Canceled TMNT MOD by BeasTie

Project is halted prior to completion and will not receive further updates.
Thanks oldmanwinters, esn23 made these sprites almost from scratch.  And the logo was made by PrimeOp, you can get them from his website, he has lots of sprited logo's like that.  http://scrollboss.illmosis.net/minilogo_index.php

I agree with uche, he needs his bag, i do plan to add it if I can manage it .  But he's even worse right now without his mask  ::)
But my intention all along is a masked casey, that has his bag, and can at least switch from baseballl bats and golf club (and cricket bat), even if it's just for the novelty.

EDIT:
We're not trying to win sprite competitions.  There's some practical use applied here, when we have to edit so many sprites, we cannot fuss on every minor detail. 

I'm still not sure if Casey will have good gameplay, there's only so much I can with the DFO sprites for attacks.  Sadly he may not even suit having multiple weapons or even using weapons at all...  Once I get something in game, I'll decide if I continue with these edits and add more detail, or whether I try something else from scratch. 

 
BeasTie said:
Thanks oldmanwinters, esn23 made these sprites almost from scratch.  And the logo was made by PrimeOp, you can get them from his website, he has lots of sprited logo's like that.  http://scrollboss.illmosis.net/minilogo_index.php

I agree with uche, he needs his bag, i do plan to add it if I can manage it .  But he's even worse right now without his mask  ::)

Oh, man, PrimeOp's vintage toon inspired Turtles sprites as amazing too! He pulled off some great Casey Jones sprites!
http://scrollboss.illmosis.net/customsprites.php?g=tmnt#allies
 
yeah he's a BOSS!  8) - His Casey Jones is my dream mugen char lol.
tmnt_fgtsze_caseyjones_pm80s_stand1.png

was editing my previous post...

 
Forgot to mention earlier, Lictbringer has been busy updating Slash recently as well.  ;D

Here's what he says.

Lichtbringer said:
...my first big Slash Update


I added a lot missing Frames that where either missing from the original Sheets I used, or that I just forgot to add...

I Fixed the broken get hit sprite.
I added additional attack sprites to make slash use his Kriss a lot more.
I added claws to his feet on all sprites.
I changed some Claw (weapon) positions an added missing Claws & spikes.
I changed som Kriss positons and used some sprites from Slash by Melcore, that I found on the Technodrome Forums to do that.
I changed his taunt to a different one that works better with his weapon.
I added a Win animation.
 
BeasTie said:
Thanks oldmanwinters, esn23 made these sprites almost from scratch.  And the logo was made by PrimeOp, you can get them from his website, he has lots of sprited logo's like that.  http://scrollboss.illmosis.net/minilogo_index.php

I agree with uche, he needs his bag, i do plan to add it if I can manage it .  But he's even worse right now without his mask  ::)
But my intention all along is a masked casey, that has his bag, and can at least switch from baseballl bats and golf club (and cricket bat), even if it's just for the novelty.

EDIT:
We're not trying to win sprite competitions.  There's some practical use applied here, when we have to edit so many sprites, we cannot fuss on every minor detail. 

I'm still not sure if Casey will have good gameplay, there's only so much I can with the DFO sprites for attacks.  Sadly he may not even suit having multiple weapons or even using weapons at all...  Once I get something in game, I'll decide if I continue with these edits and add more detail, or whether I try something else from scratch.

April was from dfo :) with edits made :)  She looks great use the sheet that has her colors seperated I think the others are pals based off the show and such.
 
You might want to edit a holster on her back for her to carry her kitana in so that she pulls it out on moves because the way she is holding it looks a bit weird.
 
yeah but she constantly has her hand raised, so it looks weird anyway.  That's just a mock up, this is her actual idle stance when enemies are in range.

image.png
 
the hand she should hold her sword in is the hand that is not raised.. The sprite had a shield there before her arm that is extended is the sword hand i think.
 
BeasTie said:
Forgot to mention earlier, Lictbringer has been busy updating Slash recently as well.  ;D

Here's what he says.

The Slash sprite set is basically finished, the only thing that is still missing is his shoulder armor, I still try to find a way to add it and make it look decent, but it is more difficult
that I thought.  :o
 
esn23 said:
the hand she should hold her sword in is the hand that is not raised.. The sprite had a shield there before her arm that is extended is the sword hand i think.

Archie April always struck me as a fundamentally sound swords(wo)man who was most comfortable holding the blade handle with both hands, ala Luke Skywalker and Darth Vader in the original trilogy!

[little preview from an art project I'm doing]
 
You cant get that crazy technical with a game where you use sprites as bases (you could but it would be a lot of lot of work) we found a great sword fighting sprite set for april and unfortunately she only uses one hand i think it will be okay beastie if you put the kitana in her other hand and she uses one hand, also the kitana is not that important because in your TMNT world she is just training to be a warrior so she would make mistakes :P
 
It's also not a remake of any game/comic, it's more like a reboot.  Starting with the original Mirage comic and using aspects from every version of tmnt (besides IDW and michael bay).  So it's not the same story -  it's not even the same April. 

