Mortal Kombat HD Remix with MUGEN

So uKER do you have the skill set to make a working MK game? Do you have the desire? That would pretty much make you a star player here.
 
He pretty much said he is a pro, Cal... which is exactly what this project deserves: a commited, talented programmer, with an eye to details and his heart in the right place.

You know what? GOD SENT HIM...!
 
Just to keep this fresh in your minds. Even if you choose to use engines other than MUGEN for this you can still make it fully 2D if you wish. Even if you use Unreal Engine or Unity. It's even possible to do a hybrid approach like 3D stages but 2D sprites and or using normal maps as a way to apply lighting to 2D sprites. Here's examples talking about that:

http://www.alkemi-games.com/a-game-of-tricks/

http://www.winstons.org/projects/

Actually even just going with another engine would probably give you more flexibility in general. Unity in particular has been used to make a lot of indie 2D games. On the other hand if you are most comfortable with MUGEN I wouldn't blame you for sticking to it and just making do.

This is very cool stuff! :)

I found this too

http://www.kickstarter.com/projects/finnmorgan/sprite-lamp-dynamic-lighting-for-2d-art

I know all this is offtopic and I know the MKHD is going to be in mugen just like the old MKs. And that's cool too!

Just thinking in what cool can be a 2d MK with dynamics lights.
 
Last edited:
So uKER do you have the skill set to make a working MK game? Do you have the desire? That would pretty much make you a star player here.
I probably have both.
I just lack the knowledge for the time being.
I coded a proof of concept for a 2D brawler when I was 17 (yeah, I obviously did code before starting to actually work on it) and as I said, my other project will eventually get me into learning Unity sooner than later.
As soon as I finish a couple of assets I'll probably jump into it.
I just won't be able to show any progress any time soon, but given the timeframe of the project, I will probably be able to make it.

I found this too

http://www.kickstarter.com/projects/finnmorgan/sprite-lamp-dynamic-lighting-for-2d-art

I know all this is offtopic and I know the MKHD is going to be in mugen just like the old MKs. And that's cool too!

Just thinking in what cool can be a 2d MK with dynamics lights.
That is really cool visually, but if you think about it, it requires those normal maps drawn for every single sprite.
That means every single frame of animation.
Now, unless the guy implemented a way for those normal maps to be output by the renderer, there goes applying that to a complexly animated character.
 
I probably have both.
I just lack the knowledge for the time being.
I coded a proof of concept for a 2D brawler when I was 17 (yeah, I obviously did code before starting to actually work on it) and as I said, my other project will eventually get me into learning Unity sooner than later.
As soon as I finish a couple of assets I'll probably jump into it.
I just won't be able to show any progress any time soon, but given the timeframe of the project, I will probably be able to make it.


That is really cool visually, but if you think about it, it requires those normal maps drawn for every single sprite.
That means every single frame of animation.
Now, unless the guy implemented a way for those normal maps to be output by the renderer, there goes applying that to a complexly animated character.

This SpriteLamp looks great and all, but you're right. You would have to draw all the maps for each individual sprite. That is something that he doesn't show there, are animations with the effect applied. Man, you would need a team of artists just to be able to tackle the amount of extra work needed to do hundreds or thousands of images, just for a cool little effect that people won't even pay attention to after about an hour of playing.
 
If you are interested in coding this MK project in Unity, you have my full support. I also like the idea that Unity would allow it to be ported to multiple formats, PC, MAC, Android, iOS, PS3, PS4 and XboxOne


I probably have both.
I just lack the knowledge for the time being.
I coded a proof of concept for a 2D brawler when I was 17 (yeah, I obviously did code before starting to actually work on it) and as I said, my other project will eventually get me into learning Unity sooner than later.
As soon as I finish a couple of assets I'll probably jump into it.
I just won't be able to show any progress any time soon, but given the timeframe of the project, I will probably be able to make it.


That is really cool visually, but if you think about it, it requires those normal maps drawn for every single sprite.
That means every single frame of animation.
Now, unless the guy implemented a way for those normal maps to be output by the renderer, there goes applying that to a complexly animated character.
 
