Mortal Kombat HD Remix with MUGEN

stupid question. but will this be free to download?

Yes. It will be free, sir. :)

Yeah, we can't do everything at once. Every once in a while we need to take care of some other things but it doesn't mean we are giving up, far from it.


As for Cage, it's just the first name that came to mind. The other ninjas are first, then Cage because I have part of him made already.


I just got distracted with programming, I actually starting making stuff work and once I get that feeling it's hard to stop.
I'm like Holy Shit it's working!!!

Now I wanna add this detail and that detail, and I get stuck on it...

Glad to hear that the other ninjas are next in line. Sub Zero is my boy. :P

It's totally understandable for progress to lessen every now and then. Especially this time of year.

I hope all on the Kommunity Team has a great and inspiring Holiday season! :D
 
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Hey, my bad for the lack of updates. I am very close to finishing the idle animation right now. Just been doing a lot of family time as of late, but will post something tonight just to show where I am.
 
I just got distracted with programming, I actually starting making stuff work and once I get that feeling it's hard to stop.
I'm like Holy Shit it's working!!!

Now I wanna add this detail and that detail, and I get stuck on it...
.. lol yea and then you realize a week has passed, you have a beard that reaches the floor, toenails are outta control, lmao I know what you mean. That usually happens whenever I sculpt (or used to sculpt) with clay and use Zbrush. It's addicting especially when things start working right away. good luck with the programming.
 
some questions oldschool style

1. Will the bio screens have videos or still pictures?
2. Pros and cons of opensource vs. closed?
3. Is Patrick McCarron excited for this?
4. Is there any hope for online play?
5. What are the other game modes being considered?
6. If moleboxed, could debug mode and function keys be left intact?
7. will an alpha version be released, with few stages and ninjas when completed?
 
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I know Jarvis may chime in and say "I vote to keep it like the original" when I say this but it would be nice if when making the bio screens to make them bigger and fill more of the top half of the screen. The size of them in the original was due to hardware and software constraints... not an artistic decision. We don't have to be constrained by all of '92's constraints. Although I'd settle for them being proportionally the same size as the unanimated pics which are bigger but not too big.

Speaking of which I think it may be cool to do instead of static pictures for those (endings and such) small animated gif type videos that loop.
 
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3. Is Patrick McCarron excited for this?

Pat KNOWS about it, that's for sure.
I don't know if he is excited over it.. but I wouldn't be surprised if he didn't appreciate all the hard work put into this project.
But I can't speak for Pat, you'd have to ask him yourself.
 
I know Jarvis may chime in and say "I vote to keep it like the original" when I say this but it would be nice if when making the bio screens to make them bigger and fill more of the top half of the screen. The size of them in the original was due to hardware and software constraints... not an artistic decision. We don't have to be constrained by all of '92's constraints. Although I'd settle for them being proportionally the same size as the unanimated pics which are bigger but not too big.

Speaking of which I think it may be cool to do instead of static pictures for those (endings and such) small animated gif type videos that loop.

I vote to keep it like the original.
Just teasing :)

But actually it does come down to that, although there's more to it than just my preference. The reason is that the whole bio screen is composed in such a way that we couldn't have the pics much bigger anyway, without literally affecting everything else and making me redo the whole screen. Which I don't want to do, I feel I've spent more than enough time on the UI at this stage and very much want to move on to my other responsibilities to the project.

When it comes to dealing with the original's constraints it's not always a matter of choice, the game was built around the constraints of '92 and we are bound to them as well to some extent.
 
Well, IMO most of the constraints are due to the engine, 2D graphics, and self imposed.... not necessarily the constraints that where around in '92. But just saying the above is simplifying it because I say it and it could be interepreted the same it's not.. like the ceiling has been lifted quite a bit since then so the constraints are of a different variety and or a lot more relaxed. In fact, we have quite a bit more hardware power, resolution etc. than back then which should be obvious.

Otherwise this would not be a widescreen HD project in the first place... so we are not bound to the screen resolution they used in '92 or the mono sound they had in the cabinets... or other constraints.

I understand about not wanting to redo those screens all over again though. What I was talking about was just a long standing wish of mine. Perhaps for some other time\a future HD MK project... perhaps in an MK Ultra HD project. :P
 
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Well, IMO most of the constraints are due to the engine, 2D graphics, and self imposed.... not necessarily the constraints that where around in '92. But just saying the above is simplifying it because I say it and it could be interepreted the same it's not.. like the ceiling has been lifted quite a bit since then so the constraints are of a different variety and or a lot more relaxed. In fact, we have quite a bit more hardware power, resolution etc. than back then which should be obvious.

Otherwise this would not be a widescreen HD project in the first place... so we are not bound to the screen resolution they used in '92 or the mono sound they had in the cabinets... or other constraints.

I understand about not wanting to redo those screens all over again though. What I was talking about was just a long standing wish of mine. Perhaps for some other time\a future HD MK project... perhaps in an MK Ultra HD project. :P

Maybe there will be some cool stuff like slightly animated endings, or high res renders of the characters... maybe not for the project but as extras. or something like a "the art of MK hd:kommunity project"
 
I think there's still time to decide to make the endings slightly animated as in.. small looping animated gif type stuff. The way I think of it is sort of like the animated photos in harry potter.. like in Raiden's endings his lighting could be animated. All fitting in the same size as the endings are now.
 
This question was funny, you know they don't use Ikemen.

I wasnt sure what Mugen 1.1 had to offer, and I thought there were other unfavorable ways to do it. Does 1.1 support tag?

too bad prefight animations couldn't be added, since UMK3 for the iOS did it.
 
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