Mortal Kombat HD Remix with MUGEN

Yeah, except they also said: "At the time Midway had a hardware system that could support digitized graphics which was fairly new back in the late 80's early 90's and we wanted to really take advantage of it. And we thought a fighting game or something where characters could be represented very large on screen would be something we could take advantage of and create a game around" and things like that and saying how big the characters look on the screen at various times in different videos whenever talking about the presentation.

That was always a thing with them.. something they where always proud of and something I always noticed playing it at the arcade since its inception. Of course thinking back the size that it is in Cal's teaser images was considered "huge" or "very large" back in the day when most home systems and other arcade games usually had much smaller proportioned sprites... and at the risk of sounding like a broken record where made to look even bigger than that by the arcade's monitors with their overscanning & stretching.

But that's neither here nor there as I've already acquiesced to the fact that it just wont look right plus sized with the current composition of some of the levels without major changes. So yeah, moving on.

Anway, I just noticed something.. hey Cal? What happened to the shading in the letters for the names in the energy bars. I thought it looked good that way.
 
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characters could be represented very large on screen
Well, quote doesn't mean, that locations will have same size.
About Kano's fatality.. Why Sub-Zero has heart in middle of his chest?
 
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I think it's a good placement for the heart (closer to the center of the chest) If you put it on the left it would look completely wrong when you do his Fatality from the opposite side imo.

Also, about that video you were asking Le@n, it's actually .gif animation converted to .mov. video (around 200 snapshoots from MAME using various cheats from cheat.dat file)

@Cal, haven't had access to my pc for days, I'll get you Goros lair stuff later today
 
The heart is supposed to be almost in the center in real life, that's why I did that. Flipping would be a problem also, I didn't think of that but it's true.
 
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The shading in the power bar words was removed because it made the text blurry. For MK2HD I'll figure something out to make it look less blurry but right now it doesn't look right to me with the depth shadows on it.

Yeah, except they also said: "At the time Midway had a hardware system that could support digitized graphics which was fairly new back in the late 80's early 90's and we wanted to really take advantage of it. And we thought a fighting game or something where characters could be represented very large on screen would be something we could take advantage of and create a game around" and things like that and saying how big the characters look on the screen at various times in different videos whenever talking about the presentation.

That was always a thing with them.. something they where always proud of and something I always noticed playing it at the arcade since its inception. Of course thinking back the size that it is in Cal's teaser images was considered "huge" or "very large" back in the day when most home systems and other arcade games usually had much smaller proportioned sprites... and at the risk of sounding like a broken record where made to look even bigger than that by the arcade's monitors with their overscanning & stretching.

But that's neither here nor there as I've already acquiesced to the fact that it just wont look right plus sized with the current composition of some of the levels without major changes. So yeah, moving on.

Anway, I just noticed something.. hey Cal? What happened to the shading in the letters for the names in the energy bars. I thought it looked good that way.
 
The spirit of the game...

If Boon/Tobias wanted really large characters you're not being faithful to MK1 by making them larger than they originally were. You are faithful to MK1 when you make like it was in MK1. When I said a major transgresion I meant what Cal said: It would change the gameplay, even if stages were proportionally bigger, if you have less visible area when fighting you have less time to react, and strategy would be affected.

As for having MK1 100% with the perfect engine and stuff... I have a suggestion: FORGET IT.

I think Bleed could simply tweak a little his engine and we would have MK1 ready to go. The game could be released and everyone would enjoy it. Then you can let Interloko or anyone else to use the graphics and see if they are able to release a better engine some day, but in the mid time, it's MK1HD and it's great to have it working.

I'm not saying "use Bleed engine" I'm saying it could be tweaked a little bit, you know, like animations... seeking a balance point in effort and faithfulness, having the battleplan, music and all that working and I think we would be ready.

Why am I saying this? Because I have seen how long it have taken to projects that want a perfect engine to be released... none have been released yet, some have been around for like 10 YEARS. At the end, it is not practical, just like it's not practical to spend months in each animation to have it 99.99% close to the original sprites.

This project could follow a different path: the path of balance. The team just gotta learn to identify when it's good enough, then a release of MK1HD might just be possible and probable. Let's just remember some of us were too young when MK1 came out, as we are too old now to be participating in tournaments and stuff, we just want to have fun and the team is just fulfilling a dream. This dream does not need the lie that it is a "perfect" engine, this dream needs to be tangible and I find Bleed's videos very tangible.

