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Mortal Kombat Revival

Bleed

Noob
I got a link for the UMK3 Data from another forum, but it's in Russian, and for some reason my system can't read the fonts to translate.

I downloaded a few Russian language packs but It's not working, I can't read or translate it online. I just get some random looking code...

Can someone here download the file and translate it for me?

www.ron-inc-res.narod.ru/umk3.7z

[Edit] Never mind, I found a way to fix it.

Using this page to convert the encoding
http://www.stanwardine.com/cgi-bin/russianconverter.pl

and this page to translate Russian to English
http://translate.google.com/#
 
I think they add so much to the game greatly change the gameplay making it more complex and complicated, it also changes the mechanics of the game (UMK3 obviously) .but I also do a carbon copy of the original game with some extras not warrant so much work and time (in some cases yeards, even decades: P), I think it could be gradually adding new things and be tested, and thus whether it is worth checking whether or not in the final product. Make a umk3/mkt details not worth the effort.

With regard to allegations of theft of chars ha ha ha ha. are but delusions of a storyteller who is not sane (a authentic anal jerkoff hypocritical) Best to ignore such people and let them drown in their own poison.. as Maradona said "Qué la chupen. Qué la sigan chupando" ;)

PS: I use google translator, do not speak English.

Regards.
 

Shock

Administrator
Premium Supporter
Bleed contact me through AIM

Frozenworm, your Jax/Zangief multi move is a perfect example of what I don't want to see. That has no place in the game at all, think about it, is that what Jax is about? You're not gonna like it, but something like that is merely a novelty that should remain as an animated gif and doesn't belong in an actual MK game.
 
Yeap well... this concept of mine have gotten a lot of mixed critics... and I understand why a lot of people don't like the idea... so, let me explain a little what I have in mind:

Jax will have high and low catch both are special throws, one can be ducked under, the other must be blocked low... the one I'm re-working now is the high catch in Enhanced Abilities Mode (EAM).

In normal mode (UMK3 gameplay) Jax will merely do a facing forward backbreaker after tossing the opponent up in the air, in EAM (remember this mode can be turned off) High Catch will be a multipart starter... remember EAM will last for a few seconds only, and my justification to give Jax a multipart is because he had in since MK2, the bodyslam is the best example, in MK4 it had a proper multipart command... and also remember the Gotcha Grab.

In MKDA Jax had a Judo stance, and in MK9 Jax have a multipart as "X Move" and several others... so, the idea of a full multipart might sound a little exagerated, but it's just a flashy detail for EAM.

I've been working in this idea for a very long time, this is something I discarted recently:









All the animations show progressively what happens if you don't continue the multipart... the new WIP concept takes some elements from this idea... I discarted the use of bounce during the multipart, oh and... if you didn't like the WIP so far, you will hate the ending because the throw is even longer than what you just saw.

Anyways, it's impossible to please everyone.
 

Shock

Administrator
Premium Supporter
I don't see why it's necessary to spend so much time on things like this when you don't have a working engine to put it in.
 
More changes to the High Catch Throw... still a WIP:



Shock... I'm not in charge of the programming part of this project. I'm doing my part of the job, don't worry about that okay?
 

Shock

Administrator
Premium Supporter
If you are going to maintain combos from UMK3, at least as part of the game, could you animate some for me if I told you what frames I wanted? As in making a combo happen to a character.
 
Anyways, it's impossible to please everyone.
Nah, you'll never please everyone.

But as you said before, if you include the option to turn off the new features, and play a "classic" mode, you can go a long way towards that.

Add as much stuff as you want, just make it a possibility to play without it.
 
Yeap well... this concept of mine have gotten a lot of mixed critics... and I understand why a lot of people don't like the idea... so, let me explain a little what I have in mind:

Jax will have high and low catch both are special throws, one can be ducked under, the other must be blocked low... the one I'm re-working now is the high catch in Enhanced Abilities Mode (EAM).

In normal mode (UMK3 gameplay) Jax will merely do a facing forward backbreaker after tossing the opponent up in the air, in EAM (remember this mode can be turned off) High Catch will be a multipart starter... remember EAM will last for a few seconds only, and my justification to give Jax a multipart is because he had in since MK2, the bodyslam is the best example, in MK4 it had a proper multipart command... and also remember the Gotcha Grab.

