Teenage Mutant Ninja Turtles - Shell Shocked

Canceled Teenage Mutant Ninja Turtles: Shell Shocked 5850

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Project is halted prior to completion and will not receive further updates.
spidermax96 said:
to White Dragon :)
ps the bo staff may need sume codeing......thanks i hope you add thim

http://www.mediafire.com/download/zs1941qd71ka24s/new+foot+3.rar

Great work spidermax96, I like staff foot!!

Teenage Mutant Ninja Turtles: Shell Shocked  --> Update [REV5762]

Demo Download [REV5762]:
http://mir.cr/0LHOBXBD

Last Updates:
- Hofixes
- Road Rodney Ropeshock code re-wrote
- Stairs/Ladder script BIG improvements

Ps. in uploading REV5763 for latest attempt to code stairs!!
 
Teenage Mutant Ninja Turtles: Shell Shocked  --> Update [REV5763]

Demo Download [REV5763]:
http://mir.cr/NCLFQMWQ

Last Updates:
- Hofixes
- Another Stairs/Ladder script improvement
- Waves more flowing

Ps. Try the new finish combo of turtles:
Leo: A, (hold f) A, A, (hold f) A
Mike: A, (hold f) A, A, (hold f) A
Don: A, (hold f) A, A, (hold u) A
Raph: A, (hold f) A, A, (hold u) A

Legend:
A = Attack
f = forward
u = up
() = optional
 
On Rev5762,  2 new Eggs!

The Pizza time (i'm not angry!) and the mini-robot pet (pet-collar!)

:D :D :D :D :D

In download for Rev5763 :)

[attachment deleted by admin]
 
2 new attachment.

1° stage test e sewer test :)

ps: I like the new animations.

ps2: prolonged pressure on key A (secret move) takes a long time (does not work very well, or activated more than 1.5 sec.), in my case.

[attachment deleted by admin]
 
I agree, the first wave of enemies is too much, they spam that sand attack too which gets annoying.  It makes it not much fun to start the game like this.  Not saying it's too difficult, but normally games would have an easy/small first wave, so you get a chance to warm up.

Gameplay feels more like the original arcade game now, nice work.  But I think it can still be improved to match the feel of the original games.

All the extra features are very nice and impressive, but you should focus more on the standard gameplay. 
 
White Dragon you are a code Monster!

Looking at it, makes my brain hurt. :o
 
index.php


The mouser is tickling him, lol ;D
 
White Dragon what you have done with this mod is very impressive. So much coding, almost every single aspect is customized with script. You work on a different level, another astral plane, one us mere mortals don't dare to go. Kudos.
 
Guys thank you all for having tested this demo!!

therefore:
nsw25 said:
One small criticism and i guess its just a matter of taste, the levels start off really long with alot of enemies, maybe first level should have less enemies so people can feel accomplished they completed a stage, and should gradually increase as game progresses.

You're right, I think I exaggerated. I focused a lot on this level. Perhaps too.
I have a few things to finish before doing the second level to the first level and I gave him a little too much!
Maybe later I'll decrease enemies and traps.

BeasTie said:
Gameplay feels more like the original arcade game now, nice work.  But I think it can still be improved to match the feel of the original games.

All the extra features are very nice and impressive, but you should focus more on the standard gameplay.

Of course, the gameplay I made ​​it very similar to the original arcade game, I put some change and something of my own and all you see is intentional and of course chosen.
What exactly do you think should be improved?

stin said:
The Pizza time (i'm not angry!) and the mini-robot pet (pet-collar!)

1° stage test e sewer test :)

ps2: prolonged pressure on key A (secret move) takes a long time (does not work very well, or activated more than 1.5 sec.), in my case.

Thank you stin for your test. With your help I can release a new REV without bugs!!
However I write the bug/bad things list:

1) Apparently the turtle can't eat a pizza. IT'S NOT A BUG!! It's intentional. If you have 100% of life you can't eat.
    For next version I changed the pizza time. You can eat with 100% of life too. Also non-turtle player can eat now.

