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Ultra Fatality

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Everything posted by Ultra Fatality

  1. I have learned how to do all types of fatalities, i can help as long as you got the sprites I can help code it for you
  2. yeah everyone in the game is made by me coded and everything only the top row of the roster is near 100% but like i said keep tabs on the post and you'll learn all you want and by the way don't worry even though this is a full game the characters will eventually be converted to normal mugen
  3. Five different rule breaking skulls
  4. Now on to the characters and gameplay One good thing to note is all characters is made by me well nearly everything in the game is made by me yeah one man army lol but enough braging lets talk about these guys Every character will have an KI Style special move meaning there's a special move that will open up a combo like Jago's wind kick or laser blade once it connects you can preform your combo, also each character will have 6 combo enders, 4 basic enders and 2 unique ones all having different effects such as............ Launcher Ender : This will send the enemy in the air for juggle combos Stun Ender : The name should say it but if you still don't understand this will distance the opponent but stun him for you to start another combo if your quick enough p2 wont be stun for long Damage Ender : This is the combo ender you use if you want to well really do damage to p2 Power Ender : This ender will give the player power for ex moves Bounce Ender : This should also be self explanatory but if not this ender will cause p2 to bounce of the wall or floor Classic Ender : The classic ender will be a throw back to the characters old school combo ender in there original game All characters have a unique playstyle and play very fast pace not MVC fast but faster then what they normally play Another good thing to note is there finishers yes its time to talk but the finishers. Each Character will have the following finishers.................... Fatality : Each character will have 2 or more fatalities depending on if i have ideas and if there popular enough Stage Fatality : This is a huge want/ work in progress because i haven't really started on building these feature yet but I'm determent to include this into the game Ultra : KI's Signature finisher everyone will have there own unique ultra with a small easter egg hidden in them you'll know what it is if you played the recent KI for the Xbox One Ultimate/Brutality : This finisher has been redone big time the opponent wont just explode at the end and every character will have there own unique killing moves Tag Team Finisher : This is another huge want i have an idea on how to do it but again i haven't really started on making this code yet so i will let you guys know how it turns out if you keep tabs on the post at least I think that covers everything for now, next post will be videos talking about certain characters and stuff so give me time to make the videos and i'll post as soon as i can
  5. Good news I'm free today and the next so I can talk more about the game so expect more then one post this time, Anyway lets keep this going (Again font problems here so moving on from that) This screen is also fully animated and as you can see you should be able to tell the whole roster from this pic so enjoy memorizing them till there proper revile GAME FEATURES So the game features/gameplay is a mixture KI2 and MK3 with the combo counting and of course the hype announcer screaming the combos in your face, I plan to have stage interactions like on MK3 moving one background to another and etc. I'll do a whole post on the gameplay next post promise but for now im only focused on the basic kombat features and so far its moving pretty well just need to balance the characters and speaking of characters thats what my next post is about i will talk about the key thing of the game and thats the gameplay and the characters in it and how they will fight so enjoy the next post guys see ya soon
  6. Im getting there hang on just one bit im free today so i can talk more about the game and the characters :-)
  7. No its not complete just keep tabs on the post and you'll know when its done and if a demo will be released
  8. Welcome !!! Now lets talk Killer Kombat, First thing i want to talk about it the menu's and gamemodes (The font isn't fully done, like it isn't fully designed to my liking and its to big in, in game fighting so yeah i need more font for the fighting and to redesign this font) First off is the main menu, The Main menu will be fully animated with a roaring fire under the gamemodes, various characters in the game will appear in the background fading in and out and with sparks of fire floating around the screen as well. [Gamemodes] Storymode : It has not been started but the the story has been made so when i feel everyone and everything is balanced and ready I'll start coding this, this may be the last thing i do regrading coding things in the game, it will be and long and hard (pause) story with many battles and cut scenes so i can promise you it will be epic Tournament : Tournament is basically arcade and tag arcade in one mode all characters will have an intro and ending after you beat the boss, it will have a lot of fights (maybe) depending on how long it takes to actually clear the game so I'll have to do a few playthroughs to see how long it will normally takes to beat the game Versus : This is self explanatory but it will have tag/turns in it so don't worry if the other tag modes are gone Survival and Survival Co-Op Dojo (Training Mode) Demonstration (Watch) Options (Of course) Exit (Not sure I should of listed this but yeah) (Again font problem up top as you can see) The option menu is also animated with the skulls moving around the screen There is an gameover screen but i didn't take a screen shot of it i will get one when i can And there you have it the menu and gamemodes explained i will talk about the in game features and character select screen next post, See ya for now
