ZackAttack Posted January 9, 2017 Share Posted January 9, 2017 Updated screenshots now that the converter tool is using a better palette: 6 Quote Link to comment Share on other sites More sharing options...
MayDay Posted January 9, 2017 Share Posted January 9, 2017 (edited) I went through and cleaned up all the backgrounds, centering objects, and making some other slight revisions. Biggest change here is The Pit. I've included it now as two separate rooms, plus one with those two rooms combined. The new palette looks much better! Edited January 9, 2017 by MayDay 7 Quote Link to comment Share on other sites More sharing options...
MayDay Posted January 9, 2017 Share Posted January 9, 2017 Corresponding sprites. A few are designed to be playfield, but could be resized for player pixels if needed. 2 Quote Link to comment Share on other sites More sharing options...
MayDay Posted January 9, 2017 Share Posted January 9, 2017 I'll start working on some sprite animations next, beginning with Sub-Zero. We'll need to figure out how to handle certain actions such as punches/kicks (and special attacks?) that would go beyond the 8 pixel limit. I will bold the movements below I think might need this, and this assumes the player facing right (otherwise left/right should be reversed). Basically any of the moves with the buttons. But in order to get started, I'm going to list out the base player controls. Each player would possibly have a special attack (such as Sub-Zero ice blast) and a fatality that would involve slightly more complicated controls. NO BUTTON JOYSTICK MOVES Up - Jump Straight Up Up & Right - Jump Flip to Right Right - Move Right Down & Right - Squat Down - Squat Down & Left - Squat Left - Move Left Left & Up - Jump Flip to Left JOYSTICK MOVES WITH BUTTON PRESS Up - Jump Kick Up & Right - Jump Kick to Right Right (If forward) - Punch Down & Right (if forward) - Low Kick Down - Uppercut Down & Left - Sweep Kick Left - Spin Kick Left & Up - Back Punch Special Move - back back button Fatality - forward down forward button 2 Quote Link to comment Share on other sites More sharing options...
sn8k Posted January 10, 2017 Share Posted January 10, 2017 The pit looks amazing. So excited to see this game release 1 Quote Link to comment Share on other sites More sharing options...
ZackAttack Posted January 10, 2017 Share Posted January 10, 2017 We'll need to figure out how to handle certain actions such as punches/kicks (and special attacks?) that would go beyond the 8 pixel limit. As Spiceware pointed out, we can move the player over to handle extended arms and legs. Just don't move anything more than 7 pixels (single wide pixels) each scanline. The 7 pixel movement limit applies to missiles from both sides due to the way I'm reflected the players. So make sure on both the left and right side there is never more than 7 pixels apart from the previous edge on the scanline above. Quote Link to comment Share on other sites More sharing options...
sn8k Posted January 12, 2017 Share Posted January 12, 2017 No kano? Quote Link to comment Share on other sites More sharing options...
doctorclu Posted February 1, 2017 Share Posted February 1, 2017 So if I read this thread right, the initial rom was released on December 21. 2015, and the last edit to the first page was on December 21, 2015. There have been some great art made to inspire, but really nothing new since a year ago? Quote Link to comment Share on other sites More sharing options...
freshbrood Posted August 24, 2017 Share Posted August 24, 2017 (edited) Do you have any music? I'm working on an MK port myself. If anyone would like to help, I need some sound samples. Ideally I'd like 1) A striking sound 2) A blocked sound 3) A projectile fired sound 4) A 10 second background level music loop that repeats (Maybe 3 of these for different level music) 5) A screaming noise 6) Fatality sound- like bones breaking or guts ripping. Whatever other samples you think sound great and MK like. I want to keep the memory footprint small If anyone wants to write these for me, I will credit you. Thanks Edited August 24, 2017 by freshbrood Quote Link to comment Share on other sites More sharing options...
Jinroh Posted August 30, 2017 Author Share Posted August 30, 2017 (edited) Man you guys are phenomenal with what you can paint with the Playfield. I need to get in that mindset. Glad I was able to jump start some good Prototyping and Mockuping. Carrot Kingdom took up my time from working on that idea further, but you guys have some better ideas than me. ^^ Edited August 30, 2017 by Jinroh Quote Link to comment Share on other sites More sharing options...
vidak Posted September 16, 2017 Share Posted September 16, 2017 I forget if this was discussed, but have you seen Andrew Davie's Mortal Kombat 2600 clone Fu Kung on the Stella Mailing List? Sent from my ASUS_Z012D using Tapatalk Quote Link to comment Share on other sites More sharing options...
