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.
Love to see this game making progress and it is looking like it may be a big hit. I have one suggestion though not to criticize your work but you have a Mortal Kombat/ Killer Instinct fan base, so Batman doesn't fit in with these characters. You need to stick with those characters or you may lose some of your fan base. Its ok to have it later as a special edition with all different types of characters, but for the main title stick with the core characters MK/KI...
 
A.D. Vanderstein said:
Love to see this game making progress and it is looking like it may be a big hit. I have one suggestion though not to criticize your work but you have a Mortal Kombat/ Killer Instinct fan base, so Batman doesn't fit in with these characters. You need to stick with those characters or you may lose some of your fan base. Its ok to have it later as a special edition with all different types of characters, but for the main title stick with the core characters MK/KI...


The idea is that Batman is a character bonus at the end of the game, but is not part of the story obviously.
Like you say, is like a special edition character.
 
Introducing Batman wasn't really far fetched, considering now MK and DC are WB products and even shared a VS. game already, so yeah, I also welcome him. :)

Interesting that you're using Batman Returns for SNES. Guess the recoloring did a bit of the trick as the clash of a sprite based character is not too strong against the live photo capture from MK arcade. Looking good.

Also, nice update on Midas. Glad my advice was taken in consideration.
 
Glad you like you too!
Change the sprites of Batman Returns, to look as real as possible was very difficult. The Batman Returns sprites are much smaller, so using the rotsprite, much photoshop and some effects of paintshop pro, I think I can say that the final appearance is very good.
I also had to create the idle animation, and many other new classical movements all hope to see in Batman, and some new ideas like batrang bouncing and goes to the opposite side after making impact. The end result is a very powerful and complete character with a variety of movements, which make it one of the most fun characters to play.
As for your advice about Midas, as you can see they were on the same path i was looking for.

Thanks for your support!
 
I thinked the same for MK-type Batman, but IMO snes one looks more badass.
There is already a little mix up with 3D type chars of KI2, so no problem with this "cartoonish" Batman.

Only the skin color looks a little bright.
 
O Ilusionista said:
There is a Batman game with rendered graphics, have you tried it?
The graphics in the game that you mean are smaller than those of Batman Returns. Also surely the Batman Returns "look more badass". No doubt.


About the skin, has the same color of the Midas skin.
 
Well ... I have very little to finish Jago.
It remains for me to finish the special hits all enemies on screen, and create the fatality.
I hope to show it soon.
 
finish the special hits all enemies on screen

i have this script to damadge/kill all enemies on screen
it works the same way when a boss is killed and all enemies die...
but i dont know if it works on OpenBOR_v3.0_Build_4082
void damage_all_enemies(int damage, int drop, void atk_type)
{
int  iEntity;
        void vEntity;
        void self        = getlocalvar("self");
        int  iMax        = openborvariant("ent_max"); 
     
   
        for(iEntity=0; iEntity<iMax; iEntity++)
        {

       
        vEntity = getentity(iEntity);
if(getentityproperty(vEntity, "type")==openborconstant("TYPE_enemy"))
{

damageentity(vEntity,self,damage,drop,openborconstant(atk_type));

}
}
}

in entity.txt
@cmd damage_all_enemies 600 1 1
600 - attack damage
 
Thanks my friend!

I have this courtesy of Lagarto:

void damage_all_enemies(int damage, int drop, void atk_type)
{

int  iEntity;
        void vEntity;
        void self        = getlocalvar("self");
        int  iMax        = openborvariant("ent_max"); 
     
       


        for(iEntity=0; iEntity<iMax; iEntity++)
        {

       
        vEntity = getentity(iEntity);
if(getentityproperty(vEntity, "type")==openborconstant("TYPE_enemy"))
{

damageentity(vEntity,self,damage,drop,openborconstant(atk_type));


}

}





}

Seems be the same.
 
Hi!

Sorry to be a bit missing, but I've been working hard on Jago, and redesigning the character of my daughter.
Jago is almost finished,
I just need to work a little more on some moves, and create the fatality.
Here you can see at Jago in Action:
http://youtu.be/Rm69Iui1Mng

As for "The Chosen One" is a completely new character with good and powerful movements.
I hope to show it soon, but still lacks a lot of work.
 
oh that is pretty cool. I liked his moves.
Question: what happens with the enemy lifebar? I can see the red section shrinking (when it should expanding) and sometimes the bar does moves at all. Its a bug?
 
If someone can help me with this bug I would appreciate. I try many ways to fix it,  and the bars still shows out of place during the zoom.
The bugs details in the link post before.
Thanks.

PD: Hope you like JAGO
 
O Ilusionista said:
/// by Mtrain
void rspeed()
// gives a random walk speed
{
  void spd = getentityproperty(getlocalvar("self"),"speed");
  void ri = rand()%1000+1000;
  void ra = rand()%1000+1000;
  float sp = spd + ( ri*0.001 + ra*0.001 )/10.0;
  changeentityproperty(getlocalvar("self"), "speed", sp);
}

Use it in walk animation:
@cmd rspeed

in the search I found that there are several scripts for Random Walk.
This scripts make the enemies walk normal,  or change for the run animation ( if he has one). But if the enemy not have a run animation, the walk speed looks weird.
So is possible modify the script to change the walk velocity?
 
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