Разработка и ромхакинг > Разработка игр
Mortal Kombat Project Online
<< < (4/8) > >>
Black Shroud:
Такая же как для игры в другие файтинги онлайн полагаю (та же каиллера), думаю желательно хотя бы 1 мегабит. Естественно также зависит от того насколько далеко от вас находится противник.
Black Shroud:
Mortal Kombat Project Online (MKPO)
Открытая бета №8
Link

Для работы приложения нужен C++ runtimes

Смотрите README.txt и остальные текстовые файлы в корневой папке игры для
-вопросов по настройкам управления и работы нетплея
-мувлистов персонажей
-списка апдейтов (по сравнению с предыдущей версией было обновлено 17 персонажей и убран 1 персонаж)

Кредиты:
Идея и общая компоновка: Black Shroud
Скринпак, селект скрин: Black Shroud, Volosatost, Undertaker, Jax on, behzad
Персонажи: MKP Team, Borg117, PhoboSS;Le@N(Liu Kang), Liquid Jake, Fireboy; Black Shroud, Fly (фиксы)
Арены: MKP Team и еще куча авторов; Black Shroud (фиксы)
Музыка: MKP Team, Black Shroud (подборка тем из МК-игр, ремиксы)
Black Shroud:
Mortal Kombat Project Online (MKPO)
Открытая бета №9
Link

Для работы приложения нужен C++ runtimes

В данной версии имеется шкала супера, которую можно тратить на EX приёмы, брейкер и супер по аналогии с МК9.
Соответственно почти у каждого приёма есть ЕХ версия.
В связи с переходом на новую систему в данной версии присутствует только 17 персонажей, которые были обновлены по сравнению с бетой 8.
Также уменьшилось количество арен и музыки, что сократило общий размер игры.

Смотрите README.txt и остальные текстовые файлы в корневой папке игры для
-вопросов по настройкам управления и работы нетплея
-мувлистов персонажей
-описания системы геймплея
-списка апдейтов (по сравнению с предыдущей версией было обновлено 17 персонажей и убран 1 персонаж)

Кредиты:
Идея и общая компоновка: Black Shroud
Скринпак, селект скрин: Black Shroud, Volosatost, Undertaker, Jax on, behzad
Персонажи: MKP Team, Borg117, PhoboSS;Le@N(Liu Kang), Liquid Jake, Fireboy; Black Shroud, Fly (фиксы)
Арены: MKP Team и еще куча авторов; Black Shroud (фиксы)
Музыка: MKP Team, Black Shroud (подборка тем из МК-игр, ремиксы)

Пару видео с геймплеем и фаталити
http://www.youtube.com/watch?v=jmjZrrJ5cGI
http://www.youtube.com/watch?v=iVzNjO4wPbs
Le@N:
Ага, чтобы узнать, что нового, нужно сперва скачать проект.)
Теперь ты его запаковал к тому же..
Black Shroud:
Я написал что нового, в общих чертах. Если нужно более конкретно (и громоздко) то вот выдержка из списка апдейтов:
+Added new menu music (BSH_select.mp3)
+Round victories are now marked by skulls like in MKDA (fight.sff updated)
+Added breaker spark (fightfx.sff and fightfx.air updated)
+Disabled dust effects during jumping (common1.cns updated)
+Added super bar system akin to MK9
+After completing the super, all characters have empty super bar now.
However if their super is somehow interrupted, they keep the earned during super energy.

+Updated character: Baraka (Super Gauge support, Breaker. EX moves and super now use Super Gauge)
Most of new moves here are based on animations from Bleed's Tarkatan Horde
_Added Vertical Blade Swipe (<+LP), juggles
_Added EX Blade Spark, its triple and staggers opponent longer so its possible to follow with another attack
_Added EX Chop Chop Blades (forward dash version) - now deals separate hits and juggles
_Added new Spin Slashes. EX version deals 8 hits as opposed to 2 in default version. Both versions of this move can be canceled into other attacks/specials.
_Added Mutant Blades. EX version has more range and extra hit
_Added Rising Blade. EX version deals more hits/damage.
_Added Silencing Motion - unblockably knocks back(doing no damage) and activates short-time invincibility.
increases attack power (150%) and constantly regenerates health until Baraka is hit.
_Added Blade Lift fatality
_Blade sounds updated in special moves and fatalities

+Updated character: Cage (Super Gauge support, Breaker. EX moves and super now use Super Gauge)
_Fixed hitbox on his shadow kick, now his super connects properly on all male characters (previously end missed on male ninjas)
_Fixed bug where his fireball startup resulted in no actual fireball created when they were spammed fast
_Changed fireball commands to MK2 ones

+Updated character: Cyber Sub-Zero (Super Gauge support, Breaker. EX moves and super now use Super Gauge)
_Now has no amount limiter on EX bombs

+Updated character: Cyrax (Super Gauge support, Breaker. EX moves and super now use Super Gauge)
_Added new EX move: Electro Net (drags opponent closer and deals 1+(5~10) hits 23 pts of damage each = 138~253 pts total)
_basic Plasma Net now wont drag opponent closer
_His super is reworked and now starts from a mine toss, the rest of move activates whenever opponent steps on the mine.

