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Re: MK: Ninja Kombat (formally mk: reborn)

 June 10, 2009, 12:20:31 am View in topic context
avatar  Posted by Shinnox  in MK: Ninja Kombat (formally mk: reborn) (Started by Shinnox March 24, 2009, 12:24:55 am
 Board: Projects

sorry for lack of updates. i decided not to update no screenshots or vids anymore due to people being douchebags and takin my stuff before its even released.


but to answer you, yes its being worked on.

I don't blame you.  I'm releasing pics in low quality and with a watermark type deal overtop of it to keep people from stealing my work.

i noticed that. good idea, but theres still ways around that if someone really wants to take the time to do it, and we all know they exist.



It's good to hear that you're still on this project. And yeah screens aren't that important... but the least thing that could be done is maybe a progress log or something ya know, to let us know how the progress goes... maybe some trivia, cuz i know you're on of the best there are in here and you can give tips to the others with the programing and stuff... but overall don't rush Ninja Kombat... your fighting system is amazing and this game is going to be even better then the MKP 4.1 wish you all the best!

p.s. Can you tell us if there is gonna be a story line or something?

im proud that its not like mkp. dont get me wrong, im not taking anything away from the original mkp (fuck all the mock mkp clones and compilations) showed good promise.

yea, theres not 1 solid basic story line, but the characters have stories and endings that tie eachother in.

ill try to explain without giving too much away...
scorpions out for sub-zero, which leads him to quanchi....sub is looking for smoke and stumbles apun noob and some secrets get revealed (shhhh!) then something happens between noob and sub that explains the existence of mimk.

scorpion and sub have intros and endings. noobsmoke has an ending but no intro yet. reptile, tremor, and mimik have no stories or nothing as of yet bc im working on the actual fighting right now.




scorpion         95% complete
sub-zero        95% complete
reptile            93% complete
noob-smoke    90% complete
tremor           80% complete
mimik            50% complete
due to the nature of his character, mimik will be done last and will take the longest.


as for the overall game id say around 60%  screenpack still needs work here and there and still gotta do some stages.

made alot of changes gameplay wise. dont wanna give that away just yet but i think everyone will be excited about it.




something that some of you might find interesting....each char has his own stats. tremor is slow, but more powerful. since reptile is very quick, hes a little weaker then the others...but more agile (jumps higher, farther, etc) and so on. so, an uppercut with scorpion will do more damage then reptiles would..but reptile also has better defense and takes less damage.

char stats are on a 5 point system

example:

power 5/5
speed 2/5
defense 3/5
agility 3/5

    

Re: MK: Ninja Kombat (formally mk: reborn)

 June 08, 2009, 07:26:54 pm View in topic context
avatar  Posted by Shinnox  in MK: Ninja Kombat (formally mk: reborn) (Started by Shinnox March 24, 2009, 12:24:55 am
 Board: Projects

sorry for lack of updates. i decided not to update no screenshots or vids anymore due to people being douchebags and takin my stuff before its even released.


but to answer you, yes its being worked on.
    

Re: MK: Ninja Kombat (formally mk: reborn)

 March 24, 2009, 05:23:49 pm View in topic context
avatar  Posted by Shinnox  in MK: Ninja Kombat (formally mk: reborn) (Started by Shinnox March 24, 2009, 12:24:55 am
 Board: Projects

yes theres plenty of new and old moves. i built my own fighting system for it. its not a mkp rehash or an attempt to bring a mk thats already been made to mugen.

and there is 1 new char, an yes hes a swap (and the ONLY 1), but a good 1. mimik. hes my take on a chameleon type character. chameleon can do a mix of tall the ninjas moves. mimik can do the same, but he has to take the opponents energy, or life force like shang tsung. so basically hes a cross between shang and chameleon



















    

Re: My little MKA mugen project

 March 24, 2009, 12:33:08 am View in topic context
avatar  Posted by Shinnox  in My little MKA mugen project (Started by ade2004 February 05, 2009, 07:01:32 am
 Board: Projects

looks like your using one of the clone games as a base. as long as this isnt yet another mkp rip off, then ill be lookin forward to it
    

MK: Ninja Kombat (formally mk: reborn)

 March 24, 2009, 12:24:55 am View in topic context
avatar  Posted by Shinnox  in MK: Ninja Kombat (formally mk: reborn) (Started by Shinnox March 24, 2009, 12:24:55 am
 Board: Projects

i would like to tell a quick back story before i begen.

as some of you may or may not know, my last project, Mortal Kombat: Reborn
was canceled due to several deciding factors. An it remaines on the shelf and i
have no plans what so ever to finish it. Perhaps one day when i have enough time
ill wipe the dust off it and try it, but dont get your hopes up.

