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.
Its best if you remove the links from previous pages (43)

hxxp://mir.cr/1SOOE9SF
hxxp://mir.cr/T5YUAIJN
hxxp://mir.cr/166O0WEP

the file seems to be coming out with virus when start downloading...
the frist link gamejolt.com in page (1) works and its a more update version [REV5769]
 
i dont have a wii u or anything so i will play it on my computer, the great day this awesome jewel could be finished.

but anyway... that thing you guys said about make a more smaller/lite version for not overpass memory on those consoles... hummm

i haved an idea. but maybe it could sound absurd... :P

could be a way for, in those special cases, split the games into 2, 3 or more games (like parts).
and  then release the full game that way?

i know it sounds really crazy, but is just a suggestion i though... :P


the parts can be as 3 or 4 levels with everyting inside. so when you completed first part, you should continue playing using the next part of the game...

greetings. ;)

ps:
----
if not, then i suppose the problem come from the engine, and it should be improved on a certain way, for make the game only load certain parts and also release memory used when you pass one level or something.

but i really dont know, cause iam not a programmer. :P

anyway, is very rare that wii u could give problems with openbor games. when they are 2d games and not uses the big amount of memory that a 3d game will use.

i dont know why this incompatibility issues/problems happens.  :P
 
Hi, thank you for the compliments and for the idea.
But I already have something in my mind yet. I want to make an UNIQUE game and I think I can do it.
I can handle the RAM by using the openborvariants as "freeram", "totalram", "usedram".
I recognize the wii using "totalram" and I can switch between wii/pc levels by using jumptobranch.
I am programmer as profession (beyond the game that I'm doing with openBOR) and I can tell you that the 2d games are RAM killers unlike 3d games that take up less RAM (then of course depends on the specific case).
Every time I update my game, I optimize the script and I make speed-ups.
Similarly, the engine develops improving quality and speed.
In short, I am confident!  ;D
Work continues on both sides!  ;)
see you soon!
 
thanks to you ;)

so you are programmer apart of openbor? cool, i really like to learn too someday. starting with a little game on gamemaker or something smaller. ;)


go to visit this thread... maybe cool be interesting for you.

i talk about a very rare and cool double dragon remake over... mugen!?

and is not a versus game!. is like the original double dragon first arcade game.

apart, i put a link to my cheat codes (iam cheat finder so i always try to do rare cheats for select enemies on game and things like that. for example, play as enemies on double dragon too)

and also i put as extra (yes, is a too much longr post  :-[) a link to some FANGAMES.

if you like programming, then you should take a look to those very cool fangames example, and to my youtube channel.


i usually put there videos from fangames that i really like. and that i think the people definitivelly should know.

even i put one video of yours tmnt SS too... ;)

greetings

heres the link to that topic i talk you about...
http://www.chronocrash.com/forum/index.php?topic=1930.msg25398#new
 
miguelo777 said:
thanks to you ;)

so you are programmer apart of openbor? cool, i really like to learn too someday. starting with a little game on gamemaker or something smaller. ;)


go to visit this thread... maybe cool be interesting for you.

i talk about a very rare and cool double dragon remake over... mugen!?

and is not a versus game!. is like the original double dragon first arcade game.

apart, i put a link to my cheat codes (iam cheat finder so i always try to do rare cheats for select enemies on game and things like that. for example, play as enemies on double dragon too)

and also i put as extra (yes, is a too much longr post  :-[) a link to some FANGAMES.

if you like programming, then you should take a look to those very cool fangames example, and to my youtube channel.


i usually put there videos from fangames that i really like. and that i think the people definitivelly should know.

even i put one video of yours tmnt SS too... ;)

greetings

heres the link to that topic i talk you about...
http://www.chronocrash.com/forum/index.php?topic=1930.msg25398#new

Thanks for all, Yes, I'm a programmer.  :)

Miru said:
How many levels will this game have?

I am going to add many new and remake levels (many many levels ;D)

Does anyone have any sprites for climbing animations?
To help me be faster. Now I'm drawing everything by myself :-\
With a base spritesheet it would be a faster process...
 
Does anyone have any sprites for climbing animations?

climb animations for witch characters ?
ive check TMNT shell shock and you ve already done them
climb0a.gif



i could make climbing animations for other characters
but i dont think i can make it much better than the ones in the turtles...
 
jonsilva said:
Does anyone have any sprites for climbing animations?

climb animations for witch characters ?
ive check TMNT shell shock and you ve already done them
climb0a.gif



i could make climbing animations for other characters
but i dont think i can make it much better than the ones in the turtles...

any rip/spritesheet would help
 
jonsilva said:
Does anyone have any sprites for climbing animations?

climb animations for witch characters ?
ive check TMNT shell shock and you ve already done them
climb0a.gif

Wait a second.... are you guys cropping sprites individually? If so don't do that! OpenBOR already crops the sprites internally on load - you aren't accomplishing anything except giving yourself more work and bigger text files from all the extra offsets needed. You are much better off to choose a standard crop size with uniform offset for a given set of sprites, and only deviate from it in special cases.

DC
 
Damon Caskey said:
jonsilva said:
Does anyone have any sprites for climbing animations?

climb animations for witch characters ?
ive check TMNT shell shock and you ve already done them
climb0a.gif

Wait a second.... are you guys cropping sprites individually? If so don't do that! OpenBOR already crops the sprites internally on load - you aren't accomplishing anything except giving yourself more work and bigger text files from all the extra offsets needed. You are much better off to choose a standard crop size with uniform offset for a given set of sprites, and only deviate from it in special cases.

DC

Thanks but my problem is another one. It's a graphic problem.
I'm looking for climbing animation of other sprites to edit them and to make missing sprites.
I drew turtles/foot soldier/tokka/rahzar sprites for climb animation hand by hand.
But If I find some climb animations to edit them, it's more easy for me to be fast to update my game ^__^
 
Here my progress:

Old Stage Complete SCENE (not-custom but obsolete):
index.php

Included in openBOR engine (I dont like this one)

Custom Stage Complete SCENE:
index.php

With a dynamic background

Custom Hi-Scores SCENE:
index.php

With a dynamic background and new player names (that you enter in "enter name scene")
The names/scores/character names are in a new file format (hiscores.dat)
Than a possibility to read and convert original bor.hi hi-score file into my custom hi-score data file.

Enter Name SCENE:
index.php

With a dynamic background and a new playerkeys function to recognize the hold press impulse in a set time

[attachment deleted by admin]
 
Mostly because we have better things to worry about than a high score screen. It's actually a fairly complex addition that would eat resources for everyone whether used or not and adds nothing to actual functionality.

DC
 
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