Teenage Mutant Ninja Turtles - Shell Shocked

Canceled Teenage Mutant Ninja Turtles: Shell Shocked 5850

No permission to download
Project is halted prior to completion and will not receive further updates.
Thank you for all your hard work on this mod!  ;)

I have some suggestions to improve the gameplay (REV5708):

1. The Down+A move is an annoyance, because it activates most of the time simply by walking down and attacking an enemy.
Instead of doing the combo, he does this lift-up move which A) does no connect well, and B) is pretty slow and makes you vulnerable to enemy attacks. Perhaps you could change the command, so it won't activate by basic movement.

2. The hit-detection is a bit off for sand-throwing foot soldiers, I think it ranges too far.
Moreover, it spreads too much in height. When standing above or below the enemy, there are instances, when that sand attack can hit you, but you can't hit the enemy, even though you are in proper attacking range.

3. The sky level: There are way too many clouds on screen that move way too fast. Because of this, the enemy bullets are barely visible and much harder to dodge than necessary.

Thank you an keep up the good work!  :D
 
hi again, this a bugs list i saw after testing the beta-demo vers 5703:
------------

1) rocksteady still walk too slow. (but i suppose you must know it...)

question: how could be implemented the run attack for rocksteady, without lose the A button for summon the gun? hummm, this is hard to think... :P

maybe with up up +a, or down down +a, like on warriors of fate with "portor" character...

other good reference for add moves could be "aliens vs predator aarcade" for sure.
it must have like a million of different attacks or something, cause every certain time i always discover a new move. :P

but this works only, if openbor let you to add moves in those ways (adress + buttons avsp combinations).


2) IMPORTANT. theres a problem if you walk over the wood platform on diagonal following the corner (upper left diagonal, like the wood platform). if you fall down doing this, then you get trapped beetwhen one invisible walk, and you must jump for get out from there. is extrange...

3) if you fall into one pit with only one line of life bar, you should not die... in the original game that not kill you.  this could be hard to be implemented... so do what you want.

but if is possible, add one command line saying something like: "if 1 line life bar + fall into pit trap = no damage, for repair that little fail.


i see the playable enemies moves much better in this version, good work!.

however some enemies still atacking you from long distances. (i think those are the yellow foot soldiers).

apart, rocksteady enemy, dont follow you for attack you. if you dont move, he dont follow you, and keeps up there near you, but without move. this happens to me playing as bebop).


keep up that good work! ;)


ps:
---
the credits screen now keep freeze in this version. but i suppose that you will know this...

greetings ;)
 
Thank you guys!! I fixed all bugs that you found in this demo,
except for sky level that I'll do it when the sky level will be ready to be inserted in main game and for
down+atk that for me is ok for now. I can think to change it in down,down+atk in the future...
This attack connects in the early frames only (intentional):
+ if it connects the foot soldier dies with 1 hit =)
-  slow attack
For falling in hole + death this is my choice (more hard game).
Rocksteady speed == Bebop speed and they can hit from far. Rockstady specially can hit with infinite bullets and he has a infinite speedy kick combo!!
 
Just dropping by to share this in case you'd like to make use of it anywhere in the game.

GB_Recolors_zps62354570.png


Keep up the excellent work and have a nice weekend.
 
@White_Dragon - Apologies for posting the following message here and also for not commenting on the mod yet. 

I will simply say the demo is fantastic!

I wont bother to critique on anything, because I think it's all stuff that will just be tweaked over time.  Only thing I thought was the foot soldiers with sand attack spam it too much, even when you are well out of range they will do the move several times in a row.

A lot of sfx are missing for attacks and hits, are you lacking these sfx or have just not added them yet?
(I have HQ rips of these from SNES game if you need)

Great job!, can't wait to see more of this game!

Will just mention this once,

I was sending White Dragons some stuff I had too and also some customs from openbor and mugen projects I never completed.  I've also gathered many resources and even ripped some over the years for TMNT. (I stupidly never released this stuff, but I only really hung out in select forums)

There is also a lot of other great stuff around the web that is hard to find unless you know about it or search really well.

