Teenage Mutant Ninja Turtles - Rescue Palooza

Complete TMNT: Rescue-Palooza! 1.1.5

No permission to download
Project is completed.
O Ilusionista, do I need to paste all text from OpenBorLog file or ScriptLog? And Must it be all text from a file or only some part of it? ???

Also, quick report #3:
1) Hothead cant strike manhole disk back at foot ninja. Even if you time your punches right.
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2) Hothead and some other characterss cant reach this pizza in street level. Cant jump high enough to step on that upper platform.
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3) Leatherhead can't hit scorpions in dojo level with normal attack, jumping attack and his special knife throwing attack. All of them will whiff, only running attack is able to hit them.
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And one suggestion concerning gameplay:
I was playing with a fellow who was not that good and lost all his lives, but after I completed the level and started the next one, he was able to return at character select screen and with all 9 lives. My suggestion is: either full-scale gameover for player who lost all lives, so that he cant return to the game at all, or maybe the ability to steal lives from another player. Resurrecting with all lives is pretty OP I think ;)
But if default lives count will be 3, for example, then resurrecting with all 3 lives is ok in terms of balance/difficulty, I guess.
 
Damon Caskey said:
Same here. I never liked the gameplay of the NES turtle games, so obviously not going to be a big fan of this. But I know quality when I see it. You've crafted another gem sir, hats of to you!.

DC

Thanks DC!

Yagami Brando said:
O Ilusionista, do I need to paste all text from OpenBorLog file or ScriptLog? And Must it be all text from a file or only some part of it? ???

Usually the last line is enough. But there's no need for that this time, I just fixed the issue with Scale Tail.

Yagami Brando said:
And one suggestion concerning gameplay:
I was playing with a fellow who was not that good and lost all his lives, but after I completed the level and started the next one, he was able to return at character select screen and with all 9 lives. My suggestion is: either full-scale gameover for player who lost all lives, so that he cant return to the game at all, or maybe the ability to steal lives from another player. Resurrecting with all lives is pretty OP I think ;)
But if default lives count will be 3, for example, then resurrecting with all 3 lives is ok in terms of balance/difficulty, I guess.

Thank you for the list of issues. I'll add them to the list. Although short jumpers are not supposed to reach that pizza.

Regarding lives, that is a huge issue. I have already devoted days trying to fix it, to no avail. So far no one knows how to fix it. It has been discussed here: http://www.chronocrash.com/forum/index.php?topic=4297.15
 
Great job with with Mersox I was requested to make a light version of this mod that was the original plan that turned into a huge bug fixing job.  So here it is :

TMNT_Rescue-Palooza_1.07_-_Light_v1.0

I am sure it will still crash but please report to me with the log and I hope I can fix it. I have downsampled all the audio files and replaced all .png with .gif for faster loading and replaced the 16mb into gif with a 3mb video enjoy.
 
msmalik681 said:
Great job with with Mersox I was requested to make a light version of this mod that was the original plan that turned into a huge bug fixing job.  So here it is :

TMNT_Rescue-Palooza_1.07_-_Light_v1.0

I am sure it will still crash but please report to me with the log and I hope I can fix it. I have downsampled all the audio files and replaced all .png with .gif for faster loading and replaced the 16mb into gif with a 3mb video enjoy.

Woah what is this?
 
Lets call it my hobby.  I like to take mods that are not compatible with low end systems like psp and wii and optimise them to work with them.

Like i mentioned I fixed a hell of a lot of bugs that kept this mod crashing now it seems to work tested on psp build 6412.

And don't worry I have not added my name anywhere on the mod it's still all you.
 
msmalik681 said:
And don't worry I have not added my name anywhere on the mod it's still all you.

I don't see this as a good thing. If the game is full of issues and crashes, it reflects badly on me.

I am currently fixing bugs for the PC version. It would have made sense to wait until this new version is complete, THEN we work on the possibility of adapting to other systems. If you're an expert on PSP, sure you could be the one leading that conversion, but let's not release it until we know it works. Keep me in the loop. Then it would make sense to add you in the credits as "PSP conversion by".

Contact me first, then we work together. 
 
I will be honest I am suprised your mod worked there were lots of issues.

I would recommend you use the version I posted for your updates if you want me to take down the link let me know.
 
I am currently fixing bugs for the PC version. It would have made sense to wait until this new version is complete, THEN we work on the possibility of adapting to other system. Contact me first, then we work together.
I second that. Its always more polite to contact the author before doing any work on his work.

Like i mentioned I fixed a hell of a lot of bugs that kept this mod crashing now it seems to work tested on psp build 6412.
I think he is talking about "bugs" for the PSP version, not the PC one. But if its the PC version, then it would be better to report what you had fixed.

mersox if you don't feel confortable with this, I can remove the link from the posts.
 
O Ilusionista said:
mersox if you don't feel confortable with this, I can remove the link from the posts.

