M.U.G.E.N project.
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posted07/13/2008 05:39 AM (UTC)by

About Me
Member Since
09/07/2002 09:20 PM (UTC)
A little something I'm working on...
Learning 3D animation, and creation in M.U.G.E.N.
M.U.G.E.N is a free 2D fighting game engine that lets you create your own 2d fighting game. Characters, stages, etc.
I figure if I'm going to be practicing animation, might as well do something with it, so I'm making something like Killer instinct using 3D sprites.
Here are a couple animations I have so far, my first tries at something descent....
I'll probably replace the 3D model in the future with a high polygon version. The one I have now is just a quickie I made in one day. Looks pretty crappy...
If the gifs play slow, save them to your desk top and play them with Quick time.
This would be a running attack. The forward motion is done with Code in Mugen.
This would be a super move that you see in the opening FMV of MKD. A giant snake made of fire / magic...
The ball is just to see the path and timing for the special move.
I want to try and make something more along the lines of games like Street fighter and complex 3D fighters, but with an MK feel of course.
I'm not making a straight copy of the old MKs.
This is a concept for a custom character I'd like to make.
And an alternate costume for Shang. I can do an alternate costume because I'm using a 3d model.
And some old fakes of mine.
And a 3D Motaro with a bad loop
. 
Learning 3D animation, and creation in M.U.G.E.N.
M.U.G.E.N is a free 2D fighting game engine that lets you create your own 2d fighting game. Characters, stages, etc.
I figure if I'm going to be practicing animation, might as well do something with it, so I'm making something like Killer instinct using 3D sprites.
Here are a couple animations I have so far, my first tries at something descent....
I'll probably replace the 3D model in the future with a high polygon version. The one I have now is just a quickie I made in one day. Looks pretty crappy...
If the gifs play slow, save them to your desk top and play them with Quick time.
This would be a running attack. The forward motion is done with Code in Mugen.

This would be a super move that you see in the opening FMV of MKD. A giant snake made of fire / magic...
The ball is just to see the path and timing for the special move.

I want to try and make something more along the lines of games like Street fighter and complex 3D fighters, but with an MK feel of course.
I'm not making a straight copy of the old MKs.
This is a concept for a custom character I'd like to make.

And an alternate costume for Shang. I can do an alternate costume because I'm using a 3d model.

And some old fakes of mine.

And a 3D Motaro with a bad loop


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Damn beautiful work man. Let me know if I can help you with your fighting game project at all - sounds interesting.

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Post critiques or ideas if you want, etc.
I have a TON of ideas already, but I like to read what other people think.
I have a TON of ideas already, but I like to read what other people think.
That's awesome. It's kinda cool how it goes from 2d to 3d. But it might just look better in 2d.
I think you should try to make a special for scorpion. Like his spear move in MKSM when you hold the button down for a while and Scorpion goes crazy with the spear. That might look cool in sprites.
I think you should try to make a special for scorpion. Like his spear move in MKSM when you hold the button down for a while and Scorpion goes crazy with the spear. That might look cool in sprites.

