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.
Well one way is not having fall and setting different attack types and death anims.  DEATH #1 would be for standard deaths (falling/knocked down)

Not too hard to setup and can look better than default falling.  Also gives you more control how they will die depending on a certain move.

So there could be various falls for each foot soldier.  Some would knock them down like normal, others could send them into the screen edge/wall, or certain falls could allow juggling or other combos to be performed.
 
Thanks a lot Beastie!!!!! As soon as I have chance I'll try it!! The thing is that I still need a fall animation since the Turtles have that attack from TMNT3 (down+attack) which will send the Foot Soldiers flying hitting other enemies.
 
You can use RotSprite to rotate the sprites smoothly to easily make new fall anims. With the 8bit sprites it doesn't take much work.
 
Thanks a lot or your help Beastie! I figured it out. The Foot Soldiers are all using "falldie 1"  and the "fall" animation is part of the death animation. I also wanted the Foot Soldiers to play their fall animation when being hit by that attack from TMNT3, but the attack kills them right away so what I did was use "damageonlanding" so that the enemies will not take any damage until they hit the ground.
 
Thanks again man!!!!! Your help is much appreciated. I think I'm finally all set with the  turtles, they have all the attacks from TMNT2, TMNT3 and some from TMNT4, plus the slide move. I'm gonna start working on Casey Jones now and adding or fixing some stuff in the stages that I'm not entirely happy with.
 
Yup, that sounds pretty damn good, however, I'm not gonna be able to do that yet! There's sooo much to do. That sounds like a Street Fighter type of combo, which, I like. But there are a lot of things that need to be fixed before I release the MOD as a "Final Version", mostly, cutscenes between levels and I do want a simple but somewhat satisfying ending. But that sounds like a GREAT idea. I could add some of their moves from the SNES Tournament Fighters, which will require some drawing (like I did with the Turtles in Time attacks), but I feel there are other things that are more important right now.
 
Nice work!

- Maybe too many cannon balls, and they don't sound 8bit
- add blink script to Bosses (for damage flashing)
- maybe setlayer tricks on Rocksteady so he displays behind the player (he's on top atm)
- time to add proper fonts
- menu's etc. are digital scans but the game is supposed to be NES style

- Senile Team logo? (it's nice to credit Roel but you're not using the original BOR engine, it's OpenBOR)
 
Thanks for your feedback Beastie!  I added some sound effects that are not 8-bit but I like them. I never liked that flashing effect on the Bosses for some reason. And about the fonts, I like them the way they are. And I do believe that original BOR engine deserves some credit, however, I should also mention that I'm using OpenBOR (my bad). I'm working on Casey Jones right now,  he has a decent combo and a running animation. I need to add running attack plus a few freespecials and grabattacks.
 
Casey Jones? thats nice, it's good to see that Casey gets some love in almost all TMNT games here.  ;D

How many playnable chars are you planning to add right now?
 
GaBoTiCo said:
Well, I wanted to add Splinter and maybe April afterwards. But it's gonna be a while....

Mhhh for Splinter and April you could ask mersox for Help, maybe he can help you.

He is creating them for his own Mod, he also uses the NES games as a base but converts his sprites into 16bit.

You would only have to convert his sprites into a 8bit color palette instead of creating them from scratch and would spare a lot of time this way.
 
Lichtbringer said:
GaBoTiCo said:
Well, I wanted to add Splinter and maybe April afterwards. But it's gonna be a while....

Mhhh for Splinter and April you could ask mersox for Help, maybe he can help you.

He is creating them for his own Mod, he also uses the NES games as a base but converts his sprites into 16bit.

You would only have to convert his sprites into a 8bit color palette instead of creating them from scratch and would spare a lot of time this way.

Yeah you can use my April sprites, just remember to credit me in our game.
Splinter is not complete yet, tho.
 
Hey dude, long time no see. I've checked all the recent posts, and I saw a cool progress. Congrats!

I have few questions:

-Do you want to have a "NES feeling" on the game? If so, maybe you will need to change somethings. Like the font (its the generic BOR fonts) - NES fonts are easy to do. And maybe the screens needs to be downgraded (color reduction) to a NES-like style.

- Won't a solid shadow match more than a transparent one? And some sprites should not have shadows, like explosions and those ice sprays.

- In this video, near the 2:00, you can see a problem with the elevetor sprite. The door shift its postion like one pixel, its easy to fix https://www.youtube.com/watch?v=7WQ_qaIhvAk&feature=youtu.be

- In this other video, I liked the Soldiers with new weapons, like the showels. But maybe you could move some few pixels on the lower body to give the animation a more smooth feeling. Maybe if you PM me the sprites of that soldier, I can help you with that.

Keep the good work!

Ps: oh, I saw someone asking for a 4 players version. Maybe its a good idea.
 
WOW! I sure got a pretty good amount of feedback today! First of all I just wanna say thanks to anyone who took the time to reply to any of my posts. I appreciate it!

Hey O Ilusionista, good to see you! Thanks man!! I will try to answer your questions:

-Not really, this whole project started as a request. it is not my intention to give it a "NES feeling". That is why I recolored the sprites, I was actually thinking of adding some shading to it, like different shades of green for the turtles skins and different shades of brown for their shells in order to get rid of the "flatness" of the sprites.

-I like the transparent shadows. I do agree that explosions should not have shadows but I just haven't tried to get rid of them since I just don't know how, although I'm pretty sure OpenBOR might have an option to do so.

-About the elevator being positioned like one pixel, I believe it's the engine version, the panels, not the elevator itself. I remember I was using an older version of OpenBOR and I wasn't having any issues but I wanted to use a newer version with more features that I needed for my MOD and the first thing I noticed was the panels shifting from left to right. I don't know why this happens.

- About the Foot Soldiers, I agree with you on that one too. I did it kind of in a rush but the animation could be better and smoother, I shall look into it. If I can't take care of it myself I'll be glad to PM you the sprites. Thanks for the offer!

-4 Players is definitely something I want! I haven't really looked into it but I should be able to figure it out. I'm probably gonna have to change a few things on the HUD so that they all fit on the top of the screen.

I hope my answers are good enough. This whole project is taking me much, much longer than I had anticipated but I'm having such a BLAST working on this MOD!!
 
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