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.
If  you see the size of the heads, all  characters size it's ok.
Only the Chosen One is more bigger, because she is in the front.
About the height of Raiden and Midas, obviusly put the two characters higher to see all better.
Thanks anyway.
 
Hi dantedevil!
About your repulse projectle ability, I finally able to modify the script for 3D mods

anim freespecial5
@script
    void self    = getlocalvar("self");            //Caller.
    void vEntity;                                    //Target entity placeholder.
    int iEntity;                                    //Entity enumeration holder.
    int iName;                                      //Entity name.
    int iMax      = openborvariant("ent_max");      //Entity count.
    int x = getentityproperty(self,"x"); //Get character's x coordinate
    int z = getentityproperty(self,"z"); //Get character's a coordinate
    int Ex;
    int Ez;
    int EDir;
    int EVz;

    //Enumerate and loop through entity collection.
    for(iEntity=0; iEntity<iMax; iEntity++){   
      vEntity = getentity(iEntity);                //Get target entity from current loop.
      iName  = getentityproperty(vEntity, "defaultname"); //Get target name

      //Projectile
      if(iName == "GPiau" || iName == "ShockBall"){
        Ex = getentityproperty(vEntity, "x");
        Ez = getentityproperty(vEntity, "z");

        if(Ex <= x+40 && Ex >= x-40 && Ez <= z+10 && Ez >= z-10){
          EDir = getentityproperty(vEntity, "direction");
  EVz = getentityproperty(vEntity, "zdir");

          changeentityproperty(vEntity, "candamage", "TYPE_ENEMY", "TYPE_OBSTACLE");

          if(Ex <= x && EDir == 1){
            changeentityproperty(vEntity, "direction", 0);
          } else if(Ex > x && EDir == 0){
            changeentityproperty(vEntity, "direction", 1);
          }

          if(Ez <= z+10 && EVz <= 0){
            EVz = -EVz;
          } else if(Ez > z-10 && EVz > 0){
            EVz = -EVz;
          } else {
            EVz = EVz;
          }

          changeentityproperty(vEntity, "velocity", NULL(), EVz);
        }
      }
    }
@end_script
...

  The script will find knife projectiles whose name is either GPiau or ShockBall within 40 pixels left and right and 10 pixels back and front. If it finds any, it will repulse it away then change it to be able to damage enemies and obstacles
I have to mention knife projectiles cause it only works well to that type of projectile
If you want to modify that to your projectiles, just change the names. Extend the list if you want more projectiles to be repulsed
Oh yes, the name must be exactly same e.g ShockBall is repulsed but shockball isn't
And due to default setting in engine, you need to set hitenemy 1 in projectile's text to allow it to hit the one who throw it

Last but not least, the script is run per frame so if you want high check rate you should set more frames in the animation :D
 
Thanks my friend!
Great news. I check it this night and soon show a new video gameplay with new stages.

Thanks for all your help BB.
 
Hello!

I am working a lot in the mod, new stages, enemies and new intros to tell the story.

Here the second intro:
http://youtu.be/KUHnZS971CE

And here some screens of the new stages and enemies:
xewcfHv.png


WXlCdSu.png


UQ2Vg3R.png


VAOkBfI.png


6dacyrl.png

 
Great, I thought the story would only revolve on altars or something like that but it turns out there are city levels too :)

BTW Black Death Gang reminds of the thugs in Urban Lockdown mod
 
@Dantedevil. Nice use of the scroll there dude and those do remind me of Urban Lockdown, with the hockey mask and ninja costume looking like the skull-faced thugs. Can't wait to see a demo or a final release for that matter.  ;)
 
Thanks BB, Ned and CRxTRDude.
The first part of the game is all in the city. After goes to to the Mortal Kombat universe.
 
Congratulations Dante Devil, the game is getting very good, continue with their excellent work. ;D
 
Well i still working in the story and finish the first levels, all in the city.

Here the third intro to tell more about the story:

https://youtu.be/XBtY7MCZSA4
 
Thanks, but a good story need details to work. It's perfect like this to me.
Now i work in the last intro,  but it's a animated video with fight scenes.
Thanks anyway for you support.
 
Cool intro! makes me wonder what will Shang Tsung do the kidnapped children after he found out the real chosen one ;)
 
Good question my friend!
When Shao Kahn is aware of the identity of "The chosen one", decide to keep youngs as bait, knowing that Raiden as the protector of the Earth, it will try to rescue them.
Much of the adventure you'll rescuing the young hostages, among which are the best friends of the protagonist.
 
Bloodbane said:
Hi dantedevil!
About your repulse projectle ability, I finally able to modify the script for 3D mods

anim freespecial5
@script
    void self    = getlocalvar("self");            //Caller.
    void vEntity;                                    //Target entity placeholder.
    int iEntity;                                    //Entity enumeration holder.
    int iName;                                      //Entity name.
    int iMax      = openborvariant("ent_max");      //Entity count.
    int x = getentityproperty(self,"x"); //Get character's x coordinate
    int z = getentityproperty(self,"z"); //Get character's a coordinate
    int Ex;
    int Ez;
    int EDir;
    int EVz;

    //Enumerate and loop through entity collection.
    for(iEntity=0; iEntity<iMax; iEntity++){   
      vEntity = getentity(iEntity);                //Get target entity from current loop.
      iName  = getentityproperty(vEntity, "defaultname"); //Get target name

