Teenage Mutant Ninja Turtles - Recolored and Extended

Complete Teenage Mutant Ninja Turtles - Recolored and Extended 2020-12-25

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Project is completed.
Thanks a lot guys!! I'm trying to keep them as close as possible to the first issue. Also, they have their little tails just like in the original Comics, and juts like in the original Comics sometimes they would take their masks off when they were in their lair. I think when you remove their masks you can pay more attention to their facial expressions (which I'm a big fan of). As much as I like the original Comics by Mirage, I do want the turtles to have different headbands, with different colors, and also, different shades of green.
 
you should start a thread again for the other tmnt mod, there was some cool drawings you had posted in the old lavalit thread. The I remember the designs you had for shredder and some other chars were really cool too.
 
Thanks man!!! The designs fir the new story that I'm working on will be very similar to those that I had posted on the LavaLit website.
 
Thanks a lot man!!! I appreciate your feedback! :)

I'm afraid that right now I'm not working on the original TMNT MOD that I was working on. A friend asked me to "remake" TMNT2 for the NES and now I realize it's a very good way to "learn"how to use the OpenBOR engine since I don't have to draw every single sprite from scratch I can just focus on gameplay and other features that the engine has that quite frankly I didn't know how to use. Simple stuff like walls, and "spawnframe" to create other entities, believe it or not, I wasn't familiar with those features.

I am having some issues though, I recently created the Roadkill Rodney from TMNT2 and when he shoots the Laser I used the spawnframe and subentity to create and object called "Laser". It works good for the most part, however, after a while it plays the "shooting animation" but it doesn't spawn the "laser"entity. I was wondering if there's a limit when it comes to number on entities an enemy can spawn.
 
It works good for the most part, however, after a while it plays the "shooting animation" but it doesn't spawn the "laser"entity. I was wondering if there's a limit when it comes to number on entities an enemy can spawn.

There is a limit to how many active entities, that's why entities such as projectiles should be removed either with lifespan or with offscreenkill
The former is best for projectiles which dies after some time while the latter is best for projectiles flying in one direction
 
Thanks a lot Bloodbane! I was actually able to fix it with offscreenkill but I just forgot to update my post, my bad.
 
Wow, looking pretty cool!

It's like watching the NES one but without that annoying clipping/sprite flickering that NES games had. ;D
 
I've watched the video and I say: Nice! You should add more burning parts in the level, something like falling burning debris
I can see Mike being beaten badly as soon as he gets up. You should set riseinv to give him temporary invincibility on rise

If you like, you could spawn invisible enemy at end of burning level + endlevel item (with arrow sprite) at doorway. The former is to prevent level from ending on its own while the latter tells player to touch it ;)

Heh, Rocksteady is surely rocks but I think you should tone him down a bit. Something like this: his long range attack is either rramming forward OR shoot while his short range attack is kick or move back to gain some distance
 
Thanks a lot Bloodbane!! I'll look into the stuff you told me. As for Rocksteady, that was exactly my intention but, I guess I need to change the "range" values on his attacks. I also wanted to ask: I've been having trouble to create an "obstacle". When I create an object, and turn it into an obstacle, for some reason, I cannot get close to it. There seems to be a "invisible box" around it that's bigger than the "bbox" I use for this object that won't allow me to get near it. I wanted to make destroyable objects (like the parking meter and the water hydrant on TMNT 2) but I put that on hold so I can work on other stuff. Any help is appreciated!!
 
Yes, the default 'platform' size of obstacle is not always desirable. That's why it's best to set platform manually with platform command for any obstacle you are making
Need a hand for setting platform? :)
 
Thanks a lot man!!!  :) I started reading almost every single thread in the Forum and there was someone else having the same issue, that's how I found out about the "platform" option for obstacles. It worked GREAT!!!!! I can even jump on top of barrels and stuff.
 
Thanks a lot for your feedback man!!! I was thinking about that too but I'm also working on adding more stages and I kind of left that for later. I also wanted to use the Foot Soldiers from TMNT2 instead of the one from TMNT3 but that requires some sprite ripping which, as easy as it might be, I do get lazy sometimes since it kind of a slow process.
 
I have a question; is it possible to make the player play its "get" animation when it picks up an energy recovery item that's set to "subtype touch"?
 
You'll need to force it with a script. Simplest way is to leverage the item's didhitscript.

Code:
// Define constants.
#define ANI_RESET_TRUE  1                           // Reset if already playing animation.
#define VALID_TRUE      1                           // Animation valid.   
#define VALID_FALSE     0                           // Animation not valid.
#define ANI_GET         openborconstant("ANI_GET")  // Get animation ID.

void main()
{
    void   target	= getlocalvar("damagetaker");   // Item collector.
    int     valid   = VALID_FALSE;                  // Animation is valid?
	
    // Get animation valid flag.
    valid = getentityproperty(target, "animvalid", ANI_GET);

    // If the animation is valid, play it. Otherwise do nothing. This prevents
    // the engine from logging an error and shutting down if the animation doesn't exist.
    if (valid == VALID_TRUE)
    {
        // Set animation with perform attack command.
        performattack(target, ANI_GET, ANI_RESET_TRUE);				
    }
}
 
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