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Nice...
How about when sub throws the ice upwards, it's in gas form and will dissipate after a certain distance.
I'm thinking it would look like the ghost busters gun ray, mixed with a gassy look, then it just turns to just gas and disappears like a puff of smoke.
Then when he calls it down it could turn to shards of ice like the ice shower in MK3.
Or it could be like an ice ray sort of thing, whatever looks best.
Another way to do it is that he would do a quick upward hand motion and an ice mist cloud sort of thing would form in the air above the opponent.
So instead of the power coming from his hands, it would just form out of the air.
Then when you call it down, you could tell it at which angle to fall.
You could tap 1+2 + up, down, back, or forward.
You would tap 1+2 instead of Block, so one move doesn't interfere with another.
Like how people complain that they keep doing Scorpion's spear by accident. Tapping 1+2 would avoid that problem.
The Ice cloud could last for like 3 seconds before it dissipates.
I'll try and make the ice ray in Photoshop later so you can see what it could look like.

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Here it is, the ice cloud shower example animation.
The ice cloud would rotate similar to a tornado when forming. When the Ice beam hit's the ground, it freezes the floor like the ground ice from MK2.
If the beam hit's the opponent, then the opponent will freeze instead of the ground, like with a normal ice blast.
If the opponent jumps and hit's the ice cloud in the air, they will freeze in the air.
You might also be able to knock the opponent in to the cloud with a pop up attack.
The Ice cloud could last for 3 seconds during which it will be Hot.
"Hot" refers to the time frame you have to do the ice shower.
To delay the ice shower attack, you can hold 1+2 for like 1 second.
Whatever works best in game.
The charged move could have something special like:
It could cause a little more damage.
It could allow you to freeze the opponent in the air 2 times during one juggle.
It could become unblockable.
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So there are 2 separate parts to this move like Fujin's lift in MK4.
1= Tap 1+2 to create the cloud.
2 = Tap 1+2 during the "hot" frames to throw the ice shower.
To throw the Shower in different directions, you can tap:
1+2+ up, down, left or right.
If you tap 1+2 alone, the shower will come straight down.
If you don't do the ice shower, the ice cloud will just dissipate.
You can only do 1 ice cloud at a time.

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| Bleed Wrote: Here it is, the ice cloud shower example animation. The ice cloud would rotate similar to a tornado when forming. When the Ice beam hit's the ground, it freezes the floor like the ground ice from MK2. If the beam hit's the opponent, then the opponent will freeze instead of the ground, like with a normal ice blast. If the opponent jumps and hit's the ice cloud in the air, they will freeze in the air. You might also be able to knock the opponent in to the cloud with a pop up attack. The Ice cloud could last for 3 seconds during which it will be Hot. "Hot" refers to the time frame you have to do the ice shower. To delay the ice shower attack, you can hold 1+2 for like 1 second. Whatever works best in game. The charged move could have something special like: It could cause a little more damage. It could allow you to freeze the opponent in the air 2 times during one juggle. It could become unblockable. ----------------------------------------------- So there are 2 separate parts to this move like Fujin's lift in MK4. 1= Tap 1+2 to create the cloud. 2 = Tap 1+2 during the "hot" frames to throw the ice shower. To throw the Shower in different directions, you can tap: 1+2+ up, down, left or right. If you tap 1+2 alone, the shower will come straight down. If you don't do the ice shower, the ice cloud will just dissipate. You can only do 1 ice cloud at a time. |
That looks brilliant, I'd love to see that.
I was going to ask if you could do an example of the multiple projectile, but that would be hard to do in 2D.
What it was basically was that I've always thought that projectiles are still being fired in a straight line as if the game was still 2D.
I thought of the idea of multiple projectiles going forward, forward/left and forward/right would sort this problem, it would force the opponent to either block them, or duck, so that you can get closer to them while they are stunned by the projectiles.
The idea of just side stepping them is too easy.
Bleed: Sounds hot (no pun intended), but for an animation its seems a little bit too much movement is involved. I would assume the animation is the actual formation of the ice cloud, and after that the characters may do what they please. Of course, I might be reading it wrong.
FLSTYLE: I always hoped the idea of the new MK projectiles will be simply a "distraction." Imagine throwing sand at someone, then dashing in and punching them in the jaw. In DA, this was obsolete, and you HAD to be caught off guard (or you never used the block button) if you were to be hit by a projectile.
However, in Deception the fireballs leave you WIDE open for attack if someone sidesteps them. The idea here is simply to code a "tracker." What this does is follow the character's axis line in relation to the fireball starting point. This only works for the first second of firing though, because I don't want fireballs to "home in" on their target, but just when the computer senses a sudden movement during animation. Therefore, the fireball flies towards the direction the opponent was moving, instead of just going straight into nothing.
FLSTYLE: I always hoped the idea of the new MK projectiles will be simply a "distraction." Imagine throwing sand at someone, then dashing in and punching them in the jaw. In DA, this was obsolete, and you HAD to be caught off guard (or you never used the block button) if you were to be hit by a projectile.
However, in Deception the fireballs leave you WIDE open for attack if someone sidesteps them. The idea here is simply to code a "tracker." What this does is follow the character's axis line in relation to the fireball starting point. This only works for the first second of firing though, because I don't want fireballs to "home in" on their target, but just when the computer senses a sudden movement during animation. Therefore, the fireball flies towards the direction the opponent was moving, instead of just going straight into nothing.