Arenafoot Posted September 17, 2017 Share Posted September 17, 2017 I forget if this was discussed, but have you seen Andrew Davie's Mortal Kombat 2600 clone Fu Kung on the Stella Mailing List? Sent from my ASUS_Z012D using Tapatalk have a link to that one? 1 Quote Link to comment Share on other sites More sharing options...
Fdx Posted September 17, 2017 Share Posted September 17, 2017 Excelent!! Quote Link to comment Share on other sites More sharing options...
vidak Posted September 17, 2017 Share Posted September 17, 2017 This is the link to the latest source code on the Stella Mailing List: http://www.biglist.com/lists/stella/archives/200306/msg00113.html See the Commo Dig for the entire source code development. Quote Link to comment Share on other sites More sharing options...
freshbrood Posted September 18, 2017 Share Posted September 18, 2017 Can we get some screenshots or short video of FuKung? I've been working on a Mortal Kombat clone for BatariBasic for about a year now in secret, and I'd say it's about 65% done. It's pixel perfect and, with all due respect, I think it looks closest to anything else I've seen here yet. 3 Quote Link to comment Share on other sites More sharing options...
vidak Posted September 18, 2017 Share Posted September 18, 2017 there's some binaries on the Stella Mailing List, also all the source code is there. July 2003 is the month to look for. Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted September 18, 2017 Share Posted September 18, 2017 (edited) I have taken the liberty to assemble the source (see the attached file). It runs on 6502.ts (https://6502ts.github.io/stellerator) in the browser if you select "bankswitched 3E (Tigervision + RAM)" as cartridge type (it won't autodetect). It works in Stella, too, if you configure banking accordingly (via "stella -bs 3E" on the command line). However, note that this has nothing to do with this thread --- read the mail on the list closely fukung.bin Edited September 18, 2017 by DirtyHairy Quote Link to comment Share on other sites More sharing options...
][UNREAL][ Posted January 21, 2020 Share Posted January 21, 2020 Hey guys, this project is dead?? This is awesome! Quote Link to comment Share on other sites More sharing options...
freshbrood Posted January 22, 2020 Share Posted January 22, 2020 (edited) On 1/21/2020 at 7:10 AM, ][UNREAL][ said: Hey guys, this project is dead?? This is awesome! May I suggest my own project currently called "Ninja Kombat" that I began working on slightly before this one? I do not know assembly, mine is entirely in BBasic and the color palette is not as nice.. but with all due respect I feel the sprite graphics and gameplay engine is as close to the original version as you can get on the 2600. Still a work in progress with a new update due very soon. (My user avatar is Johnny Cage for an indication..) I also welcome anyone willing to help with the sound and music! Edited January 22, 2020 by freshbrood Additional info Quote Link to comment Share on other sites More sharing options...
Leonis Posted May 4, 2020 Share Posted May 4, 2020 Hi guys, it would be nice to see the happy completion of this long-term construction. I am writing a very large review of the Mortal Kombat game and I need a beautiful ending 1 Quote Link to comment Share on other sites More sharing options...
][UNREAL][ Posted March 12, 2021 Share Posted March 12, 2021 Any news? Can I help with anything? On 1/22/2020 at 5:48 PM, freshbrood said: May I suggest my own project currently called "Ninja Kombat" that I began working on slightly before this one? I do not know assembly, mine is entirely in BBasic and the color palette is not as nice.. but with all due respect I feel the sprite graphics and gameplay engine is as close to the original version as you can get on the 2600. Still a work in progress with a new update due very soon. (My user avatar is Johnny Cage for an indication..) I also welcome anyone willing to help with the sound and music! Quote Link to comment Share on other sites More sharing options...
Living Room Arcade Posted January 18 Share Posted January 18 @MayDay @ZackAttack Are there any updates on Mortal Kombat? It really looked amazing! Quote Link to comment Share on other sites More sharing options...
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