Concept TMNT: Legends

Idea or proposal that does not yet have substantial progress.
OK, I have always been a fan of TMNT and I all those years I have loved and enjoyed all the amazing games the developers here are giving us for free all those fantastic games.
But I always wanted a TMNT game with predefined combos like Mr Q's Double Dragon (but way more simple), and super moves.

With that being said, I have started an experiment of combining many OpenBor TMNT games and grabbing whatever elements I can use. Today I finally finished the core moves for my turtles and I am extremely happy and I would like to share that. For now, in the video I have uploaded Leo moves.

Please keep in mind of two things:
1. I have extremely limited knowledge for OpenBor engine commands and I am mostly playing around my limitations in coding.
2. The game is NOT mine. It is 99% White Dragon's TMNT Shell Shock, which I feel in love with it since day one. I just wanted more moves and levels, on that game.
3. I have used many-many-many elements and coding from others. I do **not** want to make anyone angry, and I will not post any other update if that pisses off the original developers. For what it's worth I have used codes and elements from MrQ, Kratus, Dantevil, GaBoTiCo, MersoX and many others. In a way, this is may way of saying "thank you" for making me able to start developing this game.

Here it is. I hope you like it.
 
OK, I have always been a fan of TMNT and I all those years I have loved and enjoyed all the amazing games the developers here are giving us for free all those fantastic games.
But I always wanted a TMNT game with predefined combos like Mr Q's Double Dragon (but way more simple), and super moves.

With that being said, I have started an experiment of combining many OpenBor TMNT games and grabbing whatever elements I can use. Today I finally finished the core moves for my turtles and I am extremely happy and I would like to share that. For now, in the video I have uploaded Leo moves.

Please keep in mind of two things:
1. I have extremely limited knowledge for OpenBor engine commands and I am mostly playing around my limitations in coding.
2. The game is NOT mine. It is 99% White Dragon's TMNT Shell Shock, which I feel in love with it since day one. I just wanted more moves and levels, on that game.
3. I have used many-many-many elements and coding from others. I do **not** want to make anyone angry, and I will not post any other update if that pisses off the original developers. For what it's worth I have used codes and elements from MrQ, Kratus, Dantevil, GaBoTiCo, MersoX and many others. In a way, this is may way of saying "thank you" for making me able to start developing this game.

Here it is. I hope you like it.
Looks Awesome!

A Lot Of The SNES TMNT Tournament Fighters Movesets And Visual Effects Would Be Awesome To Use For OpenBOR
 
Looks Awesome!

A Lot Of The SNES TMNT Tournament Fighters Movesets And Visual Effects Would Be Awesome To Use For OpenBOR
Thank you my friend. I mostly posted this to check the reactions from the original creators. If I don't get slammed 😅 for using their materials and codes, then I will continue posting my progress on it.

As for TMNT Tournament Fighters, I absolutely agree, but since this mod is a variation of White Dragon's Shell Shock, I used these sprites as base material for the turtles moves I added. Which I think they are from SNES Turtles in Time, right...?
 
MrQ's combo system and super moves was my main inspiration, but not at his level of depth or complexity, and I have used many elements from his UDD. Some flashes and moves are literally taken from this game, which is my No1 favourite beat em up of all time.

He is one of the developers I am afraid that my game would annoy as disrespectful for using his elements, which in my eyes it's the opposite. I wanted to use them because they are so pro class level well done and fit so well in a TMNT game.
 
I strongly suggest you maintain consistency in graphical style, as this is something that - for me - ruins a game.

This effect doesn't match the game at all:
- The effect uses a transparency that is not present in the rest of the game
- Leo with a breath of fire?

I really don't want to put you off, but this feels like one of those old OpenBOR games that looked cheap :(

And I can't speak for the other developers, but if you're afraid of making a developer upset by using something they programmed while using something with such an outlandish style... I really suggest you rethink what you're adding to the game. Because I've seen developers lose motivation to continue making their game because of this.

1686505672943.png
 
Many thanks for this. Yes I know, and 100% agree. It was one the very first moves I implemented from UDD after tons of trial and error, and I kept it only because it took me 3 days to figure this out. In the future most likely I will replace it to be honest.

You are not putting me off, and thank you for your comment. I know for a fact that I will never be able to make a truly "arcade/professional like" game like you guys here. I am trying to take sprites/stages etc from other TMTN OpenBor games, adding the moves I can, in order to make my version of Turtles in Time, the way I enjoy it. That's why I have removed bbox from many of the moves (to be uninterrupted) or free special moves with no cost. I know this turns off many gamers, but for me this freedom of moves, is the ultimate enjoy for a game having a good relaxing time.
 
@warciox

its nice to see a fellow turtles arcade fan try to do a new project.

personally, i am not a fan of characters having so many combos that the average enemy basicaly becomes a punching bag, that said i can appreciate the artistry and the craft that goes into them, and i have a few ideas on how to make enemies such a threat that those should become a rare occurrence.

i have unfinished code that its suppposed to give characters their own cinemas or cutscenes depending on who is player one that may be of use if you plan to make this game 4 players, it may be able to be improved to reflect who is "top turtle" and make the game adapt accordingly...

now fo some ramblings of my turtles related wishes....

I had a dream once where i was playing the TMNT arcade game , but the graphics where photorealistic, they looked like the characters from the 1990 film

if you ever want to do that, as an optonal mode or something, one tool that you can use is ebsynth
also
you can use this tool to re-draw sprites with a new style if need be

another thing i would like to see is rescuepalooza, but with the 16bit/arcade style graphics, not the NES miniatures, the game is fantastic, but that is my only complaint...
 
Rescue Palooza would be THE BEST TMNT game of all time, had it been done in 16bit like concept. Don't get me worng, the game is amazing and for people playing 8bit versions back in the day, it's a treat. But I personally grew up with the 16bit characters and mostly SNES & arcade Turtles in time.

I have added lots of stages from Rescue Palooza to this mod, which of course not perfect when combining 8-16bit elements, for me it's good enough to enjoy the game and feel more complete.

As for the "punching bag enemies".... guilty as charged! I love punching them non stop. 😅
 
spyroskonst: I watched the vid you posted above and my jaw dropped. The creativity in your project is through the roof. Besides the module seems really fun.
Now it's not easy to make a fair assessement from a single character vid and I'm not a modder to be honest. So take my constructive criticism with a grain of salt:

I must confess the movelist is overkill. I mean Leonardo's animations are solid but I feel his moveset is all over the place.
Not only he's got way too much moves but some of these don't seem to suit him lore-wise (they do look gorgeous though^^).

A better idea might be to assign some of these moves to other characters you might add in the future.

To sum up O Ilusionista pleaded for consistency in "graphical style", I'm just hoping for the same consistency in "gameplay and lore".

Hey! I just hope I don't sound too nitpicky, I have very high hopes for your project, I just wish you'll avoid the basic missteps.

 
Last edited:
Back
Top Bottom