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If I used a high poly mesh, you probably wouldn't be able to tell. That one in the animation is not good enough to fool the eye.
I'll probably end up doing all the sprites in 3D to make it look better. I can do higher resolution that way too.
I agree about moves like Scorpion's whip animation. I want to give this guy a lot of flashy moves.
Instead of the spear, I can make his energy flowing around him before he throws a fireball, like Raiden in the MKD intro. Have him doing some kind of incantation or something.
I'll probably end up doing all the sprites in 3D to make it look better. I can do higher resolution that way too.
I agree about moves like Scorpion's whip animation. I want to give this guy a lot of flashy moves.
Instead of the spear, I can make his energy flowing around him before he throws a fireball, like Raiden in the MKD intro. Have him doing some kind of incantation or something.
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In general this idea is Genius!Amazing.I love the animations you made bleed they look so close to flawless.The Motaro one I think is perfect.Your character idea looks very bad ass.---Genius!---
About Me
FB: Trans4Materia Card Game I invented "Circling Vulture, Laughing Hyena"
True story, it happened to a friend of a friend of mine... EVERYBODY!
0
Cool. I love your masked guards, I wish I had the patience to add that much detail. It's also nice to see what became of your 3d Motaro WIP. Looks great, if not a little stiff/puffed chest.
I like the alt costume you made for Shang, but I'm not too keen on your 3d model of him, he looks disproportioned. Also, the kick ani reminds me of Chin, from Double Dragon 3, lol. The Fire snake is a nice idea. I remember someone attempted a fake of it ages ago.
As for your fakes, love your mist work.
If you get this refined, and perfected, you may just be on to something. I'd love to see more progress, and ideas. You could implement some pretty cool shit, man.
Ka-Tra
I like the alt costume you made for Shang, but I'm not too keen on your 3d model of him, he looks disproportioned. Also, the kick ani reminds me of Chin, from Double Dragon 3, lol. The Fire snake is a nice idea. I remember someone attempted a fake of it ages ago.
As for your fakes, love your mist work.
If you get this refined, and perfected, you may just be on to something. I'd love to see more progress, and ideas. You could implement some pretty cool shit, man.
Ka-Tra

