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MKPO 12

Started by Black Shroud, October 14, 2012, 01:19:38 PM

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Black Shroud

Mortal Kombat Project Online (latest release: beta 12)



This project was started out of desire to play online a different blend of 2D MK aside of MK1/MK2/UMK3 via MAME/kaillera.
Its a work in progress, but betas are released time to time. Currently, latest release is MKPO beta 11.
Any feedback about bugs, infinite combos, or other issues found is welcome.

This project features:
-Netplay support (2 players, peer-to-peer connection, can use Single/Simul/Team mode)
-Automatic replay recording
-Camera zoom in / zoom out (similar to camera in MKM)
-Versus screen (groove select, 46 kombat codes available)
-Win screen (winquotes)
-33 characters
-each character is available in 3 different grooves (inspired by MK2, UMK3 and MK9 respectively), which affect the gameplay mechanics and movelists.
-one of grooves features unique intros and ability to play own music theme (instead of stage music) for all characters.
-lots of new special moves and enhancements to all characters (can juggle combo->anti-air jabs-> special move; Shang Tsung has morphs, etc)
-104 arenas, including some rare/unique ones.
-Aside of stage fatalities, a small health regeneration zone is located in center of some arenas (deliberately to create a King of the Hill competition between players)
-finishing moves are present, and while they arent the focus of this project, each beta typically adds several (some of them being unique to this project as well)

Beta 12 updates
-Blood system updated (current character roster uses 6 blood types)
-Deep Freeze fatality reactions added to all characters
-Fatality system redirects into generic fatality if opponent lacks needed fatality reaction sprites
-Hard Fall system to counteract ground bounce attacks
-MK2 mode became a sub-groove selectable through Honor groove (no Kombat Code required)
-2 new characters (Stryker, Unmasked Sub-Zero)
-All old characters updated (new moves/animations) and bugs fixed
-4 new arenas
-Added the rest of missing UMK3 arenas

Full list of updates: http://textuploader.com/?p=6&id=InPIf

Download links
Mirror 1: http://yadi.sk/d/o-K3tKxr3WI6W
Mirror 2: http://www.putlocker.com/file/97553C9D6550C6CB

This game needs C++ runtimes installed

after downloading game, refer to "README & MOVELIST" subfolder for
-Explanations on control config and netplay (Readme.txt)
-Gameplay system explanation / groove comparison
-Movelists
-Finishing moves list
-Stage fatality & recovery zone list
-Kombat kodes list

To play online, the hosting player goes to Netplay and simply presses OK.
The connecting player goes to Netplay, enters IP address of hosting player, then presses OK.

Vkontakte group
http://vk.com/mkp.online
Youtube channel (check for beta 12 videos)
http://www.youtube.com/user/mkponline

some videos:





DeadPlay

Great a groove system... That means I can play MK9 styled gameplay in 2D and classic umk 3.

Black Shroud

For now project only has 3 grooves, but more of them are already planned and implemented in engine, a new groove gets released after needed animations / states are spread to whole character roster.

DeadPlay

Yes that is really interesting. Kombat codes are also working fine. New fatalities and new stuff are great, too. Also the online function is very cool, it is easy to play against my friends.

I saw a few good mk creations in the last few years, but when it comes to MKP most people stop reading and they are starting to think that they are  playing the same crappy stuff like anthology or chaotic. Your stuff is far more as just putting some characters together and create a screenpack. What I have to point out is here, that the characters suit well together and it is giving me the impression of something complete instead of a puzzle that is missing some parts like chaotic where every source was buggy like hell and game crashed a million times.

SubZeroMaster

This is awesome, very nicely done..and tons of fun, however i'm having one issue, i for the life of me cannot change the controls to work for a DPAD


i usuualy play mugen with a ps3 controller  vida DS3 tool...but i am stuck...can anyone help

Black Shroud

There are 2 ways to translate controls to gamepad.

The easy one would be using Joy2Pad application
The hard one is editing controls section in  /ssz/config.ssz   ,via notepad. This way is described in README.txt, and requires you to know which of your joypad buttons is recognized by Windows under each number (out of 0, 1, 2, 3, 4, 5, 6 ... etc).

The P1 controls section configured for using keyboard looks like this:

in.new[0].set(
  -1, (int)k_t::w, (int)k_t::s, (int)k_t::a, (int)k_t::d,
  (int)k_t::j, (int)k_t::l, (int)k_t::i, (int)k_t::u, (int)k_t::o, (int)k_t::k,
  (int)k_t::SPACE);

Same section configured for using gamepad would similar to this:

/%&Keys in;
in.new[0].set(
  0, -3, -4, -1, -2,
  1, 2, 7, 0, 3, 5,
  9);

the first number being -1 in first case and 0 in second case, is used to tell engine that we are using keyboard (-1) or gamepad (0).
the  -3, -4, -1, -2, are the four directional inputs on gamepad
the rest  --  1, 2, 7, 0, 3, 5,  9); --  correspond to six attack buttons and finally, start button.

