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MK2 stages + edits (Read 9030 times)

Started by SaltAddict, December 18, 2023, 04:53:01 pm
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MK2 stages + edits
New #1  December 18, 2023, 04:53:01 pm
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Some Mortal Kombat 2 stages plus edits/variations. I had to compromise a bit with the parallax but otherwise they should be pretty faithful to the arcade. These were made to not look oversized compared to regular chars and support multiple aspect ratios, so you can play them in 4:3, Widescreen, or the original arcade resolution (4: 2.54). BGMs not included.

DOWNLOAD LINK:
https://mega.nz/file/VKkSECgB#dsyqcETJ4kbyphbJsa4V3JURqr0QadOoXvsEWAsESqA

;Additional credits
;Arcade sprite rips by Fly, some rips sourced from Mortal Kombat Project
;Beta sprites compiled by Ermaccer
;Some sprite edits taken from Juano16's stages and MK2 REMIX by MK2R Team.

05/02/2024
New stages added!
Old stages updated!
Added Widescreen support.
Spoiler, click to toggle visibilty


The Tower:
Use MK2_Tower_Statues.def for the beta version of the stage.
Spoiler, click to toggle visibilty

The Wasteland + Wasteland Shore:
Spoiler, click to toggle visibilty

The Armory + Infernal Foundry:
Spoiler, click to toggle visibilty

Living Forest:
Added a night variant.
Spoiler, click to toggle visibilty

The Portal:
Use MK2_Portal_Pagoda.def for Trilogy version w/ 3D stairs.
Also has the Genesis blue version and a custom green variant.
Spoiler, click to toggle visibilty

The Deadpool:
Original Stage + N64 Trilogy version (use MK2_Deadpool_Sunset.def) + "Bloodpool" edit.
Spoiler, click to toggle visibilty

The Pit II:
Original stage + N64 Trilogy version + "Road to Ascension" stage based on the MK2 PLUS romhack.
Spoiler, click to toggle visibilty

Will add more soon!
Last Edit: February 06, 2024, 11:35:15 am by SaltAddict
Re: MK2 stages + edits
#2  December 18, 2023, 06:35:24 pm
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It looks like the chars are too close to the bottom of the screen, even when compared to MKII. Especially in 4:3 where you have more room to play with.

EDIT: The parallax slides a bit and the shadows can be projected on the sky if chars jump high enough, but I didn't check MK2 to see what it does.
I'm personally not a fan of making the playable area (screenleft and screenright) smaller than Mugen standards, but I can see why you'd do it and it's easy enough to change.
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Last Edit: December 18, 2023, 06:41:41 pm by PotS
Re: MK2 stages + edits
#3  December 19, 2023, 12:11:55 pm
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It looks like the chars are too close to the bottom of the screen, even when compared to MKII. Especially in 4:3 where you have more room to play with.

EDIT: The parallax slides a bit and the shadows can be projected on the sky if chars jump high enough, but I didn't check MK2 to see what it does.
I'm personally not a fan of making the playable area (screenleft and screenright) smaller than Mugen standards, but I can see why you'd do it and it's easy enough to change.

Thanks for the feedback, I'm working on extending the ground sprites so the camera can be placed lower in 4:3. which should raise the characters a bit. And I'll see about implementing some shadow fading for chars with super-jump. Parallax is tricky tho. I think MK2 uses a totally different parallax method than MUGEN. Personally, I don't find the end result too distracting and even in the arcade game the characters slide around a bit.
Re: MK2 stages + edits
#4  February 05, 2024, 03:52:43 pm
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Update! Added some new stages and fixed up the old ones. Now the characters are placed higher when playing 4:3 and shadows will fade away if characters go high enough. I've also changed the parallax to have a lot less sliding around.