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Author Topic: Mortal Kombat project  (Read 1147 times)

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Offline DFGHTENNIS

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Mortal Kombat project
« on: September 22, 2012, 05:01:57 am »
hey all,

this is my first project, i started it 2 month ago and i want to make an adventure story of Mortal Kombat 1 so i'm using mk1 sprites for playable chars.

i'm not sure about the features but i want to make a single player mod.

any help will be appreciated... :thumbs_up:


« Last Edit: September 22, 2012, 05:35:49 am by MatMan »

Offline BeasTie

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Re: Mortal Kombat project
« Reply #1 on: September 22, 2012, 06:51:05 am »
Good luck!

Here's a link for downloading the MK soundtracks - http://gh.ffshrine.org/soundtracks/m

Offline amirbor

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    • !کانون هواداران مورتال کامبت در ایران!
Re: Mortal Kombat project
« Reply #2 on: September 22, 2012, 07:27:54 am »
Hi Ebi ;)
"mortal kombat project" is not a real title of your work , Because it is
"MK 10TH Tournament"
I`ll wait for god news.
ابی جان زیرمجموعه کامبت این عنوان برای تاپیک به نظر قدیمی میاد می خوای اسم خود بازی رو بذاررو تاپیک
موفق باشی

Offline DFGHTENNIS

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Re: Mortal Kombat project
« Reply #3 on: September 22, 2012, 10:48:39 am »
thanks BeasTie, that will help a lot :thumbs_up:

BTW i'm not alone in this project, some of my friend are helping me in some parts:

Darkness(has not registered here yet): story writer
Gray-Smoke: some sprite edits (also not registered yet)
Reptile-tremoR: will help me in coding
and
amirbor:::
he's been following my work for a while and helped me alot

thanks amir

Offline Hodgypointspeaks

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Re: Mortal Kombat project
« Reply #4 on: September 22, 2012, 05:57:40 pm »
will it have a 2-d battle mode?

Offline darknior

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Re: Mortal Kombat project
« Reply #5 on: September 23, 2012, 05:40:51 am »
will it have a 2-d battle mode?
Good idea if possible :D

Offline Hodgypointspeaks

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Re: Mortal Kombat project
« Reply #6 on: September 23, 2012, 06:05:26 am »
will it have a 2-d battle mode?
Good idea if possible :D

you know 2-d levels are possible he can easily do it plus it'll make his mod more unique as well

Offline Itsuchi KS

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Re: Mortal Kombat project
« Reply #7 on: September 23, 2012, 12:45:14 pm »
will it have a 2-d battle mode?
Good idea if possible :D

you know 2-d levels are possible he can easily do it plus it'll make his mod more unique as well

But then he'd have to figure out a way to change the button scheme to the classic Mortal Kombat style if you're talking about a 2D VS MODE.....unless gamers wouldnt mind playing VS MODE with his default controls.

Offline Hodgypointspeaks

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Re: Mortal Kombat project
« Reply #8 on: September 23, 2012, 06:35:51 pm »
will it have a 2-d battle mode?
Good idea if possible :D

you know 2-d levels are possible he can easily do it plus it'll make his mod more unique as well

But then he'd have to figure out a way to change the button scheme to the classic Mortal Kombat style if you're talking about a 2D VS MODE.....unless gamers wouldnt mind playing VS MODE with his default controls.

I wouldn't mind honestly it wouldn't be that different... he could probably add the same control scheme as MK Outworld assassins

Offline DFGHTENNIS

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Re: Mortal Kombat project
« Reply #9 on: September 24, 2012, 06:59:28 pm »
will it have a 2-d battle mode?
Good idea if possible :D

Well, i think it's possible with scripts but what kind of scripts and where to put them; i have no idea  ;D

Offline Itsuchi KS

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Re: Mortal Kombat project
« Reply #10 on: September 25, 2012, 01:16:14 am »
A VS Mode would be a different game mode just like Arcade or Story Mode. Here is basically how you would set up a VS Mode:

spawn1 {x} {z} {a}

~Optional.
~{x} is relative to the starting edge of the screen. {z} is relative to the stage's minimum z value. {a} is relative to the ground.
~{x} is measured from left for levels with direction right and both and it's measured from right for levels with direction left.
~Although {x} could be any value, its maximum value is 320. Value more than 320 will be deducted by 320. For instance, setting x = 540 will put player in x = 220 instead (220 = 540 - 320).
~However, it's possible to give {x} negative value in direction both and right or big value in direction left and leftright to put player1 offscreen when level start. Why would you want this though?
~{z} could be any value but it can't put player 1 beyond maximum z value.
~Setting {a} > 0 makes player falls down on respawn. Default value for a is 300. NOTE: {a} only effect respawn not when level starts.
~If there's a hole on player's spawn spot, the spawn spot will be shifted up or down to safe place temporary.

spawn2 {x} {z} {a}

~Optional.
~Works exactly like spawn1, except that it sets the respawn position for Player 2.



Here's the top of the certain levels txt file. I usually put mine here:

music      Data/music/st51.bor
background   data/bgs/st51/st51.gif
panel      data/bgs/st51/st51.gif
order           a
settime         0
notime          1
direction       right
spawn1  80 10 300
spawn2  40 90 300

pretty much after all the essentials. Then for regular levels would come the obstacles, enemies, bosses etc.v Just change the setting for where you want Player 1 and two though

Offline DFGHTENNIS

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Re: Mortal Kombat project
« Reply #11 on: September 29, 2012, 11:06:39 am »
thanks Itsuchi KS

I think i should do something like what magggas done in his latest mod,

kick button
punch button
block button

just like all mk games.

it's possible with script but how?
guys, can you explain this?plz?

Offline Itsuchi KS

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Re: Mortal Kombat project
« Reply #12 on: September 29, 2012, 11:49:19 am »
Make menu.txt and put this in it:

renamekey   moveup    Up
renamekey   movedown  Down
renamekey   moveleft  Left
renamekey   moveright Right
renamekey attack Punch
renamekey attack2 Kick
renamekey special Block
renamekey jump Jump
disablekey attack3
disablekey attack4

This means that BLOCK takes place of SPECIAL button and ATTACK2 is your kick button. You have to make sure you set ALL PUNCH moves to ATTACK1 and ALL KICK moves to ATTACK2.

KICK WILL HAVE TO BE A FREESPECIAL. U will have to use freespecials and combo cancel to do your kicks.


After you do that,  you need to go to your models.txt and put:

ajspecial               1

This tells the game that you want your special to be "ATTACK1 + JUMP" buttons pressed at the same time since BLOCK is now the SPECIAL button.

How I did BLOCK was I put it in my header as:

com     S     freespecial8

This says that the SPECIAL buttom command is set to activate FREESPECIAL8 in which I have set as BLOCK. After that, I did this:

anim freespecial8   
        delay   3
   offset   53 113
   bbox           29 20 40 93
   frame   data/chars/ken/block1.png
        @cmd    block 1
   frame   data/chars/ken/block2.png
   frame   data/chars/ken/block2.png
        delay   6
   frame   data/chars/ken/block3.png
        @cmd    keyflip
        @cmd    keyint "ANI_FREESPECIAL8" 3 "S" 0 0
   frame   data/chars/ken/block3.png
        delay   3
   frame   data/chars/ken/block2.png
   frame   data/chars/ken/block2.png
        @cmd    block 0
   frame   data/chars/ken/block1.png

On this line, @cmd    keyint "ANI_FREESPECIAL8" 3 "S" 0 0 , it's daying that the character eill BLOCK on the 3RD FRAME when you press "S" which is SPECIAL button.

Hope This Helps. Can't wait to play the game ;D

Offline DFGHTENNIS

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Re: Mortal Kombat project
« Reply #13 on: September 29, 2012, 03:08:10 pm »
thanks again  ;D

i think i have to use world heroes scripts for separating kicks & Punches.
there is so much work to do,but we'll see 


Offline Itsuchi KS

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Re: Mortal Kombat project
« Reply #14 on: September 29, 2012, 08:09:13 pm »
The way I explained is how world heroes did it as well. That's when I got the idea to do separate punches and kicks for the game Im working on now.

 



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