Wow, I just downloaded every single sound from the Original Arcade game....can't believe I found it. I'm sending this and the stage to you Interloko. The only thing missing is the music..I can't find that anywhere but on Youtube.
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This is the final stage with all included comments. I think I'll take a crack at redrawing the fonts. I've got nothing better to do.
Jarvis, I just got your messages. I will get back to you tonight, right now I g2g.
Here's a little update for the team:
Throne Room - http://www.mediafire.com/download.php?vaxa81yndqx0boh
These stages are looking good!
What about this? i found a scorpion spear that looks pretty good, this was not made by me
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Okay so I've brought this up many times already and I know it's probably getting annoying by now, so it'll probably be the last time I bring it up.
Firstly, I'm not saying there was definitely any moonlight. But since the original looks rather bright and has no torches, if a light source could be attributed to it - the contrast of the wall and the ground, plus the overall tone of the stage itself, could be interpreted as being bathed in moonlight. That is an interpretation, I'm not saying it is fact, but I do feel it would give the Lair a similar look. Even on the quick example I did, you can see how it could work if it were done correctly. And really, if there's no torches, what else could be done to establish any mood for the stage?
Also does anyone actually know where the stage's intended location was in MK1? At the time MK1 was made?
You are using later games like MK4, MK:SM and MK:A as references, but do not acknowledge MK9's Lair which has gaps in the ceiling where moonlight is cast down from Courtyard. TBH though, none of those games should have any bearing on this project, I feel it's open to interpretation on how to match the tone of the stage in a natural way to its original version. Not only that, but in a natural way that does not conflict with the characters who need consistent lighting across the stage they'll be crossing. This was a limitation of the original too, I'm sure they could have had flames just like in Palace Gates, but they had to use the same sprite set that was used for daylit stages, so very dark environments would not have worked. It's almost amusing that by using a 2D engine, we still have the same problem in our HD remake because the same sprites need to be used for every stage.
Badmouse's previous version did look very good, but IMO it was too dark and had too much variation for the characters to match with it. Apart from making a faithful recreation, we need lighting that gives the stage a similar look to the original so that the sprites function with it correctly. If anyone has ideas on how to do that without moonlight, please share them, because I can't think of anything else. Hope everyone understands where I'm coming from on this.
Justin, forgot to give you crit on the Scorp's spear. This is a tricky one. How I could interpret it is that the original is giving sound to the travelling spear tip as well as the rope, unlike in MK2 where it is giving sound to only on the rope. This is most evident when you compare the blocked spear - in MK1 it is very metallic, in MK2 it is still just the rope. TBH the original MK1 sound is...I don't want to say stupid, but it's definitely odd. Being so low in the mix in the original, maybe the devs came to that conclusion too.
@Mortal Gojira :hail: Great GoroJust needed to be fixed some proportions
Here I made a comparison between your 3D model and the original, classic Goro
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And the proportions
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I hope I was helpful
Now we're talking
Freeze & Hit are sounding great, just two things: the direction of the freeze is currently moving towards the left speaker, but since Sub may be using freeze from either side, it won't make sense if the sound is moving left while the iceball travels right. All projectile sounds will need to stay centered. Secondly, I think the Hit could use a touch more bass. For some reason though, it was clipping on the repetition. But anyway, good work again, keep it up.
OK well correction, all the game sound effects I personally have inspected have been mono and the engine handles the spatialization entirely especially for surround sound. And to me it doesn't make sense for a sound effect to be two channels and then have it mostly or entirely overridden when placed on a 5.1+ sound field although I realize MUGE does not support 5.1+ surround sound.
Although on the other hand this may vary by studio to studio.
Since it's especially easy to convert the sounds to mono, I'll keep that bit of my workflow the same for now. Once they get dropped into MUGEN, if the effects origin points are sounding ambiguous, I'll convert. No big.
They are going to keep the gameplay exactly the same from all indications. But hey if you are truly good you can do more than just freeze or spear and uppercut. Especially with certain characters. MK1 practically invented juggles as well they are there. You just have to work harder at it.
In fact, 2 punches.. spear and round kick or uppercut has been a standard combo since the beginning.
They are going to keep the gameplay exactly the same from all indications.