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Yeah, the proportions are wrong on the Shang model.
I matched it to a front and side view of his sprites, but it looks weird.
Maybe the perspective in the sprites threw me off?
For ideas, I have some thoughts or wishes for what I'd like to implement. I'm not a good programmer though, so some of these might be tough.
I did the kung fu man MUGEN tutorial, and was able to get him walking, jumping, attacking, etc. It wasn't that hard to figure out, but that's basic stuff. I'll have to download some already made characters with something similar to what I want to do, and check their code.
Anyway...... for ideas:
1 = First thing is to have a more diverse moves arsenal in specials and empty hand combat. Leaning towards street fighter and 3D fighters.
Stylish moves like in Tekken 6.
2 = Specials used in combos like in MK4, KI, most 2D fighters.
3 = Flashy looking specials
4 = Cost and branch based custom combo system.
You have freedom with combos like in Marvel VS Capcom but not limited to going from weak to strong, because MK isn't set up that way.
The 5-6 hit combos are only guaranteed if the opponent is hit by a stun attack which would be the equivalent of a pop up to juggle.
The stun severity would dictate how much you have to spend in the combo meter. How much a move costs depends on it's properties. Weak = cheap to strong = expensive.
5 = You can juggle like in 2d MKs.
6 = Jump in combos can work like in MK, Street fighter or DOA.
7 = You can run / quick dash
8 = Parry = perfect block timing gives you faster recovery without doing the standard parry pause. Basically works like cancel combos in street fighter, where (punch = Block) can flow in to another move.
9 = If I do the morphing, It'll be new moves or animations for old characters.
10 = Give shang a Snake stance to flow in to different moves, like you can in DOA, Soul Calibur, Tekken, VF, MKA....
I like how in MK's stance change, you can do any attack for a stance instantly when you switch to it, so I'll keep that.
11 = Have a power-up where souls fly around him, like in the Fake in my first post. Have it work like a special stance he can do certain moves from.
The souls could work like shadow hits in this mode too.
12 = Soul steal
13 = Special that can destroy fireballs like in Street fighter.
14 = Wake up moves
15 = juggle recovery = air block to stop wall juggles ( parry timing )
16 = Short aerial combos, like 2-3 hits. Custom and can cancel in to specials.
17 = Block can cancel in to switch place, like the roll in KOF but looking more like a side step or teleport.
18 = Power beam like in the MKD intro against the Dragon King. You tap PPPPPP to make it go longer like the hold throws in Street fighter.
19 = Delay-able combos, so your timing can vary. Maybe timing variation for combos can result in different moves.
20 = Hop = like the hop in King of fighters.
21 = Incantation / Power-up.
22 = Super moves could work like juggles or stuns with extended combo ability. You do a starter, and instead of your normal 10 point combo limit, you have 15-20.
23 = A block can lead to a back dash, like a throw escape in Street Fighter 3.
24 = You can sway or evade like in KOF, but you have different animations and can do different attacks, throws, etc. from them like the side step attacks in 3D fighters.
25 = You have different height launchers and stun attacks.
26 = After being juggled, you can land on your feet like in Street fighter.
27 = Aggressive block, like the guard impact in Soul Calibur.
28 = Armour, like in real life, boxing games, Hulk in Marvel VS Capcom. You can take a little bit of damage without flinching too much and without it stopping your attacks. Depends on what moves hit you though. This would be equal to attack weight also. A round house may cause a reaction like in MK1, an uppercut could cause the same reaction.
29 = Aerial recovery like in Street Fighter alpha 3, but not as obvious. It has to be done early in the hit, so it flows more naturally.
30 = More useful properties, have moves be safer on block like in Street Fighter. You can stop a dial combo mid way and go in to other moves, again like street fighter combos.
31 = Command throws
32 = diagonal commands for basic moves like in 3D fighters.
33 = Push away on combo hits, so you can't do infinities as easily. You
need to dash in or something, giving the opponent a chance to retaliate.
34 = Wall and floor bounce, but limited to one of each.
35 = The opponent can become dizzy like in street fighter.
etc.
