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Update! Dec/29/2014 Mortal Kombat 2 KITANA (GlitchFixed) (Read 44923 times)

Started by OMEGAPSYCHO, November 03, 2013, 10:00:09 am
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Re: Nov/03/2013 - MORTAL KOMBAT Characters By OMEGAPSYCHO
#21  November 04, 2013, 03:44:11 am
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okay just a few small things i noticed:

- first time i scrolled through the 'original' and 'arranged' voice options back and forth the screen started going nuts more and more, (the lifebars started disappearing and such) dunno if that happens all the time or not
- i changed to the 'original' sound option to default using config.def but in turns mode (as in having him be the second character) it switches to arranged by itself
- this is just my opinion but the fatalities could use some extra effects to be more convincing, particularly the second one. and i'm wondering why the actual dizzy animations aren't used for the finish him state (there could be a limitation i'm not aware of, i never experimented with that stuff)

other than that i see absolutely nothing wrong with the gameplay, very good as always

sooner or later, everybody puts up with xiangfei
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Re: Nov/03/2013 - MORTAL KOMBAT Characters By OMEGAPSYCHO
#22  November 04, 2013, 06:33:48 am
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High kick, neutral jump kick, close high punch, and roundhouse kick do not put the opponent into the finish him state.


You can infinite with the ball breaker


when you throw a fireball right next to your opponent

I'm also under the impression that people keep neglecting data from the game, do you guys know how PotS made his original characters? He actually studied every single game he referenced, down to the core. Doing this properly requires understanding how the original system was made, not just winging it.
Re: Nov/03/2013 - MORTAL KOMBAT Characters By OMEGAPSYCHO
#23  November 05, 2013, 02:25:53 am
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Will I find MK9 voice?

At least in the select voice. Still, Cage looks pretty solid. <.<

I'm wondering if you plan to give them the full MK9 voice in attacks, screams and all that.
No, I just want to put some characteristic sounds of the newest mk games as the scorpion's "get over here" for example.

     Posted: November 05, 2013, 02:58:49 am
okay just a few small things i noticed:

- first time i scrolled through the 'original' and 'arranged' voice options back and forth the screen started going nuts more and more, (the lifebars started disappearing and such) dunno if that happens all the time or not
- i changed to the 'original' sound option to default using config.def but in turns mode (as in having him be the second character) it switches to arranged by itself
- this is just my opinion but the fatalities could use some extra effects to be more convincing, particularly the second one. and i'm wondering why the actual dizzy animations aren't used for the finish him state (there could be a limitation i'm not aware of, i never experimented with that stuff)

other than that i see absolutely nothing wrong with the gameplay, very good as always
1. - I have not seen any similar problem with the "move list" what I put in my characters, please, tell me if this happened too with my characters from "S. Street Fighter 2", if this happend, i'll rewrite the code en future updates.
2. - I had not noticed that detail, I'll see what I can do to also work on "turns mode".  :sweatdrop:
3. - For the characters in MK1, I decided to leave them with the same fatalities that I put on my old MK1 Shang Tsung character and save a bit of work (more than 60 characters is a lot work for one person). This was for advance more faster in the development of the characters from MK2 & MK3 (especially MK2 & MK3 Shang Tsung). I think is possible put more effects in the future characters, thanks for the suggestion.
4.- The explanation is easy, some creators make their characters with the animation 5300 (Dizzy animation) without hit boxes, (believe me, there are many  :shifty:), or, some characters are too small for being touched by a fatality move. This can cause many bugs when running the fatalities, which is why I made a generic animation for dizzy state with a tall hitbox.  :yes:

Thanks for taking the time to evaluate my work, I really appreciate it. :smitten:

     Posted: November 05, 2013, 03:02:23 am
High kick, neutral jump kick, close high punch, and roundhouse kick do not put the opponent into the finish him state.
You can infinite with the ball breaker
when you throw a fireball right next to your opponent
Fixing...  :computer:     Thanks for the advice.  :thumbsup:

     Posted: November 06, 2013, 02:56:29 am
Omega just a bit of a question, what about stage fatalities? Will they be available for your MK characters? I know Juano did that with his MK characters and they were highly accurate to the source game (save for the pit 2 but that was optional though without the custom sprites for the splatter effect)
I want to avoid any compatibility issue at least until I finish all the characters from the original trilogy. After finishing I could consider doing this. As I always say "first the first".
Re: Nov/03/2013 - MORTAL KOMBAT Characters By OMEGAPSYCHO
#24  November 07, 2013, 05:09:20 am
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ah cool, best to wait and perfect the characters first before anything else.
Re: Nov/09/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add LIU-KANG Updated CAGE)
#25  November 09, 2013, 07:53:06 am
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NOV/09/2013
LIU KANG RELEASED & JOHNNY CAGE Updated
ENJOY!  :dealwithit:
Re: Nov/09/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add LIU-KANG Updated CAGE)
#26  November 09, 2013, 08:22:59 am
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Ok, I tested Liu Kang and I just have a question, is the uppercut fatality meant to super launch the opponent or just send them to the other side of the screen only without launching them too much into the air?
PotS said:
That they don't just restrict themselves to my style.

