Teenage Mutant Ninja Turtles - Shell Shocked

Canceled Teenage Mutant Ninja Turtles: Shell Shocked 5850

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very cool update, i tested the floating containers stages but i had major slowdowns at some parts of the stage, i was thinking it was my pc but i restarted it and even changed the openbor.exe with the another one inside the package, disabled all filters ant still had some major slowdowns, changed from sdl to opengl... and still with slowdowns
i think is the front layer clouds but im not sure
 
rafhot said:
very cool update, i tested the floating containers stages but i had major slowdowns at some parts of the stage, i was thinking it was my pc but i restarted it and even changed the openbor.exe with the another one inside the package, disabled all filters ant still had some major slowdowns, changed from sdl to opengl... and still with slowdowns
i think is the front layer clouds but im not sure


yes, it's my pseudohole (many holes with checks for all entities)...
Ok beta test levels are for this for this reason  ;D
 
White Dragon said:
rafhot said:
very cool update, i tested the floating containers stages but i had major slowdowns at some parts of the stage, i was thinking it was my pc but i restarted it and even changed the openbor.exe with the another one inside the package, disabled all filters ant still had some major slowdowns, changed from sdl to opengl... and still with slowdowns
i think is the front layer clouds but im not sure


yes, it's my pseudohole (many holes with checks for all entities)...
Ok beta test levels are for this for this reason  ;D

I have the same problem, getting 2fps on my laptop, first mod to cripple my machine  ;D
 
I got some slow downs too.
But beta builds are for this reason so we can help and report bugs , the level is awesome though
 
I also have to go work on the water level ...
In short, without help the path is long and arduous =)

if its the river level were the players fight on top of the water... i think the ondrawscript water_puddle_script.c could be a little heavy... it shows drawing water on log until theres no more space on notepad even if the players are not on a water level... i still havent figure out whats causing it or a way to make it run faster iam saving this type of things for later :)
 
jonsilva said:
I also have to go work on the water level ...
In short, without help the path is long and arduous =)

if its the river level were the players fight on top of the water... i think the ondrawscript water_puddle_script.c could be a little heavy... it shows drawing water on log until theres no more space on notepad even if the players are not on a water level... i still havent figure out whats causing it or a way to make it run faster iam saving this type of things for later :)

I think the slowdowns were during the container fight in the new deck stage.
In the river stage, I think to have done a good work with the game speed.
I know that the ondraw event is heavy but I use ONLY ONE loop for each character to detect: ripples, splashes, vertical and side stairs (only debug mode), side (only debug mode) and frontal ladders, climbable area (only debug mode) and halcoves (only debug mode).
For me it's not so slow.
In the deck stage I refresh my custom hole too often instead. Reason of the slowdowns, but fixed for next revs  ;)
 
Update to REV5822:
- hotfixes
- fixed bug in sky level
- fixed slowdown in slow devices (android) for Platform levels
- fixed enemy climbing
- minor updates
 
me and a friend are playing the new demo right now.. god damn it we feel like kids again.. thank you white dragon keep it up ! :)
Your work means a lot to us.
PS: The slow down on the platform level is fixed well done.
 
PeXXeR said:
me and a friend are playing the new demo right now.. god damn it we feel like kids again.. thank you white dragon keep it up ! :)
Your work means a lot to us.
PS: The slow down on the platform level is fixed well done.

Thanks PeXXer!! I'm working on another big speed-up!!
 
white dragon, i was thinking after play on the docks... why you dont add there some people watchign the fights? surprised or enjoying the fight. like on street fighter 2 ken stage, with someone fishing watching surprised the turtles fight.

maybe you could find those sprites on games like that... sf2, guardians 2 denjin makai, etc. where people should appear on the stages watching you fight.

greetings
 
miguelo777 said:
white dragon, i was thinking after play on the docks... why you dont add there some people watchign the fights? surprised or enjoying the fight. like on street fighter 2 ken stage, with someone fishing watching surprised the turtles fight.

maybe you could find those sprites on games like that... sf2, guardians 2 denjin makai, etc. where people should appear on the stages watching you fight.

greetings

Thanks Miguelo I can add these things later ^__^

I uploaded a new rev:
- fixed a heavy bug of weapons
- more speed-up for slowly devices
- minor fixes
- add a new foot fan move (clay move from tmnt in time)
 
just a little comment... after saw super works like this one or others tmnt games remakes on bor, i though that, specially you white dragon!, should take more importance to your logo.

i means, that now that your fangame has grown and many people love it, this means you became a "quality fangames creator". right? ;)

and hell, i means that then, your logo on the game load must be more cool as well.

you can try to do something animated, as your gif firm here in the forum.
or maybe on the style of the "dungeons and dragons arcade games", with those flamming dragons on their intros...

your white dragon could appear on black and white, throw fire down, making appear your name "white dragon" and then became coloured and fly over, or throw a flame directly to the screen. :)

that kind of intro, could be much more cool for the game load that only one static animation. like the one that you have now.


this will take you time. sure, but from now on, you can use that kind of awesome intro for your future games... ;)


and if you dont know how do this, ask someone if you like.

but on my humble oppinion, a cool remake like this, deserves one animated cool logo... just like many other cool and famous games.

for example resident evil 2 and their capcom logo at the begin. things like that, you know... ;)

greetings ;)

ps:
---
another crazy idea i was... hehe

during the logo intro, mickelangelo appears and calls the dragon for heat one pizza. resulting burned both. mostly or directly all those mikey animations needed, would be possibly taken from the tmnt2 game, i think...
 
I release REV5826 to allow you to use the SomeThingEviL patch (with a little fix for board level):
TMNT_Arcade_-_Beta-v0.30 [REV5826]

little updates:
- new foot soldier (crescent blade)
- updated knife foot soldier
- updated spear foot soldier
- added foot soldier weapons: leadball, snowflood
- foot fixes
- minor updates/fixes

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