I don't know what I'll put in yet, those are just some things that come to mind.
I matched it to a front and side view of his sprites, but it looks weird.
Maybe the perspective in the sprites threw me off?
For ideas, I have some thoughts or wishes for what I'd like to implement. I'm not a good programmer though, so some of these might be tough.
I did the kung fu man MUGEN tutorial, and was able to get him walking, jumping, attacking, etc. It wasn't that hard to figure out, but that's basic stuff. I'll have to download some already made characters with something similar to what I want to do, and check their code.
Anyway...... for ideas:
1 = First thing is to have a more diverse moves arsenal in specials and empty hand combat. Leaning towards street fighter and 3D fighters.
Stylish moves like in Tekken 6.
2 = Specials used in combos like in MK4, KI, most 2D fighters.
3 = Flashy looking specials
4 = Cost and branch based custom combo system.
You have freedom with combos like in Marvel VS Capcom but not limited to going from weak to strong, because MK isn't set up that way.
The 5-6 hit combos are only guaranteed if the opponent is hit by a stun attack which would be the equivalent of a pop up to juggle.
The stun severity would dictate how much you have to spend in the combo meter. How much a move costs depends on it's properties. Weak = cheap to strong = expensive.
5 = You can juggle like in 2d MKs.
6 = Jump in combos can work like in MK, Street fighter or DOA.
7 = You can run / quick dash
8 = Parry = perfect block timing gives you faster recovery without doing the standard parry pause. Basically works like cancel combos in street fighter, where (punch = Block) can flow in to another move.
9 = If I do the morphing, It'll be new moves or animations for old characters.
10 = Give shang a Snake stance to flow in to different moves, like you can in DOA, Soul Calibur, Tekken, VF, MKA....
I like how in MK's stance change, you can do any attack for a stance instantly when you switch to it, so I'll keep that.
11 = Have a power-up where souls fly around him, like in the Fake in my first post. Have it work like a special stance he can do certain moves from.
The souls could work like shadow hits in this mode too.
12 = Soul steal
13 = Special that can destroy fireballs like in Street fighter.
14 = Wake up moves
15 = juggle recovery = air block to stop wall juggles ( parry timing )
16 = Short aerial combos, like 2-3 hits. Custom and can cancel in to specials.
17 = Block can cancel in to switch place, like the roll in KOF but looking more like a side step or teleport.
18 = Power beam like in the MKD intro against the Dragon King. You tap PPPPPP to make it go longer like the hold throws in Street fighter.
19 = Delay-able combos, so your timing can vary. Maybe timing variation for combos can result in different moves.
20 = Hop = like the hop in King of fighters.
21 = Incantation / Power-up.
22 = Super moves could work like juggles or stuns with extended combo ability. You do a starter, and instead of your normal 10 point combo limit, you have 15-20.
23 = A block can lead to a back dash, like a throw escape in Street Fighter 3.
24 = You can sway or evade like in KOF, but you have different animations and can do different attacks, throws, etc. from them like the side step attacks in 3D fighters.
25 = You have different height launchers and stun attacks.
26 = After being juggled, you can land on your feet like in Street fighter.
27 = Aggressive block, like the guard impact in Soul Calibur.
28 = Armour, like in real life, boxing games, Hulk in Marvel VS Capcom. You can take a little bit of damage without flinching too much and without it stopping your attacks. Depends on what moves hit you though. This would be equal to attack weight also. A round house may cause a reaction like in MK1, an uppercut could cause the same reaction.
29 = Aerial recovery like in Street Fighter alpha 3, but not as obvious. It has to be done early in the hit, so it flows more naturally.
30 = More useful properties, have moves be safer on block like in Street Fighter. You can stop a dial combo mid way and go in to other moves, again like street fighter combos.
31 = Command throws
32 = diagonal commands for basic moves like in 3D fighters.
33 = Push away on combo hits, so you can't do infinities as easily. You
need to dash in or something, giving the opponent a chance to retaliate.
34 = Wall and floor bounce, but limited to one of each.
35 = The opponent can become dizzy like in street fighter.
etc.
I don't know what I'll put in yet, those are just some things that come to mind.

