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interloko

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Messages by interloko

    

Baraka

 March 21, 2016, 03:48:48 pm View in topic context
avatar  Posted by interloko  in Baraka (Started by interloko March 21, 2016, 03:48:48 pm
 Board: Interloko's Ultimate Mortal Kombat Project

To be updated
    

Johnny Cage

 March 21, 2016, 03:47:54 pm View in topic context
avatar  Posted by interloko  in Johnny Cage (Started by interloko March 21, 2016, 03:47:54 pm
 Board: Interloko's Ultimate Mortal Kombat Project

To be updated
    

Questions, Suggestions, Comments

 March 21, 2016, 03:46:36 pm View in topic context
avatar  Posted by interloko  in Questions, Suggestions, Comments (Started by interloko March 21, 2016, 03:46:36 pm
 Board: Interloko's Ultimate Mortal Kombat Project

Feel free to leave any comment, suggestion or question here.
If it is character specific use the individual character thread.
    

About the game and its mecanics

 March 21, 2016, 03:43:37 pm View in topic context
avatar  Posted by interloko  in About the game and its mecanics (Started by interloko March 21, 2016, 03:43:37 pm
 Board: Interloko's Ultimate Mortal Kombat Project

General Description:
This game runs at 60fps with a 800x600 resolution on MUGEN 1.1 using the OpenGL Renderer.

It has the MK Trilogy roster (with a few additions), the UMK3 mechanics and the EX bar from MK9.
It has the arcade Multi level Backgrounds
A custom practice mode
A versus mode where you can play with a single character, a tag team, or an endurance of 2, 3 or 4 characters!. You can play 1 vs 4, tag vs 3 etc.
and more..

Arcade Mode is unfinished (bosses half done) but you can go the entire ladder.
The 4th ladder will be the Challenge Tower (same as MK9)
And in future versions I'll make the Test Your Luck too...

A lot of EX moves are not done and no finishing moves yet.
    

Videos & Screenshots

 March 21, 2016, 03:39:07 pm View in topic context
avatar  Posted by interloko  in Videos & Screenshots (Started by interloko March 21, 2016, 03:39:07 pm
 Board: Interloko's Ultimate Mortal Kombat Project

Let's start with some playthrough. Feel free to post here videos of my project.

Arcade Ladder. Ermac445 Playing as Cyrax:
https://www.youtube.com/watch?v=SM_xBclpC-Q

Arcade Ladder. Ermac445 Playing as Human Smoke:
https://www.youtube.com/watch?v=aiQhZSFEKZE

Arcade Ladder. Ermac445 Playing as Classic Sub Zero:
https://www.youtube.com/watch?v=50cylEGlGnI

Arcade Ladder. Lean playing as Smoke:
https://www.youtube.com/watch?v=3f8CC3keKW8

Arcade Ladder. Lean playing as Human Smoke:
https://www.youtube.com/watch?v=8vn5zK47BZo

Arcade Ladder. Lean playing as Kabal:
https://www.youtube.com/watch?v=PqDtpiaroJE

Arcade Ladder. Lean playing as Noob Saibot:
https://www.youtube.com/watch?v=OieYcbWcdOk
    

Work In Progress

 March 21, 2016, 03:35:04 pm View in topic context
avatar  Posted by interloko  in Work In Progress (Started by interloko March 21, 2016, 03:35:04 pm
 Board: Interloko's Ultimate Mortal Kombat Project

Here I'll be adding all the progress made from latest beta.

Change Log from from 3.1 to ?.? :

General:
- Fixed a bug in character select screen. Character stay transparent after highlight a "chamaleon"
- Fixed Throw Tech
- Fixed a few special moves not working as wake up attack
- Added some AI general reactions
- Fixed some bugs in stage level transition. Stay in lower floor if hit trade, hited player being able to do a wake up attack when oponent still in stage level transition, now both players recover control at same time
- Fixed kombo system. Showing same animation twice if not hit (oponent in air)
- Added a preventive trigger for destroy projectiles in a level transition
- Modified a trigger in kombo openers and throw to prevent it when you are at wrong distance (negative)