So I had a hair brained idea a few months back to start a forum just for keeping everything in one place for TMNT fan games and mods.  Mainly I had ideas on modding the new TMNT - Out of the Shadows game.  But everyone seems hate it, so I doubt there will ever be much interest in modding it.  Secondary objective was to encourage more TMNT fan games.  There is seldom any good tmnt games made let alone fangames.

To date no one has registered and I've barely mentioned it to anyone except whitedragon and spidermax.  But I did plan to contact some usual suspects and known people who are responsible for the available sprite rips and invite them as moderators/admins.  So I will mention it once while there is many people showing up here that I would of contacted anyway.

It's just built as a repository for links etc.  I have no intention of building the site for any other reason than to help others and keep everything in one place.  It's not a means of revenue/advertising or intended for member leeching or any other such shenanigans.  (I've been making my own violent TMNT mod in openbor for a while now, so the site will always be useful to me to find things quickly.  I abandoned my mugen chars long ago and once DCat's were made there is no need for me to try again.  I still have a half made screenpack and half made foot soldier char thou, plus some stages I will eventually finish or release as resources).

Anyhow....If anyone want's to share sprites, edits, track remixes etc. please do so. 
LINK - http://tmntmods.proboards.com/

Most of the sprites I ripped over the years have been done better now (like TMNT 4 stuff) But I have a bunch of stuff from flash games etc. that there's no sheets for yet.  I'm also ripping sprites from the DOS game TMNT - Manhattan Missions as well as proper rips of the MIDI tracks (which used the glorious Roland MT-32) . I will eventually upload all these when complete and share them to other sites.

Any Concerns/Feedback Feel free to PM me about this, please don't reply in this thread thou

@admins - I hope this does not conflict with rules, I will not mention it again and my only intention is to help a wider community.

@MaxBeta - Welcome to chronocrash and thanks for all the sprites you've ripped!



 
Hello, I can share the sprites are painted with games on Game boy, can you need them in the future))
Sorry for my bad english)
link: https://sites.google.com/site/sprajtyrus/sprajty/s
 
White Dragon said:
Thank you guys!! I fixed all bugs that you found in this demo,
except for sky level that I'll do it when the sky level will be ready to be inserted in main game and for
down+atk that for me is ok for now. I can think to change it in down,down+atk in the future...
This attack connects in the early frames only (intentional):
+ if it connects the foot soldier dies with 1 hit =)
-  slow attack

Wow, thank you! Those fixes are working great!  :D

I noticed another bug [REV5711]:

I don't know if this is intentional, but if you hit a foot soldier after he threw a boomerang in your direction, not always, but sometimes the boomerang would not return but go off screen. This happens after dealing the final blow as well.
Also, I think the boomerang foot soldier should have another color (orange maybe?) to differ from the sand throwing foot soldier.

Thank you!  ;)
 
I played your mod. I'm going to say you got a lot of excellent features which have never been featured in OpenBOR before. :D I was leaving the start unpressed to see the gameplay gifs. Actually, just two of them. It is like other arcade games like that. Terrific work, WD! ;D Looking forward to the full product of it.
 
MaxBeta said:
Just dropping by to share this in case you'd like to make use of it anywhere in the game.

GB_Recolors_zps62354570.png


Keep up the excellent work and have a nice weekend.

Fantastic!! I can do the remake intro of tmnt ii too =)

BeasTie said:
A lot of sfx are missing for attacks and hits, are you lacking these sfx or have just not added them yet?
(I have HQ rips of these from SNES game if you need)

Great job!, can't wait to see more of this game!

Ok if you can, parhaps I missing a lot sfx that I can add to this game. THANKS!!

By the way I've to make sand foot easier to fight!

OkamiJoe said:
I don't know if this is intentional, but if you hit a foot soldier after he threw a boomerang in your direction, not always, but sometimes the boomerang would not return but go off screen. This happens after dealing the final blow as well.
Also, I think the boomerang foot soldier should have another color (orange maybe?) to differ from the sand throwing foot soldier.

Yeah it's intentional. If you hit a foot while his boomerang is out, the boomerang won't return back! =)

THANKS TO ALL MEN!!
 