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bleed Wrote:
I don't know what I'll put in yet, those are just some things that come to mind.
I don't know what I'll put in yet, those are just some things that come to mind.
Awesome stuff bleed!
I like that you want to take the gameplay in a different direction to how MK used to play & Killer Instinct is a good choice.
Dunno if you're aware of the game im working on but you may find some inspiration, though it seems you have most of it worked out already!
I would love to know your thoughts on my one if you get a chance, as you seem to have thought quite a lot about gameplay mechanics.
Things look good so far though (side the model you mentioned). If you don't mind me asking, how far along is it - do you have anything playable yet?
About Me
I need a new sig, something with Kabal from UMK3 would be sweet. Just imagine that here
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how do you make custom sprites, like that concept character. I want to learn how to do that.

0
Damn thats amazing i wish i was that good at MUGEN but there are very few tutorials for creating your own characters.
I can't wait for this to be finished looks awesome combining elements of other fighting games with Mortal Kombat.Do you have any idea when there we'll be a demo?
I can't wait for this to be finished looks awesome combining elements of other fighting games with Mortal Kombat.Do you have any idea when there we'll be a demo?

0
Tim
It's not playable yet, I've been doing tests though, so I pretty much know how to do most of the basic stuff.
Things like reversals or meter based stuff I'm not sure about yet, but I'll figure it out.
About your game, I had no idea you were working on this, and it's looking pretty good.
Some thoughts right off the bat.
Things I like
Character select screen icons animation.
New moves and combos
command moves for different combo starters
Juggling works pretty good
Practice mode is nice, a moves list would be better.
Fixing sub Zero's back walk loop is good
I don't understand why Midway never fixed that.
Rolling when floored and how you can stay down.
Pop up / launcher
Crouching combos
Jump in combos with punch or kick
I like how you can link special moves to standing combos.
Kitana p,p,k, fan toss.
I like how you can do a pop up, jump attack, and finish with a standing juggle.
Kitana again, Jump deep K, kkkk, jump kick, standing k,k,fan toss
Jump deep K, ppp,kkk, jump k, standing kk, fan toss looks like it works too, and does a ton of damage.
Infinite stages are a nice touch
Being able to hit a floored opponent
Don't like---------------------------------------------
The characters can get too close to one another and moves miss as a result.
Air control is pretty annoying
The screen is too wide, so it doesn't keep the fight as compact, making the match feel slower and less intense.
No sound of course
You can get some easy infinite or high damage combos if you don't finish your strings. Kitana, PPPPPPPPPPPPP for example. The opponent is left too close with too much stun recovery. Or maybe the computer just doesn't like to block.
Crouching animation defaults to standing pose on recovery, so if you are crouching, and release block or do an attack while holding down, you will stand up for a sec. and crouch again.
How you can kill the opponent in practice mode and have to keep starting over. There should be a reset or something to avoid this.
The walking player can get stuck at the stages scroll loop point. They keep walking in place. I only see the computer having a problem with that.
Needs a way to get across the long stage quicker.
------------------------------------------------------------------------------------------
A demo is probably a long ways off, I have to make a ton of animations for this, and do the programming, which I'm still learning.
You can download Mugen from here Click me
Random Select Web site has it too, and other stuff.
Mugen comes with a tutorial for making a character using Mugen Character Maker = MCM which you can download from Random Select.
Other tutorials can be found on YouTube.
The best program for making characters and stages for mugen is Fighter Factory, also found at Random Select.
To make custom sprites, I do like most anybody else. Paint on them, cut parts and move them around, etc. I work in Photoshop. Because I know 3D, I can incorporate that as well.
It's not playable yet, I've been doing tests though, so I pretty much know how to do most of the basic stuff.
Things like reversals or meter based stuff I'm not sure about yet, but I'll figure it out.
About your game, I had no idea you were working on this, and it's looking pretty good.
Some thoughts right off the bat.
Things I like
Character select screen icons animation.
New moves and combos
command moves for different combo starters
Juggling works pretty good
Practice mode is nice, a moves list would be better.
Fixing sub Zero's back walk loop is good
Rolling when floored and how you can stay down.
Pop up / launcher
Crouching combos
Jump in combos with punch or kick
I like how you can link special moves to standing combos.
Kitana p,p,k, fan toss.
I like how you can do a pop up, jump attack, and finish with a standing juggle.
Kitana again, Jump deep K, kkkk, jump kick, standing k,k,fan toss
Jump deep K, ppp,kkk, jump k, standing kk, fan toss looks like it works too, and does a ton of damage.
Infinite stages are a nice touch
Being able to hit a floored opponent
Don't like---------------------------------------------
The characters can get too close to one another and moves miss as a result.
Air control is pretty annoying
The screen is too wide, so it doesn't keep the fight as compact, making the match feel slower and less intense.
No sound of course
You can get some easy infinite or high damage combos if you don't finish your strings. Kitana, PPPPPPPPPPPPP for example. The opponent is left too close with too much stun recovery. Or maybe the computer just doesn't like to block.
Crouching animation defaults to standing pose on recovery, so if you are crouching, and release block or do an attack while holding down, you will stand up for a sec. and crouch again.
How you can kill the opponent in practice mode and have to keep starting over. There should be a reset or something to avoid this.
The walking player can get stuck at the stages scroll loop point. They keep walking in place. I only see the computer having a problem with that.
Needs a way to get across the long stage quicker.
------------------------------------------------------------------------------------------
A demo is probably a long ways off, I have to make a ton of animations for this, and do the programming, which I'm still learning.
You can download Mugen from here Click me
Random Select Web site has it too, and other stuff.
Mugen comes with a tutorial for making a character using Mugen Character Maker = MCM which you can download from Random Select.
Other tutorials can be found on YouTube.
The best program for making characters and stages for mugen is Fighter Factory, also found at Random Select.
To make custom sprites, I do like most anybody else. Paint on them, cut parts and move them around, etc. I work in Photoshop. Because I know 3D, I can incorporate that as well.