Stages:
- Added MKII Stages. Made by Le

Characters:
- Fixed some special moves state type. Were standing when supposed to be in air or viceversa

Sektor:
- Added some AI
- Increased Missile hitbox
- Fixed Telepunch. Some times appears inverted
- Limited Telepunch to 1 per kombo
- Modified Telepunch rules. Can't be performed after a pop up kombo.
- Added EX Telepuch. Armor at startup, can be performed after a pop up kombo, does not count in regular Telepunch limit

Cyrax:
- Added some AI
- "Fixed" bomb explotion. Now is deactivated when any player won or is in finish him/her state

Smoke:
- Fixed Telepunch. Some times appears inverted
- Limited Telepunch to 1 per kombo
- Modified Telepunch rules. Can't be performed after a pop up kombo.
- Modified Spear. Activates damage protection if it's performed after a regular Telepunch (or any other pop up special move)
- Added EX Spear. Does not activate damage protection if it's performed after a regular Telepunch (or any other pop up special move)

Kitana:
- Added some AI
- Modified Fan Lift. Can't be performed in a kombo if a fan hit before. EX Fan Lift CAN be performed

Jade:
- Fixed bug in Glow and EX Glow. Still glowing after Shang Tsung Unmorph

Scorpion:
- Added EX Teleport. Safer on block, does not count in regular Teleport limit, can be performed when falling from another teleport (This special move may change in later revisions)

Ermac:
- Added EX Telekinetik Slam (will be changed later)
- Added EX Teleport (may be changed later). Safer on block, does not count on teleport limit
    

Latest Release: 01/23/2016 (Beta 3.1)

 March 21, 2016, 03:33:09 pm View in topic context
avatar  Posted by interloko  in Latest Release: 01/23/2016 (Beta 3.1) (Started by interloko March 21, 2016, 03:33:09 pm
 Board: Interloko's Ultimate Mortal Kombat Project

Here is the latest beta of my project:

Important Note:
Because this game is encrypted with Molebox some antivirus may identify it as a virus (false positive)
Make sure your antivirus don't delete the Ultimate MK Project.exe file. You can make an exception for this file or disable the antivirus while donwload the game.
Zip File is completly safe.

Beta 3.1:
Link: http://www.4shared.com/zip/8yXOUqwXba/Ultimate_MK_Project_Beta_3-1.html
Mirror Link: http://depositfiles.com/files/irz54pozq

This game uses some 24/32 bits images, so you need a 2.0+ OpenGL compatible graphic card

Any feedback is welcome :)
    

Re: post here if you want a subforum for your full game

 March 21, 2016, 03:20:41 pm View in topic context
avatar  Posted by interloko  in post here if you want a subforum for your full game (Started by Titiln October 25, 2010, 10:29:28 pm
 Board: FullGame development

    

Re: Interloko's Ultimate Mortal Kombat Project

 March 19, 2016, 02:36:37 pm View in topic context
avatar  Posted by interloko  in Interloko's Ultimate Mortal Kombat Project (Started by interloko October 13, 2015, 11:16:21 pm
 Board: Your Releases, 1.0+

I've requested a place in the full games section to make the next steps more organized.
(if accepted) I'll have individual characters sections to show and discuss all the info of every character from new special moves to fatalities or the new "instinct mode" (to be applied after all the special moves and EX moves be finished)
    

Re: post here if you want a subforum for your full game

 March 19, 2016, 11:37:19 am View in topic context
avatar  Posted by interloko  in post here if you want a subforum for your full game (Started by Titiln October 25, 2010, 10:29:28 pm
 Board: FullGame development

    

Re: Interloko's Ultimate Mortal Kombat Project

 February 22, 2016, 10:05:28 pm View in topic context
avatar  Posted by interloko  in Interloko's Ultimate Mortal Kombat Project (Started by interloko October 13, 2015, 11:16:21 pm
 Board: Your Releases, 1.0+

After a break I went back from my vacations and start (finally) working on the AI
In less than 2 weeks I'll be moving to another country (and continent :P) so expect a slow down on the progress for at least some weeks.
My idea is to release (at least) 1 more beta this year. The main focus of this one will be on AI, fix some stages (broken tiles, floor), finish the bosses, make special moves for Rain and Noob Saibot and more EX moves.

