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Mortal Kombat: White Kid (Read 47622 times)

Started by MellyInChains, December 17, 2015, 01:24:58 pm
Re: Mortal Kombat: White Kid
#21  December 31, 2015, 10:37:31 pm
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The thing I like most about your project is how you include characters from other digitized fighters, which makes it have more variety ;).

Perhaps there could be a representative from Blood Warrior and Dong Dong Never Die (I'll let you decide).

thanks! blood warrior doesn't really have a lot to work with, but DDND might work. maybe that'll be a 'season 2' character if this project gets near completion

if, IF somebody made good sprites of him (and since everyone hates him that's not likely), i'd go for it. but as it is....
Well, actually...
http://mugenguild.com/forum/topics/mortal-kombat-new-2d-shinnok-others-169354.420.html
If I read his post correctly, then CoopNPB is thinking about making a 2D Hsu Hao at some point, although he is currently busy with his other WIPs right now, so I rather suggest you to wait at first.

well i mean, i can just add him anytime, so

interesting to know somebody's actually willing to do that in the future, though!
Re: Mortal Kombat: White Kid
#22  January 02, 2016, 07:53:55 pm
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wrote down how the combo system will work in this game. as mentioned before, the controls for this will basically be identical to black glass's, meaning the 'blowback' button exists, and as such isn't comboable

KFM is going to be a basic template that i will build on, and so far it looks like this (only wrote down one special and one super, to prevent redundancy)

Quote
[basic] -> [any higher basics] -> [command basic] -> [special] -> [super]

LP -> HP
LP -> HK
LK -> HP
LK -> HK
LP -> HP -> KFM palm
LP -> HK -> KFM palm
LK -> HP -> KFM palm
LK -> HK -> KFM palm
LP -> HP -> KFM palm -> triple KFM palm
LP -> HK -> KFM palm -> triple KFM palm
LK -> HP -> KFM palm -> triple KFM palm
LK -> HK -> KFM palm -> triple KFM palm

also for obvious reasons the zetsumei ougi will not be comboable either. probably going to work on that tomorrow (still recovering from a bug everyone seem to got all of a sudden around here...)
Re: Mortal Kombat: White Kid
#23  January 02, 2016, 10:03:10 pm
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I'm not sure if you need a Kiln portrait, but I ripped one out for you:



I literally took this off the Clayfighter wikia (I think the actual picture came from Nintendo Power or something). I do have a full body portrait if you require it, but I wanted to make it fit better as an MK port.
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Re: Mortal Kombat: White Kid
#24  January 04, 2016, 02:12:05 am
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Re: Mortal Kombat: White Kid
#25  January 05, 2016, 04:10:30 am
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alright, so after mulling over it for some time, i think i'll eventually make a 'season 2', for various reasons, and some of the roster laid out will be included in that. point being, the characters being added for that will either take more time, sprite assistance, or generally just trying to restrain myself from adding too much at once. i figure i should at least finish all the characters with the materials at the ready first before going into more 'advanced' territory. that and when asking for any assistance or input it helps to have an actual product to show. pedro wouldn't be included in 2 because his edits are really easy, since it's just shang tsung's hair and a moustache from the looks of it. wouldn't be too hard

season 2 characters will include aqua (either if i ask for help with aqua's base spriters or i go at them myself, which isn't looking too great?), POSSIBLY skang-tsung, the 'classic' version of myself (i'll probably be filming both the new footage and the white kid footage soon), and any other further additions to the cast

sometime during the week i'll begin coding the combo system, the intro/winpose 'systems', different ko noises depending on round ala samurai shodown, in-game victory screens, stuff like that
Last Edit: January 05, 2016, 04:21:49 am by Runaway Melv
Re: Mortal Kombat: White Kid
#26  January 05, 2016, 05:40:24 pm
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Re: Mortal Kombat: White Kid
#27  January 13, 2016, 10:34:27 am
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i've been aware of those and actually tried to base additional sprites off of it. although i think i have the right idea, doing it would take a TON of work so i might hold off on him for 'season 2'...which, by the way, the current listing for that is:

SEASON 1:
---------
Bootleg
Conner
Dr. Kiln
Farmer
John
M.W.III
Naga
Nimrod
Nokia
Noob
Pedro
Skang Tsung
Suan Khi
Thermia
Truck
White Kid

SEASON 2:
----------
Aqua
Melvana
Melvana (2012)
Rain
[anybody else that i'll be thinking of adding in the future]

who is this Bootleg character all of a sudden? he's a new addition, o'course! 


BOOTLEG
Actor: Hideaki Takahashi
VA: Keiichi Nanba
Occupation: Bootlegger
Notes: The MK:WK avatar of MysteriousBob, inspired from this.

i think he might be writing the bio for him so i'll let off regarding that

also regarding me making most of the soundtrack: i think for now i'm just gonna use placeholder music and add that later. although i am going to be making SOME of the music, which is more than most lol

lastly i've been collecting video clips of my progress, and i think once i post that, this goes into projects?
Last Edit: January 13, 2016, 10:56:52 pm by Runaway Melv
Re: Mortal Kombat: White Kid
#28  January 14, 2016, 06:49:56 am
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You need Drunk Melvana(Actually it's Melvana waking up 2 hours before he should so he's really dizzy at the moment), Spiritual Kung Fu Melvana, and Officer Melvana for season 2 actually.

