Mortal Kombat HD Remix with MUGEN

Yeah, Liu Kang's fatality screen not going dark was already discussed here. It was done on purpose, Liu Kang as a hero was not suppose to kill. It was confirmed by John Tobias recently on TheOnBlast web show.

There's definitely photos of Liu Kang with Otomix pants, I remember seeing them on the net, I just can't find them now. There is a video of him sporting KARATE(?), but it's not from video capturing for the game, it was behind the scenes from Midway for a local TV show I believe;

rc08s3.png


http://www.youtube.com/watch?v=oMilCuI6cgk#t=193s

I personally wouldn't like to see it, I like Liu Kang simple like Bruce Lee from Way of the Dragon. I also don't like it on Cage in MK2. I think they did the right thing of editing it out. The change I do like is MK2 intro screen where they changed Kangs white sneakers to Kung Fu slippers (NOT saying that should be changed in this remake tho', but he's more Bruce Lee like with slippers on)

jgkvae.png
 
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You are treating the fact that the screen doesn't darken during his Fatality as if it were oversight. But bear in mind that Liu Kang is a holy monk and the most pure fighter at the tournament. His Fatality is the least gruesome (no blood... and might not even be fatal) so it makes more sense to say that the screen not darkening was a deliberate design choice, one that should be respected in the remake.

There's a post on the Penny Arcade forums where the author explains that Liu's Fatality doesn't dark because Liu "doesn't draw upon the forces of darkness." Makes sense to me.

http://forums.penny-arcade.com/disc...-leaked-some-really-cool-stuff-on-page-94/p47

Yeah, I heard those stories too, but they sound just like an excuse for sloppiness. I mean, why would a pure shaolin monk take part in the most violent fighting tournament of all? So he despises Shang Tsung... Again, someone with pure heart wouldn't give in to such basic instinct, right? If he doesn't kill the opponent with his finisher, why would it read 'fatality' afterwards? Besides, the blow he delivers is indeed a devastating one, and I honestly don't believe a human body would be able to withstand it. There's one more thing: the original story arc says that upon his return to Outworld, Shang Tsung was to 'face execution for his failure and apparent death of Goro' which means that Liu Kang left Goro for dead (later on, we find out Goro managed to survive, but the point is that Liu Kang entered the tournament prepared and, more importantly, willing to kill). Liu Kang wanted to avenge the death of his ancestor, the great Kung Lao, and that's definitively not the proper motivation for a holy man as the authors describe him later. Even if his 'fatality' doesn't receive the treatment that I would prefer, what do you think about improving the look of his fireball?
 
How about some brief fire lighting on Scorpion?

OK new version of Scorps fatality. Made it like a flame thrower now. I think it looks pretty bad ass. What do you guys think? Bleed after I'm done tweaking..can you provide me the skeleton to the correct size as animated PNGs? I can then blend it all together and provide Interloko one set of PNGs which I guess will need to be swapped in at the moment the fatality occurs? Not sure how this should work since I know the character files are in a format that doesn't like transparency. But the flames and smoke need transparency to look good. Hopefully you can think of a simple solution for how fatalities should look.

See updated flame thrower version below:

http://www.jtresca.com/test/NEW_FIRE_RENDER 3.zip
 
OK new version of Scorps fatality. Made it like a flame thrower now. I think it looks pretty bad ass. What do you guys think? Bleed after I'm done tweaking..can you provide me the skeleton to the correct size as animated PNGs? I can then blend it all together and provide Interloko one set of PNGs which I guess will need to be swapped in at the moment the fatality occurs? Not sure how this should work since I know the character files are in a format that doesn't like transparency. But the flames and smoke need transparency to look good. Hopefully you can think of a simple solution for how fatalities should look.

See updated flame thrower version below:

http://www.jtresca.com/test/NEW_FIRE_RENDER 3.zip

Looks great! Um... How 'bout that lighting on the model now? :)
 
ooooooh, cal!

You outdid yourself, it looks incredible :tee:

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The sprites for the characters are done separately, they can't be all together because they need their own color palettes.

You have P1 sprites with their palette

P2 is swapped out during the fatality with the skeleton sprites, those have their own palette.

The fire sprites can be made transparent in mugen by setting the layer blending mode to additive. It's about the same as the screen layer style in Photoshop. Darker shades fade away and lighter colors stay visible.

Make sure the background in your render is black for the fire and you are good to go.

Another option is to cut out the area surrounding the flames, so it'll look like normal fire sprites in the old games, but it's not as pretty.
 
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About the announcer voice... I think if any reverb is used on it it should be very mild... the way it sounded in the edit that had it was way too strong. Shang Tsung isn't standing at the mouth of an aluminum box shouting at them after all. ;)

The pitch definitely should be altered though as the original was most likely pitch shifted in the first place as well.

What would be cool is if MUGEN could have adjustable audio effects like reverb that can be applied to all sounds much like the panning effects it has for when the character is on a certain side of the screen. But I guess stuff like reverb has to be "baked in" to the sounds? I was just thinking that different arenas would have different amount of reverb and if the engine was doing it one could have both stereo panning for when the character is on a certain side of the screen and stereo reverb a the same time for the sound effects (good to decode to surround speakers). On the other hand that's not a problem for the announcer since panning doesn't effect the announcer so one could just make a stereo announcer sound with some stereo reverb in it.

