Mortal Kombat - The Chosen One

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

No permission to download
The project is currently under development.
I promise I will give you a full detailed feeedback when I have time, but for now here are some tips:

- The game feels slow overall. When I watched the videos, I though it was your video recorder, but now I see its not. The characters walks too slow.

- the game NEEDS a run animation. You can take Zvitor's MFA game 1 and 2 as an example - when he had added a run animation, the game had improved a lot, its more fluid.

- in some situations, the fatality code fails - see the snake biting the air while the enemy (at right) walks freely.


- the enemies are too hard for a first stage, they grab you and escape from grabs too often (but I loved the grab escape idea)

sorry for the rushed feedback, I will return soon with a detailed feedback. Overall, I liked the game a lot.
 
Awesome job!
What a pleasure to play a game with such a nice universe and cool ambiance.

A run anim would be nice indeed.
Not easy to make with KI characters.
But it could make the game more dynamic.
One problem is it will "overwrite" move that some characters have F F J

The enemies are sometimes a little hard.

Great movelists, good moves
The imput are perfect IMO.

Also, I had a bug with Jago or Tusk (can't remember)
By using a slam on enemy on the right wall in training stage.
Enemy is stuck on wall (I think a good use of antiwall will fix it)

I know it's not yet finished, but a little more interaction with stages will make it great. (few more things to break...ect)

I'll play again to give more feedback.

You've already completed something awesome, DanteD! 8)
 
Thanks my friend!

Today start work in the run animations.
Like you say, in some characters not be easy to create,  but I am determined to do the best possible way.
I'm glad you like it my friend.
So now I need keep working in this to meke better.
 
Well finish the run for Liu Kang and almost Kitana. Add a new runjumpattack for both. is very useful.
Then follow with Raiden and at the end, the hard ones, because need a lot of edit for each ona.
 
I'm in the stage where O is at playing Tusk. There is something wrong with a little distance between Tusk's last attack and the wall on the right along with the enemy. Tusk attacks the enemy close to the wall and after the attack he disappears, but not the enemy. You can move him anywhere so he would appear.

Disappearance after attack close to wall:
MK_The_Chosen_One_0000.png


This is the distance between Tusk and the enemy. It's before he disappears:
MK_The_Chosen_One_0001.png


I'm using version 4153 for it.

EDIT: Something wrong with the wall there.

EDIT2: O, it just happened to Liu Kang's fatality similar to your find on Tusk's.

EDIT3: I just found out now that the problem is the enemy on the right side. He's the one with escaping fatalities. :P

MK_The_Chosen_One_0003.png
 
Hello friend!

Yes, I am aware of that.
There are several attacks of Tusk I should fix the antiwall.
Beside Bloodbane helpl me checking the walls.

I'm working on that for next update.
Thanks.
 
@dante - If you want to add it, I can help work on adding MK style blood.

I was also looking at making something to replace font4.gif  (the big font)-  Cause you still have default one.

But I can't find good rips of MK fonts (that are complete)  I figure you would want the mythologies font to match char select etc.  I actually have MK 1 style font already done for openbor if you just want that.  But I think it would look better with MK3 fonts or mythologies style.
mk_0026.png

-----

BTW can any chars do the MK style uppercut? is it possible?
 
Thanks Beastie!

I working now edit the MK blodd to look more realistic,
like the blood that already has the mod.
About the fonts, yes i like the idea!
It would be a great addition to the mod.

About this :
Code:
 can any chars do the MK style uppercut? is it possible?
I do not know what you mean.
I have tried all the characters have a similar uppercut, considering that are of different games, with a lot of edits.
 
and at the end, the hard ones, because need a lot of edit for each ona.
you can give them just a dash and it will be enough.

Anther bug: when you are on the stage with the cars, the way you had split the scenario is weird. The ground, when someone falls on it, "disconnects" itself from the wall.
 
Anther bug: when you are on the stage with the cars, the way you had split the scenario is weird. The ground, when someone falls on it, "disconnects" itself from the wall.

Oh yes, already had notice and fix it.

Thanks!
 
My comments for the demo :

Good demo, I love the multiple moves characters have  ;D .

