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Mortal Kombat for regular Mugen 1.0 (not MKP!) (Read 65495 times)

Started by Scratcher, May 24, 2009, 11:48:26 am
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Re: Mortal Kombat
#101  January 30, 2010, 12:00:06 pm
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    • mkscratcher.mugengermany.com/
I uploaded a new Version of my Sonya Blade Char.
This is also my very first release for Mugen 1.0

Changes:
fixed Get Hit and Falling Animations
added Red Colour to Pallets for Decap Sprites
fixed coloured blood script
added Danger Sign and Sound
added new MUGEN 1.0 AI for Special Moves
fixed Bike Kick
made Fatalities compatible to MUGEN 1.0
added Victory picture + quotes
some other little move tweaks

One thing I forgot to mention in the readme:
I had to remove the scripts for SYN's Interactive Stages, since they don't work with Mugen 1.0

You can download this char on my new Homepage:
http://mkscratcher.mugengermany.com
Re: Mortal Kombat
#102  January 30, 2010, 04:53:51 pm
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well done
Game Art HQ, Community & Blog about game related art (drawn, cosplay art, 3d, sprites, sculptures and more)
Re: Mortal Kombat
#103  February 08, 2010, 09:21:02 pm
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    • mkscratcher.mugengermany.com/
Re: Mortal Kombat
#104  February 08, 2010, 10:26:57 pm
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It's looking superb scratcher! In the video the gameplay actually looks fun.
This might be worth a download.
Kinda strange but I woke up today and her hand was on my ass cheek
I won't suspect anything though I'll take it she was sleeping and didn't notice
you should have flipped over slowly
Re: Mortal Kombat
#105  February 15, 2010, 01:05:37 am
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    • mkscratcher.mugengermany.com/
I managed to include Rednavi's TagTeam Mode for every Char. So TagTeam works like in MvC. Only downside is, you have to press ctrl+3 at the start of each match to control your partner.

Re: Mortal Kombat
#106  February 15, 2010, 02:49:00 am
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Whoa, is that even possible to do team fatalities?


I ate Ed Boon's peabody.
Re: Mortal Kombat
#107  February 16, 2010, 04:39:14 pm
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    • mkscratcher.mugengermany.com/
Whoa, is that even possible to do team fatalities?

Not really, in the 2nd round you can do a fatality on the guy u defeated first, and then his partner jumps in and the fight continues until you beat him aswell. Then you can perform a second fatality on him.
The problem is that it is buggy right now. Im also thinking of disabling the fatalities for team fights unless I can find a way that the chars knows if a the partner of the active enemy is still alive.
Re: Mortal Kombat
#108  February 16, 2010, 04:50:27 pm
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Whoa, is that even possible to do team fatalities?

Not really, in the 2nd round you can do a fatality on the guy u defeated first, and then his partner jumps in and the fight continues until you beat him aswell. Then you can perform a second fatality on him.
The problem is that it is buggy right now. Im also thinking of disabling the fatalities for team fights unless I can find a way that the chars knows if a the partner of the active enemy is still alive.
In my opinion, fatalities in team mode are a bad idea. It would be less work to leave it like it is.
But, it's your decision.
Kinda strange but I woke up today and her hand was on my ass cheek
I won't suspect anything though I'll take it she was sleeping and didn't notice
you should have flipped over slowly
Re: Mortal Kombat
#109  March 06, 2010, 10:20:28 am
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    • mkscratcher.mugengermany.com/
Project-Update:

- Added Blade Shredder Move to Baraka
- Redid „The Pit“, it now has the correct size
- Sindel can fly now
- Made a new Stage for the final Bossfight
- Started on Sprite ripping for another secret char (a female fighter from an unreleased game)
- Shang Tsungs first transformation done
- Fatalities have been disabled for Simul-Mode

Here is a little Hint for the secret char:

You can find the game she is from in M.A.M.E
Re: Mortal Kombat
#110  March 06, 2010, 07:26:38 pm
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Oh no, it's Hannah from Tatoo Assasins!


I ate Ed Boon's peabody.
Re: Mortal Kombat
#111  June 30, 2011, 12:18:38 am
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    • mkscratcher.mugengermany.com/
Hey guys, it's been quite some time since my last post. The reason for this is, I had to attend to a retraining course and 2 weeks ago, I had my final exams.
Progress had been very very slow during that time and it didn't make any sence to post something about it. For the last 2 weeks I made much more updates than I did for a year.

