Mortal Kombat HD Remix with MUGEN

We can help you learn animation, sharing tips and critique as you go. This project has done a lot to help improve our skills in general. I learned more working on this than posting on CG forums.


Calactyte made the stages a long time ago, using a similar style to what the original game had to work with.

Nothing is stopping you from making stages though, It's practice so do what you want. Maybe make something cool and put it in UE4, use it to learn how all that works.


One problem I have is coming up with a concept and taking it to finish. That's why if you see my old stuff, most of it is just a gray model or something like that. Quick stuff I did for fun, but by having a goal like with this game, I was able to get more things a lot further.

It's not the best thing to copy something, but it helps a lot in my case.
 
Hi, greetings from Argentina, this project looks amazing. I'm so excited to see this MUGEN. I want to know something, are u working on the game? Because I see this post began in 2011. Anyway, through the pages I've read it seems that if you are working on it and looks incredible. Clear up my doubts, thanks for read, see you!
 
ok, have started to recode the engine (Linux and Windows Compatible), but i need some graphics, the animated gifs from the forum are not the final renders right?


In the case of the ninjas yes that is final quality. I'll get you access to the other files but I don't think we will be able to exceed the quality of the ninjas which are gif. Engine would need to support palette swapping.
 
The character sprites were rendered out to be the right scale at 1280 X 720. The color palette needs to be able to change, so the limit on that is 256 color swatches.

If the quality were to be improved, we would need to use a different image file type, like maybe .png, and use a different set of sprites for alternate palettes, resulting in twice as many sprites.

Mugen works with a single set of sprites, and many color palettes, so that's what we went with.
 
The character sprites were rendered out to be the right scale at 1280 X 720. The color palette needs to be able to change, so the limit on that is 256 color swatches.

If the quality were to be improved, we would need to use a different image file type, like maybe .png, and use a different set of sprites for alternate palettes, resulting in twice as many sprites.

Mugen works with a single set of sprites, and many color palettes, so that's what we went with.

I'm a little sceptic

instead of the mugen normal chars select screen or a simulated chars select screen one with all chars in the same SFF.???
 
I'm a little sceptic

instead of the mugen normal chars select screen or a simulated chars select screen one with all chars in the same SFF.???
Me too.

Maybe i'am wrong, but if you put all the characters in 1 big Sff for select screen, each character should be converted into 128 colors, so each pair of characters will have it's own 256 colors pallete.

Sonya for example need black & white shades, skin, hair and green colors. If you do 128 colors only, this means there only 32 colors per part, this is the amount of colors low res sprites used in MK3, Sektor for example have 31 color for his red parts, but it's low res, so that looks ok, now triple his sprite in size and 32 colors will be clearly not enough.

Here are 256 colors greyscale and 32:
Spoiler:

0D320TE.gif

0dlLsZq.gif

You can see the difference.

Is this possible to use 2sff files at the same time for the same character, so everyone will be like 512 colors?
 
THERE IS SOMETHING wrong with your links


hey cris... good job with those two animations..

here is my comment:

1 FALLING ANIMATION..
the timing looks good but the bouncing of her head and arms should be a little more aggressive and should last a little longer, right now is happening too fast... looks great but too fast, also he chest should bounce a bit too.

you have to fix the falling curve, if you take a look at her pelvis you will see how it makes almost an impossible movement where instead of going back, getting away from the opponent she gets like closer to the opponent instead. it looks like if she was tighten up and pulled to the opponent.

her legs should bounce more.

nice touch on the boobs bounce.

her left arm is making a really hard stop when it gets closer to the head, it should be more suddle. (don't fallow 100% the sprites). if this is the case.

2.STANDING
this one looks really good, you just have to fix her right foot, it makes a weird movement right before she gets up.

grettings
 
HI Arq, I used the pictures of the original version as a reference because I had a certain fear of turn away some of the original version.
But thank you for your comments, it's all written down and maybe in the future I do an update of these animations.
Thanks bro.
 
We can help you learn animation, sharing tips and critique as you go. This project has done a lot to help improve our skills in general. I learned more working on this than posting on CG forums.


Calactyte made the stages a long time ago, using a similar style to what the original game had to work with.

Nothing is stopping you from making stages though, It's practice so do what you want. Maybe make something cool and put it in UE4, use it to learn how all that works.


One problem I have is coming up with a concept and taking it to finish. That's why if you see my old stuff, most of it is just a gray model or something like that. Quick stuff I did for fun, but by having a goal like with this game, I was able to get more things a lot further.

It's not the best thing to copy something, but it helps a lot in my case.


That sounds really cool.

I probably will do that and try to create a stage in Unreal 4 once I am done working on my current project.
 
You change the palette during gameplay in mugen if you want to. All sprites are made in to shang tsung's .sff.

When the match starts, the character would change to the sprites needed, and the palette is changed to another with the right colors for those particular sprites.

You could have one .sff, and as many palette files as needed.

I haven't been coding in mugen for a long time, so I'm a little foggy on it now. I think what you need to do is have a different .def file that is used to fill all the character selection slots. All the characters can use the same sprite file, and depending on what .def they are working with, the sprites and palettes will change to match that character.



Every character can use one .sff file at a time, and multiple characters can share files of any kind.
 
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It's okay to stray from the sprites if they are holding back the quality of your animations. Use video reference if you can, of yourself or a friend doing the moves.
 
throwing animation...



this is the last animation according to the original sprites... now I will make some new animations from scratch 2 o 3 more.. don't know yet
 
Will you be interested in animating Kano next?

I'm not sure.... I think I need to take a time from making animations... I'm not sure...I need to learn REVIT, an architectural program to improve my workflow as an architect and I have to use the time I'm using to make animations
 
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