In MKDA Jax had a Judo stance, and in MK9 Jax have a multipart as "X Move" and several others... so, the idea of a full multipart might sound a little exagerated, but it's just a flashy detail for EAM.

I've been working in this idea for a very long time, this is something I discarted recently:









All the animations show progressively what happens if you don't continue the multipart... the new WIP concept takes some elements from this idea... I discarted the use of bounce during the multipart, oh and... if you didn't like the WIP so far, you will hate the ending because the throw is even longer than what you just saw.

Anyways, it's impossible to please everyone.
Are you sure you're working on a Mortal Kombat project, or a MK themed sequel to WrestleMania: The Arcade Game?
 
Shock: I could, sure... what do you need it for? PM about it.

Lucky Day: Yeap... nobody can please everyone, but I certainly cannot understand why people here hate so much, I'm doing something really hard... creating a brand new multipart, in 2D... that can use existing sprites is NOT an easy task, I asked for suggestions and ideas, and I think I have improved a lot the concept since the original animation.

Jax tossing upward the opponent is taken directly from MK9 X Move, and I'm doing my best to make it more brutal and less wrestler... you know people, the kind of work I am capable of is not common, not too many people can do the kind of stuffs I do, and the patience I show by posting here despite the huge ammount of hate and destructive comments against a project with all of the best intentions that is done for free, in an honest attempt to do it right is not common either, less common is what Bleed and I are doing: listen and asking for feedback.

So I don't know what the problem is with some of you guys.
 

dreemernj

Ambassador
I think you might need to restate what your goals are real quick so that people know what you are actually asking for. This was going to be the best possible remake of the UMK3 engine in MUGEN but it sounds like that isn't the case any more. That could be leading to confusion. Also, glancing over the thread, a lot of the feedback seems to be constructive. You can't ask the internet what it thinks and not expect some random responses.

Also, that does look like an MK/Wrestlemania crossover. Both games were made by the same people and had similar looks. There's no reason to get upset about a comment like that. It's harmless and not exactly unfounded. They look wacky and lighthearted just like Wrestlemania was.
 

Dark_Rob

Noob
Frozenworm, please dont misuse the "report a post" feature. There is nothing in this thread that is flaming or insulting you. If you start a thread asking for people's input and feedback, then you have to expect not everyone is going to agree with you, or see things the same way you do.
If your going to get that upset because someone likened your creation to Wrestlemania: The arcade game, then I submit, this thread is not a good idea for you and you should ask for it to be closed. Which Il be happy to do if you request it.
 

BeRB

Noob
Shock: I could, sure... what do you need it for? PM about it.

Lucky Day: Yeap... nobody can please everyone, but I certainly cannot understand why people here hate so much, I'm doing something really hard... creating a brand new multipart, in 2D... that can use existing sprites is NOT an easy task, I asked for suggestions and ideas, and I think I have improved a lot the concept since the original animation.

Jax tossing upward the opponent is taken directly from MK9 X Move, and I'm doing my best to make it more brutal and less wrestler... you know people, the kind of work I am capable of is not common, not too many people can do the kind of stuffs I do, and the patience I show by posting here despite the huge ammount of hate and destructive comments against a project with all of the best intentions that is done for free, in an honest attempt to do it right is not common either, less common is what Bleed and I are doing: listen and asking for feedback.

So I don't know what the problem is with some of you guys.
Plenty of people do the same thing you do, Want me to link you?
There's thousands of sites that do what you do. These are some examples

mugenguild.com
www.clubsyn-x-treme.net
(Syn is the creator of the breakable stages for mugen etc).

Interloko has been doing what you have been doing for alot longer aswell a MKII and UMK3 Project. Taking sprites and rehashing them isn't a talent either i have made anything from interactive stages to characters drawn by myself rehashing a previous sprite is something people do everyday, Takes a real artist to do something original, Like BasaraxKun on Mugenguild or Seanalty all the chars are personally drawn by him for his game. Leap off the high horse you stand on because its not a good position
 
a MK themed sequel to WrestleMania: The Arcade Game?
Oh I would so play that.


