Canceled TMNT Turtles In Time SUPER

Project is halted prior to completion and will not receive further updates.

jeet

New member
Hello, here is an openbor tmnt game im making, based on turtles in time and tournament fighters

https://www.youtube.com/watch?v=-jESRdi_NgA

New video, final version of the game, the title of the game is changed to TURTLES IN TIME SUPER :)









 
Oh doing a complete Remake in this style is a interessting idea.

It's Funny that you had the same idea for Slash that I had for BeasTie's mod, and how different the outcome is, I'm eager to see more of your game when it is in a more finished state.  :)
 
Impressive!
Will you add extra playable characters out of Turtles?
Anyway keep it up.
Your sart is amazing!
 
Thx  :) but im a little disapointed about the color of the video, dunno how to record with a better quality , for a 2D game i think its important.

Yes i'll add extra characters, each time i create a boss I make a playable version, super shredder, shredder, slash etc.

@lichtbringer

I must say i have the idea of slash only because of i saw someone showing a slash version of raphael ( genesis) with a sai and a claw on the other hand, on this site, the idea was really nice and inspired me :) ( maybe it was you, i cant remember it was some months ago)
 
[Applauding] LOL That video looks quite impressive, man! Bravo! You got a very good start on it.
 
Great concept.

Will you ever consider making a two different modes feature?

One could be Arcade mode, where you would face the Pizza Monsters & get sent to the prehistoric turtlesaurus level & fight Cement Man instead of Slash. Fight Tokka & Rahzar instead of Rocksteady & Bebop in the Skull & Crossbones level. & fight regular Shredder in the final level.

The SNES mode would be fighting the Pizza Monsters & instead of getting sent to Prehistoric Turtlesaurus, you fight Rat King & go to the Technodrome level where you fight Tokka & Rahzar there. I don't know if it's possible to have the Shredder's mech first person view boss fight be a feature in this mod, but that would be awesome to have. Then you can fight Slash in the prehistoric level & fight Rocksteady & Bebop in the ship level. All the way up to fighting Super Shredder at the end.

Just my little suggestions. If that's too difficult then I understand.
 
Nice! you're using sprites from Denjin Makai for Foot soldiers. I think you need to edit them to make them more like Foot Soldiers

It's nice that you add giant Krang shooting laser from behind like that but can you make it move?

I think Baxter and Slash need better AI cause IIRC they really kick some ass in original game
 
jeet said:
@lichtbringer

I must say i have the idea of slash only because of i saw someone showing a slash version of raphael ( genesis) with a sai and a claw on the other hand, on this site, the idea was really nice and inspired me :) ( maybe it was you, i cant remember it was some months ago)

Yes that edit was from me, It's nice to see that I inspired someone to make his own edits instead of just grabbing ours. xD

I later created a Full animation set for Slash based on all 4 genesis Turtles for BeasTie, Omega helped me Improving his spikes and I removed the other weapons but not added the main weapon, so BeasTie could decide if his version gets Dual Kriss Daggers like in the Comics, Dual Swords like your version is using (Cartoon Version), or a sword sized Kriss like in Turtles in Time.

He decided to use the version and will finish the sprites and add his color pal to it. :)

Back to Topic:
How much time did you need to create the current build on your game and which part of the game will you work next?
 
thx for the feedback :)

@lichtbringer
unfortunally i can work on the mod only the weekend so it will be quite long, probably 2 months more , so far ive done :

all the back grounds, all magic/explosions/special effects etc, shredder, super shredder, slash , baxter and raph.( i'll create the 3 others turtles in the very end)

what i'll do next :

-starbase enemies: 2 differents robots from denjin makai and a custom version of krang inspired by the toy version of the 90' , a bipedal mecha ( instead of the flying ship) and making the walls of the stage.