And yes, there is a language barrier that affects the "tone" of my posts, I just trust the message is still good tho.
 
The spirit of the game...

If Boon/Tobias wanted really large characters you're not being faithful to MK1 by making them larger than they originally were. You are faithful to MK1 when you make like it was in MK1. When I said a major transgresion I meant what Cal said: It would change the gameplay, even if stages were proportionally bigger, if you have less visible area when fighting you have less time to react, and strategy would be affected.

As for having MK1 100% with the perfect engine and stuff... I have a suggestion: FORGET IT.

I think Bleed could simply tweak a little his engine and we would have MK1 ready to go. The game could be released and everyone would enjoy it. Then you can let Interloko or anyone else to use the graphics and see if they are able to release a better engine some day, but in the mid time, it's MK1HD and it's great to have it working.

I'm not saying "use Bleed engine" I'm saying it could be tweaked a little bit, you know, like animations... seeking a balance point in effort and faithfulness, having the battleplan, music and all that working and I think we would be ready.

Why am I saying this? Because I have seen how long it have taken to projects that want a perfect engine to be released... none have been released yet, some have been around for like 10 YEARS. At the end, it is not practical, just like it's not practical to spend months in each animation to have it 99.99% close to the original sprites.

This project could follow a different path: the path of balance. The team just gotta learn to identify when it's good enough, then a release of MK1HD might just be possible and probable. Let's just remember some of us were too young when MK1 came out, as we are too old now to be participating in tournaments and stuff, we just want to have fun and the team is just fulfilling a dream. This dream does not need the lie that it is a "perfect" engine, this dream needs to be tangible and I find Bleed's videos very tangible.

And yes, there is a language barrier that affects the "tone" of my posts, I just trust the message is still good tho.

Actually, I can agree with a part of this. Not making it "perfect" would surely speed things along and make it more likely that it will be released at all. You could always have updates later on if you needed to make everything perfect. But in the meantime just do the best you can and get it up and running.

Maybe I'm just being affected by the general sense of impatience floating around, but it does seem to make sense to just move along for now and go back later.
 
Well, at least it's one of the reasons, and I know this project could see an alpha release in a few months if we take away the feeling of wanting a flawless release.

MK1HD does have a programmer and it's working already. That should be taken into consideration, and this is not me asking for an inmediate release, this is me sharing an honest concern. Moving into a different platform, learning a different programming code, building a new engine, searching for another programmer... al that sounds to me like "frozen project" in the future, and I see no reason for that.

Many of you know I started a project some time ago, Bleed was coding it and I think I made two major mistakes when working on it:
- I was aiming too high regarding ammount and quality of sprites.
- I was aiming too high regarding the engine.

MK1HD is the best looking project of all and Bleed's engine is one of the best engines in mugen. Almost all stages are finished, there is music and there is Scorpion, Sub-Zero and Reptile completed. Just by fixing a few things this game would be playable already, I don't think the team should be looking for further improvements.

The history of mugen projects have a lesson for us all: people get tired, teams get divided, projects get cancelled. Everyone have a life, the time is NOW. There is a team NOW, there is a programmer NOW, nobody know what could happen later, but I do know people leave things behind. I for example left mugen, now I have a baby and other things in life, and even if I wanted to go back and keep working in mugen I cannot. Same could happen to anyone here, but if you ACHIEVE something, maybe later someone else could improve the engine or whatever.

I don't think anyone here want to be 40 years old when playing MK1HD, just as no one here wants to spend various years without seeing results. People here are dreaming with MKIIHD and UMK3HD... that's only going to happen if this team learns from the mistakes of others in the past.
 
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Well, at least it's one of the reasons, and I know this project could see an alpha release in a few months if we take away the feeling of wanting a flawless release.

MK1HD does have a programmer and it's working already. That should be taken into consideration, and this is not me asking for an inmediate release, this is me sharing an honest concern. Moving into a different platform, learning a different programming code, building a new engine, searching for another programmer... al that sounds to me like "frozen project" in the future, and I see no reason for that.

Many of you know I started a project some time ago, Bleed was coding it and I think I made two major mistakes when working on it:
- I was aiming too high regarding ammount and quality of sprites.
- I was aiming too high regarding the engine.

