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MK Too Public Beta Version 1 Released (Read 9901 times)

Started by Bane84, May 10, 2015, 01:12:10 am
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MK Too Public Beta Version 1 Released
New #1  May 10, 2015, 01:12:10 am
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Well, it's happened.  After nearly 3 years without a release, I now present to you what I've been working on this entire time behind the scenes: my fighting game project named MK Too.  I was originally planning to keep this strictly private, but a few of my friends suggested I do a public release.  With a roster of 20 characters, I figured now is the time.

This may not be a "full game" in the literal sense, as I used the Mortal Kombat screenpack by Cyberbit and Lord Sinistro and various stages/graphics from other Mugen creators (all credited in the credits sequence), but all of the character designs, character sprites, and coding are my own.

All of the characters play similarly to the characters from Mortal Kombat 1; that is, they utilize 4 buttons (high punch, low punch, high kick, low kick) and special moves performed using the cardinal directions only, but all have unique special moves, super moves, and finishers (Fatality, Friendship, Animality).

Current game features include:
  • A character roster of 20; each character plays differently.
  • All of the stages from Mortal Kombat 1-3 are here (thanks to Taybear) with the original stage fatalities implemented (except for The Subway stage).
  • Unique character specific stages (again, all provided thanks to you Mugen creators).
  • Difficulty scaled AI for each character.
Features that I would still like to implement (and may need assistance on) are:
  • Bug fixes (there are bound to be a few bugs that I wasn't able to catch in testing.
  • Better character balancing.
  • Better character AI.
  • A faster "feel" for the character combinations.
  • More characters (of course).
Screenshots:
Spoiler, click to toggle visibilty

Feedback is appreciated, but as I said before, this was meant to be strictly a private project.  I will take feedback into account, but please do not be upset if I do not take certain feedback into consideration.

You can download the game and view the movelists for each character at my site:
http://network.mugenguild.com/bane84/

The engine used is the latest public release of Mugen (version 1.1), and is meant to run at 1080p.  Have fun.
Last Edit: September 17, 2015, 04:21:06 pm by Just No Point
Re: MK Too Public Beta Version 1 Released
#2  May 10, 2015, 01:35:00 am
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A whole fullgame of your wonderful live action stuff? Pretty hardcore release! Where did you find so many actors?
Re: MK Too Public Beta Version 1 Released
#3  May 10, 2015, 06:06:30 am
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I'm glad you released your MK-esque fighter game.  I'm looking forward to downloading this when I can, and I look forward to more characters and possibly boss types.
Re: MK Too Public Beta Version 1 Released
#4  May 10, 2015, 06:27:32 am
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After visiting the site, it won't let me view character movesets. It tells me that there's a 404 error.
Re: MK Too Public Beta Version 1 Released
#5  May 10, 2015, 06:34:53 am
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Re: MK Too Public Beta Version 1 Released
#6  May 10, 2015, 06:53:07 am
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Awesome, i like that idea Bane84! :D
Nicely done!
Re: MK Too Public Beta Version 1 Released
#7  May 10, 2015, 09:34:30 am
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very very very impressive my friend

what a pleasant return!

Re: MK Too Public Beta Version 1 Released
#8  May 11, 2015, 04:08:59 am
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really neat to see this in a publicly playable form. in terms of feedback you might be interested in (keeping it to totally necessary stuff i'm hoping), a lot of times the 'finish him!' state glitches up. i remember in one instance sarge's flamethrower really starts screwing it up to the point where the opponent was able to block his fatality

also jesta's pingpong special to a cornered opponent does TONS of damage, it's kind of a crazy good special
Re: MK Too Public Beta Version 1 Released
#9  May 11, 2015, 04:14:48 am
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awesome to see this released, downloading now!
Re: MK Too Public Beta Version 1 Released
#10  May 11, 2015, 10:27:13 pm
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WHAT !!??? This is very IMPRESSIVE
Re: MK Too Public Beta Version 1 Released
#11  May 17, 2015, 02:32:41 am
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Thanks to those that have taken the time to try out the project.

really neat to see this in a publicly playable form. in terms of feedback you might be interested in (keeping it to totally necessary stuff i'm hoping), a lot of times the 'finish him!' state glitches up. i remember in one instance sarge's flamethrower really starts screwing it up to the point where the opponent was able to block his fatality

I could have sworn that I fixed this problem.  There's a helper that spawns when it's "fatality time" and it's supposed to toss out a screen wide Clsn1 that forces the opponent into the "fatality prep" state, but if they're hit again, they're knocked out of it.  Any ideas on a fix?

also jesta's pingpong special to a cornered opponent does TONS of damage, it's kind of a crazy good special

I'll need to add a pushback when the move is used in the corner.

Appreciate the feedback!