@bloodbane
Yes a lot of the sprites in the game will be from denjin makai 1 and 2, most of time recolored, i edited the mask of the standar foot, but dunno how can i edit them again to look more like the foot? if you have any suggestions ill be glad to try

By making it move u mean from right to the left i suppose? its true superkrang look a little too much static,the problem is the stage have a lot of walls ( real walls) so i dont think i could make it move or he'll be behind a wall and wont be able to shot, but if i make it move very slowly maybe it can work, i'll take a look.

Yes the AI of the boss is a real problem, but i have no experience in this, i suppose this can be done only by using scripts? thats really something id like to improve and my 1st problem in the mod

But you must know something i forget to mention about the video, when there is a " !!!" in the top of the boss, it mean the attack will be unblockable, forcing the player to choose between blocking or dodging/jumping, but even with that the bosses look repetitive.


@John_Kuey
Im open to all suggestions to improve the mod ;) about your idea,thats what i wanted to do at start, but i gave up this idea because the lack of sprites for the snes version, to summarize here is the boss that wont be in the game:

-Metalhead: too small, i tried to make him bigger but the result was not very good looking, when you compare the sprites from tournament fighters, there is too much difference, not only in size but they are less detailled too

-Bebop and Rocksteady: too small too AND not enough animations , like all SNES sprites they are very limited, once again when you look all the animations the sprites from tournament fighters have, puting them in the game would not looking nice

The reason Baxter is in the game is because even if he is small, that fit well with the character, NormalShredder;Cementman,Tokka , Rahzar and leatherhead are big enough, and all these sprites have enough animations , since they are from the arcade version

To summarize:

Stage1 : Baxter  (arcade version)
Stage2:  Cement man to replace metalhead(that the place he belong i suppose, a cement man in a street)
Stage3: Recolored Ratking from tournament fighter on the surf thing,like the turtles and the foot , ( not the big one from the snes version)
Stage4: Normal shredder recolored from arcade version, following by the first person shredder in the mech
Stage5: Cutom slash
Stage6: Tokka and Rahzar (arcade version)
Stage7: Leatherhead ( arcade version)
Stage8: Superkrang ( arcade version)
Stage9: custom Krang (inspired by the toy from the 90' on a bipedal mech)
Stage10: custom Supershredder

So this will be a mix between the arcade and snes version.
 
Good job. The remake looks interesting.

Just a little observation: I don't like the background of the construction site of stage one,that flipped background from the OG Turtles in Time just looks bad. May I suggest using the original layer without flip?

That's basically me nitpicking, overall,it looks awesome. Keep it up.
 
jeet said:
Stage2:  Cement man to replace metalhead(that the place he belong i suppose, a cement man in a street)

Ever considered to use ChromeDome to replace Metalhead?

ChromeDome is also a Robot and has a similar fighting style. and the sprites would fit with other turnament fighters sprites.
 
@Don Vecta
Since my english is not that good, i want to be sure : ur talking about the background, not the panel? I dont really remember where i got this one, i was thinkin it doesnt really matter since half of the panel hide the background, but if u was able to notice it , i'll use the original one, thx for the advice ;)

@Lichtbringer
I got this idea  too , or Casey jones( but this one looked " not cartoonesk" enough for turtles in time,even after i edited him), a recolored chrome dome would fit well, i gave up this idea because I thought chrome dome is not popular enough? But i must say cement man is not that cool so I'll reconsider this
 
jeet said:
@Don Vecta
Since my english is not that good, i want to be sure : ur talking about the background, not the panel? I dont really remember where i got this one, i was thinkin it doesnt really matter since half of the panel hide the background, but if u was able to notice it , i'll use the original one, thx for the advice ;)

Yeah, meant the background layer. Cheers. :)
 
jeet said:
@John_Kuey
Im open to all suggestions to improve the mod ;) about your idea,thats what i wanted to do at start, but i gave up this idea because the lack of sprites for the snes version, to summarize here is the boss that wont be in the game:

-Metalhead: too small, i tried to make him bigger but the result was not very good looking, when you compare the sprites from tournament fighters, there is too much difference, not only in size but they are less detailled too