If you are not sure which numbers windows recognizes your gamepad buttons by, you can just enter some 0,1,2,3,4,5, numbers for attack buttons and   test how it works in game, then adjust it via some period of trial and error.

Now, I will write how the slots in controls config correspond to ingame actions:

[keyboard/gamepad identifier], UP, DOWN, LEFT, RIGHT,
LOW PUNCH, LOW KICK, RUN, HIGH PUNCH, HIGH KICK, BLOCK,
START

SubZeroMaster

#6
Quote from: Black Shroud on April 10, 2013, 09:13:31 AM
There are 2 ways to translate controls to gamepad.

The easy one would be using Joy2Pad application
The hard one is editing controls section in  /ssz/config.ssz   ,via notepad. This way is described in README.txt, and requires you to know which of your joypad buttons is recognized by Windows under each number (out of 0, 1, 2, 3, 4, 5, 6 ... etc).

The P1 controls section configured for using keyboard looks like this:

in.new[0].set(
  -1, (int)k_t::w, (int)k_t::s, (int)k_t::a, (int)k_t::d,
  (int)k_t::j, (int)k_t::l, (int)k_t::i, (int)k_t::u, (int)k_t::o, (int)k_t::k,
  (int)k_t::SPACE);

Same section configured for using gamepad would similar to this:

/%&Keys in;
in.new[0].set(
  0, -3, -4, -1, -2,
  1, 2, 7, 0, 3, 5,
  9);

the first number being -1 in first case and 0 in second case, is used to tell engine that we are using keyboard (-1) or gamepad (0).
the  -3, -4, -1, -2, are the four directional inputs on gamepad
the rest  --  1, 2, 7, 0, 3, 5,  9); --  correspond to six attack buttons and finally, start button.

If you are not sure which numbers windows recognizes your gamepad buttons by, you can just enter some 0,1,2,3,4,5, numbers for attack buttons and   test how it works in game, then adjust it via some period of trial and error.

Now, I will write how the slots in controls config correspond to ingame actions:

[keyboard/gamepad identifier], UP, DOWN, LEFT, RIGHT,
LOW PUNCH, LOW KICK, RUN, HIGH PUNCH, HIGH KICK, BLOCK,
START

Thanks black, i read the read-me and have tried this before but after i save The engine gives me an error and i have to revert it all, but i'll attempt again an get back to you


also is it possible to use any of these chars in mugen 1.0 even with some tweaking?


edit: tried got this error  ( was simply trying to replace up/down/left/right  with x/y/a/b just to test if would work)

c\users\owner\desktop\mkpo beta 12\ssz\congif.ssz (390 : (XXXXXX)     <---JAPANESE CHARACTERS


Black Shroud

#7
It would give error only if you somehow mess up the syntax.

The characters are not distributed separately for several reasons, one of which them being incompatible with other mortal kombat game engines, bigger part of characters code being shared and customized specifically for this game, etc. I can also say that people would be much less willing to contribute to this game if they found out that their efforts would get leaked.

That saying, not much of released MK games on mugen were even made for 1.0. Well in particular, this game comes to mind as pure 1.0 : http://www.youtube.com/user/MKMegaTrilogy

SubZeroMaster

#8
Quote from: Black Shroud on April 10, 2013, 11:31:02 PM
It would give error only if you somehow mess up the syntax.

The characters are not distributed separately for several reasons, one of which them being incompatible with other mortal kombat game engines, bigger part of characters code being shared and customized specifically for this game, etc. I can also say that people would be much less willing to contribute to this game if they found out that their efforts would get leaked.

That saying, not much of released MK games on mugen were even made for 1.0. Well in particular, this game comes to mind as pure 1.0 : http://www.youtube.com/user/MKMegaTrilogy

Okay, i've given and simply used joy2key..too much hassle to get it working

also i understand on the locked in chars...theres just some really nice edited subzero's out there

but I'm thoroughly enjoying it and looking forward to the next version 


edit: I dont understand "arm pain" on the original subzero?

Black Shroud

Arm pain is a reference to Sub-Zero's portrayal in MK Conquest TV series

SubZeroMaster

Quote from: Black Shroud on April 11, 2013, 09:45:51 AM
Arm pain is a reference to Sub-Zero's portrayal in MK Conquest TV series

How does it affect combat?

also SubZero's ability painkiller...i'm not following what it does?