+Updated character: Ermac  (Super Gauge support, Breaker. EX moves and super now use Super Gauge.
_Can roman cancel jump kick into second telepunch in a combo for 1.5 super gauge segments.
EX Mystic Float now also rejuvenates super bar)
_Added Kick -> LP juggle combo

+Updated character: Human Smoke (Super Gauge support, Breaker. EX moves and super now use Super Gauge)
_Smoke/Phase Away/Towards teleports updated, now Smoke is barely visible there and has Akuma-like pose, and smoke particles move as well.
_Two new palettes added (with his skin being human-colored, yet the eyes still red).
Part of sprites edited to work with this palettes correctly
_Added Smoked Out fatality

+Updated character: Kabal (Super Gauge support, Breaker. EX moves, Breaker and super now use Super Gauge.
_Fixed bug where hooksword grabs in the end of round disabled the ability to perform fatality

+Updated character: Liu Kang (Super Gauge support, Breaker. EX moves, Breaker and super now use Super Gauge.
_Bicycle Kick normal version has longer recovery)
_Brutality command added to movelist

+Updated character: Noob Saibot (Super Gauge Support, Breaker. EX moves, Breaker and super now use Super Gauge.
_Darkness got EX version, where summons Screamer randomly, which steals 1 bar of super gauge if hits. Startup has invincibility frames.
_Both versions of Darkness now also make lifebars invisible
_Teleport Slam got aerial version.
_Teleport Slam now works vs airborne opponent and is more precise. It also has recoil animation when blocked
_EX Teleport Slam added, unblockable and juggles higher
_Shadow Toss now can hit airborne opponent as well. Only EX version juggles.
_Shadow Slide added. Only EX version juggles.
_Shadow Upknee added. EX version can be hit by opponent, in which case it turns into controllable clone, same as during super.
_Can roman cancel Shadow Upknee into Teleport Slam for 1 super gauge segment.
_Disabler cloud stays at opponent now. Disabler deals no damage. EX version is faster, deals damage and disabling effect has longer duration.
_Black Hole added, EX version drops faster, stays longer, does more damage and drops slower
-Tombstone Teleport now has EX version
_Super's startup reworked
_Fixed fall hitboxes so that Liu Kang's super wont miss on him

+Updated character: Raiden (Super Gauge support, Breaker. EX moves and super now use Super Gauge)
_Touch of God now comes out only as part of super combo (when there's not enough energy for super).
It's still unblockable but wont chain from previous hit unless in corner.
_Static Drop is an EX version of aerial Vicinity Blast now.
_Raiden's super command is more complex compared to other characters.
In exchange for this he wont lose any super meter he gained from connecting super.
This leaves him with 2 segments

+Updated character: Reiko (Super Gauge support, Breaker. EX moves and super now use Super Gauge.
_Flipkick command updated
_Select screen icon updated

+Updated character: Reptile (Super Gauge support, Breaker. EX moves and super now use Super Gauge.
_Camouflage now makes reptile semi-transparent. The longer Reptile stays in same animation the more visible he becomes
_Vanish (EX version of Camouflage) makes Reptile fully transparent, and while its on Reptile deals 150% damage
_Acid Spit got EX version (Acid Stream) - bigger range, more hits, damage+
_Forceballs got EX version - more fast/ more slow, deal more damage, launch higher and opponent lands slower
_Forceballs now have limit, no more than 2 Forceballs on screen at same time
_Dash Palm got EX version - has more range, hits overhead and juggles
_Dash Elbow got EX version - 2 times faster and slightly juggles
_Power SLide and Super Crawl both hit low
_Added Silencing Motion - fullscreen range, Reptile is invincible during it (can go through projectiles etc),
but has slower speed than EX Dash Palm. If connects he makes unique pun based on character he fights.
_Fixed fall hitboxes so that Liu Kang's super wont miss on him

+Updated character: Sektor (Super Gauge support, Breaker. EX moves, Breaker and super now use Super Gauge.
_Upward Missiles added and are default version of move now default move now.
_Homing Missile is now part of Air Missiles EX moves, where its an extra attack after an upward missile.
_Homing Missile now beeps during flight and overall flight duration was increased.
_Homing Missile explosion sprite was fixed.
_No more limit on amount of homing missiles on screen. The reason is move is gauge-dependent and it takes a long time for homing missile to come out.
_Teleport Uppercut all versions now have green portal effect MKA style (taken from Shinobi Sektor), as well as different sound
_Missile in beginning of his super is now faster
_New fatality added: Compactor