-Bebop and Rocksteady: too small too AND not enough animations , like all SNES sprites they are very limited, once again when you look all the animations the sprites from tournament fighters have, puting them in the game would not looking nice

The reason Baxter is in the game is because even if he is small, that fit well with the character, NormalShredder;Cementman,Tokka , Rahzar and leatherhead are big enough, and all these sprites have enough animations , since they are from the arcade version

To summarize:

Stage1 : Baxter  (arcade version)
Stage2:  Cement man to replace metalhead(that the place he belong i suppose, a cement man in a street)
Stage3: Recolored Ratking from tournament fighter on the surf thing,like the turtles and the foot , ( not the big one from the snes version)
Stage4: Normal shredder recolored from arcade version, following by the first person shredder in the mech
Stage5: Cutom slash
Stage6: Tokka and Rahzar (arcade version)
Stage7: Leatherhead ( arcade version)
Stage8: Superkrang ( arcade version)
Stage9: custom Krang (inspired by the toy from the 90' on a bipedal mech)
Stage10: custom Supershredder

So this will be a mix between the arcade and snes version.

I can accept this. Keep up the good work.
 
I don't see Rat King on the list.  You could add him as a normal enemy instead of the vehicle boss from the original.  I have custom sprites you can use if you wanted to add him.

RATKING_NEW_OUTLINE.png
 
Ratking is on the list, you probably didnt see him ;) I intend to make him on a surf thing ( dunno the english name) , just like the turtles, with the a recolored sprites from tournament fighters, i didnt make him yet, so i would gain lot of time if you have a ratking all set already, i'll just add the surf thing with some news weapons on it.
 
jeet said:
@bloodbane
By making it move u mean from right to the left i suppose? its true superkrang look a little too much static,the problem is the stage have a lot of walls ( real walls) so i dont think i could make it move or he'll be behind a wall and wont be able to shot, but if i make it move very slowly maybe it can work, i'll take a look.

Well, simply remove the decorations behind OR spawn Super Krang at spot where there are no walls or anything which might block his move

Yes the AI of the boss is a real problem, but i have no experience in this, i suppose this can be done only by using scripts? thats really something id like to improve and my 1st problem in the mod

There are multiple ways but if you're attempting to remake the original then yes, you need script for better result

But you must know something i forget to mention about the video, when there is a " !!!" in the top of the boss, it mean the attack will be unblockable, forcing the player to choose between blocking or dodging/jumping, but even with that the bosses look repetitive.

Aaah, so that's the idea! thanks
BTW does that apply to Turtles too?
 
jeet said:
Ratking is on the list, you probably didnt see him ;) I intend to make him on a surf thing ( dunno the english name) , just like the turtles, with the a recolored sprites from tournament fighters, i didnt make him yet, so i would gain lot of time if you have a ratking all set already, i'll just add the surf thing with some news weapons on it.
no problem, I'll PM you a link with the sheet.
 
Thx you ,the colors looks exactly like the cartoon, that what i wanted

@Bloodbane

Yes the turtles have this too, "!!!" mean impossible to interrupt attacks and unblockable on generic enemies , used on boss it will stun them for one sec, boss doesnt feel pain with standard attacks. Some generic enemies have unblockable attacks too.


I dont intend to reproduce the same gameplay as the original, i implanted some modern feature like dodging blocking etc, but in a 2D game everything is faster so it can be difficult to anticipate if the attack will be unblockable or not, thats why i put a "signal" to warn the player and what i call a charging time to let the player some reaction, more difficult is the boss and shorter is the reaction time

But my problem with the IA is that he does too much the same attacks, for example, he'll do a melee attack only if im in range, he will NEVER run to me and attack me, he prefer use his ranged attack, thats why i give to everyboss many ranged  moves, without that it will be too much easy to read, but id really like him to run on the player and attacking in melee range and using more than 4 attacks  randomly
 
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