Mortal Kombat HD Remix with MUGEN

It's getting much better.
I'm not too big on the left hand whipping so far to the back.

And I reiterate my comments from this post about the pants, and in particular the waist.
They look inflated like arabic pants, instead of kung fu pants.
 
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the problem with the popping on his pants is that since that's a simualtion, the cloth reacts to liu's actions, let me explain it.

before he jumps, liu is on his fighting stance, than he jumps, due to and sprite count, I can't have all the necesary sprites for the pants to go back to it's inicial position cause it will need at least 10 sprites more, and there will be a lag in the transition between his jump animation to any other, but I'm pretty sure that when those pants gets painted in black, that popping won't be seen.. I'm a 100% sure in the gameplay we won't see it, that's why I will stop making animations and I will try to get the pallete right and all those sprites in mugen.

fight stance
moving forward-backward
ducking
jumping

@bleed, I will try to get his hands to look right, even though I have to be slightly different than the sprites
 
There's the game based on all most popular horror monsters of last 4 decades, which creator tries to make a really interesting photorealistic look, doing basically the same thing, as you are. It is called Terrodrome - http://www.terrordrome-thegame.com/ . I think, it will be awesome, if this guy could help you with MKHDR.
 
I'd get rid of the dynamic cloth altogether and make them more rigid, again like the kung fu pants in the pic I've been posting, which don't flap around freely.
My two cents.

BTW, 2D MK games don't have separate walk-forward and walk-backwards animations.
 
There's no such thing as an original MP3.
You can rip it from MAME but I recommend fixing the audio levels before doing it.
MAME has horribly inaccurate audio levels and I have reported it several times but they refuse to change it unless someone provides a direct audio dump from the actual machine.
I can give you the proper levels when I get home.

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No, that's part of his walking animation. You can see both of his eyes and the crease in his forehead in the charsel.
Nice reference material though. Had overlooked that one.

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NP.
BTW, I don't see a problem with the ears.
I'm mostly bothered by the over-prominent brow and the oversized googly eyes, opposed to the skull-like sunken and smallish eyes in the original.

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Giving it a better look (in on my phone ATM), I see what you mean. The ears are shaped a bit differently.
However IMO the difference is on the subtle side and I don't think it's as character-changing as the eyes.

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