2) Apparently you can't fall in many manholes in the debug room. IT'S NOT A BUG!! This is a debug room, and you can fall only in
    the 1st sewer. This is only a debug room and not a complete level. sorry  ;)

3) The surfboard is shifted and non-aligned by the player at the end of the first level. You all right!! I forgot to restore the new offset
    when I adjusted the old board parameters. Now I fixed it!! Moreover the jump move is more smoothed!

4) The mouser remains attached on player when you hit it. This is the only real bug  :-[
    I forgot to unbind the enemy in some occasions. Thanks to you now I fixed that bug and I improved the AI attack dynamic.

I'm preparing new REV!
 
You're right, I think I exaggerated. I focused a lot on this level. Perhaps too.
I have a few things to finish before doing the second level to the first level and I gave him a little too much!
Maybe later I'll decrease enemies and traps.
It's probably fine for a demo because we want a chance to play the game, but once more levels are added it should be a much easier/faster stage to complete IMO.  Like many people will just dive in and start playing, that's what we are like.  SO it's easy to get killed in this first wave if you're not familiar with the game yet. The foot clan mobs on beach are cool, but maybe if u mix in a few footclan that can't do the sand attack in this first wave it would be an easy fix.

The traps are fine I think, you will remember them the second time playing the stage so you will learn to avoid them.  TMNT games are very replayable so I expect people won't just play this mod once and move on.  It will be replayed over and over I'm sure.

Of course, the gameplay I made ​​it very similar to the original arcade game, I put some change and something of my own and all you see is intentional and of course chosen.
What exactly do you think should be improved?

sorry for such vague feedback, but I really can't explain it well.  Merely commenting my first impressions as a player, not a modder.  Just comparing it thou to arcade or snes version, it doesn't feel the same when you attack enemies.  Try to mimic the attack reactions that were in the original games for enemies a bit more.  Also adding some missing sfx from the originals might make a big difference to the overall feel.

If the aim is not to perfectly emulate the arcade game that's fine, I think it's more interesting adding your own style.
BUT if the aim is to really emulate the arcade game,  then you might need to closer examine the originals, and make sure everything works the same. (animation timings, attack reactions, sfx used etc.)

Anyhow this is very impressive module, awesome job so far,  I just look forward to seeing it completed.
 
BeasTie said:
You're right, I think I exaggerated. I focused a lot on this level. Perhaps too.
I have a few things to finish before doing the second level to the first level and I gave him a little too much!
Maybe later I'll decrease enemies and traps.
It's probably fine for a demo because we want a chance to play the game, but once more levels are added it should be a much easier/faster stage to complete IMO.

I agree.
When I insert more levels in the game, I will make the first level easier.

BeasTie said:
Try to mimic the attack reactions that were in the original games for enemies a bit more.  Also adding some missing sfx from the originals might make a big difference to the overall feel.

I added voluntarily pause during attacks because they give a feeling of the hit more effective than the arcade version that was missing.
In addition, the original arcade version had no sfx or flashes on hit that I have voluntarily added. The original game was missing the fall dust and had rough animations that I wanted to improve. For example, if the roadkill rodney throws you a rope the player can kill the rope and let it retract.
Definitely my intent is to group all the tmnt: tmnt1,2,3 for nes + turtles turtles in time +tmnt arcade + some features of gba versions such as the alcove and get all this as a base engine. I also want to add a lot of my own to improve what already has been proposed by Konami.

Each game of ninja turtles brought new weapons and news: TMNT arcade used skateboards and turtles in time used surfboards and ufoboards.
My game will have skateboards, surfboards, ufoboards and introduces innovations such as snowboards (if you open the game and change the file levels.txt you can also use them), gliders and submarines.
Also in this game compared to previous turtles games you can can fly, swim, climb, climb up and down the stairs and ladders. This is a work truly long and difficult and full of obstacles.
openBOR allows you to do many things but it also has many limitations and obvious break them was difficult. The most complicated thing was certainly the bind attack for turtles and Tokka and Rahzar or the new grab system. However, I will not give up (for now)!  :D
 
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