Canceled TMNT MOD by BeasTie

Project is halted prior to completion and will not receive further updates.
@maggas, yeah just using walls are still a good idea.  I PM'd you the images.  let me know if you need the whole mod. sorry for the delay.
 
Wall limit? Ugh.

I could look at crafting a script that reads location and shunts you out if you're in certain spots, using a set of four coordinates it should be possible to triangulate a "no-zone". The shunting would occur at speed of update, which is exactly how walls work anyway. To the player it would be indistinguishable. Once that's done it's just a matter of having an array of them.

We could add to the wall limit, but I'm not real keen on doing that because every wall slot reserves memory. IOW, adding to the wall limit would dramatically increase the amount of memory used for every single module - not just the ones using extra walls.

DC
 
@ maggas - thanks heaps for trying anyway. I really appreciate it.

@DC - that's a good idea and might even make more sense, as I try to demonstrate below, the layering is doing most of the work for us.

This thing with walls is kind of a problem if your making a actual RPG, something like ClaFan.  For my mod thou it doesn't have to 100% accurate.  honestly the dodgy walls I made before were doing the job.  This map used to just have a mouse pointer/finger like other mods, I just changed to the little turtle sprites from a DS game.  Originally the building was just a background with icons/markers for missions.  It really didn't matter about the turtles walking over buildings, it was just a basic overview screen. 

I'll try post a video of what I have in game at the moment, with the layering it looks really good.  The stage feels quite nice to navigate already, due to layering a lot of buildings probably don't even need to be solid.  We just need collision to block access to certain areas, it's more about creating an illusion of space IMO.

Maybe you can see what I mean here, most of the work is already done with layering.

RAPH HIDING/WALKING BETWEEN BUILDINGS.

tmnt_0173.png
tmnt_0176.png
tmnt_0174.png
tmnt_0175.png


Working wall, he would have his top half hidden under the building if the wall wasn't there.
wall.png



EDIT:  OTOH, there seems to be a major bug with OBSTACLES, very small bbox values do not work, you will end up with objects that block every player/enemy movement.  But the same values work fine with other commands, like itembox.  It's clearly a bug and all half this crap with walls and platforms I've been doing wouldn't even be needed if it worked properly.  :'(
 
magggas said:
@ maxman, from manual:
~There are 2 ways of setting this command but both works. The 1st is the old one while 2nd is new and updated one. If you not sure which one to choose, just use 2nd one

So, there is noware said that the old method is not supposed to work, instead is said to use the second one if you are not sure. But aside that, do you think i would say this without having testing it first? Anyways, i just wanted to share here what i have experienced but you guys you can still use which one you like.  :)

That's true about both being workable on platforms, magggas. I never tried doing 6 until I did it a moment ago. You were right about using 6 and I don't have to just use 8 which you were telling BeasTie. Using 6 works fine as you said and it's much easier for me to set without the main/general offset of platform. When I use 8, I go with this:

Code:
anim	idle
	loop	1
	delay	120
	offset	149 199
	platform	149 199 -77 -147 191 121 70 130
	frame	data/chars/misc/plat1.png

However, for 6, I started to set the corners easier for myself the same way I do walls:

Code:
anim	idle
	loop	1
	delay	120
	offset	149 199
	platform	77 7 191 121 70 130 #If using 6 values, corners are the first four while the last two are depth and height
	frame	data/chars/misc/plat1.png

magggas said:
Well i have tested already and then realised that the need of triangle walls is making the whole thing way more difficult, and with tiangle walls you will hit the walls limit easily because you will need double walls for this.

It seems you were making walls more difficult for yourself because one of the corners is negative while the offset (x and y) is placed in position like spawning any non-player entities by looking at the code. You can ask BeasTie 'cause I shared with him my double triangle guide to make it precise. Of course, you have to use two walls/platforms if you wanna form a diamond because walls/platforms are always flat straight.

Damon Caskey said:
We could add to the wall limit, but I'm not real keen on doing that because every wall slot reserves memory. IOW, adding to the wall limit would dramatically increase the amount of memory used for every single module - not just the ones using extra walls.

Each stage had a limit on width before. I can admit I reported it to utunnels about the width limit for stages. It was 4100 something pixels wide and I/you can't move along with it. I had him remove it so now there's no limit for stage width anymore since version 3693. I can freely create longer platform stages whatever I want. Do you think a removal of wall limit is a good idea or not?