But again I think the reverb should be mild.
 
To me, it looks like the flame is "pouring" instead of blasting, if that makes sense.

Also, It looks like the base of the big flare is too far to the right and looks a bit unnatural. I made a quick edit to illustrate:

Toasty Snip edit1.pngToasty Snip edit 2.png



@smoke.tetsu, I agree about the reverb. And the pitching too. Everything I've posted has been pitched to varying degrees.

Also, yeah sound effects should be mono, but I may bake in a touch of reverb to the mono files if they need it. That sort of reverb is only meant for a mystical/special effect. Reverb that pertains the sound's spacial positioning can certainly be added, assuming MUGEN supports that. I honestly don't know anything about MUGEN. haha

And yeah, I don't think reverb needs to be applied to the announcer in real time.
 
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Looks great! Um... How 'bout that lighting on the model now? :)

A glowing effect is something I would have to do, basically render the model black with a yellow light flashing on it.

I would overlay that lighting animation over the normal sprites in mugen.
 
Hey, I just thought of something! There are several stages with fire in them, right? Would it be possible when the screen darkens for fatality for those flames to get blown out by sudden strong wind? There would be needed an adequate sound effect for the wind, but I figure that would look and feel just awesome. What's your opinion, guys?
 
About the announcer voice... I think if any reverb is used on it it should be very mild... the way it sounded in the edit that had it was way too strong. Shang Tsung isn't standing at the mouth of an aluminum box shouting at them after all. ;)

The pitch definitely should be altered though as the original was most likely pitch shifted in the first place as well.

What would be cool is if MUGEN could have adjustable audio effects like reverb that can be applied to all sounds much like the panning effects it has for when the character is on a certain side of the screen. But I guess stuff like reverb has to be "baked in" to the sounds? I was just thinking that different arenas would have different amount of reverb and if the engine was doing it one could have both stereo panning for when the character is on a certain side of the screen and stereo reverb a the same time for the sound effects (good to decode to surround speakers). On the other hand that's not a problem for the announcer since panning doesn't effect the announcer so one could just make a stereo announcer sound with some stereo reverb in it.

But again I think the reverb should be mild.


You can do this in mugen, but it's not practical like in 3D engines. You have to bake all the effects, and play them using triggers that check stage name, position, etc.

It's possible with a much larger file size.
 
A glowing effect is something I would have to do, basically render the model black with a yellow light flashing on it.

I would overlay that lighting animation over the normal sprites in mugen.

Thanks for the effort, man. Your work is pure gold.
 
Sure I can fix that Justin. La Luna, if you are reading this thread can you upsize a still image of Scorp Mid fatality (with fire coming out of his mouth) and his opponent being burnt (upscaled to our HD resolution) I need to know the exact distance that Scorp is supposed to be from his opponent to do his fatality so that I can export the flames at the correct scale. Or...Bleed should I just export the flames as a seperate png and let Interloko do the placement with code? Not sure how best to do this. If I do it that way..I'd provide interloko 3 animations that would have to be relayed at the time of the fatality. Not sure if that slows the CPU down or if there are other advantages/disadvantages.

So it would be pngs for (1) Flame thrower layered on top of (2) pngs for Large fire on top of (3) your skeleton burning animation. Is that the best way to go? or have it all in one animation?
 
also...and sorry about all these questions:

If I'm exporting to a black background without transparency for the fire..shouldn't I use .jpg instead of .png? I would think it would save some file size?
 
To me, it looks like the flame is "pouring" instead of blasting, if that makes sense.

Also, It looks like the base of the big flare is too far to the right and looks a bit unnatural. I made a quick edit to illustrate:

View attachment 4597View attachment 4598
the second it's better, the flame its strange on the first
and the flame is too dark, firo ir more bright, some effect like the kang fire
already posted before will make de fire more realistic
maybe this video will help to the animation
 
I just remembered, the sprites need to swap from normal to skeleton. It's better if the fire and smoke are there to cover it up for an instant.

Set your environment color to black, but render as .png with transparent background. It still makes a difference with the outline, you need the black background where it fades to transparent.



All elements of the sequence need to have separate animations.

P1 fire spit anim

P2 skeleton anim

Torch anim

Fire engulf anim

All separated, to be set up later by the coder.
 
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If we use some Physics on the fire
like this:
28b9wkk.jpg

when fire strike to the ground in MK1 it go up and fade
but when the real fire strike to ground it blow and spreads
like the arrows in the picture, then it up and consumes the oponent
turning him into a burned skul, use physics make the whole thing more real and cool
and the fire can be burning on the ground skull fall on knees over it and the fire still burning

it's too dificult find a pic to ilustrate what i said =(
here some more or less in the style

iraq18.jpg


02a41_121101071434-military-flame-thrower-museum-pacific-horizontal-gallery.jpg


tumblr_m2wbvlvuEF1r9km6io1_500.jpg
 

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