Mortal Kombat HD Remix with MUGEN

No cal. I don't know what do you mean with that MK 1.0 or MK1.5 , i just ask for that , backgrounds to be like in original game , nothing more. On one video Bleed show so fight between Sub-sero and Scorpion ,backgrounds was just one image :) .In original game, this stage is from 3 or more parts , layers, each layer move individually and this adds depth and dynamic of the backgrounds .
animation3.gif

I was asking if that is possible to be made and here , because i saw some MUGEN games use that .

P.S. Kano is spot on :)



There is something strange with the walking animations in this animation. I've always noticed it in MK1, where the walking animation starts then stutters/repeats frame 1 and 2 before resuming as normal. I always wondered why that happened and just the first game.
 
Face is finished, will work on rest of body. Should get everything completed today
Good face! I look forward to seeing it all textured!

I like the lifebar and texts in UNREALWINS pic.
ELKVg6O.jpg

So do I, especially in the lifebar and what little I see of the timer. I do think the head is a bit much though. I don't think extra stuff like a head is needed but the gold shading for the names and border is especially good! This is the sort of thing I've been hoping for.

Things I would change about this are remove or greatly tone down the stripes on "danger" as it kind of lowers legibility and make it more of a solid silver color. Remove the head, add some stone grain to the red part of the energy bar. Reduce or make sure the push start is the same size as the original. The border of the energy bar could probably match the lettering more in its shading. I'm on the fence about the sparkles in the green part of the life bar & timer. The shading on the green part I do like though.
 
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Thanks guys. And yeah, he was definitely way too muscular, so I slimmed him down. And what did you mean about the pelvis being off. Arq? Not too sure what you're talking about

11.jpg
 
Yeah, because it's not really connected, and you see the lines from the floor tiles sliding under the throne and pillars.

I do have all the parts moving in separate layers / speeds though, it's not one solid image.
 
Just for fun I did a quick edit scaling everything to the size of the UI elements in Cal's teaser shots (to make sure everything is in the right position and size) and leaving out the head and this is how it could look as an example...

LIFEBARS.PNG

I also changed the border around the lifebar you might notice. I really think those are some of the best UI bar elements I have seen... they even make all the old ones look obsolete in my opinion.

I toned down the stripes in the danger indicator.

The only thing I didn't do was put the stone texture into the red part but I didn't feel like cutting out all the letters.

BTW, in order to keep the lines in parallax for the background I think you'd ideally want to use line scrolling for the ground where each line is its own layer. NBA Jam used that for its court & Batman Returns on the SNES used it for the brick ground for example. Not sure it'd solve the problem with the pillars though. In a way I kind of think in order to have your cake and eat it too an FMV background like Killer Instinct would be the solution. That may introduce a problem implementing Shang Tsung clapping though. KI didn't have anything like that in its backgrounds that I can remember.
 
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I hate to be a stick in the mud here, but personally it looks blurry as hell. It also looks too shiny and kind of cheap looking to me. It looks like a comic book illustration of what the lifebar could look like. I realize I'm in the minority here but I think any changes we make need to be more subtle than this. WAY more subtle actually. I don't mean to offend the creator at all here. It is a nice proof of concept. It's also a lot of work for me to change all that.

Just for fun I did a quick edit scaling everything to the size of the UI elements in Cal's teaser shots (to make sure everything is in the right position and size) and leaving out the head and this is how it could look as an example...

View attachment 4751

I also changed the border around the lifebar you might notice. I really think those are some of the best UI bar elements I have seen... they even make all the old ones look obsolete in my opinion.

I toned down the stripes in the danger indicator.

The only thing I didn't do was put the stone texture into the red part but I didn't feel like cutting out all the letters.

BTW, in order to keep the lines in parallax for the background I think you'd ideally want to use line scrolling for the ground where each line is its own layer. NBA Jam used that for its court & Batman Returns on the SNES used it for the brick ground for example. Not sure it'd solve the problem with the pillars though. In a way I kind of think in order to have your cake and eat it too an FMV background like Killer Instinct would be the solution. That may introduce a problem implementing Shang Tsung clapping though. KI didn't have anything like that in its backgrounds that I can remember.
 
