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
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 breakerwhen you throw a fireball right next to your opponent
Tohno Akiha said, November 03, 2013, 07:13:29 pmWill 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 amMelvanaInChains said, November 04, 2013, 03:44:11 amokay 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 always1. - 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". 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 ), 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. Thanks for taking the time to evaluate my work, I really appreciate it. Posted: November 05, 2013, 03:02:23 amWARPra-San said, November 04, 2013, 06:33:48 amHigh 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 breakerwhen you throw a fireball right next to your opponentFixing... Thanks for the advice. Posted: November 06, 2013, 02:56:29 amLucky Dearly said, November 04, 2013, 02:44:36 amOmega 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".
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?
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)
Tohno Akiha said, November 09, 2013, 08:22:59 amOk, 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?Lucky Dearly said, November 09, 2013, 11:03:52 amI believe in MK1 Liu Kang's fatality does launch the opponent high up (on the Pit stage it also triggers the stage fatality too)Yeah it's just meant to super launch.
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.
- 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.
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..
Magma Dragoon MK II said, November 12, 2013, 04:55:26 pmYes, this is source accurate.alright cool thanks, i wasn't sure.
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!
WARPra-San said, November 14, 2013, 09:44:00 amI'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.Kazander13 said, November 14, 2013, 03:22:05 pmThanks 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. Thnaks for the feedback. I'll post in a few hours with the next character.
okay yeah about that menu glitch, i have no idea how it even happened and i can't replicate it so uhh never mind lolseems everything else you're on top of which is great, looking forward to sonya in the next few hours!