Now with that being said, it wasnt long after i was done with all of this that i found
an old backup of some of my characters and such. No where near the version that
it was at when i stopped. i had the screenpacks, 4 levels and 8 characters backed
up on a flash drive. after giving it some thought and watching some of my old videos
i decided to play it. i couldnt believe how good an fun it was to play. there arent
a lot of good mk mugen characters or games out there.

soon after i decided to jump back into it. not just because of myself, but for the fans
that really wanted to see my game get released. i spent so much time on it and there was
so many ppl wanting to play it. i feel that i owe it to myself, and them to at least get something
out there.

this isnt what i intended my original release to be, but this is what it has dwindled down to.
which isnt really a bad thing i guess. most ppl just want the ninja chars anyhow.




so with all that being said, i would like to announce this project as

Ninja Kombat
Has all the features of MK:Reborn, but a roster change.

character roster:
scorpion
sub-zero
reptile
noob-smoke
tremor
mimik


and tho the roster is way smaller and the theme has changed, the original soul remains
and that is to give the best mk experience for mugen out there, and not just mugen, but mk
period.


i will be releasing a small demo in about a week, maybe sooner, for bug testing etc.

and on a side note i will be updating the web site in the coming days re-adding the downloads,
including a release on the mk screenpack i was working on.


more info to come soon.


    

Re: Mortal Kombat: Arcade Edition (mmk)

 March 23, 2009, 01:32:08 am View in topic context
avatar  Posted by Shinnox  in Ultimate Mortal Kombat 3 [Remake] (Started by Le@N February 02, 2009, 12:10:13 pm
 Board: Your Releases, older Mugen

doesnt work for me.

mugen boots up, the screen stays black for about 15-20 seconds, then it crashes.

*edit*
i got it workin now. had to re-download it. anyways, nothing special here. yet another mkp mockup.

    

Re: Mortal Kombat vs. DC Universe

 April 20, 2008, 01:34:39 am View in topic context
avatar  Posted by Shinnox  in Mortal Kombat vs. DC Universe (Started by spikeriley March 29, 2008, 04:47:20 pm
 Board: Gaming

there are no fighting style gimiks.

its an entire new engine.
    

Re: Mortal Kombat vs. DC Universe

 April 19, 2008, 12:10:42 am View in topic context
avatar  Posted by Shinnox  in Mortal Kombat vs. DC Universe (Started by spikeriley March 29, 2008, 04:47:20 pm
 Board: Gaming

im done with mortal kombat. this shit is retarted.

i cant beleive they would do somethin like this.


my friend has already put his mk collection on ebay, and i will later.
    

Re: My MK Wips (updated march 21, tremor now on page 2!)

 April 17, 2008, 08:46:04 pm View in topic context
avatar  Posted by Shinnox  in Mortal Kombat: The Rebirth - - Classic MK Reborn (updated original post) (Started by Shinnox February 15, 2008, 01:11:14 am
 Board: Projects

Looks good, seems as if your trying to put kazmer 13  to shame Good luck on that one LOL ::)

he did that all by himself. not only does his chars have major pal issues, but they are buggy and broken.
but even with all that, i still respect his creations as they were probably the first mk mugen characters.

this game isnt really trying to put anyone down. the goal is to make the best mk mugen game out there with the best mk chars for mugen. i wanna make mk a main name in the realm of mugen. top of the food chain.


who is mimik and what can he do?

just have to wait and see.


and by the way, just incase anyone is wondering. i moved all my vids to private, and added my new teaser trailer for the game. http://www.youtube.com/watch?v=Tby7yPKdlyA

doesnt show much, but gives you an idea of whats to come.

i updated my original post with more info.
    

Re: My MK Wips (updated march 21, tremor now on page 2!)

 April 15, 2008, 12:16:34 am View in topic context
avatar  Posted by Shinnox  in Mortal Kombat: The Rebirth - - Classic MK Reborn (updated original post) (Started by Shinnox February 15, 2008, 01:11:14 am
 Board: Projects

actually, the screen pack has been finished for months.

im just holding back on the release date until my game is finished.
    

Re: My MK Wips

 March 20, 2008, 07:55:21 pm View in topic context
avatar  Posted by Shinnox  in Mortal Kombat: The Rebirth - - Classic MK Reborn (updated original post) (Started by Shinnox February 15, 2008, 01:11:14 am
 Board: Projects

Holy Macaroni Batman!  :o

This is good! Do you have those stages available for download as well?
And btw - can you make an edition of your chars without blood and fatalities please? :)
(I love the chars - but I don't like gore)

i wont make seperate versions to remove the blood.
you can use cheat codes to disable blood and finishers as i have created multiple cheats people can use..just like in mk3.

Release them at last...

stop with all that. people beggin me to rush the release will just make me wanna delay the release.
would you rather have a complete release? or a buggy pile?....yea, thought so.

nothing is getting released until its 100% complete and has been tested properly. so all the whiners can deal with it and shut up.


Very very good stuff, I look forward for those! Heck I haven't been so excited since MK:BS, please continue and release more videos :)

Btw, who is doing the voice acting in your Scorpion ending?

the voice actor was....scorpion! muahahahahaahah
nah. it was taken from mkdeceptions konquest mode.


