I can not avoid seeing myself reflected. I separated when my daughter was 6 years old and since then she always comes to stay and we play games together. Today is 19 years old, many things have changed, but that ritual prevails above all others and it is always wonderful to share those moments together. I'm glad to see what happens also between other parents and children.

Excellent to read i'm not alone like that ...
My little daughter love so much your game. She love Batman, and all your super move... and kill ennemies with me :p
It is a moment we share every time i see her :)
Really a big thanks for your game :D
 
O Ilusionista said:
Enemy blocks while fallen bug
Dante, just make your OTG attack unblockable and it will fix this issue. I use on my game and it works.
OTG attacks should be unblockable anyway - unless you want to make some complex ground blocking.

Yes but the script "Change branch by falling in holes" works from OpenBOR v3.0 Build 4742 onwards and the Game Ove bug started with OpenBOR v3.0 Build 4682. So it is not possible to use a build where everything works correctly.
 
I rewrote a lot of the block code from ground up, but it's still in progress. Just needed to take a break and work on my own things for a bit. I know exactly where the blocking issue is and it will be fixed. I saw (and answered) your other post on the Game Over screen. Not sure what is doing that, but I'll get to it if you make a proper bug report.

DC
 
Damon Caskey said:
I rewrote a lot of the block code from ground up, but it's still in progress. Just needed to take a break and work on my own things for a bit. I know exactly where the blocking issue is and it will be fixed. I saw (and answered) your other post on the Game Over screen. Not sure what is doing that, but I'll get to it if you make a proper bug report.

DC

That's good news!
I already made the full and detailed report of the Game Over bug on github, with all the information we have all contributed.

Thanks for all your work DC!
 
While the bugs are fixed, I will continue to share more about the mod.

Here we can see Raiden with all its executions in its final version:
https://www.youtube.com/watch?v=Rd9CX2KHj_I

 
O Ilusionista said:
Nice work.
Something which could be improved is Midas animation, when he waves his arms.

No doubt yes, my friend. MIdas is one of the characters that more sprites I had to edit to create new movements, because the sprites of the character are very limited.
 
Midas, personally my favourite character since last demo, I feel balanced playing with him. I love the final moves specially that punch combo on the face, that hurts, being punched with a gold fist  :)
 
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