And I unofficially claim Naga in her golden boy palette to be my MK: WK avatar.
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Re: Mortal Kombat: White Kid
#29  January 14, 2016, 07:32:30 am
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Feels like "Closet Killer" is more or less fitting or this ey Melv?  'With all the new colors, you could swear it was a different character every time!'
Re: Mortal Kombat: White Kid
#30  January 17, 2016, 03:52:05 pm
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@ arpa; tempting but i'm just gonna do the mk trilogy thing. although somehow implementing all three 'forms' into the new version is also tempting

@ toaster: stop going through my private wiki you dork

some updates: wiki updated (missing a lot of new palettes, will post those later probably hopefully maybe), john super test, and starting to kinda piece together a UI of sorts, specifically a win screen mockup



the background will be whatever the match took place on, meaning it's not 'actually' a win screen, just a bunch of explods at the end of the fight
Re: Mortal Kombat: White Kid
#31  January 17, 2016, 06:52:31 pm
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Explods and helpers are definately a better choice of win screen than MUGEN's built in function when it comes to full games. It allows for more freedom.
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Re: Mortal Kombat: White Kid
#32  January 18, 2016, 03:18:56 am
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last post before i make a new thread in 'projects'; or somehow move it there myself. i don't really know how. anyway, the same artist who was posted regarding the aqua sprites also color separated all of the mk1 ninja sprites, so...



making the rest of the aqua sheet might be fast enough to where i can make him a season 1 character! might move thermia to 2, tbh. her sprites don't offer a lot and probably will require extensive editing. we'll see. i think i should at least finish 10 or 12 characters before i release a 'public' beta of it. i'll probably be progressively posting test betas in the project thread when its in a playable state

trying to get others interested in working on this with me, but a lot of the other mk mugen project forums i tried reaching out to offered no interest. probably were at a loss of words for how unorthodox the whole thing is. who knows. either way, though.
Re: Mortal Kombat: White Kid
#33  January 18, 2016, 06:38:13 am
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After reading up on bootleg i was wondering if theres any possible resources you may need assistance with or some additional sprite editing i could assit you with since so far he seems like hes pretty difficult to work with due to moves n' junk.
Re: Mortal Kombat: White Kid
#34  January 26, 2016, 10:25:02 am
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Mr. Melvana, look what I have found in this thread:
http://mugenguild.com/forum/topics/mortal-kombat-new-2d-shinnok-others-169354.500.html
People found out how CoopNB did his Shinnok, and they are now trying to make their own MK-esque sprites, with CoopNB being glad that his sprite creating gets more exposure and sometimes even giving some feedback.
Basically, it's just ripping animations of a model with the correct light setting and then cleaning up stray pixels.
Maybe you could try it out to see if that would be easy for you to handle. Just throwing my two cents, though.
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Re: Mortal Kombat: White Kid
#35  January 26, 2016, 10:27:52 am
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its not really ripping anims, we have to tediously pose and animate them ourselves AND make sure the frame count and animation style blends in with existing sprite sets, its fucking hard when you have to use xnalara
Re: Mortal Kombat: White Kid
#36  February 03, 2016, 12:08:56 am
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bluguguh sorry, was very busy with some stuff the past week (work and sorting out medical issues hooray), so:

i think xnalara would be too tedious and not good enough end results in the end (not to say the stuff in that thread isn't good but it doesn't blend in with the other folk that well); that and i don't really have much in mind to use it for anyway. thanks for the suggestion though. who knows, maybe i'll look at it one day if i REALLY was deadset on getting hsu hao in this thing

also, for now i haven't made MUCH progress, but it's being made all the same. here's proof of that. mostly sound fix ups/additions (that's mike patton counting the amount of super you have!), experimenting with some new moves and hittimes, all that good stuff. not sure what i really want to do with the lifebars themselves, but i'll think of something
Re: Mortal Kombat: White Kid
#37  February 03, 2016, 01:14:49 am
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Looking good I could probably help with the lifebars if you want
Loving that Skang Tsung portrait
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Re: Mortal Kombat: White Kid
#38  February 23, 2016, 05:48:58 am
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thanks; and that'd be appreciated. i just need to figure out what look i even want to go for...

anyhoo a whole load of text i posted on other forums trying to get the word out copy-pasted right here cuz it has a bunch of content but i'm too tired to type all this out again


the problem with the combo system not feeling all that great i'm still working on, and a tester pointed out that close basics not chaining into normal basics is a big problem, so a general chain would now look more like

close basic -> basic -> (heavier basic) -> special -> super

as for jump-in chains, i imagine it would work like it does in jackie chan fists of fire, but i haven't decided yet. basically whichever one allows for more experimentation is the one i want to do

for art assets, i've been playing around with some things, namely the select screen icons for 'skang' and mk3 noob, with some before/after comparisons. satisfied with the latter results, actually, since they somewhat resemble portraits you'd see in the actual games

skang: before / after
noob: before / after

i also tried my hand at some sprite editing of my own, which is...not going as well. thanks to lows90's color separated ninja sprites, aqua is looking a bit more possible, but the shao kahn shoulderguards are what's tripping me up a bit, as you can see here (the spikes in them haven't been taken out yet). skang will also require a fair bit of editing since, well, he is mk1 shang, and this crouching sprite i attempted to sprite over mk2 shang's posture doesn't really work out much... other projects have rectified this by having him turn into other characters just to do basic animations, which seems like a cop-out to me personally alongside not making a whole lot of sense

i suppose that's it for now. to post a build here i want to finish at least 4 characters; and now with a couple of testers, that seems to be happening soon. then comes the task of filming myself and trying to find a suitable greenscreen...


also i guess i'll make a project thread for this sometime tomorrow or something
Re: Mortal Kombat: White Kid
#39  February 23, 2016, 06:18:15 am
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Get an apartment, glue a yellow sheet to the wall, and get someone to film you from the apartment hallway. Hopefully the neighbors won't think you're filming a porno.
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Re: Mortal Kombat: White Kid
#40  February 23, 2016, 07:36:18 am
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