Changes I made since my last post:
-fixed a bug for Reptile's and Scorpien's Spear and added back blood if spear hits an opponent
-finished scripting a second Fatality for Kano
-reworked Ryu's Dragonpunch and Hadoken (both have now a weak and a strong version instead of only 1 version)
-finished standard and special move sprites and animations for a third secret char
-added "Width" to throws (with this at the edge of a stage, the distance between player 1 and to 2 will not change)
-tweaked Shang-Tsungs Fireballs (it connects on short distance and you can juggle your opponent with it)
-Errors in the Stages "Goro's Lair" and "Courtyard" fixed (because of the changes from WinMugen to MUGEN 1.0 small holes appeart)
-added more blood an sound effects to Reptiles 2nd Fatality
-KO Slomo removed from all characters
 

-Added scripts for different "jingles" for each stage that will be played if a Character gets K.O.ed. Later I will also add different Music for each stage that will be played during the time you can perform a Fatality.

-Did some changes to Reptile's colour palettes. He didn't have enough colours, so my Fatality sprites looked crappy. And also, the colour of the flesh on his sperated body parts are now green instead of red.
Then, I redid the Sprites for his Friendship and Fatality, and while I was at it, I added a second Fatality.



work I did on Goro:
-missing "get hit" sprites added
-"stunned" animation added
-fixed some big bugs in Goro's Code
-"Finish Her" Code added (all other chars allready have this)
-finished his "Flying Fist" Fireball-Move
-added Throw
-changed his taunt animation after succesfully connecting with his uppercut, he also stays in that pose if you win a round with that move
-"Grab and Pound" Special Move added
-"Roar" Taunt added, you can perform it like in MK-Trilogy
-Sounds added


and a little pic to show that my chars will run in regular mugen ;)


Update Infos I released today:
-fixed bad looking Sprites for the MK Ninjas
-Teleport Punch rescripted, it now has a limited reach and you make a roll in air after connecting with it which will leave you open for an attack
-fixed a small bug with Goro (I forgott to turn of the command for blocking in air)
-TagTeam Script removed for now, because in MUGEN 1.0 it produces to many error messages, maybe I will do a new one after all is finished up

I completely removed the old bloodsystem...
and made a new one from scratch:

-used Bloodsprites from MK 1 + some from MK3 for Fatalities
-Sprites move now much smoother
-it is easier to update for me, since I put it in a separate CNS (together with the script for flying bones)
-Blood on the floor doesn't disapear if a Fatality is performed
-Mike Obrecht's Blood-Colour-Script now works without the use of "Var"
-a bug is gone where I hade to use "keyctrl = 1" in order to make it work with the Blood-Colour-Script (I now can always use "keyctrl = 0")

And here are some Pics to show off the new Bloodsystem:

Baraka's Blade Shredder Move didn't have Bloodsprites before, with the new system it was easy for me to add it


some different Bloodsprites


the uppercut blood effect almost looks like the one in the Mortal Kombat 1 arcade machine


the blood on the floor stays during a Fatality

And last a little preview Clip of Shang Tsung (I made this before I coded the new bloodsystem!)
http://www.youtube.com/watch?v=bTB23jEAWa4
Re: Mortal Kombat for regular Mugen 1.0 (not MKP!)
#112  June 30, 2011, 01:19:23 am
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Scratcher, i'm so happy you ain't gave up on the project :D

Now we'll see one of the best MK projects back again.