Black Shroud

The chance to get arm pain after using a freezing move is inversely proportional to amount of life he has.
Painkiller ability guaranteedly negates any arm pain effects after special move you just used, in exchange of some super gauge energy.

SubZeroMaster

Quote from: Black Shroud on April 11, 2013, 07:24:05 PM
The chance to get arm pain after using a freezing move is inversely proportional to amount of life he has.
Painkiller ability guaranteedly negates any arm pain effects after special move you just used, in exchange of some super gauge energy.

But what exactly is ARM PAIN....?

Black Shroud

Classic Sub-Zero enters specific animation after performing a special move, he remains immobile and vulnerable during the duration of this animation. Use Awakening groove, then make sure you have little amount of life left and try to use Freeze for example, to see it.

stopmotiontoysuniverse

My Website!!:
stopmotiontoys.wix.com/mugen

SirSavage

#15
Hey Black,

I finally got MKPO running in linux on my 3 year old laptop.... it was worth it....

I think I spoke with you on your MKPO youtube channel. Out of all the different MKP's out there MKPO is definitely the one with the most potential.

There are a lot of good ideas in this. I think the "grooves" system is a great idea, but don't think players/computer should be able to change it during play. If it was a kombat kode before, it should be again.

Also there are some things like "pro moves" that I did not find an explanation of. Are they just the added combo moves (like Scorpions sword slash) ?

I also find the beautiful life bars/hud display (that looks like it took some extremely talented artist a lot of time to make) distracting. I'd like it better if it was only there for fights with Shoa Khan or Shinnok..... I also miss ladder/arcade mode. Did you remove it because you did not think anyone ever used it?

I don't actually strongly dislike any aspect of this project. I'm in awe of all the cool work you and your friends have done.

In a few weeks I will have the time and would love to contribute to your project. I was thinking with sprite edits mostly. Is it just you and some close friends or do you accept help?



     Posted: May 20, 2013, 11:24:28 PM
Well I've played around with it a lot more. Still not on-line though. But so far so good.

I think the fact that it is such a large download may turn some people off. Maybe if you took out a few of the 100 some stages that would help. Especially since a few of them are just blurry, bad contrast, screen shots from somewhere with zero parallax scrolling.

Parallax scrolling is just something I always notice. The authors of the firewell and slaughterhouse are not listed in the stagelist .txt. But I noticed both of those stages had nice scrolling and scaling. The floor tiles in the firewell always run towards a realistic vanishing point and the pillars etc scale and stretch with the zoom feature as opponents move closer to/farther from each other.

I know this is a beta, but I think the reason MK Chaotic and MK Anthology were so off-putting to many people is because of the vast quantity of low quality characters/stages. One has to invest time learning which characters/stages to avoid in order to enjoy the game.

But good job, the characters have a lot of cool little features. Like Kang's ability to wall jump when he's in Ultimate groove.

Black Shroud

Grooves currently can be changed on versus screen only (before the actual fight), the starting one that appears on select screen before you switch to other ones is selected randomly.
Groove of CPU opponent is selected randomly in said manner, and cannot be changed by player.
Groove of CPU partner in Simul mode is same as groove of team leader (player).
Currently the only way to switch between different grooves in middle of fight is the kombat code "Randper Kombat".

As for the "pro moves", old versions of MKPO had some moves which required a timed button press to work, these were later discarded in favor of EX special moves, but may reappear in one of new grooves to come. Stuff like Scorpion's slashes are just extra normals.

Decision to use this type of lifebars was due to desire to bring more of "oriental" feel to the game, as well as to make something different when comparing to other projects.

Arcade mode is not supported by the engine currently.

Stages do not have such big impact on game size, some builds of MKPO earlier had even more stages but I decided to limit overall amount of stages on around 100 ones. So each time Im adding new stages, some of the old ones get removed.
Feel free to post a list of stages in game that could have some upgrades or could be removed.

Yes you could contribute with some sprite edits, I would need either a new animation for existing character, or some upgrades of character costume (which would mean fixing every sprite in character's sff), this stuff is better to discuss in PM.

SirSavage

#17
Cool.

Thanks for the info about the grooves and pro-moves. The pro-moves sound neat by the way, if they were fun to play with I'd love to see them in a future beta.

I found some time yesterday and went through the stages. I wrote out a list of all the stages that I felt MKPO would be stronger without. But then I found your updates.txt included with all the betas and it turns out you've been updating stages to take out light/shade layers for latency purposes.

