Sounds awesome. I can't wait to see the next vids. Very nice mix, and variety of moves, which mostly flow together very nicely.

Sliding after the flying kick reminds me of the enemies in Double Dragon III's Japan level.

Do you have any suggestions/anything I can do for you?



Ka-Tra
I've been trying to do a video capture, but it's lagging too much. You'll see the character appear on the other side of the screen and miss everything that I did to get there.

I'm thinking it's better just to use my digital camera and record my computer screen, It'll play smoother...

What can you do? Hmmm I love that chest saw animation you did for Cyrax, I could put that in the game. If you come up with new moves for kicks or something I can get it in.

It should be as smooth as that jade pulling out the Katana anim. The one with Reptile could use 2 or 4 extra frames to smooth it out.

I'm making a lot of these "Tween" sprites. Using Photoshop's transform and Liquefy tools. I'm doing a lot of painting by hand to cover up holes and smooth out transitions between body parts.

Basically, use existing sprites as much as you can, but don't let them hinder your animation too much. If you need the leg to move a little to the left, move it in Photoshop and make it look right.

I'm using the smudge tool and setting the preferences to best for smooth shades. When I'm ready to set the sprites up with the correct palette, I select the sprite. Open a new document and paste it with a transparent background.

Convert the image to "Indexcolor" Perpetual and allow transparent pixels. That will get rid of any pixels betwen 0 and 100% opacity.

Convert the image to "RGB", add a new layer under the sprite and fill with the transparent color = Pink. You have to check the sprites from mugen to get the right color number.

Convert the image to "Index color" again, select custom and load the character's palette that is being used in MUGEN. Click ok, ok..... and now you can save the sprite as .pxc

What I do before saving there is make the background color transparent again, convert the image to "RGB" and drag the fixed sprite back to your WIP document for the animation to keep working.

When testing the animations in Photoshop, use the Gif animation window.

Feel free to ask if there are any questions.

One thing to note is check the sprites with different color palettes for the same character. At times the colors will look fine with one palette, but you can see errors with a different color palette loaded. If you see a problem, just fix it with the pencil tool color picking from the sprite it self.
New Liu Kang Video update posted on my youtube channel.


Click here for the Video

To bad I'm using MS Paint though, not PS. Also, I didn't animate the moves, I just made the sprite edits. Maggo, and Ratcoon 2 did animating at my request. They're both first draft tests anyways, to see what needs fixing. I try to be consistant. The Grandmaster was a bitch, even with all the shortcuts.

Kang looks more natural in the 2nd vid. Very cool edits. The footwork is lol, and the fireballs are neat the way the mouth opens.



Ka-Tra
There's a program you can use that's similar to photoshop and it's free.

It's called Gimp, maybe version 3 is out by now.

I'm planning on getting Cyrax's saw animation in to Mugen tonight. Make scorpion leave a clone too for the teleport.
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mvp9119
12/30/2008 12:50 AM (UTC)
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amazing... thats one deadly looking liu kang, do u plan to add more to him?
A few tweaks here and there, like the Bicycle kick doesn't look right the way it's coded for MKP. I have to redo that move.

Got any ideas?

One big thing I need to do for all these characters is give them good AI. I want them to do all the long combos I can do, etc.

I'm not very good at coding AI yet.
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mvp9119
12/30/2008 01:09 AM (UTC)
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Ummm.... Maybe have him do a projectile in the air but shooting downward over the victims head. You can have him launch in the air with the bicycle kick and land on the floor with the flying kick sprites u made. u know what i mean ?. I dunno how easy it would be to make those sprites but just an idea. U can also give him a power punch that smacks the victim right up against the wall from a distance. do u plan on giving him a fatal ?
I like the idea of a vertical attack, I think something like from Tekken 5, Feng Wei's While rising 3 kick would be good for that. He does a hand stand with one arm to spring up and do a vertical flying kick.

I can have it do a different looking version of the Bicycle kick.

The wall slam is something I could do for a custom hit state.

I hadn't thought of doing a fatality.
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RazorsEdge701
12/30/2008 05:39 AM (UTC)
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lol, I love the footwork at 4:30
P.S. I still think some sort of teleport or teleport-attack using his MK3 finisher sprites would add a lot of depth, show off some of his more obscure "powers".

Regarding Fatalities, if you do start going there...one of them absolutely needs to be the MK2 dragon. I don't even care if he has others besides that, so long as it's in there.
Good ideas

I'm making the sprites for Scorpion's teleport after image.

Here's the end pose for the punch, but I'll make the loin cloth sway a bit after the punch.

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mvp9119
12/30/2008 06:57 AM (UTC)
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wooow wow
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fedegita
12/30/2008 08:50 AM (UTC)
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It might be senseless asking this to you Bleed since you're not part of the actual MKP team, but is there any way of making wakeups a part of MK? Or does Mugen have trouble handling that?
You can do it, I already gave Kung Lao a wake up move.

When you see him kick his legs to getting up, you can do the front flip which links to the double fisted punch.

The command is F,F+LK, F,F+LP

You can use the drop kick to get on the lie down state. command for that is HK+LK

Wake up moves are pretty easy to do, all I have to do is chain any attack off the fall, lie down or get up states, same as with normal combos.

What I'm not sure how to do is enable stomp attacks, so you can hit a floored opponent. I saw a video on youtube where someone did that with the sweep.

You can do almost anything that you can do in a 3D game, but restricted to a 2D plane. Like a side roll would have to be a lean instead.