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I updated it so you can control the animation.
Interactive Ice shower animation.
The entire move would be about as fast as the ice shower in MK3. A little slower, but the ice cloud would form in 1-2 seconds. You can throw the ice beam while the cloud is forming so the move can still be fast.
The ice beam that falls is as fast as a normal fireball. It would be a max speed of around 1 second for the entire move.
But because it has a lot of control with delay timing, you can delay this move from 1 second to around 4-5.
Basically, the move can work right away like the ice shower, or it can be delayed.
Interactive Ice shower animation.The entire move would be about as fast as the ice shower in MK3. A little slower, but the ice cloud would form in 1-2 seconds. You can throw the ice beam while the cloud is forming so the move can still be fast.
The ice beam that falls is as fast as a normal fireball. It would be a max speed of around 1 second for the entire move.
But because it has a lot of control with delay timing, you can delay this move from 1 second to around 4-5.
Basically, the move can work right away like the ice shower, or it can be delayed.
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Bleed: I love the variety you've put into the move, it looks really impressive, sending it down straight away, or waitin to see what the opponent does first, thats genius
Wanderer: I see what you mean, the new idea for Deception sounds good, it takes the emphasise off using projectiles offensely and for me the idea takes a bit of the cheapness of projectiles away, thanks for bringing me up to date on that, I never saw it from that angle.
Wanderer: I see what you mean, the new idea for Deception sounds good, it takes the emphasise off using projectiles offensely and for me the idea takes a bit of the cheapness of projectiles away, thanks for bringing me up to date on that, I never saw it from that angle.


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TonyTheTiger - Forum Director

Mortal Kombat Online - The Ultimate Mortal Kombat Experience
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Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.
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Finally got my good pc working again. It's been messed up leaving me to use a ten year old Gateway with a 28.8 modem to do research for a paper. Oh well, nice to have a backup for those situations. But anyway, I've read up on everything in this thread and although it seems to be losing steam there's still good ideas being tossed around. I think that since MK:D is three months from launch, we've reached the point in time where the engine as it is now is pretty much the engine we're going to get. I doubt that any huge overhauls will take place from here on in. I hope that if anyone has the pleasure of playing a recent build of the game that they would be able to report how much or how little the engine has improved from the E3 build. We'll all find out in October anyway but I'd be nice to know where the game actually is now so we can have better direction as to where to take these discussions.


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Wow I just saw I got 3 SKULLS this thread man I don;t like that at all I no it's late and all but sorry to Menthol and Collguile I was new back then and didn;t no wat I was talking about sorry guys.


About Me
TonyTheTiger - Forum Director

Mortal Kombat Online - The Ultimate Mortal Kombat Experience
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Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.
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I'm just happy that those flames that went back and forth a while back didn't get this thread closed.