In archie comics they explained her prowess with swords as being hereditary rather than from training,  because her ancestor was a great magical warrior.

In Mirage comics, she's just a normal person, her profession was a computer programmer, not a news reporter like the cartoon and archie comics.  So we made a generic type april, who could kind of represent the character as a whole.  I was going to give her the katana and her fan as alternative weapon (like the new series)


The game won't actually be that heavily story based, it's partially non-linear.  So far the first part of the game is based on the original few comics, the first encounter with Shredder and the foot clan.  So I literally don't need any other characters until later in the game.  April won't appear until much later. 


It's all inspired by the game TMNT: Manhattan Missions, that doesn't follow any one version of TMNT.  The look of that game is more like Mirage comics, the story is a mixture of mirage comics and the movie.  Most enemies were based on Mirage comics, like triceraton's,  ratmen and cat mutants, but it also includes characters like Bebop and Rocksteady from the cartoons, Tatsu from the movies etc.  It had the logo from the cartoon and movie, music from the movies, but the overall design is more like Mirage comics crossed with the cartoon.  Shredder's design is like the movies, the list goes on....

-  I'm merely doing the same thing but mixing in 2003 and 2012 stuff,  plus adding more narration to tie it all together.  Then I will go one step further and bring Krang into the picture.

Examples...

Logo from the cartoon, intro from the comics, backstory from the movie... wtf is happening?!?
teenage-mutant-ninja-turtles-manhattan-missions-ss1.png


Movie/MIrage styled Shredder
tmnt3-11.png


Mutant Cats from Mirage comics
tmnt-gameplay.png


Be-Bop shows up in a Mirage based world....
tmnt3-7.png


Casey and April backstory changed. - MIrage style Foot Clan
248703-teenage-mutant-ninja-turtles-manhattan-missions-dos-screenshot.png


Origin story from the MOVIE (it's actually like a mixture of the movie and mirage comic)
hqdefault.jpg


the whole intro looks like the original comics
hqdefault.jpg


Dialogue like the cartoons, Coloured bandanna's, Rocksteady...
248713-teenage-mutant-ninja-turtles-manhattan-missions-dos-screenshot.png


Movie style April & Splinter Mirage style Casey - Cartoon style ninja turtles
248717-teenage-mutant-ninja-turtles-manhattan-missions-dos-screenshot.png


Or is it Cartoon based April!?!?! or maybe Movie based April!?!?!
Manhattan-Missions.jpg


Generic bad guys, like the cartoon
20141204022742_a419d8d3.png
Teenage%20Mutant%20Ninja%20Turtles%20-%20Manhattan%20Missions_5.png


Shredder's tower (comics)
248714-teenage-mutant-ninja-turtles-manhattan-missions-dos-screenshot.png


Triceraton's but no Utrom's
hqdefault.jpg


Choose what story path to follow first, the game is non-linear for the most part.
teenage-mutant-ninja-turtles-manhattan-missions-ss3.png




 
Haha, I LOVE Manhattan Missions.  It's probably my favorite DOS game ever.  And it's a brilliant early mashup of the TMNT lore that existed at the time.  I think it leans most heavily upon the first movie's sensibilities.

And regarding Archie April's training vs. magical heredity, I think the Archie writers toyed with the idea of using the May East ancestry as a justification for how quickly April progressed in Splinter's ninja training.  But then the May East Saga was executed so poorly that Steve Murphy (the regular series writer using the pseudonymn "Dean Clarrain") decided to retcon the whole thing as some kind of weird, out-of-continuity dream sequence. 

I like where you are going with this direction BeasTie!
 
So I read through all seven pages of this thread, and I want to say that I am quite impressed with what I see here. I like that you two decided to make it a tribute to the original comics, but you'll include the other designs as remaps so fans of the other turtle media aren't left out.

Speaking of which, will you include remaps for the turtles that feature their colors from Turtles in Time? Perhaps both "anime" and "comic," as featured in the options of TMNT IV for SNES (and Hyperstone Heist on Genesis)?

I see mention of an idea to use motion comics for cutscenes. Have you ever played Phantasy Star IV for Genesis? It featured a similar mechanic for in-game cutscenes, using manga panels that would layer on top of each other as the dialogue progressed. It was quite novel for its time, and I haven't seen many games do something similar. Perhaps you may want to look into it, to get a better idea for your game?

How in depth do you plan to develop the gameplay? Are you considering incorporating the inputs from Tournament Fighters on the SNES?

Alright, I'll stop interrogating you guys. Sorry, I just can't help it: I'm pretty excited for this project.  ;D

EDIT: Ah, one more thing. I see you want to make it map-based. If either of them would help, you're more than welcome to paxplode ClaFan/Advanced and see what I did. Note that they feature a simpler map system, where stages aren't removed or updated for clearing them. But I hope it'll help regardless.
 