MK1HD is the best looking project of all and Bleed's engine is one of the best engines in mugen. Almost all stages are finished, there is music and there is Scorpion, Sub-Zero and Reptile completed. Just by fixing a few things this game would be playable already, I don't think the team should be looking for further improvements.

The history of mugen projects have a lesson for us all: people get tired, teams get divided, projects get cancelled. Everyone have a life, the time is NOW. There is a team NOW, there is a programmer NOW, nobody know what could happen later, but I do know people leave things behind. I for example left mugen, now I have a baby and other things in life, and even if I wanted to go back and keep working in mugen I cannot. Same could happen to anyone here, but if you ACHIEVE something, maybe later someone else could improve the engine or whatever.

I don't think anyone here want to be 40 years old when playing MK1HD, just as no one here wants to spend various years without seeing results. People here are dreaming with MKIIHD and UMK3HD... that's only going to happen if this team learns from the mistakes of others in the past.
This. 100 times this.
 
Well I don't know Bleed in real life but I am pretty sure he won't quit as long as I don't quit. I have no intention of quitting. I do understand the urgency though to get this done because as Carz says people have a life. Bleed might get hired away from us soon so who knows what will happen.
 
We are not slowing down, but there is only so much we can do with real life and all.

If Loko isn't able to get it done, I can have it on my system like you've seen, at least that is playable if not as accurate.

I'm thinking of other options because mugen is very weak compared to what tools are available. I'm curious and anxious to learn a 3D engine, but it's not easy.
 
Yeah, I don't see Bleed or Cal, along with myself, quitting unless something akin to one of us getting a highly demanding job or something happens. The three of us, I believe, have been working on the project for over a year with no signs of slowing so yeah, I don't see us stopping at this point.

I'm about to start focusing on SFX now that the soundtrack is like 99% complete, so I still have lots to do. :)

The prospect of switching engines doesn't have me too concerned. It may not seem like it, but this project is still decently early in development. I mean we've never even had a playable build of the game excluding Bleed's personal engine. I think it's definitely a good time to think about other options on that front.
 
Nice, it was just an opinion.

I wonder, if Arq_Hawkin's Liu Kang is ready... are we going to see Liu's portrait and ending pics anytime soon? :) I would love to, since it should be interesting to see how a 3D model face looks in the select screen, specially because ninjas have the advantage of having most of their faces covered, but Liu Kang even have a facial gesture... it should be really challenging to get it done right!

Also, I wonder about Raiden's model... if it good enough for a portrait attempt or not?

Cannot wait to see all portraits done and this page updates! http://mortalkombathdke.weebly.com/gallery.html :D
 
Bleed's engine is one of the best engines in mugen
I always though it was default MUGEN with certain changes. Bleed is good in character's programming, however I'm not sure about engine. There's difference in the skills required for these things.

I think I made two major mistakes when working on it
Major mistake was bother other people with your ideas.(

Vetalfox, actually you're laziest person I know. With your skillls you prefer to leave useless posts in this thread.
 
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I think I have a bigger appreciation for the size the character sprites are going to be in this project when seeing how teeny tiny they are in a certain other MK MUGEN project I saw elsewhere here. I thought I was crazy but I downloaded some screenshots and did a fullscreen comparison and the original arcade sprite size that is used here is huge by comparison... and I mean that in a good way!

I'm coming around. :)

So yeah, stick with that. :)
 
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Maybe I'm wrong but I think the problem is not the height of the characters itself but the connection between the screen width and the height of the characters.
If you want to keep the same gameplay as the original, you'll have to keep this connection.
The original game was in 4:3. If you use a 16:9 resolution, you'll have to make characters 33% bigger than the original game (4:3 = 12:9).
If you use a 16:10 resolution, you'll have to make characters 20% bigger than the original game (4:3 = 20:15 And 16:10 = 24:15)
 
Man, don't do this to me! I was coming around! :P

I think that goes back to the old fear on widescreen but I don't think it'll be a problem.. and even if there is a change it may actually be a positive one. I thought the gameplay looked good in bleed's videos with them even larger but others thought it was too clunky.

Anyway, at this point stuff like that is speculation. We've discussed all this way early on in the thread... and actually the original game wasn't 4:3 exactly. They are going with the original pixel aspect ratio here but with a bit more width. The original pixel aspect ratio was closer to 16:10 and was stretched to the arcade screen.

At this point I wouldn't classify it as a problem.
 
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