You make it seem like I refused to take down the link I clearly stated I will take it down the only reason it was still up is I have recommended mersox use my changes on his future updates rather then being stuck to a build from 2014.

mersox the link is down please contact me when you feel you have a completed version so I can help make a psp/wii port for this mod.
 
msmalik681 said:
O Ilusionista said:
mersox if you don't feel confortable with this, I can remove the link from the posts.

You make it seem like I refused to take down the link I clearly stated I will take it down the only reason it was still up is I have recommended mersox use my changes on his future updates rather then being stuck to a build from 2014.

mersox the link is down please contact me when you feel you have a completed version so I can help make a psp/wii port for this mod.

Thank you. I already started to update my version days ago, so I can't use yours as a base.
 
MersoX, this guy will stream your gave take a look
https://m.facebook.com/story.php?story_fbid=1602988363170463&id=763015513834423
 
O Ilusionista said:
MersoX, this guy will stream your gave take a look
https://m.facebook.com/story.php?story_fbid=1602988363170463&id=763015513834423

I'm actually watching and chatting in this.  I'll pass along a bug/glitch find report to MersoX!
 
O Ilusionista said:
MersoX, this guy will stream your gave take a look
https://m.facebook.com/story.php?story_fbid=1602988363170463&id=763015513834423

Thanks for the heads up. I missed it, but the recording seems to be available on Twitch.  Oldman, I wouldn't say no to a list of issues :)

******

I uploaded a new version of the game. Thank you guys for listing the glitches you have encountered. Special thanks to Yagami Brando for those special and detailed reports.
https://gamejolt.com/games/TMNT-Rescue-Palooza/39658

List of fixes:
* Scale Tail can now ride vehicles, without issues.

* Fixed running jump distances of Ace Duck, Bebop, Rocksteady, Triceraton, Zak, Kala, Dask and Zach. They can now beat the Rooftop stage.

* Chars no longer get stuck if they take mutagen while performing a jump+attack.

* Players are directed automatically to bonus stages. No need to walk up to Cudley.

* Arcade mode fixed, can be completed now.

* Various palette fixes. Raph and Don now have alt palettes.

* Updated instruction manual (troubleshooting section).

* Shredder's special attack beam doesn't hurt other players anymore.

* Adjusted life bars on enemies.

* In Bonus Stage Practice, it's easier to pick a specific bonus stage.

* Bosses no longer slide from side to side.

* Updated player automatic movements (during boss' intros, etc).

* Tweaked green foot soldiers' spawn animation, so they don't get stuck in walls when summoned by Tatsu.

* Fixed Leatherhead's attackboxes, knife attack, and palette issues.

* Fixed sewer lids (now can be hit by all characters).

* Many other small fixes.

 
Hello all! I just made an account here.
Thanks for the great game, Merso! I absolutely love this game. The fanservice is amazing, as is your spritework for this game! By the way, here's a few bugs and other stuff that I found while playing through the game:

April's sprite on the unlock cutscene still shows her old sprite from the 2017 demo without the black dot eyes.

Aska's sprite on the character select screen also uses her old sprite from the 2017 demo.

Mona Lisa's frozen palette is selectable on the select screen.

Rat King's frozen palette looks a little odd, I'll attach a pic to show it.

When Usagi gets frozen, he doesn't use his frozen palette.

Casey's select portrait seems a bit misaligned in comparison to the other characters'. It's a little more to the left compared to the other characters'.

The music fades out during the fight with the Foot Ninjas and Mousers that show up before fighting Rocksteady and Bebop in the room April's held captive in. Rocksteady and Bebop's boss theme plays normally though.

The fight against Traag and Granitor doesn't seem to play any music.

The music that plays during the Baxter Stockman fight fades out right after it starts playing.

The enemy Baxter can grab the pizza that Pizzaface drops for some reason. It heals him and makes him go into his second phase ("I think I bugged it!") prematurely. It's kind of funny though because it's like he gets stronger because of the pizza.

The music during the credits sequence where the Turtles are playing instruments fades out right after it begins for some reason.
 

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mersox真的非常感謝您,這個作品非常優秀,可以說是實現了所有玩家的夢想,請見諒我的英文不好,但希望您明白我的意思! 8)
 
SonicStorm said:
Hello all! I just made an account here.
Thanks for the great game, Merso! I absolutely love this game. The fanservice is amazing, as is your spritework for this game! By the way, here's a few bugs and other stuff that I found while playing through the game:

April's sprite on the unlock cutscene still shows her old sprite from the 2017 demo without the black dot eyes.

Aska's sprite on the character select screen also uses her old sprite from the 2017 demo.

Mona Lisa's frozen palette is selectable on the select screen.

Rat King's frozen palette looks a little odd, I'll attach a pic to show it.

When Usagi gets frozen, he doesn't use his frozen palette.

Casey's select portrait seems a bit misaligned in comparison to the other characters'. It's a little more to the left compared to the other characters'.

The music fades out during the fight with the Foot Ninjas and Mousers that show up before fighting Rocksteady and Bebop in the room April's held captive in. Rocksteady and Bebop's boss theme plays normally though.