+Updated character: Scorpion (Super Gauge support, Breaker. EX moves, Breaker and super now use Super Gauge.
_Added new EX move: Fiery Spear - has fire effect, deals more damage and Scorpion is invincible while he shoots it.
_Added new EX move: Spear Torment (aerial) - has a wider hitbox since throws 3 spears at once (although only one connects).
If all three miss, Scorpion follows with triple shuriken toss before falling down.
Because of this, standalone Shuriken Toss move was removed.
_Hellfire Kick now has less cooldown after it hits

+Updated character: Shang Tsung (Super Gauge support, Breaker. EX moves, Breaker and super now use Super Gauge.

+Updated character: Smoke (Super Gauge support, Breaker. EX moves, Breaker and super now use Super Gauge.
_New EX move: Ion Spear (wont drag closer but has earlier recovery, stuns longer and deals 230pts damage total)
_New EX move: Fog Cloud (can stun airborne opponent as well, and has 3 times bigger hitbox)
_New move: Stinky Fingers (same as Stinky Cloud but creates cloud in front of Smoke instead of moving him back. Takes longer to appear)
_New EX move: Fog Fingers (same as Fog Cloud but creates 3 clouds in front of Smoke instead of moving him back, and takes longer to appear)
_New EX move: Smolder Cut (delivers 3 teleport uppercuts at once yet each deals half normal damage (77x3 = 231 pts damage total).
last teleport uppercut turns Smoke invisible)
_Invisibility now makes Smoke semi-transparent. The longer Smoke stays in same animation the more visible he becomes
_Empty Haze (EX Invisibility) makes Smoke fully invisible, invincible and intanglible. While on, it constantly drains super gauge.
Empty Haze will end if Smoke successfully attacks opponent, when he runs out of super meter, or when he repeats move command.
If he already has empty supermeter after wasting 1 stock on activation, move will have 100 ticks duration)
_New super: Smokenado (creates smoke tornado that stays on same place for the rest of round, and unblockably juggles nearby opponents.
It's hard to jump over it, yet still possible)

+Updated character: Sonya (Super Gauge support, Breaker. EX moves and super now use Super Gauge)

+Updated arena: Shirai Ryu Temple (different startup location)
+Updated arena: Shinnok Throne (new Shinnok Sprite)
-Amount of arenas was cut down to 70
Le@N:
Вот так лучше, желательно постить вместе с новой версией.
А то скачивать кота в мешке как-то не очень хочется..
Black Shroud:
Mortal Kombat Project Online (MKPO)
Бета №10 (присутствуют супер шкала, EX приёмы, брейкеры, суперы, 20 персонажей)
Beta 10 Link
Beta 10 Detailed Movelist
Старая бета №8 (геймплей ближе к оригинальному MKPO 4.1, 43 персонажа)
Beta 8 Link

Для работы приложения нужен C++ runtimes

Обновления:
-Возможность изменения разрешения окна
-Поддержка зума (приближения-удаления камеры от персонажей, как например в играх Samurai Shodown)
-Новые лайфбары
-Новая геймплей система Undead Breaker позволяет без особых проблем убить противника который находится на минимальном кол-ве жизни (помимо прочего позволяет легко справиться с ситуациями когда противник из-за бага становится "неубиваемым" другими способами)
-15 новых арен (включая арены из Mortal Kombat Conquest)
-4 старых арены обновлено
-3 новых персонажа (Kung Lao, Classic Sub-Zero, Nightwolf) с обновлёнными мувлистами
-6 старых персонажей обновлено (Cyber Sub-Zero, Human Smoke, Reiko, Reptile, Shang Tsung, Smoke)

Более детальная информация по обновлениям:
---------------------------------
+Game now runs in a bit higher resolution (832x624) by default.
+README now lists a way to change window resolution (we are yet to test if two players having different resolutions will cause desynch)
+Added new arena music (BSH_MKDA_Moloch's_Lair.mp3, BSH_MKDA_STPalace_Nethership.mp3, BSH_MKD_Earthrealm.mp3, BSH_MKD_Orderrealm.mp3, BSH_MKA_Tekunin_Warship.mp3, BSH_MKA_Lumber_Mill.mp3, BSH_MKC_Main_Theme_Remix_pt1.mp3, BSH_MKC_Takeda.mp3, BSH_MKC_Eternal_Warrior_pt1.mp3, BSH_MKC_Eternal_Warrior_pt2.mp3, BSH_MKC_Fight....mp3, BSH_MKC_Black_Dragon.mp3, BSH_MKC_Zhu_Zin.mp3, BSH_MKC_Shao_Kahn.mp3)
+Added new lifebars
+Zooming feature is activated on all arenas (and all arenas had their bounds re-checked and adjusted to better work with zoom)
+Undead Breaker system introduced