[EDIT]
Below is the video of the stomp ability someone added to MKP.
Click me
I just figured it out !

I got liu Kang's low kicks to make the floored opponent bounce like in Tekken. grin

I had to change the state type of the lie down state after a fall and add an extra Hit definition for every move in the fighter's .cns file. That's where you code the attacks.

I need to put a Hit definition for when the opponent is in any state other than floored, and another Hit definition for only when the opponent is floored. It's easy to set up and works like a charm.
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InfestedArtanis
12/30/2008 03:00 PM (UTC)
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Nice bleed, you can actually make your own MKP5 that takes less than 2 months, instead of the other one which took 3 years! :D
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RazorsEdge701
12/30/2008 06:08 PM (UTC)
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By the way, I was thinking...

One of my favorite MKP characters is Ermac because whoever did his sprites took the time to, like, change them so he's not just a palette swap. His head looks like he does in Deception, all black with the little forehead gem. It's a little touch but probably took forever to go in and add that to every sprite, and it looks really nice.

If you were of the mind to do so, the same touch of individuality could be added to Scorpion. All you'd need to do is add Shao Kahn's belt buckle to him and he'd look like he does in MK4 and Deception/Armageddon.
I got a pretty detailed wake up system going now. I'm uploading a video of it on youtube.

As for making costume changes, I'll let someone else do that. My thing is changing the combat system. Altering the costume requires more time than I'm willing to spend.
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fedegita
01/01/2009 01:47 AM (UTC)
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i dunno i think the wakeup system would benefit most with a simple roll-back/escape option. That'll give you another chance to avoid that doggy double-cartwheel attack which almost guarantees hitting a floored opponent
You can evade the cartwheel stomp with the tec roll, the start up is invulnerable. You have to time it like a side step, parry or reversal.

I'm leaning more toward 3D fighter design, so more complex. That's what I like to play the most.
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lukiLucMac
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About Me

Luc-Mac

01/01/2009 06:57 PM (UTC)
0
oh, god bleed youre awesome.
Tetra vega can you send me the link of your page with your fakes and al that?
I got scorpion's new teleport punch working now. I made the ducking left punch a normal move, like the Round house. You can chain the teleport from it and it will leave a fire explosion with the flickering scorpion decoy.

The fire/ decoy effect only happens if you cancel in to the Telepunch from the ducking punch.

You can still do both, normal telepunch and the two part decoy one. I made them different on purpose for the sake of variety.

I'm thinking of letting scorpion do different attacks from the teleport, like in MKA he had the kick instead of a punch. I could make it custom, so the teleport works more like a dash that you can cancel in to different moves.

I'm working on making the spear handle differently. Instead of making the opponent get dizzy, they fly past Scorpion if he doesn't act fast.

The catch looks like in the 3D games, with the stumble on hook. When you pull the opponent in, you can throw attacks like in his MKA throw.



Someone mentioned down fatality possibilities for the ground game in another forum. I may give that a try some time.

New video is up with a few changes to Scorpion.
Another video update, I made the spear work like I wanted earlier.

It pulls the opponent past Scorpion if you don't do something quick. I replaced the old rope toss with the new one I made, where it comes back in to his hand.

I did the coding for the spear from scratch, it was a pain to make work.

Scorpion's Spear update
[EDIT]

I replaced the other video with one showing the new spear working for every way he can throw it. I had to adjust the code for the rest of them so they work right.
I added an extra clip at the end with the other spear tosses.



Other details not in the Video, a throw escape for the spear catch.

You have an escape window of 3 tics = 3/60 of a second. It's between the 18 and 20th tic after getting caught, you tap "LP".

If you do the escape, P2 will fall down and Scorpion will stumble back a couple steps.

That eliminates the problem of infinite spear combos.



Now if a character is set up for the wake up game, you have a different strategy.

If the opponent escapes the spear at close range, you can try to land a stomp attack, or hit them if they do a technical recovery from the fall.

P2 can evade the stomp attack with a technical recovery, if timed correctly.

[EDIT]
I added an escape for juggles and pop ups too, works the same as escaping throws in 3D fighters. When you get hit, during the first 5 tics, so you have 5/60th of a second to tap the Run button for an aerial recovery.

Looks like the one in Street fighter alpha 3, but used like the parry in Street Fighter 3 instead.

You can still get hit if you do it, but not by every move or combo. It should help minimise repeated juggles, because P1 has to alter their speed to mess up P2's recovery.

So far I have scorpion doing an aerial reversal with the teleport punch, it can be blocked by P1 if they don't keep trying to juggle you. They can block the telepunch and juggle you off that.

Looks pretty cool I think, it makes the fight faster and less one sided.
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codenamescorpion
01/09/2009 12:22 AM (UTC)
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I've been following your Mugen edits since the Kung Lao days, and I must say, I'm too far beyond impressed for words. I imagine if we had a whole game made with this kind of imaginative thinking, and even better execution that this project would be to Mortal Kombat what Third Strike was to Street Fighter. Of course, there are still those who like to pick and choose (O.heads for SF2, I'm talkin' 'bout 'chu."), but we in the MK community have had to deal with mediocre for so long that we can all agree how wicked this is. Exactly what are you planning to do with your characters as a whole? Can we expect to see a full project in the future, or are you just getting some rough ideas from this? Either way, keep on keepin' on fellow die-hard MK fan. X3
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