And Frozenworm, don't be so defensive. People are stating their opinions, nothing wrong with it.

You might not agree with them, and they might not agree with you.

That shouldn't stop you from doing what you want, and it shouldn't stop them from telling you how they feel about it.
 

Shock

Administrator
Premium Supporter
No one is insulting you, we are simply explaining to you, as a group of serious MK fans, that what you are presenting to everyone (not what you sent me) is really not up the alley of most 2D MK players. An improved engine is not necessarily a different engine. There's no reason to totally revamp something that can work and be fun as is, but we all welcome modifications to moves that make sense. I think it stems down to the fact that you're using the 2D graphics, and we're all use to a certain flow and style of animation.

Once you start trying to reproduce moves from the other games as is, including things like how they bounce, it creates red flags. Maybe after all the essentials are fleshed out, people would be more receptive to fancier looking attacks and moves. Like I've said, I'm a big fan of making some of the comboed hits into command normals. Example I have used, Liu Kang's last hit of the kick combo as D, F HK, but having a property similar to Nightwolf's axe where it's got different recovery and start up as an individual move than it does in the combo.

Another example, I said that I would like to recreate Kabal's move where he slams face first into the person from the 3D games. I think that's a hilarious move and might serve a purpose if Kabal was toned down in other ways.

If I programmed it, I would also make it function and operate like existing moves in 2D MKs do, coming as close as possible to the way it works in the 3D games as well. I would try my hardest not to create new properties for moves, as this is very difficult to do, even for someone who knows two entire fighting game franchise engines (MK and SF) like the back of my hand. I understand how everything works and why (aside from glitches of course) and when I see stuff that I know adds to the work load, it kind of confuses me.

We can see from over the years how things in MK have changed. For example we'll start with MK1 briefly.

In MK, when you juggled a character, sometimes push back happens on the first hit, sometimes it doesn't. It really depends on the character and the move, and where you are on the screen. Juggle falls are fairly slow with different falling rates for different moves, allowing many jump attacks near the corner. There weren't many moves, but the flail back animation was there, the Scorpion pull in off the spear, being frozen, some pretty simple stuff. RHs worked very differently in MK, as they would just make you flail back, LKs had short recovery when getting hit allowing easy counters. There were no cross up jump attacks in MK either.

MKII was similar in the sense that there was built in push back on juggle hits, fairly universal at a 4 hit limit but like in MK, you could cancel the push back with a special move, and the air bounce with air specials as well, and also different falling rates on moves, like JPs and JKs. Special moves are limited in MKII similarly to MK, since it doesn't keep track of hits or have terminal hit limits, the built in limits were mostly based on the juggle velocity, or just not being able to do a move one after another. RHs became a knock down, cross overs were added, some more basic attacks, more properties for the many more types of moves added. Examples like a pop up with Johnny Cage's kick and Kung's spin, and then the flip with Reptile's forceball and Mileena's roll, the air holding with Kitana's moves. All of these things were not limited very well if not for the rigidness of the system itself. There would be tons more infinites if the collision detection in MKII was better.

In MK3, they kept basically all the concepts that were in MK and MKII, and tweaked and tightened them. Falling rates became essentially univeral. Flail back was still there, yada yada, lots of stuff returns but just works better. RHs knock away further but still no corner push back. Reactions off other hits are changed as well, making it a bit harder to counter when being hit. Jabs still work virtually the same as they did in MK and MKII. Uppercut recovery time is increased, I think it was slightly increase from MK to MKII. Overall damage is reduced.

UMK3 added more move properties, changed a few more basic move properties, and not a whole lot else except a very minuscule property for jabs. MKT also added basically only more move properties but reverted jab properties.

So basically, by UMK3/MKT you have reactions for:

LP/HP (similar but different)
LK/HK (similar but different)
Sweep
Uppercut
RH
ducking LP/LK
ducking HK
JK
JP, SUJP, SUJK
HP/HK body blows
All the various throw properties

And then all these moves may or may not have different blocked reactions.