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About Version 1:
View attachment 4751
I purposely left the yellow win dots out. It's mostly just a mockup of the lifebar itself and not something taken from in-game or anything. I'm not going to create the dots either unless I'm given the go-ahead... or someone else makes them like UnrealWins. Would be no use for a mockup that wont be used.

Also, as far as the critisism goes I might agree that it was looking a tad blurry (but not AS HELL) there as what sometimes happens when one scales down stuff and the forum may have messed with the scaling too. However, cheap is kind of a hurtful criticism I would say. I did however make a second revision mockup.. sorry still no yellow win dots here...
Revision 2:
LIFEBARS.png

I toned down the shinyness a bit as per Cal's criticism and tried to make it "sharper". I do like some level of shininess though and I think it looks sharp enough. If anything I think it's the best bar for an HD remix so far. Most others are way too plain or have the wrong size fonts, etc. which to me is the cheaper look to be frank. There's nothing subtle about the plain yellow red and green bar in general especially when it's flat shaded.

Revision 3:
LIFEBARS.png
I did a bit more as far as toning some of the aspects down a bit and added in the noise to the empty part of the bar.

Also I'd be willing to help out changing the names over if a certain person here doesn't want to do all the work. Especially if UnrealWins helps out too providing elements like words and such... or not.. I actually think it shouldn't be too hard to go from what's in there now to this especially since it uses pretty much the same shapes for the words which are already there. Plus the names & lifebar elements are separate which helps.
 
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I don't know but I think he should have a "mean face" by default. There are some MK1 videos in which you see Divizio doing some moves and he was always trying to stay "on character" even when a lot of that went lost in the sprites because of the low quality.

Also the red eye should be something like a glass... not like an eye colored red.
 
The angry face and better eye will come. For me, its good practice for expressions to be very neutral through production. The eye I simply didn't get to edit yet.
 
About Version 1:
View attachment 4751
I purposely left the yellow win dots out. It's mostly just a mockup of the lifebar itself and not something taken from in-game or anything. I'm not going to create the dots either unless I'm given the go-ahead... or someone else makes them like UnrealWins. Would be no use for a mockup that wont be used.

Also, as far as the critisism goes I might agree that it was looking a tad blurry (but not AS HELL) there as what sometimes happens when one scales down stuff and the forum may have messed with the scaling too. However, cheap is kind of a hurtful criticism I would say. I did however make a second revision mockup.. sorry still no yellow win dots here...
Revision 2:
View attachment 4754

I toned down the shinyness a bit as per Cal's criticism and tried to make it "sharper". I do like some level of shininess though and I think it looks sharp enough. If anything I think it's the best bar for an HD remix so far. Most others are way too plain or have the wrong size fonts, etc. which to me is the cheaper look to be frank. There's nothing subtle about the plain yellow red and green bar in general especially when it's flat shaded.

Revision 3:
View attachment 4756
I did a bit more as far as toning some of the aspects down a bit and added in the noise to the empty part of the bar.

Also I'd be willing to help out changing the names over if a certain person here doesn't want to do all the work. Especially if UnrealWins helps out too providing elements like words and such... or not.. I actually think it shouldn't be too hard to go from what's in there now to this especially since it uses pretty much the same shapes for the words which are already there. Plus the names & lifebar elements are separate which helps.

Hey I don't think they look cheap. Looks good. Maybe it's just shocking because the original bars were solid colors.
 
Thanks, to be honest they all stand on the shoulders of the original "genius" who made the concept. I think it's a worthy concept though & something I'd be willing to help pursue if need be. Also any blurriness going on IS the forums fault as I noticed the png's got shrunk down. They where 1:1 to the size of the status bars in the teaser shots... but no longer.
 
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The Face will be animated with Morphs, so the angry look can be made later. We need the neutral expression to make different poses from, just like the body in T pose.
 
awesome work MG, the only thing is kano's skin tone could be a little more "pale" don't you think?
compare it to the sprites if you can, please :)
 
What Bleed said.

Thanks Rene, and yeah, it should be a bit lighter. I'll work on that.

Here are some test renders from Maya. See some odd artifacts under the nose and some lumpiness that should be smoothed away. Will work on those later though. Kinda tired now:

13.jpg
 
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