If you have any suggestion for AI (general or character specific) just leave a comment here :)

    

Re: Interloko's Ultimate Mortal Kombat Project

 February 15, 2016, 09:39:53 pm View in topic context
avatar  Posted by interloko  in Interloko's Ultimate Mortal Kombat Project (Started by interloko October 13, 2015, 11:16:21 pm
 Board: Your Releases, 1.0+

Here is another playthrough.
This time my friend Le@n playing as (Robot) Smoke:


You can see here how DUMB the AI is right now LOL
I'll improve it soon for sure. My main focus in the previuos betas was Versus Mode.
    

Re: Interloko's Ultimate Mortal Kombat Project

 February 10, 2016, 09:34:50 pm View in topic context
avatar  Posted by interloko  in Interloko's Ultimate Mortal Kombat Project (Started by interloko October 13, 2015, 11:16:21 pm
 Board: Your Releases, 1.0+

A playthough with Human Smoke
Again, nice video man!
If you choose 2nd or 3rd tower you can select the 6th treasure to fight against Shinnok. Maybe next time :P
Not many people know that the towers can be changed pressing start button when you "choose your destiny" :) There are 4 diferent variations
If you want to show something diferent then you can uppercut in diferent levels for a level transition. It works in Deadpool, The Bank, The Subway, Soul Chamber and Scorpion's Lair.
You can also can stage fatality with any character in the Bell Tower with this (temporary) command: F,F,F, run button.

An easy to learn and fun character is Kitana!
She has only 3 special moves with its EX version too.

Fan Toss: F,F,LP+HP. Alternative command: D,F,HP
Fan Lift; B,B, HP
Telepunch: D,B, HP
    

Re: Interloko's Ultimate Mortal Kombat Project

 February 07, 2016, 12:07:01 am View in topic context
avatar  Posted by interloko  in Interloko's Ultimate Mortal Kombat Project (Started by interloko October 13, 2015, 11:16:21 pm
 Board: Your Releases, 1.0+

how do you do the EX moves?
EX moves are performed like in mk9, adding block button to the special move command, for example Cyrax EX Net is: B,B,LK+Block
Not all EX moves are in the game yet. I'm not at home right now so I'm can't check it but I think Human Smoke have all EX moves except for the invisibility.
Breakers are performed when you are being hited, the hit count is 2 or more, needs 2 levels of "EX" and press Forward+block.
Note: Projectiles are not breakeable.

I was trying to see if i can combo into his smoke cloud
It is hard to connect, it works as OTG and I'm not sure it it's a 1 frame hit.
In the other hand you have EX Smoke Cloud and hits on contact too ;)

I was trying out rain and he doesn't seem to have any moves I guess your still working on him
Yes, he haven't special moves yet.
Noob Saibot have 2 (templates) special moves but will be changed later

stay tuned for Human Smoke playthough.
I'm suscribed to your channel now :)
    

Re: Interloko's Ultimate Mortal Kombat Project

 February 06, 2016, 10:49:43 pm View in topic context
avatar  Posted by interloko  in Interloko's Ultimate Mortal Kombat Project (Started by interloko October 13, 2015, 11:16:21 pm
 Board: Your Releases, 1.0+

Awesome, oh here is my first play though with Cyrax of your UMK3 project check it out https://youtu.be/SM_xBclpC-Q
Wow, great video man!
I really apreciate it!

Some notes:
Kabal saw was nerfed because he is overpowered in UMK3. Regular saw (command changed to B,B, LP) just hit like in your video, if you make it very close to your oponent then you can juggle. EX version works as UMK3.
Some special moves properties were changed for balance reasons and because the add of EX versions some of them works diferent.
An example is Kabal nomad dash. In arcade version can't be made after the popup kombo. This still the same in my game but you can perform EX nomad dash.

When you played against Sektor you said something about guard breakers but it was a teched throw. Now if you press LP during the first 7 frames of your oponent throw you tech it :)

About Motaro, I'll make him the CPU version like arcade +EX moves and the selectable version will be weaker, so reflecting projectiles needs to be activated. Another "special move" will be take less damage, another one is stronger version, etc. So basicly you need to activate  all this overpowered stuff (will have an exclusive animation) in order to use it.