[size=5pt](and i really don't know why people freaks about when a MK game wip appears, they think that all the ones are equal to MKP).[/size]
Sorry about english errors. Really.
Re: Mortal Kombat for regular Mugen 1.0 (not MKP!)
#113  June 30, 2011, 06:14:56 am
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hello Scratcher, so glad to see your are still working on this project, Kudos for classic Kano and Hanna from tatto Assasins on this cast, kudos to you my friend
Re: Mortal Kombat for regular Mugen 1.0 (not MKP!)
#114  June 30, 2011, 05:56:54 pm
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I love the use of SF The Movie sprites here. Nice touches!! I'll be watchng progress closely.  ;D
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Re: Mortal Kombat for regular Mugen 1.0 (not MKP!)
#115  July 01, 2011, 04:32:53 am
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Sprites look pretty clean. ::)
Spoiler, click to toggle visibilty
Use spoilers so you don't clutter up the forum!!!
Re: Mortal Kombat
#116  July 01, 2011, 01:27:04 pm
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I uploaded a new Version of my Sonya Blade Char.
This is also my very first release for Mugen 1.0

Changes:
fixed Get Hit and Falling Animations
added Red Colour to Pallets for Decap Sprites
fixed coloured blood script
added Danger Sign and Sound
added new MUGEN 1.0 AI for Special Moves
fixed Bike Kick
made Fatalities compatible to MUGEN 1.0
added Victory picture + quotes
some other little move tweaks

One thing I forgot to mention in the readme:
I had to remove the scripts for SYN's Interactive Stages, since they don't work with Mugen 1.0

You can download this char on my new Homepage:
http://mkscratcher.mugengermany.com

Hmmm, your character have no link for download. But anyway, aren't you thinking about adding versions which simulate the original style, like not having custom moves or extra fatalities?
-Toshio Tenma
Re: Mortal Kombat for regular Mugen 1.0 (not MKP!)
#117  July 01, 2011, 03:43:49 pm
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    • mkscratcher.mugengermany.com/
Thanks for all your comments

Hmmm, your character have no link for download. But anyway, aren't you thinking about adding versions which simulate the original style, like not having custom moves or extra fatalities?

I've been away for so long, that my Uploads got deleted because of inactivity. BUT the admin of mugengermany is helping me setting up a new homepage for my project with no advertisment, more speed and direct downloads. I hope we can get this done this weekend or during the following week. So downloads will be available again in the near future.

About original style versions, I will see, maybe I will updload separate cmd files for the chars, or you can just delete the commands of the moves from the cmds that you don't wanna use for yourselfe. Most of the MK1 Chars only have one or two moves more than in the original + the extra Fatalities.


Also, right now I am still implementing the new bloodsystem to all characters. It takes some time, since I have to delete the old sprites, animations and scripts, add in the new ones and make sure, that the new system doesn't break anything. Just finished implementing it on Johnny Cage,tested him with other non MK chars and rewrote his fatality, that he will perform instead of the decap uppercut, if the opponent doesn't have the required decap animations.


Uploaded with ImageShack.us
Re: Mortal Kombat for regular Mugen 1.0 (not MKP!)
#118  July 01, 2011, 04:40:25 pm
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helo my friend, i hope you have luck on uploading your work, i now it can de disheartening when all your advance gets lost, maybe this is not the proper place for it but do yo got MK2 Kung Lao considered on your project?

So cool to see the originals get some love, i wish you success on this!
Re: Mortal Kombat for regular Mugen 1.0 (not MKP!)
#119  July 04, 2011, 02:29:25 pm
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    • mkscratcher.mugengermany.com/
helo my friend, i hope you have luck on uploading your work, i now it can de disheartening when all your advance gets lost, maybe this is not the proper place for it but do yo got MK2 Kung Lao considered on your project?

So cool to see the originals get some love, i wish you success on this!

First of all, thank you. I am very positive that everything will work out fine.  :)
For Kung Lao, I have no plan yet to include him in my project from the beginning, BUT, after I am done, I can always come back to add more chars.


Update 04.07.2011

-only 3 chars left where I have to implement the new blood system
-fixed and tweaked some Moves and Fatalities
-added blood to Kano's Knife Throw, Johnny Cages Flying Uppercut and Goros Punch
-recoded Sonya's Fireball Fatality; the Fireball now flies in a circle before hitting the opponent
-new stage added: Scorpion's Lair
-added different music tracks for each stage that will play during "Finish-Him"
-added my first real stage-fatality!!!

Sonya punches KungFuMan out of the stages


and than he comes flying back down in the background and lands in the lava pool

kio

Re: Mortal Kombat for regular Mugen 1.0 (not MKP!)
#120  July 06, 2011, 12:21:42 am
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its so great

great job man

you chars is wonderful
mk in digital vs mk in drawings saga mugen comming soon

for regular mugen