Much obliged BeasTie. Its actually a guilty pleasure of mine's to help rip content for the purpose of further fan development such as the making of this great demo right here and other projects like Dcat's mugen creations.

You guys do the really inspiring work!

Also, I just want to put some focus into a link that Lord of Shadows provided in the last page, which I think went a litte unnoticed.

I'm talking about this: https://sites.google.com/site/sprajtyrus/sprajty/s

It contains all the CG custom recolored sprites from the GB era.

Holy Sh...well thanks for the amazing find Lord of Shadows, that suddenly saves a lot of people a lot of time. ;) Cheers!
 
My only problem with the demo is that it takes too many hits for the Mousers to go down. Was that intentional?
 
yeah it's intentional, so mouser is a bit hard.

UPDATE: - with new update you can hit a turtle when a turtle is in stall time during a splat grab.
              - foot soldiers have been made more slower

Teenage Mutant Ninja Turtles: Shell Shocked  --> Update [REV5713]
http://www.sendspace.com/file/w3ulo1

Last Updates: Hofixes.
 
@MaxBeta - Yeah same I love ripping sprites that I like.  Those are really cool thanks for re-linking, I must of missed that post.

@WD - Np, I'll get the sfx sorted.  I'll be offline 2 weeks, but I'll do it ASAP when I get back.
 
hi, downloading the 5713 version right now ;)

about working alone... why you dont ask for help to others? for example, seep has just finished their fantastic fighting street sf1 game right now. they do many openbor games, but never do a turtles game... so maybe they would like to help you.

apart, i suppose that you dont are now taking the sprites ripping by yourselft, right?

i means, that there are a lot of good places outthere where people rips their favorites chars, including tmnt just for other guys like you that makes games...

from the spriters database website, that have all the tmnt 1&2 sprites...:
http://www.spriters-resource.com/arcade/tmnt/
http://www.spriters-resource.com/arcade/tmnttit/


...to that other place, where one guy was making an awesome tmnt mugen game, that saddly looks like cancelled after a damn hard drive crash. :P

by the way, in there my two favorite chars are metal head and baxter stockman fly. maybe even i try one day of make they playable on streets of rage 2 using the pancake char editor, for create my own hack. :)
http://mugenguild.com/forum/tmnt-the-fullgame.387-0

in here, the main place (and not the post of the game) theres a lot of the enemies sprites sheets, along with the stages ripped too.
(i dont know if you already noticed those places or not).



ps - rare stages suggestions:
--------------------------------
one awesome stage suggestion that i tought right now, could be one run stage with the turtle vagon. something like aliens versus predator or cadillacs and dinosaurs. for example the p1 can move the vagon, and p2 can shot a laser or machine gun from the door, like in the real turtle vagon.

other idea, could be something in the style of the 3rd film (for the time travel thing, if you want use stages from tmnt2). for example one horse stage, like on warriors of fate or the revenge of shinobi.

in that one, i remenber too those ninjas who appears on a kite flying and throwing you ninja stars...  ;D

greetings ;)


ps2:
-----
for upload your demos, i reccomend you mediafire or zippyshare. those are 2 good download sites that makes the downloads faster.

other good place, is use the cloud that now have hotmail...
 
miguelo777 said:

Thanks for your suggestions.
Most of the sprites that I used in the game aren't online and I had to rip them by myself.
I know sprite-resources.com, but please note that I rip everything from mame and not from snes (which has a lower quality).
The idea of ​​the van level I had already come up with goals in mind but also to you =)
What I'm doing now is to do all the custom animations such as climbing for all the new characters.
It 'a huge chore and lately I've been having little free time = (

Ps. download rev 5714 'couse 5713 is bugged (it crashes).
Ps2. mediafire, zippyshare are size limit for my file =(
 
Balance issue [5714]

Suggestion:
Leo's sword spin at the end of his combo is a bit of a disadvantage: Because he spins each one of his swords, it takes twice as long for the enemy to fall to the ground compared to the others. It leaves his back exposed longer, and the enemies can actually go back from pain to idle state while the initial spin animation is still running. I know the double spin was intentional, so throwing down the enemy on the first spin might be a waste. But maybe you could speed up the animation a bit to even it out?

Many thanks! ^^
 
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