BeasTie said:
This thing with walls is kind of a problem if your making a actual RPG, something like ClaFan.  For my mod thou it doesn't have to 100% accurate.

It happened with NickyP's Zelda mod or whatever that was. The wall limit seems to be 40. If anyone wants to go with an actual RPG, as you said, platform (as entity) is advised to be used if you don't want to insert wall platforms unless wall has no limit.

If you're going with 6 values as magggas says, start them with 0 but you can change the depth and height you like.
 
Thanks for the help guys, sorry I just haven't had time to really go over all this properly yet.  The past few weeks I have been too busy.  :(

This is the info maxman PM'd me in case anyone is interested.

maxman said:
Gosh! I forgot about a single triangular wall platform be possible, and I thought it was almost impossible that I had to use script for forming a single cube. I didn't get it at first. Now I got the picture.

The blue line at the bottom is the very base with y offset for a wall, and for the red, because you made a depth higher, that's its end right .

Look at the picture and the wall set here for example:

wall 2500 210 60 0 60 120 30 26
wall 2500 240 0 60 120 60 30 26

5_30_16_10_32_32_AM.png


wall {x} {y} {upperleft} {lowerleft} {upperright} {lowerright} {depth} {height}

Depth and height should have the same values, along with x offset, especially if you want to form a cube.  But if you're going to change depth like what I did, then you need to subtract the depth value on the y offset if you want another wall in place.  Do a little math with it. 

Also, one of the two right corners of wall, has to be a total value for all corners, while the other one should be half of the total value from the right. 
For left, one of the two left corners of wall, has to be in the very beginning especially when the value is 0.  It will be its initial value for the very left side. 
The other left will need to be in a half value of the total value of the wall just like one of the right corners that is half.

Here's a trick for forming a cube:

1. Set two wall platforms with same x offset, depth, and height.
2. Set the corners with 0 with different y offset if you haven't made wall blocks yet, after you begin making wall platforms like this. (e.g. wall 200 190 0 0 0 0 45 32 (top); wall 200 235 0 0 0 0 45 32 (bottom); 190+45=235 or 235-45=190)
3. Work on a single wall for forming a triangle because all corners are in the same value and position (I don't mean x and y offsets). One of the right corners has to be total while the other is half. (e.g. for top one: wall 200 190 75 0 75 150 45 32; for bottom: wall 200 235 0 75 150 75 45 32) So this tells me that the upper ones should have the same half values. Same for the lower ones.

NB. I think he meant GREEN LINE instead of BLUE.
 
This is what I meant with the blue line which is straight and from the y offset in your image. That's because you're not good with making walls/platforms precise.

screen.png


This is why I mentioned blue as a straight line and blue line (as y offset) is the very base for a wall. But yes, green and bright red (from openborstats) are formed from width/depth if you enlarge the size of wall. ;)
 
I'm sorry not to be able to give help during this step.
But I really appreciate the effort you guys put in this map system.
Good luck, this is awesome! :)
 
Looks like we have a fan (or two) of Ninja Turtles: The Next Mutation, if that turtle is of any indication.
 
malevka115 said:
Looks Great  Sprites

Dog Unlimited said:
woooo, es venus, quedo hermosa
---------------------------------------------------
woooo , is venus, stay beautiful
Thanks  ;D

Bloodbane said:
Hello Venus! :D

Double sword and double fans... hmmm... which weapons do she prefer most?
Actually I have not got a clue about this char, it's just a sprite learning purpose that I made.

Martin Williams said:
I vote for the fans
So fan it is..  ;D



[attachment deleted by admin]
 
These are pretty cool but this thread is for my mod, not for posting random TMNT sprites.  ::)

It would suit better to post in the TMNT Concepts and Ideas thread.
http://www.chronocrash.com/forum/index.php?topic=1377.615
 
Yea that venus looks good but her legs should be shorter because if you look at the other snes sprites of the turtles they have shorter legs.. Also if I remember she looks like leo with a lighter blue bandana that is braided.. She has the same shape as the turtles but with tits on the shell.. I don't know much about her though because I tried watching that live action one and had to stop it was worse than MMPR lol as far as specail fx and acting.
 
Still not fav of venus, but it's still a good news to see concepts for turtles games.
 
Back
Top Bottom