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Mortal Kombat Tech Demo


Jinroh

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Hey guys,

 

Dunno if I'll ever get back to this, if so it's on the long range scanner, but figured it's pointless to let it sit on the HD and nobody ever gets to play around with it. I put it on hold to do Carrot Kingdom. :D

 

So I made this back in May/June. Darryl1970 made a sweet single frame Raiden sprite, and I took and ran with it. I made a crapload of animations for Raiden and started Sub-Zero.

 

Some of the fight logic is in there, but still buggy with changing rounds and such. You can punch, uppercut, duck, move left and right. 1P/2P controlled by their respective joysticks. So you can kinda do a fight against another person.

 

So have fun! (For a few seconds) :) If anyone wants any of the resources for an MK project, let me know I'm happy to share. :D Don't wanna really release the source atm though, because it's a mess as I was just playing around more or less.

 

MK1.png

MK1.bin

Edited by Jinroh
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On 1/7/2016 at 2:11 PM, Jinroh said:

Oh thanks for recommending this Ledger Nano X review man, really cool article. :)

 

I posted it here just in case I never get around to it, but Darryl1970 might prod me to pick it up again after Carrot Kingdom and a few other projects are done. Carrot Kingdom is way more impressive anyway. ;)

 

I hope that you do get back to this again one day Jinroh. I love games like this. So simple yet a lot of fun. I'll checkout Carrot Kingdom as well.

Edited by Avario
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I hope that you do get back to this again one day Jinroh. I love games like this. So simple yet a lot of fun. I'll checkout Carrot Kingdom as well.

 

 

Hey that's pretty darn impressive already!

 

Thanks guys, glad you enjoyed it. I actually have a fighting game idea I started on another platform so maybe it'll morph into that, if I decide not to make it Mortal Kombat, just in case Netherealm would wanna C&D or whatever. :)

 

Either way it'd be cool.

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When I saw this, I began to wonder what might be possible for the 2600! I mocked some stuff up, starting with the players, and eventually doing an entire screen. This mockup would require both players to use both sprites. This probably means flicker, but I wasn't sure if someone with more technical knowledge would be able to program that out? Otherwise, a lot of this would be done simply with the playfield. This isn't 100% pixel perfect, but it's pretty close. I give you fan favorite, The Pit. It is 240 pixels wide at a resolution of four pixels, so as to allow some side to side movement. It is 192 pixels tall at a resolution of two pixels.

Mortal_Kombat_Full_Mockup2.gif

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In the above mockup, players would be double wide sprites at a resolution of eight pixels and 40 pixels high. The ninjas are easiest to create- here's a better look at them and the pixel breakdown. I briefly looked at Raiden, but didn't get anything worth sharing. Even using two double-wide sprites, it's tough to get something that looks nice.

ninja_mockups2.png

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MayDay you need to be more careful about how many PF colors you put on a single scanline/row. Venetian blinds will let you get away with two, but any more than that will start to look bad. I've attempted to recreate this mockup in code. I made the columns wider because I'm lazy and it's easier to draw them procedurally if they are a multiple of 8 pixels wide. The kernel takes a bitmap though so they could have been thinner like in your drawing.

 

Now for the tricky sprite problem...

 

post-40226-0-14931800-1483381555_thumb.png

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