  9. I Have been MIA for a long time, I had lots on my plate and still have lots to do but for now I think its time to finally show the people of MFFA what I been up to since January, Now Behold................ (Tittle Made By Ryon) As you should be able to tell its a MK VS KI Crossover Over 50 characters all with unique play styles yes even the ninjas (I Did not make the lifebars i actually found them on google can u believe that so credits to however made them) Well there you have it just a quick announcement and revile of what i been up to i will talk more about the game itself in later post but for now enjoy the news
  10. i'll check this code and my tag teams are coded mvc style so yeah
  11. yeah thats it fight on person its red fight reptile or something its green and so on well ok i got the blood as hit sparks and if those triggers work i'll try it well im going to try it anyway but yeah i'll see what i can do and let u know if it works
  12. i got the blood to show up and splat sound not added yet working on it only thing now is getting the blood to change colors on different characters ugh just when i thought i had it
  13. i been trying that and i have no idea how to do it just yet im pretty good at coding stuff within the game so maybe if i just give it another wack idk i'll find out someday somehow
  14. i got to of them one from the site and the most recent released one i found both failed blood comes out but doesn't change colors nor hit the ground and splat whatever one u got or saw send a link or something i needs this
  15. nope it did not work next plan o_0
  16. lol so you mean to tell me that this screenpack has blood for any and every character not mk people and when they get hit blood comes out and hits the floor if so i will download this in a heartbeat lol nah kidding but i hope your right because im still going to download and see if it works i'll let u know when i try it out
  17. I Think this is the last thing i will need help with for awhile.............................. So the problem exactly is when someone gets hit the blood doesn't change to the right color sometimes doesn't even show up and also it doesn't hit the ground and splat this has been bugging since i started this project and it was suppose to be built in game effects not character effect i got the normal hit sparks in and guard sparks but these blood sparks are ugh so if anyone knows this problem please help this should be my last problem so yeah i wont bug you guys anymore once this is fixed xD
  18. Nevermind the stage var code work so forget the stage thing :) yay one step closer to getting this game done
  19. Alright it worked but o_0 it plays twice like when p2 gets lower then 150 it plays then lets say p1 gets lower then 150 it plays twice and doesn't cancel the first sound so other then that it worked just fine now i need to mess around with it and find out how to get it to play only on certain rounds certain time limits tag team modes, stages ugh so much to mess with but this is a big step on the danger sound im glad it worked
  20. Alright and by the way i am using it within the game its a built in danger sound dont worry i know what im doing cept with the sound of course but yeah i will let you know if it works and yeah i only want it to play once for when whoever gets lower then 150 first and keep playing till someone dies and to think ahead of time if it doesn't work built in then its cool still got the codes and stuff
  21. nah its cool i need help with other important stuff anyway i'll find a way to make the pics i have look good
  22. causing him to scream why
  23. A little heres a link of the ones i want well what type at least i want them looking like these https://www.google.com/search?q=blood+splat&client=firefox-a&hs=htg&rls=org.mozilla:en-US:official&channel=np&source=lnms&tbm=isch&sa=X&ei=9dCyU5TbE-eg8QGdzYDQBw&sqi=2&ved=0CAYQ_AUoAQ&biw=1366&bih=657
  24. almost but no its not what im looking for but i can use some of it i guess for something eles
  25. Alrighty then ;=============================================Danger Themes================================ ;[state -3, Wasteland Danger Sound] ;type = PlaySnd ;;trigger1 = var(20) = [1,999] ;trigger1 = Parent, life<150 ;trigger1 = (TeamMode = Single) || (TeamMode = Turns) ;trigger1 = var(26) < 1 ;value = F7,2 ;abspan = 0 ;freqmul = 0.5 ;loop = 1 ;volume = 50 ;ignorehitpause = ;persistent = [state -3, AssertSpecial] type = AssertSpecial trigger1 = 1 && life=[1,150] flag = nomusic ignorehitpause = 1 persistent = 1 like i said it plays at the right moment but doesn't shut the stage music off and it keeps echoing making it play over and over eventually making so damn loud it cancels all game sounds
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