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Poll

Which is your favor character?

Sub-Zero
11 (30.6%)
Scorpion
18 (50%)
Noob Saibot
7 (19.4%)

Total Members Voted: 36

Author Topic: MK Outworld Assassins rerelease 16/12/2010  (Read 14458 times)

0 Members and 1 Guest are viewing this topic.

Offline IHAVENONAME

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Re: MK Outworld Assassins PC-PSP
« Reply #30 on: November 28, 2010, 07:28:56 pm »
This is a fantastic mod, definitely one of my top 5 :) It's very dark, very gritty, and it has a perfect MK atmosphere. I can also confirm that it works perfectly with no problems on my Wii :D

Offline magggas

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Re: MK Outworld Assassins PC-PSP
« Reply #31 on: November 30, 2010, 05:33:10 pm »
Thanks my friend i?m glad you like it and enjoy it  :cheers!:

Like i said the game works 100% with no issues only with
OpenBOR v3.0 Build 2859 minimum.

In any version under Build 2859 happens this below :

If will work then sure with one color issue on enemies when
you will use Noob Saibots Dark Cloud ball.

Here i found a video on youtube from someone who is play it on Wii
and here you can see this color issue at 00:40 of the video
(the red fill color on enemies is that issue)
http://www.youtube.com/watch?v=DjnTIvVyBjM#

Finally ok, the game works on versions under Build 2859
and you can play it on different consoles as only PC and PSP but
with this issue for now
(that will be fixed when will released the new versions of the engine)

« Last Edit: November 30, 2010, 05:38:52 pm by magggas »

Offline badjab326

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Re: MK Outworld Assassins PC-PSP
« Reply #32 on: December 01, 2010, 11:35:13 am »
Excellent mod :D what ever happened to the secret char though?

Offline magggas

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Re: MK Outworld Assassins PC-PSP
« Reply #33 on: December 01, 2010, 03:54:21 pm »
I decided to not add some secret characters because
my target was that the game can work on psp phat too
and maybe on dreamcast too.

So,adding one more playble character in, means 5 more character models
because the weapons use.

After my tests i was pretty sure, the game could not work anymore
on psp phat if i has add one more 5-models playble character.

So..that happens   :-[

Offline badjab326

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Re: MK Outworld Assassins PC-PSP
« Reply #34 on: December 02, 2010, 08:35:46 am »
Oh I see, well I've already beaten the game. Loads of fun, very authentic and each character had unique advantages that kept me switching throughout the game. ;D

Offline Crimefighters2

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Re: MK Outworld Assassins PC-PSP
« Reply #35 on: December 03, 2010, 09:11:40 am »

The fatalities is actually not hard to do but they are doable
only without weapons!
So be sure to throw your weapon first(if you have) and then go close
and do the fatality code  ;)

Ah I kept doing the babality by mistake instead of the weapon fatality, I still think it's a bit tricky, esp for newbies. Have beaten the game multiple times now, it's really good. If you ever do make another please think about adding a widescreen option and maybe make a super special move, I think Scorpion's and Subzyies is pretty good but maybe something a really super but you'd have to build meter to do it though, just a thought.

Also was slightly disappointed there were no pits, or pit fatalities, still everything else was top notch, brilliant stuff. 9/10 a must get.
Play Crime Busters latest version, Nightslashers X, 8man and Return of Double Dragon.

Offline magggas

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Re: MK Outworld Assassins PC-PSP
« Reply #36 on: December 04, 2010, 07:38:15 am »
each character had unique advantages that kept me switching throughout the game. ;D

Me too dude  ;D

Ah I kept doing the babality by mistake instead of the weapon fatality, I still think it's a bit tricky, esp for newbies. Have beaten the game multiple times now, it's really good. If you ever do make another please think about adding a widescreen option and maybe make a super special move, I think Scorpion's and Subzyies is pretty good but maybe something a really super but you'd have to build meter to do it though, just a thought.

Also was slightly disappointed there were no pits, or pit fatalities, still everything else was top notch, brilliant stuff. 9/10 a must get.

Thanks my friend  :cheers!:
For now i will take a break from moding,after a year work on it
i need some break first :whoosh!:
As for the fatalities sorry, i though they was enough and not added more  :-[

Offline Crimefighters2

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Re: MK Outworld Assassins PC-PSP
« Reply #37 on: December 04, 2010, 08:30:10 am »
Actually there are dozens of fatalities in this mod, so yeah the pit thing isn't such a big deal I guess.  :-[

I actually forgot for a moment how time consuming this mod must have been, esp since there is so much attention to detail, so yeah enjoy your break magggas you  deserve it.  :cheers!: Thanks again, really enjoying it.
Play Crime Busters latest version, Nightslashers X, 8man and Return of Double Dragon.

Offline ARGOROK

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Re: MK Outworld Assassins PC-PSP
« Reply #38 on: December 05, 2010, 02:43:32 pm »
I?m not a lover of the MK games but this game has something special, it really likes me and I just wanna to congatulate you Magggas, your MOD is a proof that you have the gift for modding. Very nice work my friend  :cheers!:

Offline ALUCARD2009

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Re: MK Outworld Assassins PC-PSP
« Reply #39 on: December 05, 2010, 06:34:30 pm »
i've tested it.your fantastic game works on psp slim and phat! ;)

Offline joao

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Re: MK Outworld Assassins PC-PSP
« Reply #40 on: December 06, 2010, 04:06:44 pm »
 GAME Very very good!
perfect!

Offline magggas

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Re: MK Outworld Assassins rerelease 16/12/2010
« Reply #41 on: December 16, 2010, 03:16:08 pm »
I just fixed it in r2952.

EDIT: Since "it's fixed in SVN" is not useful to everyone, I've attached a devbuild of r2952, with the joystick bug fixed.  For those interested, it also contains the new script preprocessor and OpenGL-accelerated screen fading.

After this new Openbor v3.0 Build 2952 release i?ve decided
to make some changes in game and upload it again with this
Openbor engine included.(i ?ve already replaced the old file with the new in downloads section)

This engine version includes : DINGOO,GP2X,LINUX,PSP,WII,WINDOWS and i?ve
packed together the latest version for mobile phones openbor_s60v3(2844) too.

Game updates :
1.Changed the combo moves and rise attack of Sub-Zero
2.Added more moves for Smoke
3.Created new fonts

here is a video of the new one :
http://www.youtube.com/watch?v=AJQBwjBdKSo#

Offline Hanzo

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Re: MK Outworld Assassins rerelease 16/12/2010
« Reply #42 on: December 16, 2010, 09:50:25 pm »
I dig the new combo moves for Sub-Zero and Smoke seems to be more effective this time around.




Keepin it Old School

Offline magggas

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Re: MK Outworld Assassins rerelease 16/12/2010
« Reply #43 on: December 17, 2010, 11:51:05 am »
For me Sub-Zero is way better now as before and Smoke is now
a real deal!!  ;)

Offline Tony78

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Re: MK Outworld Assassins rerelease 16/12/2010
« Reply #44 on: December 21, 2010, 11:17:05 am »
Hello Magggas

Your fangame MK is really great!
We are immersed in the embiance of Mortal Kombat very well!
I like very much the sound effects and musics are very well chosen!

Congratulations and thank you for all that nice work! :cheers!:



 



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