Spoiler, click to toggle visibilty

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Re: Nov/09/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add LIU-KANG Updated CAGE)
#27  November 09, 2013, 11:03:52 am
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I believe in MK1 Liu Kang's fatality does launch the opponent high up (on the Pit stage it also triggers the stage fatality too)
Re: Nov/09/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add LIU-KANG Updated CAGE)
#28  November 09, 2013, 03:28:09 pm
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Thank you again OMEGAPSYCHO!

So, next will be Sonya.

Can´t wait for MK1 style Reptile & Shang Tsung.
Re: Nov/09/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add LIU-KANG Updated CAGE)
#29  November 09, 2013, 05:07:37 pm
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Re: Nov/09/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add LIU-KANG Updated CAGE)
#30  November 09, 2013, 07:53:15 pm
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Might be just me then because Liu Kang sometimes doesn't launch the opponent up, just knocks them into the other side of the stage. I want to believe this is intentional then.
PotS said:
That they don't just restrict themselves to my style.

Spoiler, click to toggle visibilty

The Alchemist's sound workshop. Newage Mugen
Re: Nov/09/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add LIU-KANG Updated CAGE)
#31  November 09, 2013, 11:57:52 pm
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- You can combo Jumping HP (jumping forward/back as well), jumping HK (not including jumping forward/back) into any attack when the opponent's on the ground when cornered.

Found this from MK1 characters.
Last Edit: November 10, 2013, 12:10:21 am by ERRDOR 6.7
Re: Nov/09/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add LIU-KANG Updated CAGE)
#32  November 10, 2013, 12:09:53 am
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Omegapsyco, thanks a lot!

You stuff is pure quality!/
Re: Nov/09/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add LIU-KANG Updated CAGE)
#33  November 12, 2013, 03:44:39 pm
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The flying kick move, FF HK flies past an opponent if you're directly(touching) next to them when the move is performed..
I haven't played mk1 in ages to remember if thats possible in the source or not..

Re: Nov/09/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add LIU-KANG Updated CAGE)
#34  November 12, 2013, 04:55:26 pm
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Yes, this is source accurate.
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They could make a fighting game where the roster was nothing but beavers made out of cotton candy and I'd play if the gameplay was good because that's really all I give a shit about.
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Re: Nov/09/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add LIU-KANG Updated CAGE)
#35  November 12, 2013, 06:50:35 pm
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Re: Nov/09/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add LIU-KANG Updated CAGE)
#36  November 14, 2013, 09:44:00 am
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I've noticed an issue with your mortal kombat guard state: When blocking an attack, your character will not be pushed back from the guard.velocity. This leaves your Mortal Kombat characters susceptible to being locked down in their guarding state by other characters attacking with their own systems in a general MUGEN.

I'm also under the impression that people keep neglecting data from the game, do you guys know how PotS made his original characters? He actually studied every single game he referenced, down to the core. Doing this properly requires understanding how the original system was made, not just winging it.
Re: Nov/09/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add LIU-KANG Updated CAGE)
#37  November 14, 2013, 03:22:05 pm
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Thanks for these releases!  I've been looking forward to more MK characters from you.  Two observations noted for Johnny Cage:

Ball Buster:  This should be bufferable via block if you're going for source accuracy.  You should be able to hold the block button and hit LP at any time rather than having to execute them simultaneously.

HP:  If you press forward and HP (Y) at the same time no animation occurs.  This move works normally while holding forward, just not while tapping.

Thanks again for your hard work!
Re: Nov/09/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add LIU-KANG Updated CAGE)
#38  November 14, 2013, 11:14:27 pm
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I've noticed an issue with your mortal kombat guard state: When blocking an attack, your character will not be pushed back from the guard.velocity. This leaves your Mortal Kombat characters susceptible to being locked down in their guarding state by other characters attacking with their own systems in a general MUGEN.
Thanks for these releases!  I've been looking forward to more MK characters from you.  Two observations noted for Johnny Cage:

Ball Buster:  This should be bufferable via block if you're going for source accuracy.  You should be able to hold the block button and hit LP at any time rather than having to execute them simultaneously.

HP:  If you press forward and HP (Y) at the same time no animation occurs.  This move works normally while holding forward, just not while tapping.

Thanks again for your hard work!
The Ball breaker move is not bufferable in "Mortal Kombat Revision 3.0" wich i take reference.
Everything else ... Fixed.  :thumbsup: Thnaks for the feedback.  ;)
I'll post in a few hours with the next character.
Re: Nov/09/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add LIU-KANG Updated CAGE)
#39  November 15, 2013, 12:50:47 am
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okay yeah about that menu glitch, i have no idea how it even happened and i can't replicate it so uhh never mind lol

seems everything else you're on top of which is great, looking forward to sonya in the next few hours!

sooner or later, everybody puts up with xiangfei
project thread / obscure mugen wiki / tweeter for mugen stuff
Re: Nov/14/2013 - MORTAL KOMBAT Chars By OMEGAPSYCHO (Add SONYA BLADE and Updates)
#40  November 15, 2013, 03:18:10 am
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NOV/14/2013
ADD SONYA BLADE

ENJOY!  :bison: