Mortal Kombat HD Remix with MUGEN

Under my nickname it says "Character Animation and Original Sprite Ripping". Character animation implies I did animations for HD models which I'm in no way shape or form capable of doing :) I can ripp stuff from the original games and I'm good at digging stuff like rare images etc. on the net. I think it should be "Original Sprite Ripping and Reference Materials" for me.

You should add arq_hawkin, he modeled the current version of Liu Kang and I think he's rigging him too.

FAQ is a good idea. I think many MUGEN fans would like to know if HD sprites will be available for download. I guess that falls under "Can I edit the game" question. I'd add a MUGEN question anyways, "Will HD characters be available for download for MUGEN?" I guess Bleed can give you the answer, I'm not sure what the decision was last time I remember some MUGEN guys being upset.


Thanks la_luna, for remembering my name and effort, yes I'm rigging liu kang, I will have him full animated by this week, maybe with the first test of the standing position, where can I get all the sprites?
 
This is coming along great now. It's exciting now to see things happening so fast. Bleed is clearly skilled enough to work at this pace which is great for anyone watching this.

Seeing another character like Johnny Cage or Liu Kang in action would be thrilling as well. Having Scorpion flesh out like this really makes the project seem alive but seeing another character doing some moves would really confirm that this is really happening. That it's not just a dream we're all having watching this awesome game come to life. lol
 
The cloth animation really sucks, and I'm having a hard time getting it to look right. The arm thickness is collapsing too much. It looks bad, but I can't really fix that with the rig I have now. It's a typical problem with 3D models, if a bone is twisting too much, it gets too thin, like a candy wrapper.

Now you see what I mean, when I say that I need to feel that pressure from working with others... I get a big boost of energy from it.

It looks nice Bleed. Can't you just use skin morph to counteract the candy wrapper effect? If it is too much trouble I think it looks fine. I'd rather you moved on to "being thrown".
 
I had to create an account to express my love and sheer amazement of this project! You guys are so awesome for doing this! I really wish I could help but I have no talent artistically. :| Haha, but I'm behind this thing 100% and I'll be eagerly awaiting a demo or beta of this!When it's done, we gotta show it to NetherRealm and see the look on their faces! Then I'll say, "You guys wouldn't of made something this cool even if you tried, ya dingus!" And then Ed Boon will cry and trim his trademark eyebrows. I'm just kidding! I love those guys, but in a way, I'm glad they canceled their HD edition, because it brought us you guys and your shiny, determined faces! So, good luck on the Remix and all your future endeavors!
 
Sub Zero's animations are going to be done before I finish Cage.

The Getting thrown animation is almost done now, I'm just smoothing it out, and It'll be up some time tonight.
 
Sub Zero's animations are going to be done before I finish Cage.

The Getting thrown animation is almost done now, I'm just smoothing it out, and It'll be up some time tonight.

Can't even express how excited I am about Sub-zero being completed next..
 
Dear bleed
Will be available for download for MUGEN? Or Not??? i hope you will give us new year gift

we are bored from old chars and we using old chars since 10 years

Thx
 
I can't promise, but I will try to have my version of Scorpion out before the end of this year.

I'm coding it for Regular mugen 1.0, not MKP.




MK1HD_Scorp_GetThrown.gif
 
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Okay, that one looks really fluid... loving it Bleed!

Since Scorpion's Fatality is all that is left, I would like to submit this idea for your consideration: I think all 7 Fatalities should be updated with new angles, victory poses and close up cameras as a way to take advantage of the 3D models, something like the MK9 version of the Toasty Fatality:

http://www.youtube.com/watch?v=nIS0KB-e_Qo

As you can see, the fatality could be divided in different parts:
- An animation before the fatality start, in Scorpion's case it could just be him taking his mask off, at that point there could be a close up to his torso and skull face.
- A custom angle for when he fires his flame; this same angle could be used for Sonya's fatality and maybe even for Raiden's.
- A close up to the opponent being burned, also useful for Sonya's fatality.
- Scorpion celebrates instead of being frozen in the flame spit last sprite.

This, if done right, could be done in a way that animations of receiving this fatality could also be used for Sonya's fatality, just like in the original. The only difference would be a visual update in an area no fan would consider a bad idea, because MK has always used Fatalities as something to caugh people's attention and this project could take that into consideration, by refreshing the classic fatalities with new angles, close ups and some minor twist in the animations (like including some kind of celebration or a more realistic burned body) would definitely help the project to look fresh and cool.

Remember that during fatalities, the background turns black, so you can play with the camera with less limits, and since we all know the camera is not really good in mugen, this stuff could be done in the sprites directly, so, Scorpion's close up would not be the whole model but only the chest and the face on a bigger size. I hope I was able to explain what I meant, at the end it's just a suggestion...!

This, for example, could be an sprite of the close up scene, notice it doesn't have the legs:

http://criticsight.com/wp-content/uploads/2011/04/MK9-SCORPION.jpg

This way all you need to do is program the sprites normally, and they wont lose quality because they would be zoomed already.
 
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I don't know about changing Fatality angles since the goal of the game is to keep it playing as close to the original as possible. But it does bring up an interesting question...

In all of the 3D games, Fatalities look pretty different than they did in the original. Instead of the background simply getting darker, the newer games have the background turn completely black and remove background objects altogether. (Except for MK4, where things didn't change at all -- it was completely light during Fatalities.) I always assumed this was due to limitations with the 3D environment. How is this game going to overcome those limitations and handle the darkening background during Fatalities?
 
Justin, the file is missing.


I can make it like MK1 first, and another pass like MK9.

The screen goes dark with a palette effect on the stage.
 
I like your first version of Goro's Lair a lot. The updated file is unavailable though. One thing I'd like to know about music.. How does that actually work in arcade games, how is it coded? IIRC, I think it goes intro first, then it loops the part between intro and dramatic end, then when you drop most of yours or enemies energy it loops the dramatic part, and finaly stops after the end of Finish him.
Could there be a problem with transitions from first to second loop on your versions? Have you gave this a thought or it's not a problem at all?

As for camera angles and zooming, I think it's better to leave that for the later pimped revisions of MK1
 
I don't think you can loop music with a simple setting in mugen. The only way I can think of now, is to code the music in to the character basics file instead of the stage file directly.

You can't do that much with stage coding in mugen from what I've seen, so I'd make the music play when you are in a certain stage. Later have it loop with a different sound file, using a time trigger.

The sound can also change depending on how much life is left, you add a life trigger.

You basically code the music like punches and kicks, same thing pretty much.
 
So it's doable entirely that way.. great. Sounds like a clever way to avoid lack of stage codeing in mugen. I'm only worried about sound jumping from say middle of one loop (if triger is life bar) to the begining of other loop. Maybe that's something to think about while composing music.
 
So it's doable entirely that way.. great. Sounds like a clever way to avoid lack of stage codeing in mugen. I'm only worried about sound jumping from say middle of one loop (if triger is life bar) to the begining of other loop. Maybe that's something to think about while composing music.

I wonder sometimes if MUGEN is the best platform for this game. It seems so limited and it doesn't seem as though you get access to the source code to expand upon what is there. Correct me if I'm wrong on that.
 
Made some small Goro lives touch-ups (also toned down specular on arms) and finished the battle plan portrait.

GORO_LIVES_FINAL_SAMPLE.jpg

BATTLEPLAN_SHANG_GORO.jpg

Once again, the upload quality of these images aren't great but the UI files in dropbox have been updated with the revisions as well.

Justin - The page looks great! I was wondering if you could add to my contributions something about the Goro lives revisions and maybe something about lighting director (unless 'character portraits' sums that up) for some of the portraits, I don't know, I may be trying to make myself look cooler than I am :P
 
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