      //Projectile
      if(iName == "GPiau" || iName == "ShockBall"){
        Ex = getentityproperty(vEntity, "x");
        Ez = getentityproperty(vEntity, "z");

        if(Ex <= x+40 && Ex >= x-40 && Ez <= z+10 && Ez >= z-10){
          EDir = getentityproperty(vEntity, "direction");
  EVz = getentityproperty(vEntity, "zdir");

          changeentityproperty(vEntity, "candamage", "TYPE_ENEMY", "TYPE_OBSTACLE");

          if(Ex <= x && EDir == 1){
            changeentityproperty(vEntity, "direction", 0);
          } else if(Ex > x && EDir == 0){
            changeentityproperty(vEntity, "direction", 1);
          }

          if(Ez <= z+10 && EVz <= 0){
            EVz = -EVz;
          } else if(Ez > z-10 && EVz > 0){
            EVz = -EVz;
          } else {
            EVz = EVz;
          }

          changeentityproperty(vEntity, "velocity", NULL(), EVz);
        }
      }
    }
@end_script
...

  The script will find knife projectiles whose name is either GPiau or ShockBall within 40 pixels left and right and 10 pixels back and front. If it finds any, it will repulse it away then change it to be able to damage enemies and obstacles
I have to mention knife projectiles cause it only works well to that type of projectile
If you want to modify that to your projectiles, just change the names. Extend the list if you want more projectiles to be repulsed
Oh yes, the name must be exactly same e.g ShockBall is repulsed but shockball isn't
And due to default setting in engine, you need to set hitenemy 1 in projectile's text to allow it to hit the one who throw it

Last but not least, the script is run per frame so if you want high check rate you should set more frames in the animation :D

Sorry for delay in answer this BB. It is that I've been working hard in the intros and stages and had not taken the time to check it.
By now I could not make it work.
Here the animation of the block with the script included:

Code:
anim block
	loop	0
	offset	94 177
	bbox	82 90 27 88
	delay   4
	@cmd	spawn01 "shield" 0 50 1
	sound   data/sounds/trough.wav
        frame	data/chars/chosen/block0.png
        frame	data/chars/chosen/block0.png
	@cmd	anichange "ANI_FREESPECIAL22" 0
        frame	data/chars/chosen/block1.png

 
anim freespecial22
	loop	0
	delay   6
	offset	94 177
	bbox	82 90 27 88
        @cmd    block 1
	@cmd	spawn01 "shield2" 0 50 1
    @script
        void self    = getlocalvar("self");             //Caller.
        void vEntity;                                     //Target entity placeholder.
        int iEntity;                                     //Entity enumeration holder.
        int iName;                                       //Entity name.
        int iMax      = openborvariant("ent_max");       //Entity count.
        int x = getentityproperty(self,"x"); //Get character's x coordinate
        int z = getentityproperty(self,"z"); //Get character's a coordinate
        int Ex;
        int Ez;
        int EDir;
        int EVz;

         //Enumerate and loop through entity collection.
        for(iEntity=0; iEntity<iMax; iEntity++){   
          vEntity = getentity(iEntity);                 //Get target entity from current loop.
          iName   = getentityproperty(vEntity, "defaultname"); //Get target name

          //Projectile
          if(iName == "knifer" || iName == "knifer2"){
            Ex = getentityproperty(vEntity, "x");
            Ez = getentityproperty(vEntity, "z");

            if(Ex <= x+40 && Ex >= x-40 && Ez <= z+10 && Ez >= z-10){
              EDir = getentityproperty(vEntity, "direction");
         EVz = getentityproperty(vEntity, "zdir");

              changeentityproperty(vEntity, "candamage", "TYPE_ENEMY", "TYPE_OBSTACLE");

              if(Ex <= x && EDir == 1){
                changeentityproperty(vEntity, "direction", 0);
              } else if(Ex > x && EDir == 0){
                changeentityproperty(vEntity, "direction", 1);
              }

              if(Ez <= z+10 && EVz <= 0){
                EVz = -EVz;
              } else if(Ez > z-10 && EVz > 0){
                EVz = -EVz;
              } else {
                EVz = EVz;
              }

              changeentityproperty(vEntity, "velocity", NULL(), EVz);
            }
          }
        }
    @end_script
        frame	data/chars/chosen/block1.png
	delay   4
        @cmd    keyflip 0
        @cmd    keyint "ANI_FREESPECIAL22" 0 "S" 0 0
	@cmd	spawn01 "shield3" 0 50 1
	sound   data/sounds/trough.wav
        frame	data/chars/chosen/block1.png
        frame	data/chars/chosen/block0.png
        @cmd    block 0
        frame	data/chars/chosen/block0.png
 
hi.and nice to meet you friends.i see this project to day and really love this.i am a beat em up lover and this game is one of good games that you create my friend.
i have some options as a gamer that play many beat em up-fight games.
first please make the psp openbor version for this game
second:i think for the mortal kombat series some character are very good for beat em up style like sub zero and scorpion and some other.it is good to bring some in playable character or in secret character that unlock after beat:)
i see the raiden you create and its very good and nice.i think one cg i mean the mortal kombat deception cg intro can help you more for add some action for raiden. i love this cg very much.you know i think his fatality can be very better and heroic.
in all kombat series the models of mortal kombat 2 is really great.i think you can use some.even the stages.
in the end i love your work and waiting for release and play this nice game.
thanks.
 
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