+Updated character: Baraka
_Added Undead Breaker

+Updated character: Cage
_Added Undead Breaker

+Added character: Classic Sub-Zero (Super Gauge support, Breaker. EX moves, Breaker and super now use Super Gauge.)
_Added Undead Breaker
_Added new special moves and a super
_New normal attack: Kori Blade Lunge (based on Bleed's Sub-Zero and converted to ninja sprites by ThaRealest. Knocks away)
_New aerial normal attack: Kori Blade Smash (based on Bleed's Sub-Zero and converted to ninja sprites by ThaRealest. Overhead. Cancellable into teleport grabs)
_New move: Icicle Toss (inspired by MK Conquest, simply tosses a pair of icicles for minor damage)
_Ice Scepter Smash now became a follow-up to Icicle Toss
_New pro move: Imperfect Freeze (Sub-Zero's arms hurt after freeze, resulting in longer recovery. Again inspired by MK Conquest)
_normal Freeze is now an EX move
_New EX pro move: Deep Freeze (inspired by his MK4 fatality. Fullscreen unblockable beam, deals no damage but freezes for longer period of time and opponent's super gauge depletes while frozen. Has long startup)
_New move: Ice Nugget (a brick of ice falls at opponent's location, and can hit once it landed and before it faded away (acting like a mine of sorts) dealing minor damage upon hit.
_New pro move: Imperfect Ice Shower (Sub-Zero's arms hurt after Ice Shower, resulting in longer recovery. Too, inspired by MK Conquest)
_normal Ice Shower is now an EX move
_New EX pro move: Triple Ice Shower (3 versions of Ice Shower fall down at once)
_New EX move: Ground Freeze (Continiousy freezes ground until ice goes to opposite screen's edge. Gameplay-wise acts like wider version of Ice Puddle)
_Power Slide is now a pro move and trips opponent over (similar to MK4 slide), allowing to juggle him
_Super Lin Kuei Slide is an EX move and follows slide with Icicle Toss (which in turn can be followed with Ice Scepter Smash)
_Freeze on Contact is now EX pro move.
_New moves: Icy Advance and Icy Retreat (Sub-Zero simply slides forward or backward, this is based on his MKDA Evasion)
_New EX moves: Ice Clone forward and backward (same as Icy Advance/Retreat, only Sub-Zero leaves an ice clone in his trail. This is based on MKD style Ice clone, and cannot be done in the air)
_New move: Cold Darkness (turns Sub-Zero into a version of Noob Saibot based on his boss version, Shadow Noob. Transformation cannot be reversed until Sub-Zero is hit)
This move is disabled if separate Noob Saibot character is on screen (either as opponent or teammate)
_New pro move: Imperfect Ice Shaker (performs MKDA Ice Shaker, after which Sub-Zero's arms hurt, resulting in longer recovery. Too inspired by MK Conquest)
_New EX move: Perfect Ice Shaker (this is more like MKDA version, simply freezes nearby opponent)
_New Super: Cold Reality (starts with fullscreen Ground Freeze (both in front and behind of Sub-Zero, and then ice spike shoots opponent in the air (inspired by discarded startup of his MK9 X-ray). Sub-Zero Deep Freezes airborne opponent, and then headbutts him into a pile of Ice Nuggets that continue to fall from the sky, breaking them)

As Noob Saibot:
_Turns pitch black and has shadows trailing his movement to confuse opponent
_Constantly loses health at rapid rate; this alone cannot kill him however.
But when he runs out of lifebar, opponent's Undead Breaker activates and Noob becomes an easy prey.
_Deals 180% damage
_Has his super bar slowly recovering.
_Gains access to Noob's Teleport Slam and (EX) Phantom Slam moves, both of which can be also done in air.
His version of Phantom Slam is blockable though, but still juggles high.
_Now can cancel Kori Blade Smash into these teleport slams.
_Making a contact with any opponent's attack (even blocking it) causes him to switch back into Sub-Zero,
who then performs a free breaker to safely distance himself from opponent.
_Because of this he technically cannot be damaged or killed as Noob Saibot (aside of using Undead Breaker), only as Sub-Zero.
But because of his life being already drained, returning as Sub-Zero makes him extremely vulnerable.
_If wins while in this mode, performs classic Noob Saibot winpose from MKT, while announcer says "Noob Saibot wins"

+Updated character: Cyber Sub-Zero
_Added Undead Breaker
_Switched default palette to more saturated one

