Teenage Mutant Ninja Turtles - Recolored and Extended

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

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Not trying to discourage you, I've just experimented with this before.    To create the VS mode you will need to create a rounds system,  using script and branching. 

The first stage is a 'dummy' stage that just sets some script vars, it's not noticed in game, only a spilt second of black screen that happens when the screen is already black.  It clears the vars for a new game and sets what we need for the VS mode scripts, for example the wins/losses and rounds counter. 

for example
Code:
spawn   empty
@script
void main()
{
setindexedvar("Round", 0);  // Current Round
setindexedvar("iWins", 0); //Player total wins
setindexedvar("iLoss", 0); //Player total losses
setindexedvar("iWon", 0); //Player current fight, rounds  won
setindexedvar("iLost", 0); //Player current fights, rounds lost
setindexedvar("CLost", 0); //Enemy rounds lost
setindexedvar("CWon", 0); //Enemy rounds won
setindexedvar("inVS", 1); //flag for whether player is in VS screen or not. (handles 1p vs cpu or 1p vs 2p in vs screen)
}
@end_script
coords	128 240
at	0

This is a linear example, each branch is a stage and opponent.  The opponent and/or stage can also be randomized with script, you could essentially have one stage that handles everything with script.  You can also do fun things like play music based on what round it is, force players/enemies into certain animations (intros/taunts/dialogues)  based on the current round or the current opponent.  Change the stage palette in the second round or whatever you wanted.

set VS_MODE
file data/levels/DUMMY.TXT
branch zero
z 192 242
file data/levels/FIGHT1.TXT
file data/levels/INTER.TXT
branch one
z 230 238
file data/levels/FIGHT2.TXT
file data/levels/INTER.TXT
branch two
z 190 242
file data/levels/FIGHT3.TXT
file data/levels/INTER.TXT

The INTER.TXT is the VS screen, where you see the two portraits.  example RYU Vs KEN.  The portrait is simply a FOLLOW animation in the chars/enemies.  The vs mode screen is just one empty stage that forces them to those animations, it runs like a bonus stage, so when the timer runs out the next stage loads.  You hide the healthbars/timer etc. using panels.

You will also need branches for VICTORY, GAME OVER, ENDINGS,  CONTINUE etc.

EDIT: (I kinda lied, in my game the DUMMY is actually a copy of the VS screen, but it clears all are vars for a NEW GAME, whereas the VS SCREEN is just resetting some counters for the next battle.  But you could do it differently.)

Other script is handled in the players/enemies.  So when they die they check the round number etc. and act accordingly.  Then the rest is just logic to jump to the right branch.  You just have to track the player and enemies current wins/losses for each fight.  So in a standard game, 2 wins = victory etc.  You will also have to add more logic if you want to handle 'TIME OVER' 'DOUBLE KO' etc. 

Sorry for the rough explanation,  I can't give entire examples, what I made was crude and just a test.  I planned to move scripts into onspawn/ondeath scripts etc.  instead of directly scripting into each level and character.  Everything could be entirely scripted, but I was still using text objects and panels, cause it's just easier. ::) 

It was just an experiment I never finished  thou.  My intention was a very basic vs mode for an 8bit NES style game (like the vs mode/mode B in some old NES games) , it just had to have rounds, wins/losses, VS matchup screen etc.  I also wanted to avoid using multiple copies of stages.  So I made it so it only needs one .txt for each stage like this.  I'm sure others could do better with script, but it might be enough for what you wanted.
 
WOW!!! Thanks a lot BeasTie, AGAIN. I wasn't even thinking about having many rounds or the victory pose. I haven't used MUGEN forever but, as I recall, it was not quite as easy to use as OpenBOR. I just the player and enemy to always be facing each other and then perhaps do more like a Tournament Mode.
 