0
bleed Wrote:
Tim
It's not playable yet, I've been doing tests though, so I pretty much know how to do most of the basic stuff.
Things like reversals or meter based stuff I'm not sure about yet, but I'll figure it out.
About your game, I had no idea you were working on this, and it's looking pretty good.
Some thoughts right off the bat.
Things I like
Character select screen icons animation.
New moves and combos
command moves for different combo starters
Juggling works pretty good
Practice mode is nice, a moves list would be better.
Fixing sub Zero's back walk loop is good
I don't understand why Midway never fixed that.
Rolling when floored and how you can stay down.
Pop up / launcher
Crouching combos
Jump in combos with punch or kick
I like how you can link special moves to standing combos.
Kitana p,p,k, fan toss.
I like how you can do a pop up, jump attack, and finish with a standing juggle.
Kitana again, Jump deep K, kkkk, jump kick, standing k,k,fan toss
Jump deep K, ppp,kkk, jump k, standing kk, fan toss looks like it works too, and does a ton of damage.
Infinite stages are a nice touch
Being able to hit a floored opponent
Don't like---------------------------------------------
The characters can get too close to one another and moves miss as a result.
Air control is pretty annoying
The screen is too wide, so it doesn't keep the fight as compact, making the match feel slower and less intense.
No sound of course
You can get some easy infinite or high damage combos if you don't finish your strings. Kitana, PPPPPPPPPPPPP for example. The opponent is left too close with too much stun recovery. Or maybe the computer just doesn't like to block.
Crouching animation defaults to standing pose on recovery, so if you are crouching, and release block or do an attack while holding down, you will stand up for a sec. and crouch again.
How you can kill the opponent in practice mode and have to keep starting over. There should be a reset or something to avoid this.
The walking player can get stuck at the stages scroll loop point. They keep walking in place. I only see the computer having a problem with that.
Needs a way to get across the long stage quicker.
------------------------------------------------------------------------------------------
A demo is probably a long ways off, I have to make a ton of animations for this, and do the programming, which I'm still learning.
You can download Mugen from here Click me
Random Select Web site has it too, and other stuff.
Mugen comes with a tutorial for making a character using Mugen Character Maker = MCM which you can download from Random Select.
Other tutorials can be found on YouTube.
The best program for making characters and stages for mugen is Fighter Factory, also found at Random Select.
To make custom sprites, I do like most anybody else. Paint on them, cut parts and move them around, etc. I work in Photoshop. Because I know 3D, I can incorporate that as well.
Tim
It's not playable yet, I've been doing tests though, so I pretty much know how to do most of the basic stuff.
Things like reversals or meter based stuff I'm not sure about yet, but I'll figure it out.
About your game, I had no idea you were working on this, and it's looking pretty good.
Some thoughts right off the bat.
Things I like
Character select screen icons animation.
New moves and combos
command moves for different combo starters
Juggling works pretty good
Practice mode is nice, a moves list would be better.
Fixing sub Zero's back walk loop is good
Rolling when floored and how you can stay down.
Pop up / launcher
Crouching combos
Jump in combos with punch or kick
I like how you can link special moves to standing combos.
Kitana p,p,k, fan toss.
I like how you can do a pop up, jump attack, and finish with a standing juggle.
Kitana again, Jump deep K, kkkk, jump kick, standing k,k,fan toss
Jump deep K, ppp,kkk, jump k, standing kk, fan toss looks like it works too, and does a ton of damage.
Infinite stages are a nice touch
Being able to hit a floored opponent
Don't like---------------------------------------------
The characters can get too close to one another and moves miss as a result.
Air control is pretty annoying
The screen is too wide, so it doesn't keep the fight as compact, making the match feel slower and less intense.
No sound of course
You can get some easy infinite or high damage combos if you don't finish your strings. Kitana, PPPPPPPPPPPPP for example. The opponent is left too close with too much stun recovery. Or maybe the computer just doesn't like to block.
Crouching animation defaults to standing pose on recovery, so if you are crouching, and release block or do an attack while holding down, you will stand up for a sec. and crouch again.
How you can kill the opponent in practice mode and have to keep starting over. There should be a reset or something to avoid this.
The walking player can get stuck at the stages scroll loop point. They keep walking in place. I only see the computer having a problem with that.
Needs a way to get across the long stage quicker.
------------------------------------------------------------------------------------------
A demo is probably a long ways off, I have to make a ton of animations for this, and do the programming, which I'm still learning.
You can download Mugen from here Click me
Random Select Web site has it too, and other stuff.
Mugen comes with a tutorial for making a character using Mugen Character Maker = MCM which you can download from Random Select.
Other tutorials can be found on YouTube.
The best program for making characters and stages for mugen is Fighter Factory, also found at Random Select.
To make custom sprites, I do like most anybody else. Paint on them, cut parts and move them around, etc. I work in Photoshop. Because I know 3D, I can incorporate that as well.
Yeah i have fighter factory but all the tutorials are really long videos and my computers sonund is all screwed up.Last time i tried MCM it didnt work but i'll try downloading it again.