This SpriteLamp looks great and all, but you're right. You would have to draw all the maps for each individual sprite. That is something that he doesn't show there, are animations with the effect applied. Man, you would need a team of artists just to be able to tackle the amount of extra work needed to do hundreds or thousands of images, just for a cool little effect that people won't even pay attention to after about an hour of playing.

Typically, proper normal (and others besides the diffuse, but then again for something like this the base sprite frame would be considered the diffuse) maps are baked from the model via the 3D program.. not hand painted. 3D modeling apps are already setup to do so. You can also use a program called "crazy bump" or the equivalent photoshop plugin and ruch each frame through it... but again.. better results are done by baking it directly from the model (like here http://www.winstons.org/projects/. The person here didn't hand paint the normal map rather he baked it from the 3D model) and you could probably setup a batch script to do that for all the necessary frames. You'd get more correct and accurate info in the normal map by doing that rather than trying to do it by hand unless you had awesome normal map painting skills.

As for completely 2D stuff like in that project from what little I've read it looks like that program generates the normal maps itself.. no manual painting beyond what you did to make the sprite in the first place necessary.The part that might be a lot of work if you go with that solution is making "lighting profiles" for the sprite if the program doesn't assist in that. But that's for art that isn't 3D at all in the first place and people who don't want to touch 3D modeling programs.

On the other hand if you chose to do dynamic lighting and don't want to remake certain items in the stages that where 2D\3D hybrid (photoshopped 3D stuff flattened to a sprite\transparent PNG) and don't want to completely remake them something like that program could come in handy... but then of course might have to deal with any baked in lighting\shadowing that you made in their creation. :P But if the sprite had neutral or no lighting what you would have to do is make four lighting profiles and run those through SpriteLamp and it'll generate a normal, depth and ambient occlusion map for you.
 
Last edited:
It depends on the workflow and what you do, actually...Not all sprites need to be animated.

I personally find "painting" normals for hard-surface objects (e.g. walls and pillars) faster and easier to edit, than the bake/re-bake method...
 
Is not necessity draw each frame, we have the 3D models so is only back the Normal Map into a plane or render it in Normal Map mode.

Or maybe put the normal map into the diffuse node in the material and render it in hardware more.

About the 3D stages i been making I stop them cuz I learning more about C# and Unity stuff.
I want to try make something in Unity any time soon.

But first off, I will love see this MKHD in mugen :)

BTW, just in case of anyone want to start something in Unity or make tests, will be better create a different Thread. This one is for MUGEN :)
 
Last edited:
arq_hawkin, your work now, compared to your first samples of course, is night and day. You've done nothing but matured as an artists and it's only going to continue in that direction. You, as well as all of those involved, should feel very proud of the work and commitment that has been put forth since this thread's inception.

I should have a new video out sometime soon showcasing the progress. A lot has happened since the first installment (graduated college, moved to a new city, finding a home, full time career, etc.), and although I know you guys aren't necessarily waiting on a new installment, I figured I'd keep you in the loop.

P.S. - I hope all of your guys' heads are cooled down. It's been a bummer to see arguments take place over the last few pages especially after what has been generated content wise up until this point. You all are valuable assets to this project and, in all honesty, you'd be a fool to think otherwise, even if you're not commended each and every step of the way.
 
here.. we have a new animation... spinkick, cheers

Well, having had a little more time to take a look at it, the kick is looking incredible.
You really nailed the motion of the feet and the body.
I'd only suggest a few tweaks to the arms.

The right hand should whip backwards, going behind the hip at the peak of the kick, instead of going open as it currently does.
After the peak it should start going back to its normal position.

I'd also make the position of the left elbow a little tighter, the hand closer to the body.

Basically, both hands should move TOWARDS the body as the kick moves towards the peak.
Here's the relevant peak frame.

bw8.gif


That said, you should be proud of how much more easily you're getting the animations right.
Incredible work, man.
 
Last edited:
Top