Teenage Mutant Ninja Turtles - Rescue Palooza

Complete TMNT: Rescue-Palooza! 1.1.5

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Project is completed.
GREAT demo!!!!! I found a couple of glitches while playing it. I was playing as Splinter in the swamp level and  was trying to get on that Big Mouser  vehicle as the blinking red arrow that tells you to advance showed up on the screen and the whole game just froze and I wasn't able to advance in that stage. And also, a minor glitch in the world map where one of the "level signs" that you step on an hit the attack button in order to play that level just disappeared.  Sorry, I don't mean to sound like a hater,I just noticed those things and wanted to let you know. The demo is AMAZING overall, love the new levels and characters .
 
Thanks, guys!

nsw25 said:
congrats on update. I would suggest Leos spinning blade attack go longer and you add ability to move whilst performing the attack

Hmm let me think about it a bit. I kind of like it whe way it is now.

GaBoTiCo said:
GREAT demo!!!!! I found a couple of glitches while playing it. I was playing as Splinter in the swamp level and  was trying to get on that Big Mouser  vehicle as the blinking red arrow that tells you to advance showed up on the screen and the whole game just froze and I wasn't able to advance in that stage. And also, a minor glitch in the world map where one of the "level signs" that you step on an hit the attack button in order to play that level just disappeared.  Sorry, I don't mean to sound like a hater,I just noticed those things and wanted to let you know. The demo is AMAZING overall, love the new levels and characters .
The first glitch I fixed in the version I uploaded a few hours afterwards. Version 0.9.3 shouldn't have that problem, please let me know if it does.

The level  signs disappearing is an issue that I have know about for almost a year now, but so far I do not know what causes it. If I still can't find a solution in the future I will have to revert to the old version where you get to a level just by walking into the sign.
 
Just played the demo and have some long thoughts.

Why did you remove the cheats? The game is hard enough with the instant death pits. I don't see a problem with having an option to make the game easier for those who choose it.

You really need to make am option to skip the intro with one button. It's annoying have to try to skip though it every time you start a new game.

Sometime bosses like Tatsu, Shogun, Rocksteady, Leatherhead, and Cement Man start with less than a full health bar. I'm assuming this was done on purpose?

Sometimes bosses will die without out their health bar fully drained.

When you beat some levels a move arrow will appear.

For some reason Cement Mans health bar is yellow and green instead of yellow and red.

How come Rahzar's breath doesn't freeze opponents when you play as him?

On the Dimension X level when the spaceship comes maybe have the beam lock on to the player? Or have a beam big enough to fill the whole screen.

The cut scene that plays after always shows the four turtles. Would it be possible to have it show whatever character you are playing as?

How come you made Aska the character you rescue in Dimension X? Wouldn't she make more sense in the Dojo and someone like Fugitoid in Dimension X?

Speaking of the Dojo the only Foot Soldiers you fight in there are the normal ones. I know that how it was in the NES game, but some sword soldiers would fit thematically.

If you are gonna have Splinter being rescued in the Dojo why not use the tied up Splinter sprite from the NES game?

On the swamp level I noticed that Traag can destroy the knucklehead boss with one hit. Also I noticed with other characters I could damage it when it wasn't on screen.

When fighting Leatherhead I noticed he says the same line over and over again when he throws knives. Maybe not have him say it all the time or have him say a few different lines.

Speaking of Leatherhead how do you throw his knives when you are playing as him?

On the rooftop level when you are jumping on the empty platforms you see platforms flash above and below the platforms ahead.

When you fight Slash, if you die you respawn inside the platform.

Thanks for your time. 
 
good update mersox!!
Just tried to play in 3 players and there is a bug in the map when you choose a stage.
after confirm the stage not start...
 
I'm really impressed by this demo! The overmap is very well done and the stages are well colored and vibrant!
The only problems i saw, so far, is a invisible hole on the beach stage, and i couldn't  enter in the dojo stage.
My suggestion is the same i gave to Gabotico. Make some special moves and a super move for each turtle.
Congratulations! This is an awesome mod! This community is making better and better projects!
 
This is such a Great release. I like the power ups, items and the mechanics. Also your choice of Characters is making this even more enjoyable. Good job man.
 
Thanks everyone!

White Dragon said:
good update mersox!!
Just tried to play in 3 players and there is a bug in the map when you choose a stage.
after confirm the stage not start...

Is that the bug  where the stage sign dissapears?

sergiomsousa said:
I'm really impressed by this demo! The overmap is very well done and the stages are well colored and vibrant!
The only problems i saw, so far, is a invisible hole on the beach stage, and i couldn't  enter in the dojo stage.
My suggestion is the same i gave to Gabotico. Make some special moves and a super move for each turtle.
Congratulations! This is an awesome mod! This community is making better and better projects!
Thank you for the bug reports. I'll look into it.
Remember that every character has a special attack that you can use when the MP bar is full.

Dan said:
Why did you remove the cheats? The game is hard enough with the instant death pits. I don't see a problem with having an option to make the game easier for those who choose it.
Sometimes bosses will die without out their health bar fully drained.
When you beat some levels a move arrow will appear.
These are default OpenBOR settings. I don't know how to fix them. I don't really think they even need fixing, to be honest.
I didn't remove the cheats because I never programmed cheats to begin with. I disagree that the game is too hard :)
I am trying to add a script by Bloodbane so if you fall into a pit you lose energy instead of a life.

How come Rahzar's breath doesn't freeze opponents when you play as him?
It would slow down gameplay IMHO

The cut scene that plays after always shows the four turtles. Would it be possible to have it show whatever character you are playing as?
I tried but couldn't find a time-efficient way to accomplish this.

On the Dimension X level when the spaceship comes maybe have the beam lock on to the player? Or have a beam big enough to fill the whole screen.

Speaking of the Dojo the only Foot Soldiers you fight in there are the normal ones. I know that how it was in the NES game, but some sword soldiers would fit thematically.
I'll keep this in mind.
How come you made Aska the character you rescue in Dimension X? Wouldn't she make more sense in the Dojo and someone like Fugitoid in Dimension X?
If you are gonna have Splinter being rescued in the Dojo why not use the tied up Splinter sprite from the NES game?
The placement of the unlockables is not final. If you go back a few pages on this thread you'll see that Aska will be unlocked after beating the dojo stage.
I'm not planning to show tied up characters. April is an exception.

Speaking of Leatherhead how do you throw his knives when you are playing as him?
You can't.

You really need to make am option to skip the intro with one button. It's annoying have to try to skip though it every time you start a new game.
On the swamp level I noticed that Traag can destroy the knucklehead boss with one hit. Also I noticed with other characters I could damage it when it wasn't on screen.
I'll look into it.

Sometime bosses like Tatsu, Shogun, Rocksteady, Leatherhead, and Cement Man start with less than a full health bar. I'm assuming this was done on purpose?
For some reason Cement Mans health bar is yellow and green instead of yellow and red.
When fighting Leatherhead I noticed he says the same line over and over again when he throws knives. Maybe not have him say it all the time or have him say a few different lines.
On the rooftop level when you are jumping on the empty platforms you see platforms flash above and below the platforms ahead.
When you fight Slash, if you die you respawn inside the platform.
All of these are things I plan to fix in the future.
 
For the boss-only attacks, I suggest having them avaliable through complex motions (like Knights and Dragons), or via power-ups or different palettes. And why isn't mechaturtle playable?
 
You already can play as Mecaturtle. Unless you mean his first form which is just a clone of Leonardo.
 
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