As well it looks like you personally created a few stages back in the 2nd beta that lack layering or animated skies/ponds/pools/lakes/etc. But more recently you've commented (on mkpo's youtube channel I believe) that you'll not be keeping arenas in the final version with un-animated skies or waters. So I'm assuming you'll get around to updating those and any other stages in one of the more final versions of MKPO.

Considering these things, as well as the fact that stages don't apparently add that much to download time anyways, I'm not sure how useful my list will be, but here it is for your consideration anyways:

Spoiler (click to show)

All other levels should be added to the random stage selection list of possibilities. Please pardon my lack of punctuation and complete sentences; it was late when I wrote this.

5 Black Dragon Lair MKC
6 shaakana sacrificial altor MKC
10 wu shi acadamy needs animations/clouds
12 White lotus temple needs a morning fog ground overlay or higher resolution foreground layer added/animated water.
16 Earthream windworld mkm silly stage
17 Wind Sanctuary mkm
18 Botan Jungle MKA
32 Nethership needs to be redone
36 Shang Tsune's garden mk9
37 Tsune's garden night mk9 needs animated waterfall and candles
53 deadlands
-54* wastelands mk2 needs work.
60 Meteor storm mka -single low res layer needs animated sky/multilayer
70 lost tomb mkda - low res, no flame/torch animations
72 Outworld lowermines mkd
73 outword drum arena mkda - that drummer is a little goofy. Also for some reason my MKPO laaaaags on this stage.
78 outworld lava shrine mkda - has cool assets, needs to be animated. Maybe can be used just for reptiles lair.
80 outworld hell's foundry - the slammer and red death trap line, no overlays/layers.
82 outworld palace grounds mkda
83 outworld palace grounds night mkda .... ??? reworked maybe?
-86* outworld dark prison mkd - very cool. needs shadow overlay, perhaps some prisonners, and animated flames.
89 deadpool entrance, needs better water animation?
-93* kathedral mk9 = needs overlay, otherwise good.
-97* shoa khan's throne room mka = needs clouds moving outside eyes. Other than that, would be perfect.
100 Dragon's king temple = low res. Needs animation and light overlay.

I'm posting this list here because 1) I already made it and 2) in case anyone wants to add their input/offer to edit a stage on the list/donate their own version of a stage on the list.

Keep up the good work Black!




      Posted: May 30, 2013, 09:29:25 PM
As this thread was made for suggestions to MKPO I figure I'd share a few.... more.... again. This thread has many thread views but not many replies. So if you have an opinion on these ideas/edits of mine please share it so I know if I'm interesting anyone or not.

First, I'm not sure if this is a glitch or error of my MKPO (I'm running it in Linux) but the main menu screen is black. I got an idea from someone, I think his name is Fireboy, on youtube who posted  a cool video of his MKP's game over screen. His was much nicer than I can make but I made this concept art just to show the idea. I figure the main menu is like the start of a warriors journey into the mortal kombat, which starts with junk taking you to Shang Tsung's island.

Idea 1
Spoiler (click to show)

Menu idea 2
Spoiler (click to show)

And Black you mentioned that your choice in lifebars was to 1, be unique and 2, have an Eastern feel. I wonder if something like this could meet your needs?
Spoiler (click to show)

Certainly it is not as detailed as the one you have now, but that is the point. The run/super meter is missing because I had the idea that the color of one's health bar would show his stamina. Green when full, dims to blue, and turns purple for cooldown periods. For super it starts turning to orange, then a shiny gold (just like the rest of the lifebars) to show it's fully charged.

I didn't want to make all these suggestions without ever attempting to contribute something to the project. So let me know what you think guys.

Black Shroud

I will probably remove some of mentioned stages, since I will also need room for some new stages coming.
I would change main menu backdrop long time ago, but to my knowledge in current engine it is not possible, config files have no "slot" for image there.
Lifebars look nice but lack some features or "symbols"; as you see in current MKPO lifebars the super gauges are dragons (with MK dragon logo heads, its mostly visible when they are filled up) and there are also phoenixes surrounding areas with circular groove symbols.


SirSavage

Yeah, the current MKPO lifebar is very nice. Someone put a lot of details in it so that's why I chopped it up and used it as the frame for the menu pics I suggested. I wouldn't want all that work to not be in MKPO.

And yeah the lifebars I did are lacking a special 'place' for the grooves symbols. Figured those could just flash on the screen at the beginning or something. And the supermeter I tried to explain my idea for that with the changing colors of the healthbar.

Well thanks for the feedback. MKPO is still one of the greatest MKP's out there in my opinion if not just for the online multiplayer.

Keep up the good work/ Thanks for making it.