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In case someone doesn't know yet, there is a video of Tekken 5 game play footage from the test in Osaka.
Go here!
It looks incredible!
Feng wei is shown fighting too, his fighting looks to me like a mix of Lei Fei from VF4 and Kazuya from T4.
From the looks of it I can tell already he's gonna be my favorite.
Some one posted an idea in that thread about juggling that I found interesting.
I changed it a little, but this is the basic idea.
If you scrape the bottom of the opponent with a juggle attack, they will bounce but stay closer to you, if you hit them solid around the middle, they will bounce further like in Tekken Tag, and if you scrape the top of them they will fall faster.
They could also have it so weaker attacks make the opponent bounce closer to you, and stronger attacks makes them bounce further and very strong attacks make the opponent fly like with a strong hit in DOA3.
Go here!
It looks incredible!
Feng wei is shown fighting too, his fighting looks to me like a mix of Lei Fei from VF4 and Kazuya from T4.
From the looks of it I can tell already he's gonna be my favorite.
Some one posted an idea in that thread about juggling that I found interesting.
I changed it a little, but this is the basic idea.
If you scrape the bottom of the opponent with a juggle attack, they will bounce but stay closer to you, if you hit them solid around the middle, they will bounce further like in Tekken Tag, and if you scrape the top of them they will fall faster.
They could also have it so weaker attacks make the opponent bounce closer to you, and stronger attacks makes them bounce further and very strong attacks make the opponent fly like with a strong hit in DOA3.
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Hey hey a bittorrent file I can drag ABC out of its cobwebs for the first time in ages
With Kazuya being my fav Tekken character anyone else who's similiar to him with be a sure hit with me
I'd like to see characters like Kazuya in MK, using 1 hit power counters instead of going through huge style branch combos, a bit of variety in characters would go a long way.
With Kazuya being my fav Tekken character anyone else who's similiar to him with be a sure hit with me
I'd like to see characters like Kazuya in MK, using 1 hit power counters instead of going through huge style branch combos, a bit of variety in characters would go a long way.

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I can hook you up with the movie.
I have the AVI file.
You can use the MSN messenger, or the yahoo messenger.
My MSN name is gabe687@hotmail.com
My yahoo name is gabe687.
Also...Tekken 5 is going to be at EVO. Go here to see the news.
I have the AVI file.
You can use the MSN messenger, or the yahoo messenger.
My MSN name is gabe687@hotmail.com
My yahoo name is gabe687.
Also...Tekken 5 is going to be at EVO. Go here to see the news.
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As some classic moves are back eg. the uppercut I was thinking how you could have character specific classic moves.
Some could uppercut, others can do a roundhouse kick, depending on whether the stance they are in is more foot based or fist.
It would be a good idea to make some moves universal, so that characters aren't broken compared to others.
Some could uppercut, others can do a roundhouse kick, depending on whether the stance they are in is more foot based or fist.
It would be a good idea to make some moves universal, so that characters aren't broken compared to others.
Alrighty, I think its time for a revival. (we need to keep this alive until Deception's release)
Okay, so it appears the sweep and uppercut are back in full force (thank god). To me, that's a huge step up from Deadly Alliance. The engine is a little faster. I also noticed movements are a lot smoother too. At this rate, I'd say its a big improvement over Deadly Alliance, but not quite on par with something of equal calibur, such as DOA. What do you all think?
Okay, so it appears the sweep and uppercut are back in full force (thank god). To me, that's a huge step up from Deadly Alliance. The engine is a little faster. I also noticed movements are a lot smoother too. At this rate, I'd say its a big improvement over Deadly Alliance, but not quite on par with something of equal calibur, such as DOA. What do you all think?
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I'll agree with that, there have been improvements no doubt, and for only MK's 2nd true 3D game it seems good, but it just needs that little jump up in priorities to make sure it becomes a big gameplay contender.
I'm interested to see how the uppercut and roundhouses will play in 3D, hopefully if it's going to be as powerful as in the classic games it'll be just as hard to pull them off as well.
I'm interested to see how the uppercut and roundhouses will play in 3D, hopefully if it's going to be as powerful as in the classic games it'll be just as hard to pull them off as well.
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I'm not sure how the sweep is and it's effectiveness is probably gonna be based on its safety and reach, but the uppercut looks really useful. Able to duck and just interrupt everything, good reach, seems to have great priority and good recovery.
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