I agree with someone's comment that the levels before first stage boss are too long. You need some variations
Suggestions:
1. Start simple with less enemies and increase difficulty as level/stage progresses
For instance, in first levels just present 2 types of enemies and give them low HP
2. Make special enemy entry which shocks player
example : let's say that strong enemy hasn't appear yet
In end of a level, present 3 or 4 strong enemies at once
3. Decorate your levels with obstacles
In some levels place many barrels or trash cans to obstruct player
4. Give special spawn animation for enemies
It gets boring if all enemies walk in screen to attack player, try giving some of them jump in animation for variation
Another suggestion is to have enemy enter the screen by riding motorcycle then he jumps off his motorcycle ;)
Or have motorcycle with 2 enemies riding it then when entering screen, the one on back seat jumps off
5. About the over long levels before the boss, you can do it Capcom way like this:
Have a strong regular enemy as 1st stage boss
In this mod, you can present him/her in 2nd level. Of course, this means Balrog will be 2nd stage boss
6. About dojo, instead of having high HP for the 'training victim', why not set defense all 0? this setting will make him invincible to any attacks

That's for now, I'll be checking other characters next :)
 
Bloodbane said:
6. About dojo, instead of having high HP for the 'training victim', why not set defense all 0? this setting will make him invincible to any attacks

I had this in mind too.
Also, I suggest not to have a traning enemy who breaks grabs easily.
Training should be a "safe" place to experiment all moves including grab attacks.

I'm OK with the fact enemies should come progressively.
Since they are very lookalike (as a masked gang) they can act differently when spawning...

I finally finished the demo.
I can't wait to see what you're coocking (the unlocked chars etc) :)
 
You right about the enemy in the dojo of Training.
My idea is put simple enemy like you say, but none of the enemies actually have the mod.
In thik the dojo be great to face a monk, or something like thath.
 
Hello my friend Dante Devil, played the demo, and found some bugs, I will not specify what, I've seen this in other games and did not see any problem, you changed some moves, I played a lot with Midas, and saw that he did not have special he had in his first video, liked you use Buzz character Pit Fighter game, maybe you can not put it as a secret character, I am suspect to talk about the game, because like much of his work. ;D
 
Yes, I change some moves  for others until learn more day to day. I fix a lot of bugs with the help of the support of the community.  And with the special help of White Dragon and Bloodbane.
Today finish to edit the sprites of Midas run animation.
Was a hard work but the result was is great. I finish the run for Liu Kang,  Kitana, Raiden and Midas. Now start with Carolina at the end the most hardest, the KI characters.
When finish with all run animations and fixing all know bugs, i share a new link with the updated version and new stages and enemies. I thinking add a lot of items and obstacles and  change the AI of the actual enemies.
Sorry for all bugs, but every day i learn something new.
About secret characters, in the previous post a special version of Batman It was revealed.
Now I'm working in other secret character, Fulgore for KI2.
Thanks for you support my friend!
 
hi friend i play your game.it is nice.but there is something i want to tell.
1-the game did not run on PSP. when selecting the character the game in game loading pop up.
2-the characters need run in game.
3- the enemies must have some variation. they all black with mask.they color and they skin can be different like the other games.it is some boring with enemies.
4- enemies is too hard.need to fix difficulty.
5- the move list is not all the moves like fatalities and specials.
6- the backgrounds and objects textures is too low quality.if you can fix and better the quality of these it will be better.
by the way thanks for the good game and keep up the good work. ;)
 
I think dante used some things that don't work on the PSP builds, the Ogg audio and WebM video support is one. Also, since no one maintained the PSP port so far, it's also a bleak possibility that it might get updated as well as adding the new features of OpenBOR.
 
behnam said:
hi friend i play your game.it is nice.but there is something i want to tell.
1-the game did not run on PSP. when selecting the character the game in game loading pop up.
2-the characters need run in game.
3- the enemies must have some variation. they all black with mask.they color and they skin can be different like the other games.it is some boring with enemies.
4- enemies is too hard.need to fix difficulty.
5- the move list is not all the moves like fatalities and specials.
6- the backgrounds and objects textures is too low quality.if you can fix and better the quality of these it will be better.
by the way thanks for the good game and keep up the good work. ;)

Hello my friend!
About you say, here my answers:

1- CRxTRDude gave you the explanation.
2 - Like I say in the previous post, I'm working now in that.
3 - This types of enemies are for the first stage, in the second all enemies are new.
4 - Like I say in the previous post, I'm working now in that.
5 - You must see the "How to Play" fot that.
6 - There will always be an inevitable graphical difference, if we consider that the characters belong to different games, also stages, etc.
I do not think is a point to consider, because as you see, no one had mentioned before.

Thanks for you support.

PD: I'm looking forward to more of your art ...
 
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