+Updated character: Cyrax
_Added Undead Breaker
_New Normal: Backfist
_Forward Detonator now falls in downward arc like normal bombs but explodes at once. EX versions still go forward.
_Forward Detonator wont juggle airborne opponent, to avoid corner infinites
_Gatling Detonator bug where each next detonator drains new portion of super gauge was fixed

+Updated character: Ermac
_Added Undead Breaker

+Updated character: Human Smoke
_Added Undead Breaker
_Added new animation for invisibility, startup of teleport and super, and winpose
(animation is courtesy of ThaRealest, while I made it compatible with Human Smoke spritesheet)
_Ground Teleport Punch was remade into MK9 version: poses before teleporting, always reappears in close proximity to opponent, delivers standing punches as opposed to flying ones, can be used in combos and juggles more efficiently since Human Smoke recovers earlier after hit. Should be timed in juggles though.
_Teleport Punch blocked animation now can be cancelled into EX Teleport Punch
_Smoke/Phase Away/Towards teleports now have no visible shadow

+Updated character: Kabal
_Added Undead Breaker

+Added character: Kung Lao (Super Gauge support, Breaker. EX moves, Breaker and Super now use Super Gauge.)
_Added Undead Breaker
_Combines skills of different Kung Laos released before (authorships of Phoboss, Bleed and Behzad) plus brand new ones.
_Has new combos added
_New Normals: Front Palm, Reverse Roundhouse, Flying Side Kick
_New EX Normal: Hat Uppercut (juggles)
_New Stance: "Southern Figure: Fire Cloud", themed around Suzaku and element fire. Jump during startup is immune to projectiles.
__Bird of Prey (diving elbow, staggers)
__Heated Wind (somersault upon landing, can be repeated or comboed into Spiral Wing throw which juggles)
__Fire Arrow (knockback kick upon landing)
__Flame Talons (air stomps upon landing)
_New Stance: "Western Figure: Diamond Hold", themed around Byakko and element earth. Briefly evades opponent's attacks during startup.
__Tiger Claw (thrust, can be chained back to Diamond Hold)
__Avalanche (performs horizontal spin attack and falls to ground)
__Rumbling Quake (EX version, performs upside down spin on his hat and finishes with normal Avalanche)
__Piercing Ridge (short ranged kick uppercut, juggles, can be comboed into Tiger Pounce, an instantaneous air teleport)
__Stone Crusher (short ranged knee attack)
_New Stance: "Eastern Figure: Wind Thunder", themed around Seiryu and element air. Briefly enters parry stance to intercept opponent's attacks during startup
__Dragon Thunderstorm (long combo with 4 different enders)
__Lightning Claws (fast attack with both arms)
__Tailwind (powerful back kick)
__Coiling Wind (reverse sweep, can be followed with Hurricane, a reverse roundhouse)
_New Stance: "Northern Figure: Cold Ocean" (crouches to evade high attacks)
__Ice Shell (prolongs duration of stance and forces super gauge to slowly recover)
__Haze Dispersion (fast upward elbow, juggles)
__Blue Wave (performs a ground-level hat toss)
__River Flow (EX version, performs two ground-level hat tosses in succession)
__High Tide (instantaneous jumping back kick)
__Ripple (low tripping kick, can be comboed into Wash Away reverse sweep)
_Ultimate Hat (vertical hat toss) is now an EX move
_Both Hat Toss and Ultimate Hat now can be directed higher or lower by holding up/down after the toss
_New move: Wind Kick (short ranged fast twin kick). Whirlwind Kick became an EX version of this, and deals more damage.
_New move: Spinning Shield (juggles lower and cant move forward-backward). Aura Shield is an EX version, juggles higher and can move around.
_Both Spinning Shield and Aura Shield now recover faster.
_New move: Double Pass Teleport (a double Wind Teleport, makes Kung Lao appear in same location)
_New move: Air Throw (useable after Wind Teleport or Double Pass Teleport, blockable, juggles)
_New EX move: Ultimate Hat Air Version (useable after Wind Teleport or Double Pass Teleport). This too can be directed by holding up/down
_Dive Kick that misses opponent now has updated landing animation
_New EX move: Multi-Kick. Kung Lao performs faster dive kick with longer horizontal range (good as anti-air or against long ranged opponent, will miss against opponent standing close), on contact follows with aerial Wind Kicks, setting up a juggle combo. If this is blocked, Kung Lao goes into normal Dive Kick that will rebound of opponent's block and result into next Dive Kick. Time of rebound is randomly generated, thus the duration of dive kick rebound loop is too.
_New Super: "Central Figure: Empty Shadow" (Kung Lao performs Vacuum Spin, after which he can go into one of 4 followups, each of them can be comboed off initial spin or used as standalone attack)
__Flight of Suzaku (Kung Lao gains projectile invincibility and glides through air in a wide arc with elbow attack, on contact performs an air throw. Then he automatically goes into Southern Stance and can use its own attacks to deliver extra hit. This super is useful primarily against jumping opponents)
__Pursuit of Byakko (Kung Lao evades all attacks as he performs superspeed forward dash (so fast that everything else just stops during dash), and delivers a palm strike, upon which flow of time is resumed. Then he automatically goes into Western Stance and can use its own attacks to deliver extra hit. This super is useful to counter actions of far opponents but its speed will cause it to miss close opponents)
__Swirl of Seiryu (Kung Lao performs a forward kick and remains in kick position for awhile, activating reversal frames all over his body. If this kick hits or opponent attempts to attack Kung Lao during kick animation, Kung Lao becomes invincible and goes into serie of unblockable flying kicks. Then he automatically goes into Eastern Stance and can use its own attacks to deliver extra hit. This super is useful against close opponents)
__Wave of Genbu (Kung Lao teleports behind opponent with upward elbow strike, then makes hat uppercut which sends opponent flying backward.
Then he automatically goes into Northern Stance and can use its own attacks to deliver extra hit. This super is effective against turtling opponents since it is unblockable, however attack itself is short-ranged, slow and can be easily interrupted or avoided should opponent attack back or move. This super also wont reset super gauge energy earned by its attacks, in accordance to Northern Stance special property being super gauge recovery)

