Mortal Kombat - The Chosen One

In Progress Mortal Kombat - The Chosen One MORTAL KOMBAT THE CHOSEN ONE 0.6.3

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The project is currently under development.
I'm still slowly testing the game. After having tested all the characters moves and combos etc :)
I have not completed it yet. (Just loading my mage to continue)
I'm after the M.Bison/Balrog/Boxer fight. In the street with female enemies.
After beating their stage, there is a route choice :
-Going straight
-Or selecting the branch (to foreground)
I selected straight route and I had a crash.

This is the logfile. (game with Orchid)
Version : MKTCO_0.5.3_(2023)_ENG
....

**************** Done *****************

Fatal: No cache entry for 'enstage0' within 'data/levels/Sstreetlocal.txt'
 
Don't worry @NED , that bug has already been fixed for version 0.5.4 which is now available. 😅

In the info of "UPDATES & BUGS FIXED" says: 👇
> Crash in 1rst Level MISSION 4 (BRANCH →)

That's your bug crash! ;)

So I recommend that you download version 0.5.4, which has fixed all the bugs that have been reported.
Thanks. 👍
 
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Don't worry @NED , that bug has already been fixed for version 0.5.4 which is now available. 😅

In the info of "UPDATES & BUGS FIXED" says: 👇
> Crash in 1rst Level MISSION 4 (BRANCH →)

That's your bug crash! ;)

So I recommend that you download version 0.5.4, which has fixed all the bugs that have been reported.
Thanks. 👍
Thanks ! I'll update it!
 
Crashed in mission 2 of story 1 when you're about to move to the bridge instead of going down the ladder.

EDIT: I forgot. When I went straight to the basketball court and then another level after that, I die there but what I got was just a game over screen instead of the continue screen. However, it's a different story. That's because when I went down to the parking lot, all the way to the same area after coming from the basketball court, I got a continue screen, which is good.
 

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Hello @maxman !

Your log says: 👇

Game Selected: ./Paks/MKTCO_0.5.3_(2023)_ENG.pak

You need to download the latest version, 0.5.4. 👈

That crash bug and many more have been fixed. 👍

INFO UPDATES & BUGS FIXED: MK THE CHOSEN ONE 0.5.4


About the "continue screen", I'll check it. ;)
 
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Finally after so many years, I decided to update one of the first things I had created and I mean the intro with dialogues. 😁
I have created completely new scenarios for the main scenes, and even some new ones. :D
Now the dialogues are not gifs, but work with the game's dialogue system. 😊
But the biggest change that I introduced, is that the intro is now playable and we control Carolina with her original design, before changing costumes. :cool:

001.png

002.png

003.png

004.png
 
Is there a way to defend yourself against enemy throws? I haven’t seemed to be able to tech them or break out. Similarly, can you defend against the taser attacks?

Also found this playthrough…

 
Or yes, I have seen that gameplay. recently shared it with me @O Ilusionista :D

Is there a way to defend yourself against enemy throws? I haven’t seemed to be able to tech them or break out. Similarly, can you defend against the taser attacks?
You can perform a SAFE LANDING against enemy throws, but you can't do anything against slams or tasers.

You can see this move on page 3 of the MOVE LIST, on all heroes 👇

list3.png
 
Or yes, I have seen that gameplay. recently shared it with me @O Ilusionista :D


You can perform a SAFE LANDING against enemy throws, but you can't do anything against slams or tasers.

You can see this move on page 3 of the MOVE LIST, on all heroes 👇

View attachment 2846
Yeah, but the problem is that commercial games tend to let you use your Special Attack to break free from holds (enemies performing repeated attacks up close), but when an enemy does a slam (a throw where the foe leaves the ground and keeps hold of the victim, slamming them down with their body), it's too late. This game doesn't seem to care if it's a hold or a slam, and enemies can often break from your holds anyway, so why can't players interrupt holds? A brief window before a slam should also be vulnerable, though maybe not to the special, but make them at least tech-able.

Also, what is the timing for the Safe Landing?
 
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When an enemy throws you and launches you into the air, if you press UP + JUMP before falling, you land on your feet and take no damage.
 
When an enemy throws you and launches you into the air, if you press UP + JUMP before falling, you land on your feet and take no damage.
I see. Thanks for the reminder of the timing to do so. Having more options against throws/holds/slams would make the game more fair, though.
 
Also a few more suggestions:
* Why not have the respective themes of those characters play during the Street Fighter bosses? Would be an awesome touch and show that these particular foes are unique and will not show up anywhere else as standard goons.
* While not as urgent as being able to use SPECIAL to break from grapples, a cancel system for special moves would be nice, to encourage players to use special moves more. To balance it out, moves would cost more if cancelled into.
* Smaller minibosses (such as Dominatrix and Hunter) should lose their required hitstun to grapple when they are no longer minibosses, but that's probably just me.
* Dominatrix's throw seems to be unable to be soft landed out of.
* Maybe give Hunter a more beastly fatalitied sound?
* Mid-story tutorials for some of the more unusual parts of the game, like the password puzzles, bulldozer chase, etc. could help players learn. This is sorely needed for the Vega letter puzzle. The Vega puzzle itself is pretty unfair; making the penalty for failure not instant death and game over would encourage players to learn. A hint could be "make a proper sentence". On the other hand, figuring it out was hugely carthartic to me.
* A bit more dialogue for the Zangief fight would be cool. Someone should ask "What would Rainbow Mika think about how you're acting?"
* Reduce the amount of frames in Smasher's walk cycle; with the number of frames the enemy has now he appears unnaturally gelatinous.
* I suggest a replay mode/level select. Good way to not only skip to your favorite stages but also bug-test the game.
* Maybe give the rolling barrels shadows to indicate where they will land next, allowing players to plot out their next move?
* Immediately following a slow-paced miniboss with a puzzle area without making them separate levels doesn't sit right with me.
* With characters who's SPECIAL can be steered, that special move doesn't like to come out if you're not pushing a direction. Why is this?

Also, there's a bug where Kitana can become stuck behind an invisible wall in Mission 7 and be unable to progress even when the wall has been broken.
 
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