Teenage Mutant Ninja Turtles - Recolored and Extended

Complete Teenage Mutant Ninja Turtles - Recolored and Extended 2020-12-25

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Project is completed.
GREAT! How do I make the Enemy constantly flash when he has only 15 HP left  with EVERY animation and then flash even faster when there's only 5 HP left, "dying" would allow me to do this. I was also thinking of just going back to an older version of OpenBOR that can be provided "with" the next DEMO. 
 
Good news Gabotico, I just tried it and dying works with alternatepal too. Therefore you don't need to worry about using latest version of OpenBoR :)
 
Bloodbane said:
Good news Gabotico, I just tried it and dying works with alternatepal too. Therefore you don't need to worry about using latest version of OpenBoR :)

Thank you so much! I tried it and it didn't work. Perhaps I'm not doing something right. I've been "only" using remap and don't really know how to use alternatepal. With remap you use 2 different paths to 2 different .gif images (original palette and alternate palette) but I believe with alternatepal you only need 1 path, at least that's what I understand. Is "palette" required in order to use alternatepal?
 
GaBoTiCo said:
With remap you use 2 different paths to 2 different .gif images (original palette and alternate palette) but I believe with alternatepal you only need 1 path, at least that's what I understand. Is "palette" required in order to use alternatepal?

No. Defining alternatepal command without palette is enough

Making alternate palette is, as name says, by altering the palette. That's what you did right?
 
Hhhhm, I'm not sure. I was reading the instructions and on the character's .txt file "alternatepal" should be followed by a path to an image. Now, does this image need to have a different palette? Because I'm still using the default "pal.act" for my MOD for ALL the sprites.
 
Take a look:

palette      data/chars/beast/pal1.gif
alternatepal  data/chars/beast/pal2.gif
alternatepal  data/chars/beast/pal3.gif
alternatepal  data/chars/beast/pal4.gif
alternatepal  data/chars/beast/pal5.gif
alternatepal  data/chars/beast/pal6.gif
alternatepal  data/chars/beast/freeze.gif
alternatepal  data/chars/beast/venon.gif

fmap 6
hmap 7 7

You set the alternatepal on the same way you set palette. Do yourself a favor and stay away from the REMAP command, since ALTERNATEPAL works way better.
At my list, you will see the two last palettes are special - map 6 is the freeze map and map 7 is a hidden map (I use it for poisoned charcters).
 
GaBoTiCo said:
Now, does this image need to have a different palette? Because I'm still using the default "pal.act" for my MOD for ALL the sprites.

Actually you can use unique palette for each entity in 16 bit or 32 bit colordepth. IOW there's no need to use pal.act for all sprites anymore

The answer for previous question is Yes :). It needs to have different palette, that's why it's called alternatepal.
 
Thank you so much, guys! I was trying to use a different palette but the colors came out all messed up. I will try again as soon as I get home today. Thanks for your help!
 
So, I've been adding more Foot Soldiers to my MOD with new weapons that were NOT in the original game. Some of them based on Foot Soldiers that were in "Turtles in Time", 3 were based on the action figures and the rest, well, I just googled for different types on ninja weapons and stuff. I wanted to have a better variety:

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@O Ilusionista: Thanks a lot, man! Much appreciated.

@Bloodbane: Thanks! I always appreciate your ideas. I already have one with a broken sewer pipe. Do you mean more with different kinds of pipes?
 
Thanks a lot, guys  :) ! I updated the picture with 3 more Foot Soldiers, after the one with the flamethrower.

@Bloodbane: Before you replied I started working on another Foot Soldier with a longer pipe.

@Merso: Thanks a lot, man! I still wanna add more.
 
I'm glad your project is going forward! I love to play it on my nintendo wii.
Good work, and i hope you change your mind about TMNT 3 stages.
 
Excellent work, GaBoTiCo!  Some of those Foot Soldier edits look very natural as enemies that could have been in the old game but never made the cut!  I was greatly amused by the snow shovel, monkey wrench, and flame thrower options.  Also, is there an X-23 homage in the one with a couple of claws on each hand?
 
@sergiomsousa: Thanks a lot, man  :) !  I will definitely add the Technodrome level from TMNT3 and I already have a rooftop level that kind of resembles a stage from TMNT3. I was also seriously thinking about adding that bridge level, I'm pretty sure I will, at some point.

@oldmanwinters: Thanks a lot  :) !  That was exactly what I was going for. About the Foot soldier with the claws, that was based on a japanese weapon called "Falcon's Talon". I was googling for japanese weapons and I thought that one looked cool.
 
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