0
Go through the tutorial slowly, just take your time and you'll get it. It's not that hard.
Use this free video downloader to save videos from Youtube.
Chermenin video downloader
Click me To use it, you just go to any page with a Video playing, and copy the url to the video downloader's type in box.
Click the download button. ======================================================== Made this guy for fun last night, just some goofy looking fighter.
Mainly for animation practice in 3Dmax.

Use this free video downloader to save videos from Youtube.
Chermenin video downloader
Click me To use it, you just go to any page with a Video playing, and copy the url to the video downloader's type in box.
Click the download button. ======================================================== Made this guy for fun last night, just some goofy looking fighter.
Mainly for animation practice in 3Dmax.

About Me
FB: Trans4Materia Card Game I invented "Circling Vulture, Laughing Hyena"
True story, it happened to a friend of a friend of mine... EVERYBODY!
0
lol, I actually find that guy kinda neat. The head fins remind me of Sonic.
Pac man + Sonic = Uh.. that guy.
Ka-Tra
Pac man + Sonic = Uh.. that guy.
Ka-Tra
0
The first time I heard of MUGEN I thought it was like MAME.This is an awesome project you're working on I support you and your ideas 100%. BTW is MAME safe to use or does it have viruses n' stuff?

0
Cheers for the advice on that bleed.
Quite a few of those have been fixed with the new version I've worked on so that's good, though I'll think about the others you said as you have some great points.
Mind if I ask about what you mean by air control though? You mean the character's moving through the air or juggling?
Nuff 'bout that though, I'm very excited to see what you have planned for each character
.
Will it be sprites you are using and making use of 3D models to render new sprites, or will the game run using the models themselves?
Quite a few of those have been fixed with the new version I've worked on so that's good, though I'll think about the others you said as you have some great points.
Mind if I ask about what you mean by air control though? You mean the character's moving through the air or juggling?
Nuff 'bout that though, I'm very excited to see what you have planned for each character
Will it be sprites you are using and making use of 3D models to render new sprites, or will the game run using the models themselves?

0
I'm going to make sprites from 3D models like how Killer Instinct was made.
I'd make it totally 3D, but I don't know how.............yet.
By air control, I mean that you can control the character's jump animation like in Mario. It becomes problematic in your game, when trying to do combos for example.
------------------------------------------------------------------------
Mugen doesn't have any bugs to worry about.
I'd make it totally 3D, but I don't know how.............yet.
By air control, I mean that you can control the character's jump animation like in Mario. It becomes problematic in your game, when trying to do combos for example.
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Mugen doesn't have any bugs to worry about.
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bleed Wrote:
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Mugen doesn't have any bugs to worry about.
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Mugen doesn't have any bugs to worry about.
What about MAME?

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Mame is safe too
I have both and never had any problems.
I have both and never had any problems.
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bleed Wrote:
Mame is safe too
I have both and never had any problems.
Mame is safe too
I have both and never had any problems.
:+D thanks.Can't wait for your project to be finished,by looking at it something tells me it's gonna be a success.

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Snap kick
Download and play with quick time for actual speed.
I'm watching kung fu movies to try and come up with an arsenal that fits shang.
If you guys have any ideas, let me know, combos or whatever.
For example, this move off a quick dash could lead to a Left Jab to something else.
Snap kick, L. jab, straight punch to gut, fireball thrown like a left hook...
or
Snap kick, L. jab, straight punch to gut, R. haymaker = knock down.

Download and play with quick time for actual speed.
I'm watching kung fu movies to try and come up with an arsenal that fits shang.
If you guys have any ideas, let me know, combos or whatever.
For example, this move off a quick dash could lead to a Left Jab to something else.
Snap kick, L. jab, straight punch to gut, fireball thrown like a left hook...
or
Snap kick, L. jab, straight punch to gut, R. haymaker = knock down.

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