There are so many special move properties to choose from that creating entirely new ones, or trying to reproduce the ways they react in the 3D games seems absurd.

Some examples:
Spear (virtually the same in all 2D games)
Teleport Punch, Teleport Kick, (extremely similar in all games)
Freeze (same in all games)
Slide (basically the same in all games)
Leg Grab (somewhat unique property but cleaned up in MK3)
Standard Projectiles (many have slightly different reactions when they hit you)
Cannonball/Shadow Kick (knock down and many other moves share their properties, some far, some close)
Roll, Force Ball (flip reaction)

And there are tons of other moves that recycle properties from other moves, or have some basis. A lot of times in these mugen projects I see programmers sort of create their own reactions because either they don't understand how they work, don't care how they work, or just don't have the skill to reproduce it.

Jabs seem to be hard to program. I think it can be done and in the package you sent to me, it seems like a very good job has been done. Something I would love to see people get working properly is Run, to the exact math, and also Ermac's telekinetic slam, and even Reptile's force ball. These moves work a certain way, have certain limits, and I've yet to see that happen. Making the freeze work is child's play compared to the TKS.

Frozenworm, basically a lot of what I would like to see are the animations for special moves, coverted into combo hits, basing them on the durations and recovery of existing combos, not exceeding or going below the limits of anything that already is in UMK3 or MKT for example. So for say, Raiden, instead of him doing his upper-like close range attack, and his actual uppercut 4 times in a row, perhaps give him the close range attack, the electricity shot (no actual electricity in it) and the electrocute grab (again no electricity) then the uppercut. Something similar like this would add variety to his combo, and if timed properly, wouldn't look out of place.

One other thing I'd like to point out that programmers might not be fully aware of, is the amount of time you have to input moves, which ones can be slowly tapped, and which have to be done quickly, which you can wait to press the last hit for, and which ones you can't. All of these things affect gameplay flow and cannot be changed arbitrarily without consequences. This also gets into move limitations in general, hit limits, time limits, etc.
 
Some Gotcha Grab Progress...

Default Gotcha Grab Final Punch:


Enhanced Abilities Mode Gotcha Grab Final Punch:


EAM Gotcha Hammer Punch:


Last one causes bounce on the opponent.

Note: I never said I was going to make a remake of UMK3... remaking UMK3 is stupid and pointless in my opinion.
 

MKK hanzo

Moderator
Awesomeness, ownage and double flawless + baby
That. And:

Note: I never said I was going to make a remake of UMK3... remaking UMK3 is stupid and pointless in my opinion.
but

Shock, all you say about UMK3 will be done,
That's the current goal. It will be like this:
- Making the engine right
- Re-creating UMK3 / MKT (PSX/PC) as closest as possible
- Include all classic characters
- Tweaks and overall balance
- Some new moves
From UMK3 we will add a lot of stuff, there will be a basic gameplay mode that will be a lot like UMK3, run will be there, quick punches, dial kombos, uppercut to another stage...
Now... The ULTIMATE MORTAL KOMBAT 3 influence in the project:
- All characters will fight in UMK3 way by default, we are interested in having an UMK3 accurate experience in the default mode (that's when you don't use the orbs).
- Obviously there will be RN button...!
- You will be able to disable any system (including orbs, counter, reversal, kombos or run) separately in the game options.
Everytime I read ORBS my balls itch IDK why.

Now that we are clear (I hope), I'll give some information: MKR new modes programing process will be delayed. We are paying attention to your comments so, we will be working in UMK3 accurate gameplay first.

We need all the UMK3 engine information you can provide, and constructive criticism is always welcome.
So, why are we taking the time to work in UMK3 gameplay? because I liked and it's likely the best base we can have,
a UMK3 great engine feel in the gameplay and a very good balance with your help.
Keep dping your GIF´s bro.
 

AC1984

Kaballin!
Whatever the case with thing is, watching the progress of it is like observing the evolution of nature....for the last couple of months I've seen couple of "gotcha's" and a suplex from Jax. Whatever you do,keep doing it if it makes you busy and creates some sort of enjoyment....but honestly, by the time this game comes out I might be fifty with two kids and a huge beer belly....