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.
Well I am not a batman fan (in fact, I hate him) neither I think he fits on this project, but I will skip this part.
But that ice sprite isn't good. Looks like a plastic, not ice.
 
Sorry you dont like Batman.
About the ice, I don't think the same.

About the cementery background you offer, any news?
 
alucard2009 said:
Batman use knife and the backbreaker like Bane.I can't wait to play with him.it's a very good work!!!

Thanks my friend!

I hope soon finish the new additions to let available the next demo.
 
Thanks my friend for your complete feedback!
I taking all your advices to make the gameplay better.
About to make the ground attacks with down + attacks. How works that in my case?
I need create a freespecial?
 
magggas said:
Yes, you will need a freespecial for this.
Set a freespecial like this: com D A freespecial#
Then this freespecial can be just a clone of your "anim attack1" animation or just an one frame animation.
Important is to move the script @cmd ani0020 openborconstant("ANI_FOLLOW15") openborconstant("ANI_FOLLOW15") to this animation.
Thanks my friend!
I make this changes now.
Your feedback was very useful.


Ahh and I will consider this your offering, for future levels:

Oh and one more thing. You are doing allready great work with your levels too, but i will suggest you to try to create some levels with some platforming action too. And maybe making some deadly traps like in MK mythologies. If you like, if you will manage to greate the graphics for such levels, i can coding the walls for you.
 
 
Hello!
Sorry having been absent, but I was working hard on another secret characters, it is almost complete.
I'm talking about Fulgore.
In the following days I'll share a video gameplay of Fulgore.
 
Hello Dante Devil, you did not appear for some time, from what I saw the project is well underway, plus the video will have some demo? Congratulations for the excellent work. :)
 
Great!!!! Finally, Fulgore!
The roster is going to be even more epic!
Also, I really like wat you did with his moves
Glad to see things we talked before about him. 8)

BTW how do you manages to make him availiable when you beat him.
(I never worked on these kind of aspects)
-Is this coded by "story/levels"
-Or using some scripts to have him selectable even from first level (if already unlocked before)

I'm curious about it.

Anyway.
Awesome job.
 
Thanks my friend!

About this:
BTW how do you manages to make him availiable when you beat him.
(I never worked on these kind of aspects)
-Is this coded by "story/levels"
-Or using some scripts to have him selectable even from first level (if already unlocked before)

I'm curious about it.

I thinks usig this:
Code:
skipselect {name} {name} {name} {name}

    ~This command makes select screen and join in selection skipped in current level set. Players will automatically use certain defined player.
    ~{name} is the name of loaded player in models.txt (see above). The 1st one is for 1st player, 2nd for 2nd player and so on.
    ~MAKE SURE the defined player are loaded before using this!
    ~You can empty all values to skip default select screen. However don't forget to set select screen text right after it.

But i dont know if the best way to do it.
 
I think, I understand.

So Fulgore will be availiable for a part of story (only) And you will have to use him only.
If you restart the game after unlocking him. He's not selectable.
Same for training mode

(This is not complain/critisism, I just try to understand the logic of it  :D)
 
Edson said:
I am awaiting, you plan to release other stages in this new demo? ;D
Yes my friend!

New stages, new enemies and new bosses.
And the opportunity to play with Batman and Fulfore.
 
Yes my friend!
New stages, new enemies and new bosses.
And the opportunity to play with Batman and Fulfore.

Very Good Dante Devil, can not wait for the new demo, I know you have had a lot of work, but surely the final work had been excellent.
 
Hello Dantedevil.

I'm impressed by the huge amount of work that you have invested in this mod. I played Super Final Fight Gold and The Chosen One 1.1 Demo this afternoon.

I had a lot of fun with SFFG. I found TCO even more fun at first, because it seemed much more original, very interesting and felt fresh and new, but as I progressed further I got more irritated and frustrated. I want to explain what bits I didn't like (-) and how they could be fixed (+).

- The enemy jump kick comes out too quickly.
+ It ought to be telegraphed more, like in real life.

- AI turtles too much, cowardly hanging behind the screen border, backing off, and throwing knifes. This makes it impossible to anticipate their next attack. The only strategy to counter this was to stay in the center of the screen and wait.
+ Make the scrolling work like Renegade and have the enemy drop from the top of the screen, or come out of doorways and such.

- Standing near a downed enemy causes Midas to stomp. Not only does this miss the intended target about half the time, it also leaves him vulnerable.
+ Make the ground attacks controllable. The command could be: stand close to downed enemy and hold Down and tap Attack

- How did that miss? Most brawlers suffer from this problem, a consequence of having flat images that can only hit and be hit in the XY plane but capable of moving along the pseudo-3D Z axis. This was very elegantly solved in Guardian Heroes, but sadly, it's "foreground background" layer design didn't inspire imitators.
+ OpenBOR engine is capable of dividing stage in foreground background layers and restricting movement. The Jumping Up animation could be used to hop between them. Hold Up (while in foreground) or Down (while in background) plus Jump to Dodge to the other layer. Press Attack during Dodge to Kick before landing.

These comments are meant to be constructive criticism. I do not expect Dantedevil to change his design because one person didn't like the game in its present form. It's his game.

I just wanted to point out what I perceive as flaws in your design. Just telling an artist/creator that their creation is wonderful and perfect is not helpful and dishonest when you can see ways that it could be better.
 
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