+Updated character: Liu Kang
_Added Undead Breaker

+Added character: Nightwolf (Super Gauge support, Breaker. EX moves, Breaker and super now use Super Gauge.)
_Added Undead Breaker
_Special moves rearranged for EX move system
_Red Arrow and Red Charge now deal a bit more damage (about 1.5 times more compared to Spirit Arrow / Shoulder Charge)
_Added hitboxes to Tomahawk Toss. However now both Murder Wing and Tomahawk Toss have invincibility frames at startup
_Tomahawk Thunder now has more range. Its an EX move, but if it misses being out of range, electricity heals Nightwolf instead.
_Reflector (wasnt reflecting anyway) was remade into Absorber. During Absorber, Nightwolf will absorb effects of projectiles and other special moves (but not normal attacks) and convert them into health and super gauge energy.
_new EX version of Absorber: Meditation (Nightwolf cannot be hit by anything as he temporarily fades away, and heals during this)
_Added new super: Call of Death (Nightwolf summons a horde of various animals who dash through the screen hitting the opponent)

+Updated character: Noob Saibot
_Added Undead Breaker
_Projectile in the beginning of his Two Sides of Evil super now stays on screen and is semi-homing.
Also, now it always produces a clone:
-If projectile hits, clone appears via performing super teleport slam
-If projectile is blocked, clone performs via performing a breaker (dealing no damage)

+Updated character: Raiden
_Added Undead Breaker
_Fixed bug with CPU using his super at empty super gauge

+Updated character: Reiko
_Added Undead Breaker
_Updated False Emperor (super): Now it starts from his MK4 fatality kick (can be ducked under) which pushes opponent back and then throne falls and helmet shockwave ensues. The difference is that if opponent blocked the kick, he can start blocking after pushback as well, thus blocking throne fall too and being hit only by shockwave. Thus
-Connected False Emperor deals: 16%(kick)+25%(throne)+9%(shockwave) = 50% damage
-Blocked False Emperor deals: 5%(kick chip damage)+6%(throne chip damage)+9%(shockwave) = 20% damage
-Whiffed False Emperor deals: 0% damage

+Updated character: Reptile
_Added Undead Breaker
_Now says "YOUR FIGHTING STYLES ARE USELESS" after performing EX invisibility (the one with damage boost)

+Updated character: Scorpion
_Added Undead Breaker
_Reactivated special voice quotes vs Sub-Zero characters in 1.cns, by adding recognition of my game sub-zero's by their names.

+Updated character: Sektor
_Added Undead Breaker

+Updated character: Shang Tsung
_Added Undead Breaker
_New default palette with black pants (as to be reminiscent of his MKC costume)
_Double Skull is now Pro move and Triple Skull an EX move
_Fixed bug with EX medium Ground Skull not working
_Added Soul Steal (based on Bleed's Shang Tsung). EX version is more damaging and has few advanced mechanics such as ability to store soul or turn it into fireball. Storing 5 souls kills the opponent.
_Added Mysterious Magic (based on Bleed's Shang Tsung). EX version results in triple Soul Steal instead of a sweep.
_Effects on his super now have additive transparency

+Updated character: Smoke
_Added Undead Breaker
_Updated Smokenado (super): Now can be used many times per round; old Smokenado will simply disappear once new is summoned.