*edit*
heres a small peek at my tremor wip:
*vid link removed*
    

Re: Changing Sounds, Voices

 March 16, 2008, 05:55:06 pm View in topic context
avatar  Posted by Shinnox  in Changing Sounds, Voices (Started by QuickMajik March 16, 2008, 05:45:04 pm
 Board: M.U.G.E.N Development Help

i use audacity
    

Question reguarding screenpack layers

 March 16, 2008, 02:47:58 am View in topic context
avatar  Posted by Shinnox  in Question reguarding screenpack layers (Started by Shinnox March 16, 2008, 02:47:58 am
 Board: M.U.G.E.N Development Help

is there anyway to adjust the layer of the portraits or cursors?

ive tried things like:
p1.face.layer

but no success.
im not too experienced when it comes to screen packs as ive spent the last 2 year on characters, lol.
    

Re: MK10 Rise To Oblivion (Anthology)

 March 11, 2008, 11:50:56 pm View in topic context
avatar  Posted by Shinnox  in MK10 Rise To Oblivion (Anthology) (Started by timeout16 February 28, 2008, 08:55:02 pm
 Board: Projects

well heres my review... im gonna give my honest opinion..im not bashing you or anything, so dont take it the wrong way, lol.

i cant really comment on the hd.exe part, as it wont load. it  crashes on startup.

i don't like the fact that it starts full screen. and when it does you can only see half the screen. i had to fix it in the mugen.cfg file.



now, lets get into this...

from the start, it looks as if there was very little effort on the motif. the main menu screen looks very plain...and the options screen is filled with scrolling images that have nothing to do with mk at all.

the select screen is just horrible. you can only see about 6 char slots because all the images are huge. i cant tell who i am picking. and you can tell that you never fixed it as its the same way in the screen shot you originally posted.

this "game" is overall just a mkp screenpack edit. there maybe some character editing here and there, but nothing noticeable.

theres really no reason for anyone to dl this. the dl size is horrible, the main menu is horrible, and the select screen is just horrendous.

the gameplay its self is horribly broken...much like mkp 4.2. tons of infinites.

if you already have mkp..then theres no reason to get this.
1/10
    

Re: MK10 Rise To Oblivion (Anthology)

 March 11, 2008, 05:53:18 am View in topic context
avatar  Posted by Shinnox  in MK10 Rise To Oblivion (Anthology) (Started by timeout16 February 28, 2008, 08:55:02 pm
 Board: Projects

holy shit. 181mb?
    

Re: MK10 Rise To Oblivion (Anthology)

 March 11, 2008, 02:32:56 am View in topic context
avatar  Posted by Shinnox  in MK10 Rise To Oblivion (Anthology) (Started by timeout16 February 28, 2008, 08:55:02 pm
 Board: Projects

i got mk advanced, so you know im hardcore, lol.


i dont think its gettin released today.

this is why people shouldnt put release dates on their projects..
    

Re: MK10 Rise To Oblivion (Anthology)

 March 10, 2008, 08:02:12 pm View in topic context
avatar  Posted by Shinnox  in MK10 Rise To Oblivion (Anthology) (Started by timeout16 February 28, 2008, 08:55:02 pm
 Board: Projects

hopefully its not another mkp knockoff.

just have to wait and see i guess.
    

Re: throw problem

 March 10, 2008, 07:47:44 am View in topic context
avatar  Posted by Shinnox  in throw problem (Started by Shinnox March 10, 2008, 03:00:33 am
 Board: M.U.G.E.N Development Help

well, removing the boxes didnt help.

i removed the targetbid for the part that was messing up (elm 3) and now it works fine without any probs.

thanks for the suggestions.
    

throw problem

 March 10, 2008, 03:00:33 am View in topic context
avatar  Posted by Shinnox  in throw problem (Started by Shinnox March 10, 2008, 03:00:33 am
 Board: M.U.G.E.N Development Help

ive always hated doin throws.

im doing just a basic throw, and im getting a strange anim glitch.

if i throw p2 from the normal p1 side, the animation (thats, player 2 getting thrown anim) plays just fine.
but if i do it from the opposite side, one of the sprites appears way behind p1.

heres a vid of it. it shows it in slow motion. the first is how it should look, as done from p1 side. and the second is done from p2 side, and the bug  happens.
http://www.youtube.com/watch?v=EIiQmfC4QLo

heres the code:
[mcode]
;--------------------------------------------------------------------
;throw
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1



;------------------
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 46, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 47, 0

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 0, 3

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -5, 47

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -2, 27

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -50, 0

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = -74, 21

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = -126, 15

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = -142, 22








[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = -78

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 9
value = 821

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;----------------------------------------------------------------------
[Statedef 821]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110 ;Hit ground

[/mcode]



i think it has to do with:
[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 0, 3

im not too experienced with targetbinds, as ive only used it once.
    

Re: My NightWolf WIP

 March 05, 2008, 10:40:48 pm View in topic context
avatar  Posted by Shinnox  in My NightWolf WIP (Started by Error_Statedef_0 March 01, 2008, 08:27:58 pm
 Board: Projects

added a new vid

nightwolf teleport variations test.
experimenting with sound for his teleport. i like all of them and cant decide which to use....but the option came up to use all of them, just make them random.

http://www.youtube.com/watch?v=Hv4IY50NTV0