AI still dumb because I have added just 2 or 3 reactions :P

If you will play as Human Smoke next you should know that he was completly redone and now he doesn't play like a Scorpion clon anymore.
Auto Kombos still the same but this is his movelist:

Smoke Cloud: D,B,LP
Teleport: D,B,HP
Invisibility: B,F,LK
Telesmoke (or whateve is its name): B,F,HK
Parry (only projectiles): B,F,HP (you can hold HP to make it stay longer)

EX Parry works with any normal attack and projectiles

Edit:
You can select hidden characters pressing Start
Here you can see the hidden characters. Noob-Kano, Skarlet, Tanya and Cyber Sub Zero have no moves yet.
Also you can play as Shinnok if you select Raiden and hold Back+HK+LK before round starts

    

Re: Interloko's Ultimate Mortal Kombat Project

 February 05, 2016, 06:34:22 pm View in topic context
avatar  Posted by interloko  in Interloko's Ultimate Mortal Kombat Project (Started by interloko October 13, 2015, 11:16:21 pm
 Board: Your Releases, 1.0+

Yes I got it to work ;). Hey question is this game almost done completely or there's gonna be another beta on the way/
Is half way done.
There are a lot of missing EX moves, no finishing moves yet (at least 2 fatalities per character, and arcade stage fatalities), spent almost no time with AI yet, there are a lot of missing sounds, I'll update special moves FXs graphics, I need to add dead bodyparts, work on bosses, Challenge Tower and Test Your Luck Mode, etc etc...
There will be at least 2 or 3 releases before I consider it as 1.0
    

Re: Interloko's Ultimate Mortal Kombat Project

 February 04, 2016, 08:55:39 pm View in topic context
avatar  Posted by interloko  in Interloko's Ultimate Mortal Kombat Project (Started by interloko October 13, 2015, 11:16:21 pm
 Board: Your Releases, 1.0+

Glad you finally was able to download it.
I will release the "unprotected" version on my final release.
meanwhile I'll fight against the false positive thing :P
    

Re: Interloko's Ultimate Mortal Kombat Project

 February 04, 2016, 08:34:03 pm View in topic context
avatar  Posted by interloko  in Interloko's Ultimate Mortal Kombat Project (Started by interloko October 13, 2015, 11:16:21 pm
 Board: Your Releases, 1.0+

Hey bro one question is it ok to make videos of this?
Sure, no problem!
Can you post it here?

I'll take a look to your channel  :mhappy:

Remember it still beta, so no Test your luck mode, no challenge tower (the 4th arcade tower), no all EX moves are present yet, etc etc.
    

Re: Interloko's Ultimate Mortal Kombat Project

 February 04, 2016, 06:57:45 pm View in topic context
avatar  Posted by interloko  in Interloko's Ultimate Mortal Kombat Project (Started by interloko October 13, 2015, 11:16:21 pm
 Board: Your Releases, 1.0+

Anyone got this error in this new version?
I think it doesn't happen anymore, just need konfirmation :)

Nope, Is not happening. And where's Shinnok, I've seen him on the credits :o Good work and nice update.
Right now, there are 2 ways to play as Shinnok.
1- Similar as Human Smoke in UMK3. Select Raiden and hold Back+HK+LK before round starts.
2- Shang Tsung morph: D,D,F, HK

One of the few Shao Kahn's Treasures availables is to play against Shinnok.
You need to play the 2nd or 3rd column and choose the 6th "Treasure"
    

Re: Interloko's Ultimate Mortal Kombat Project

 February 04, 2016, 01:14:01 am View in topic context
avatar  Posted by interloko  in Interloko's Ultimate Mortal Kombat Project (Started by interloko October 13, 2015, 11:16:21 pm
 Board: Your Releases, 1.0+

Ohhh ok so I may have to turn off my antivirus then right?
If your antivirus delete the Ultimate MK Project.exe file maybe you can make an exception to this file. If you can't, then turn it off