+Updated character: Sonya
_Added Undead Breaker

+Updated arena: Shirai Ryu Temple (now uses BSH_MKC_Takeda.mp3 as music theme, also arena size was reduced to avoid bugs on bigger window resolutions)
+Updated arena: Ice Pit -MK4- (added falling snow from Arctika arena)
+Updated arena: House of Pekara -MKDA- (added mist and hail effects from spyfighter's version of arena)
+Updated arena: Kahn's Arena -MK2- (changed to version with Shao Kahn/Kano/Sonya, this one is by Le@n)
+Added new arena: Lin Kuei Fortress -MKC-
+Added new arena: Sewers
+Added new arena: Zhu Zin Marketplace -MKC-
+Added new arena: Black Dragon's Lair -MKC-
+Added new arena: Shaakana Sacrificial Altar -MKC-
+Added new arena: Quan Chi's Fortress -MKC-
+Added new arena: Shao Kahn's Palace Grounds -MKC-
+Added new arena: Shang Tsung's Throne Room Sunset (from MK1: Ode for Kruelty)
+Added new arena: Elder Gods Pathway (from Fujin MK4 ending)
+Added new arena: Nethership -MKDA-
+Added new arena: Moloch's Lair -MKDA-
+Added new arena: Shang Tsung's Palace -MKDA-
+Added new arena: Orderrealm Court
+Added new arena: Tekunin Warship -MKA-
+Added new arena: Lumber Mill -MKA-

Смотрите README.txt и остальные текстовые файлы в корневой папке игры для
-вопросов по настройкам управления и работы нетплея
-мувлистов персонажей
-описания системы геймплея
-списка апдейтов

Кредиты:
Идея и общая компоновка: Black Shroud
Скринпак, селект скрин: Black Shroud, Volosatost, Undertaker, Jax on, behzad
Персонажи: MKP Team, Borg117, PhoboSS;Le@N(Liu Kang), Liquid Jake, Fireboy; Black Shroud, Fly (фиксы)
Арены: MKP Team и еще куча авторов; Black Shroud (фиксы)
Музыка: MKP Team, Black Shroud (подборка тем из МК-игр, ремиксы)

Ютуб канал проекта
http://www.youtube.com/user/mkponline
Про Игрок:
Интересно, кто в сиё муген-быдло играет? Неужели нельзя сделать что-то стоющее к примеру как в этом проекте?
Обязательно делать из МК другую игру и добавлять всякую хрень?
Black Shroud:

--- Цитата: Про Игрок от 22 Июнь 2011, 20:26:06 ---Интересно, кто в сиё муген-быдло
--- Конец цитаты ---
Данный движок строго говоря не муген, ну а что касается быдла то оно и муген как правило находятся по разные стороны монитора.


--- Цитата: Про Игрок от 22 Июнь 2011, 20:26:06 ---играет?
--- Конец цитаты ---
Полагаю люди кому этот проект интересен. В любом случае вас в него играть никто не заставляет, а также вы всегда можете создать проект на свой вкус а заодно и поберечь нервы.


--- Цитата: Про Игрок от 22 Июнь 2011, 20:26:06 ---Неужели нельзя сделать что-то стоющее к примеру как в этом проекте?
--- Конец цитаты ---
Помимо того что определение стоящего как правило у каждого своё, сравнивать данные проекты неуместно, так как MK2 Juano создан даже не на основе МКР а на обычном мугене. Но в случае если вас интересуют игры максимально приближённые по качеству к оригинальной трилогии игры, всегда можно воспользоваться эмуляторами, а также различными хаками для них же.


--- Цитата: Про Игрок от 22 Июнь 2011, 20:26:06 ---Обязательно делать из МК другую игру и добавлять всякую хрень?
--- Конец цитаты ---
Скорее - делать из МК другой МК, так как новые элементы данного проекта в том или ином виде встречались в официальных играх серии.

EDIT: для тех кому более по душе геймплей MKP 4.1, в пост выше была также добавлена ссылка на бету 8, где ещё не было добавлено системы с супер шкалой, и также присутствует больше персонажей
Про Игрок:

--- Цитата ---Данный движок строго говоря не муген
--- Конец цитаты ---
А ничего что в движке все что только можно было взято с mugen?

--- Цитата ---Полагаю люди кому этот проект интересен
--- Конец цитаты ---
Или люди, у которых нет вкуса.

--- Цитата ---сравнивать данные проекты неуместно, так как MK2 Juano создан даже не на основе МКР а на обычном мугене.
--- Конец цитаты ---
Конечно неуместно. Сравнивать какой-то бред и серьезную работу незачем. Какой идиот будет делать МК на основе убогого MKP?
Из-за таких вот проектов и говорят, что mugen неудачный движок.

