Mortal Kombat HD Remix with MUGEN

i need to do some test but i can't do it here =/
there are some options in mugen for add pillarboxing or not.
i think i'll go with something like this in my personal configuration:

pillarbox.jpg


i prefer a better gameplay than a wider screen..

I agree that gameplay is important but we should experiment. Perhaps the impact of having a wider field of view is minimal?
 
i'll make some test later, i'm sure the project can work on both widescreen and 1134x720.
my fav mk game is mk1 so i'll try to make the gameplay as close as posible.
my idea is trying to get arcade fell at 1134x720 for gameplay purist ppl, but it's open for widescreen with minimal changes
i think that way both "sides" will be happy :P
i'm not saying the game will be 1134x720 as default, just default gameplay
 
The pillar boxes are so small when the game is set to "OPR" that I'd imagine there'd be minimal or no changes to the gameplay if expanded to the full screen width to 1280. The screen would be about %12 wider.
 
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Ok, gotta say I'm slightly disappointed. I was really looking forward to the screen being 1280x720 for a full screen HD MK1. Are we still doing that? I would prefer that instead of a 4:3 standard view. I don't see the point of talking so much about aspect ratio, we are doing this by sight, not by exact measurements, aren't we? Everyone should stop talking so much about the aspect ratios, as it would not matter in the long run. The two empty black boxes on the sides (pillarboxes?) would not make it a full screen game. I honestly would prefer a 16:9 1280x720 full HD game.
 
guys , We want the latest developments in the MKHD project's progress as a percentage

We are waiting impatiently.
 
Ok, gotta say I'm slightly disappointed. I was really looking forward to the screen being 1280x720 for a full screen HD MK1. Are we still doing that? I would prefer that instead of a 4:3 standard view. I don't see the point of talking so much about aspect ratio, we are doing this by sight, not by exact measurements, aren't we? Everyone should stop talking so much about the aspect ratios, as it would not matter in the long run. The two empty black boxes on the sides (pillarboxes?) would not make it a full screen game. I honestly would prefer a 16:9 1280x720 full HD game.

You got your flame suit on?
 
guys , We want the latest developments in the MKHD project's progress as a percentage

We are waiting impatiently.

Woah woah woah. Who's we? I certainly don't need it as a percentage. Just look through the thread to see where the progress is. Don't rush em'. Good things take time. We should all be thankful that they're doing this at all and all be waiting very patiently
 
It's still in the very bare basics, so don't hold your breath. It'll come out when and if it's ever ready, there's no telling how long it will take. This is not a company, more like a house of cards.

I think some people are expecting way too much from this. I say just go with the flow and take it for what it is. If we can pull of something awesome, all the better but I'm not making any promises.
 
Amazing job, Calactyte. I like the detail you put into the bodies and the skeletons! =D
 
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In the spirit of progress, today I finished another pit body. So now we're 7.1% complete. Have a look.

the_pit_HD_g.jpg

Still have the dark body shadow thing goin on,heh. If ya guys dont know what im talking about, on the pillar shadows against the wall, they body shadows are completly visible and darker, even the ones on the front of the pillar. Might have to lighten your screen to see it. Everything else looks awesome though!
 
Scorpion's cloth is now working with the new set up, I can animate it so it doesn't go through his body. I'm Still doing some tests, but it's looking pretty smooth. I think I'll be able to start with his first animation tonight.


I changed the cloth rig I posted earlier for stretchy bones instead, it's easier to work with.
 
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Ok thanks for pointing the programmers names out, I would have had to track that info down. Working on the last impailed body today..made a lot of progress on it. I have to sleep though.
 
Ok, gotta say I'm slightly disappointed. I was really looking forward to the screen being 1280x720 for a full screen HD MK1. Are we still doing that? I would prefer that instead of a 4:3 standard view. I don't see the point of talking so much about aspect ratio, we are doing this by sight, not by exact measurements, aren't we? Everyone should stop talking so much about the aspect ratios, as it would not matter in the long run. The two empty black boxes on the sides (pillarboxes?) would not make it a full screen game. I honestly would prefer a 16:9 1280x720 full HD game.

Aspect ratio is a crucial thing to consider for this project. Essentially what we are doing is making a 16:9 version of a game that was designed for and meant to be played in 4:3. Also while some see HD as synonymous with 16:9, it's actually not. If we wanted to we could have this at 4:3 and it would still qualify as HD because its vertical resolution would still be 720. Either way it's not "full" HD regardless, that would require the game to run at 1080p instead of the 720 we are making it for.

The issue with the gameplay being different is a major deal. See, people are accustomed to playing MK1 the way it is originally. They're used to things like the original distances, the original number of sprites in animation, and the relative size of everything in-game. It seems negligible, but players are actually sensitive to those things even if they don't know it, as long as they've played the original game enough times.

Even a small difference in distance for example, can feel very different and have actual consequences. That goes for both width and height - even if you crop the game to 16:9 instead of expanding it like we are now, sure technically the gameplay would be the same, but visually it would not because the height is different to what players are used to. It's the same if you used invisible walls to confine the characters to the same space of 4:3 - gameplay is technically the same, but not visually. And the visual aspect of gameplay really goes hand in hand with the technical side.

New graphics for a game are a massive visual change as it is - now if you add compositional differences, and also gameplay differences, then it feels like a different thing altogether. So let's just say we threw up our arms and said "**** it, we're staying with 4:3 and pillarboxing it". What happens is those who don't consider gameplay priority would strongly complain that it's not widescreen. But then if we made it either expanded or cropped widescreen, purists would complain that the game is changed either technically or visually. Then you have those who want both expanded widescreen and same gameplay, and wouldn't be happy whether we made it 4:3 or 16:9 because they usually just don't understand. 4:3 and widescreen stretch option isn't an all-around solution either because it looks like shit to most people.

So basically there's a split community response. But there is an answer. I propose that we make two different versions of the game. It wouldn't be any extra work for anyone except Interloko for the programming, which I hope it would be practical for him to do. We can keep the exact workflow that we've been using to release the 16:9 version, and then for the 4:3 version we simply pillarbox over the extra information, with Interloko doing the necessary changes in coding to confine the gameplay to 4:3. We could even use custom pillarboxes like in MKAK so that it looks nicer than just black bars. If it's one thing that makes people happy, it's options to play the game like they want to. For me this solution is a win/win.

Anyway this is about as much as I can say on the topic, so I'd really like your guys feedback on what I've proposed. It seems like a simple and practical solution.

EDIT:
When I'm saying 4:3 in this post I mean the OPR, which is actually closer to 16:10. Sorry for any confusion.
 
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You do realize they are using an already created engine for the game though right? As far as I know if you want 4:3 gameplay all you need to do is set MUGEN to a 4:3 resolution. The way you describe things it sounds like they are programming the whole thing from scratch. Does MUGEN even support decorated pillar boxes anyway? Before we go on about it we should consider exactly how MUGEN works in respect to the resolutions it supports.

BTW, they are making it to the "OPR" and apparently when done that way it doesn't calculate out to 4:3. I'm not interested in getting into another debate about it however. But yeah if you set MAME to the OPR it's not 4:3. The CRT monitors displayed it as such but I figured everyone here agreed that things got distorted by compressing it to 4:3.
 
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