Mugen is just different, in some ways it's easier.  Check out Ryon's character creation guide,  he explains it all really well.  I hadn't touched mugen since the 90s, going through Ryon's videos really helped me get back into it.  Fighter Factory is a really great tool to use, it has uses for sprites applicable to openbor modding, so a good tool to have anyway.

Mugen Character Creation
https://www.youtube.com/watch?v=yMRjrtY6x3E&list=PLIwEWBFlq_nqdRXtIA9rccQXx29eSHPlY
 
Yeah, I haven't used MUGEN since early 2000's. Fighter Factory sounds like a GREAT tool. Thanks so much, BeasTie. I will definitely look into it.
 
Check out this thread about the player facing issue.  I forgot about this entirely.
http://www.chronocrash.com/forum/index.php?topic=1734.msg21679#msg21679
 
GREAT! Thanks AGAIN, BeasTie. I wish i could start working on it right now but, i gotta move. My landlord is selling the house so I'm packing right now but, as soon as I have a chance. This is a good start!  :)
 
No, not yet I'm afraid. I just moved like 2 days ago and I still need to set up my computer. I will definitely post something as soon as I have any updates. I've been looking forward to working on my MOD again...
 
Ok. I hope the best for your projects!
Can you teach me something? How do you resize and recoloring this snes frames to nes 8 bits style?
 
Thanks a lot, sergiomsousa. I didn't scale the sprites. I drew them using the SNES sprites as a reference for the position of the character and a the idle sprite as a reference to keep the same style and proportions of the other sprites that I had already used for the game. Here's an image that will hopefully help explain better:

[attachment deleted by admin]
 
GaBoTiCo said:
Thanks a lot, sergiomsousa. I didn't scale the sprites. I drew them using the SNES sprites as a reference for the position of the character and a the idle sprite as a reference to keep the same style and proportions of the other sprites that I had already used for the game. Here's an image that will hopefully help explain better:

I really like these sprites.
 
@merso: Thanks a lot, man! If you wanna use them I can make a sprite sheet for you!

@sergiomsousa: Yeah, I only use Photoshop for making/editing sprites but I like to use a software called "IrfanView" to preview those sprites. It's really cool, once you open a file you can cycle through other files in the same folder by just pressing left arrow or right arrow on the keyboard.
 
Are you and Mersox doing a project together? Its the rescue palooza?
Mersox could use the running and the throw to tv move you using in your mod.
And add some specials moves for the turtles too.
 
No, we're not but, our TMNT MODs are pretty similar. We have helped each other with some stuff in the past because OpenBOR is a community. I'm really looking forward to his finished product.
 
Cool. I look forward to yours too!
I am doing myself a version of  final fight using pierwolf and kapecom mods.
I hope i can finish this soon, even with too little time to spend in it.
But, i am looking forward to any improvements in your mod. I suggest you change the idle animation to the snes version. Only to give more personality to each turtles.
 
this is awesome love the animations the colors the chars everything looks amazing so perhaps you could have paths as an option with so many levels and eps in there its gonna be huge just a thought.
 
@sergiomsousa: Thanks a lot, man! Best of luck with your project! I've always liked Final Fight! About the idle animations, even though, I used the NES ones as a start I also added more animations to it. If you highlight the character on the select screen and wait you'll see.

@ryomaneo: Thank you so much! I'm definitely thinking about adding paths to the MOD. I was "testing" it the other day and it's so long. I have so many levels (and will add more) so paths is the way to go so that you can have a "slightly" different experience every time you play the game.
 
I kind of need some help. So OpenBOR now "ONLY" supports 32 bit modes so I tried to update my MOD to make it compatible but, I'm having issues with the "dying" feature. In the old TMNT games when there was a boss battle if the enemy was low on health he would start flashing between his original palette and say, a RED alternate palette.  On OpenBOR this was possible by using the "dying" feature on the level's .txt file when the Boss was spawned but I believe this would work with "remap" which is no longer supported. is it possible to use "dying" with "alternatepal"?
 
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