--- Цитата ---Но в случае если вас интересуют игры максимально приближённые по качеству к оригинальной трилогии игры, всегда можно воспользоваться эмуляторами, а также различными хаками для них же.
--- Конец цитаты ---
На эмуляторах и есть оригинальные игры серии МК. Хаки делаются в основном для любителей урезанных портов (отдельное внимание заслуживает разве что хак MKII от Smoke). Намного интереснее хаков - проекты, созданные с нуля, которые максимально приближены или лучше оригинала.

--- Цитата ---Скорее - делать из МК другой МК, так как новые элементы данного проекта в том или ином виде встречались в официальных играх серии.
--- Конец цитаты ---
Интересно какие же? Комбо на две кнопки? Или может добивания у всех с отрыванием головы?
Если добавлять в МК элементы других игр без осмысления, то МК уже перестанет им быть. Чего стоит то добивание Nightwolf'a. Моментально видно интеллект автора.
Black Shroud:
Можно попросить вас изложить свои мысли детальнее и более развёрнуто? И пожалуйста постарайтесь вкладывать всю глубину чувств в ваши слова, дабы сильнее цепляло ;)
Black Shroud:
Пост с бетой 10 обновлён ссылкой на развёрнутый мувлист.

P.S. Также не терпится услышать мнение нашего Про эксперта по поводу нового мега проекта Mortal Kombat Last Fight, видео по которому можно увидеть здесь
Про Игрок:

--- Цитата ---P.S. Также не терпится услышать мнение нашего Про эксперта по поводу нового мега проекта Mortal Kombat Last Fight, видео по которому можно увидеть здесь
--- Конец цитаты ---
А что тут говорить? Очередной бред, который даже с MK - Outworld не сравнится. Не один я могу так или немного иначе сказать. Это очевидно. :cool:
borg117:
вы так говорите
--- Цитата: Про Игрок от 17 Июль 2011, 14:03:01 ---MK - Outworld
--- Конец цитаты ---
, будто это что-то плохое
я как бэ сам не играл, не знаю
Про Игрок:

--- Цитата ---вы так говорите будто это что-то плохое
--- Конец цитаты ---
Нереалистичная графика, корявые анимации и скудный набор комбинаций не может претендовать даже на средний уровень.

--- Цитата ---я как бэ сам не играл, не знаю
--- Конец цитаты ---
Я как бы не играл ни в МКЛФ, ни в МКО. Но, судя по видео, МКО в десятки раз выглядит лучше с практически любой точки зрения.  :cool:
Le@N:
К среднему уровню можно причислить, например, Cyber Realm.)
Только не начинай проект Хуана вспоминать.. Там новых анимаций практически нет.
borg117:

--- Цитата: Про Игрок от 25 Июль 2011, 20:57:29 ---Нереалистичная графика, корявые анимации и скудный набор комбинаций не может претендовать даже на средний уровень.
Я как бы не играл ни в МКЛФ, ни в МКО. Но, судя по видео, МКО в десятки раз выглядит лучше с практически любой точки зрения.  :cool:

--- Конец цитаты ---
графика вроде везде одинаковая - изувеченные в пэйнте спрайты МК. качество редактирования и личные предпочтения зрителя правда могут меняться от раза к разу. то же к анимациям. а насчет набора комбинаций фиг поймет - может они намеренно не показывают всё. они кажись метят чтоб всё выглядело по-новому.
а в МКЛФ уже можно поиграть (если моск не жалко). если соберетесь - не забудьте потестить баги и инфиниты, они там просто сказочны.
да и тем не менее тема не про МКЛФ и не про МКО.

а по МКПО у меня один вопрос: баланс ннада?
поскольку это онлайн, возможно ли уже составить таер-лист?
Le@N:
Ты сам знаешь ответ, что никакого баланса пока нет.)
Главное - добавить побольше разнообразных спец. приемов.
Lares:

--- Цитата: borg117 от 26 Июль 2011, 22:14:15 ---а по МКПО у меня один вопрос: баланс ннада?
поскольку это онлайн, возможно ли уже составить таер-лист?

--- Конец цитаты ---
Баланс в любом случае надо.
О каком таер-листе идет речь, если игра еще даже не вышла?
borg117:

--- Цитата: Lares от 28 Июль 2011, 05:33:20 ---Баланс в любом случае надо.
О каком таер-листе идет речь, если игра еще даже не вышла?

--- Конец цитаты ---
надо то может и надо, а вот есть ли - это вопрос.
игры уже штук десять рабочих бет вышло, и в это вполне успешно играют онлайн. в каждой персонажам добавляются всё более новые приемы. поэтому вопрос о балансе и возник. думаю автор сможет ответить
Навигация
Главная страница сообщений
Следующая страница
Предыдущая страница

Перейти к полной версии