So I read through all seven pages of this thread, and I want to say that I am quite impressed with what I see here. I like that you two decided to make it a tribute to the original comics, but you'll include the other designs as remaps so fans of the other turtle media aren't left out.
thanks, that's quite an effort too, I hope it wasn't too random and incoherent :P 

Speaking of which, will you include remaps for the turtles that feature their colors from Turtles in Time? Perhaps both "anime" and "comic," as featured in the options of TMNT IV for SNES (and Hyperstone Heist on Genesis)?

yeah for sure, the sprites has been carefully colour separated to allow this, thou all I've added so far in game is maps I made on the fly, the default look and alternate bandana colours, plus a few random remaps. The basic look I wanted was based on the NES cover xD - it's an image from the original comics
images


BeasTie said:
everything is now separated, even the eyes and teeth.  ;)

don_spal.png
raph_spal.png
mikey_test.gif

mikey_test2.gif
mikey_test3.gif
mikey_test4.gif
mikey_test4.png

(just some quick examples, these palettes are rough.  I will eventually make the proper default palettes.)

Here's what we can do with palettes now.

- change armbands colour
- change headband colour
- change skin colour
- change belt colour
- change head colour (to create alternate headband style)
- change shell colours (torso and back seperated)
- change eyes (eg. you could add black dot to eyes by changing palette)
- change weapon colours

I see mention of an idea to use motion comics for cutscenes. Have you ever played Phantasy Star IV for Genesis? It featured a similar mechanic for in-game cutscenes, using manga panels that would layer on top of each other as the dialogue progressed. It was quite novel for its time, and I haven't seen many games do something similar. Perhaps you may want to look into it, to get a better idea for your game?
  not sure if I played it tbh, I'll check it out thou. Here's a little preview of what some the scenes are like, taken from the actual comic.  Others will be similar style but using sprites instead.

motionc.gif




How in depth do you plan to develop the gameplay? Are you considering incorporating the inputs from Tournament Fighters on the SNES?
I had just been making it up as i go and experimenting, I didn't ever intend on copying turtles in time, thou there is some similar moves I made, like raph's spinning sai attacks. 
They don't play like the tournament fighters either, I wanted to make them combat based, and not rely on special moves and magic projectiles (no hadoukens etc).  I also wanted the combat to be fast and allow you fight multiple enemies at once.

Here's a basic rundown of how I've built it so far.  (I've been meaning to explain this for a while). 


Attack 1 is the main attack,  Attack2 is kick. 


Just tapping a button does the basic attack/combo
atk1.png


Holding direction modifies the attack, Each attack has it's own combo 
atk.png


Each combo ends with a combo finisher, which in some cases can be modified also by hitting direction key or attack input.
tmnt_0084.png


for example

A1, A1, A1, A1 = COMBO 1

A1, A1, A2, A1 = COMBO 2

ETC.


Evasion and defense is also a big part of gameplay, there will eventually be counters etc too.

Holding DOWN+JUMP does an evasive backflip.  also double tap UP or DOWN does dodging backflips
flip.png


The way I play I'm constantly back flipping, it's how I meant it to be played, for example if you time it right and backflip as enemies approach from behind, you can get behind them instead before they can attack.  It allows you to deal with larger groups of enemies at once, and tries encourage the player to use these tactics instead of just hitting the escape moves and specials.


EDIT: Ah, one more thing. I see you want to make it map-based. If either of them would help, you're more than welcome to paxplode ClaFan/Advanced and see what I did. Note that they feature a simpler map system, where stages aren't removed or updated for clearing them. But I hope it'll help regardless.
  Cheers, I started updating it with  the other method so the quests just update, but your info was helpful for sure.  Previously I had just copied what pierwolf originally did in his mod, so it was helpful to read it over.

I'm making the 'Map Mode' one option to play, where you can choose missions and the order you complete them.  The other will be a typical linear arcade style, where the stages progress automatically.  The story is told in small doses between stages, like the original manhattan missions.  I'm trying to avoid tons of dialogue and I'm using the original comics sparingly, as not to ruin it or confuse those who haven't read it before.  So I will try to be minimalist, without being too cryptic. :p

note.png
 
Good system.
Basically the base I started my project too. :)

I'm a backflip player too.
In my game, it's a major feature.
But I do it with "Back + guard" (not recomanded, because it create bugs with non-old builds)
 
BeasTie gave me his permission to post a little update today.  ;D

Here are some example sprites of our improved Slash.


He has now all required sprites that are needed to make him a Boss Character, and many more to make him a playable Character in a later development stage of the game, I also added all details that where missing in the early Spriteset like his Claws on the Feet and his Shoulderarmor.

The only things that are still missing right now are the proper Beat 'em up style walking/running sprites for a Playnable version of him.

I hope you guys like this update even if it's just a small one.  ;D
 
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