The fight against Traag and Granitor doesn't seem to play any music.

The music that plays during the Baxter Stockman fight fades out right after it starts playing.

The enemy Baxter can grab the pizza that Pizzaface drops for some reason. It heals him and makes him go into his second phase ("I think I bugged it!") prematurely. It's kind of funny though because it's like he gets stronger because of the pizza.

The music during the credits sequence where the Turtles are playing instruments fades out right after it begins for some reason.

Thank you very much for taking the time to register and letting me know about these issues. I'll add them to my to-fix list.
The music issue baffles me. It happened to me a couple times when recording a two player playthrough at full screen, but not in other instances. I thought it was a computer issue. It seems when the computer gets overwhelmed memory-wise, OpenBOR skips some directions to keep the momentum. That's just my theory so far.

nowayex said:
mersox真的非常感謝您,這個作品非常優秀,可以說是實現了所有玩家的夢想,請見諒我的英文不好,但希望您明白我的意思! 8)

非常感謝你!!
 
Your welcome! I'm just glad to be of help since I like this game so much.
By the way, I found a few more bugs, errors and other things since my last
post.

* Krang, Shredder and Tempestra's victory poses seem to be
misaligned. Shredder seems to be placed a bit higher, and
Tempestra seems to be placed quite a bit to the right. Krang
moves very far down-right in his victory pose it seems.

* Tatsu's select screen sprite shows him with his sprite from the
demo, without the black dot eyes that he has in-game.

* The "Rescued Dudes!" screen for the Dojo stage shows Aska and
Tatsu with older sprites that don't have the black dot eyes they have
in the current build.

* Not sure if this is an error, but Rat King's rats fall off instantly in
the Van level when they spawn.

* Mona Lisa's normal attack can break the enemy Rat King out of his
flute animation by making him flinch before he summons his rats.
Because there aren't any rats on the stage, he'll then try to use the
flute again. Since her attack always makes him flinch, she can keep
doing this until he's KO'ed, making him extremely easy to defeat.

* Fugitoid's hurt sprite has a palette error on his legs and eyes if
he's using a different palette.

* When Rasputin rides a Mouser or Foot Chopper, his face
portrait turns into Genghis' portrait. This doesn't seem to
happen with Napoleon or Attila.

* The turtle head transition after the Karai boss fight seems to
be a little further down than normal.

* If any of the turtles are using the comic book/angry palettes
and they get on a Mouser or Foot Chopper, they have the top half
of their pupils from their default palette show up.

* Also regarding the comic book/angry palettes, I've also seen Leonardo
and Michelangelo's top half of their pupils show up when they perform
their run attacks. This one doesn't seem to happen with Donatello
and Raphael.

* When you select Casey, it instantly goes into "Ready!" while it
takes a bit for the other characters.

Again, I'm glad I can help! I'll be sure to post if I find any other bugs
and stuff. :)
 

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After completing new version again, here goes another quick report from me.

1) In previous versions some bosses were not having full life bar when they appear. I remember Shogun had this issue, now only Shredder's pogocopter mini-boss had it.
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2) I could move during this cutscene in arcade mode as Splinter.
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3) Splinter cant hit giant Krang with normal or special attack. Only jump attack can reach him. The same situation is with Krang's core.
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4) On title screen if you skip the intro you will still hear the sound of crushing wall if you wait for a bit.
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5)  As mentioned in previous posts, white eyes of alternative skins for turtles differ a bit. You can see black dots if you look at Leo and mike. Raph and Don don't have this issue. Also eyes during running animation differ:
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6) If hothead is frozen while using blank-yellow eyes palette without black eyeballs, they still appear while frozen.
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7) As previously mentioned before, maybe health should be full during map, Cudley's bonus stage select and bonus level itself. Also I miss Cudley appearance on map, it gave that feeling of special event happening in the city sometimes. But if that helped to remove bugs, then it's ok.
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8) Rat king's summoned rats fall through floor and dissapear during fight with Slash (maybe this happens on other 2D stages). Usually one rat falls instantly, and the other stays and fights. But sometimes both of them fall and dissapear.
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9) Tatsu and War's healthbars still have some health left when they die.
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10) Again, it would be cool if portrait's skin/palette changed in game. In new version the portrait in game is still default palette and changes only on char-select.
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11) Baxter stockman (Channel 6 boss) and Triceratons (Street level boss) don't glow when near death.

And one little suggestion. As some may remember, Snowy park stages is actually snowy because of the weather ball. In NES' TMNT Arcade game the turtles destroy the ball after defeating tora and a little cutscene plays where city returns to normal. I think it would be cool if such cutscene were added to Rescue Palooza.
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Thanks for the reports!

BaraKabal said:
Can someone post an alternate download link? Gamejolt is very slow.

I added an alternate, temporary download link today in my website, https://www.merso-x.com/teenage-mutant-ninja-turtles-rescue
 
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