Teenage Mutant Ninja Turtles - Rescue Palooza

Complete TMNT: Rescue-Palooza! 1.1.5

No permission to download
Project is completed.
Yagami Brando said:
Thanks for the new version, Merso. I hope you address all the issues and wishes in due time.
But can you please clarify about April's run attack transformation? Is it intentional?

MersoX added a twist to April's run attack last year to give her a randomly-activated alternative inspired by the episode "The Catwoman from Channel 6".  It does a bit more damage than her standard charge kick and also covers more distance with the jump.  I love little surprises like that, and at some point I pitched the idea of a brief cutscene to provide an in-universe explanation for the randomness (since April is unique from the game's other characters).

Love how MersoX worked over this sprite from the SNES "Adventures of Batman and Robin":



SonicStorm said:
* If you move all the way up during this fight and move left, you can clip into the car on the left. It seems like Krang can't even hit you while you're over here either.
vYscd4Q.png
ZdJHLpu.png

Surprised I never tried jumping on the car!

But I've notice that Krang's Android probably needs a few stronger attacks, or at least ones that carry knockback, as many playthroughs I've watch on Youtube have a character standing slightly above or below him and trading blows until he dies.  Krang's fist launch should definitely do knockback, and maybe other attacks as well.
 
Hello all, here's some more glitches, errors and whatnot that I found. This time I'm using the current version 1.10 unlike my last post, where all my pictures were taken from the now-outdated 1.09. There's quite a bit here, so I hope the post isn't too long! Anyway, here's what I found:

* One specific frame of the Mouser walking sprite still seems to have the pupil error on Leonardo and Michelangelo whenever they're using the Mirage or Pupiless palettes.
Or7wGAq.png
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* April's frozen palette seems to have an error on her hair.
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* Slash's left eye on this sprite is colored white instead of yellow.
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* Part of Zach's hockey stick disappears during one of his walking frames.
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* When you defeat the Pogocopter, Shredder can get stuck on the Weather Ball if he's in its range, causing him to keep running without going off-screen. He'll eventually disappear into thin air, allowing the level to continue as normal.
2Ope4eN.png


* For some reason, the Foot Ninjas in the Dojo stage can steal the mutagen that drops from the mutagen container.
VX5yLcy.png


* If you manage to break the crystal giving Krang his giant powers from this point without causing the camera to move all the way to the right, the jewel will just disappear when it's supposed to break. If you move to the edge of the screen after this, it will cause it's breaking animation to play as normal.
ivTr0fu.png
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* This one is a bit more clarification on the "clipping through car" glitch I mentioned in my previous post. To do it, you have to hug the wall by moving all the way up towards it, and then move left until you walk into the car. Also, Krang actually can hit you over here, but only with his rocket fist attack.
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* When you destroy the Technodrome Scout while standing on it, your character will be floating in mid-air after it explodes.
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* This one only happens in Arcade Mode. When you defeat Rat King in the Sewer stage, the characters will attempt to perform their victory poses only to suddenly auto move to a different spot of the stage. I'm thinking it's a leftover from the Splinter rescue cutscene.
Go44nYS.png
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* For some reason, these little flames that the flaming men throw at you give you KOs if you extinguish them using your attacks. You can keep doing this to get a really huge high score. Not sure if this is actually a bug or not though.
4SuEIM4.png
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* Speaking of the flaming men, their hitbox seems to be a bit too large because the bullet in this screenshot hit him despite being quite a bit above him.
UIfrUd8.png


* Vernon and Antrax's names seem to clip through other players' lifebars and portraits. In the Vernon screenshot, his name is clipping through Dask's portrait, while in the Antrax picture, Antrax's name is touching the white bar around Fugitoid's portrait.
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As always, I'll be on the lookout for more bugs and stuff. :)
 
Merso X, I see that some players reported misplaced entities
I suggest using this simple script to solve the issue. Example:
Code:
spawn	enemy
@script
void main()
{
    void self = getlocalvar("self");
    changeentityproperty(self, "position", 120);
}
@end_script
health	100
flip	1
coords	-200 350 1
at	50

This enemy will always be spawned at x = 120 no matter at which scrollpos it spawns
This simple script will prevent misplaced entities cause by players moving too fast or reaching certain scrollpos too early :)
 
Bloodbane said:
Merso X, I see that some players reported misplaced entities
I suggest using this simple script to solve the issue. Example:
Code:
spawn	enemy
@script
void main()
{
    void self = getlocalvar("self");
    changeentityproperty(self, "position", 120);
}
@end_script
health	100
flip	1
coords	-200 350 1
at	50

This enemy will always be spawned at x = 120 no matter at which scrollpos it spawns
This simple script will prevent misplaced entities cause by players moving too fast or reaching certain scrollpos too early :)

Thanks. The issue occurs because the engine ignores WAIT commands until after the camera in centered, causing enemies to spawn in the wrong coordinates if players were too close to the right edge of the screen after clearing the previous WAIT area.

I tested your script but it actually makes the situation worse. How come you are using 120 as the number?

***EDIT***

Nevermind, I figured it out! I have to replace 120 with my scrollpos + the original x coordinate. Thanks Bloodbane!
 
Congratulations on your game release mersox , turtly awesome !!! 😁

I am still playing through it, currently at the "under destruction" stage. It is amazing how many characters you made for this game; recolouring, respriting, editing and coding, damn the amount of hard work that went into it 😮😬. It has all paid off and more looking at the reviews.

Mike matei's playthrough in awe and fascination is exactly the same as mine and others as well I am sure.
 
I have yet to play this, but I have watched a friend play through this, and I have to say, I am quite impressed. Not only at the level of love, dedication, and care put into it, but just how much attention to detail was put into it. It feels less like a freeware fan game and more like an official game. This and Mr.Q's Legend of Double Dragon mod have inspired me to consider trying something of my own, though I kind of doubt I will be able to achieve that any time soon. Things like this take years to make.

I will probably end up downloading this and playing it soon, and when I do, I will come back here with feedback on how it plays. 8)
 
mersox said:

First off thanks so much for the fantastic game!

I do have a problem though with the controls. I'm trying to play it on my arcade machine running an IPAC( It assigns each joystick and button input as a keyboard key) and right now F is set to down on my player 2 joystick. The problem is that even after remapping the controls F is ALWAYS player 1 special.

Is there a way to override the default controls?

Thanks!
 
I noticed that the game was updated to 1.1.1. on July 2nd according to Merso's site. What was changed?

Thanks! :D

EDIT: Found out what was updated on the game's GameJolt page. Thanks for the update, btw! Downloading it now!
 
Real talk, this game is absolutely amazing. It really brings back a lot of great memories from my childhood, thank you for that. But holy smokes, 60 characters to choose from!?!? You sure did quite the number in ensuring that everyone gets something for themselves.
 
Great work Mersox.  You deserve it.  I'm glad to see you got so much recognition for such hard work done.  You should check all the videos praising your project on youtube, I hope other  obor creators can also get some of that in future.  I mean the mod is blowing up on youtube, with big view numbers.  Thank you for bringing exposure to the community. 
 
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.
Is there a mirror? Link is dead and it seems this is the only possibility for me to play it on the Wii
 
WOW!! Sorry it took me so long but, I finally played the whole MOD and beat it. It was a BLAST! I loved everything about it. Thanks for giving me some credit at the end  :) . Much appreciated! 
 
CaptainUnderpants said:
I tricked this out with reshade me filters and it really pops. Hit me up if anyone wants the configs.

can you post a screenshot? i would like to try it out
 
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