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.
Thanks a lot for your reply nsw25  :) . I agree that the enemies you face are stronger that their cartoon counterparts but I didn't wanna make the levels to be too short. It is a game after all. Also, I agree their animations need improvements but this level was made as an excuse to introduce Casey Jones. I wanted to capture the spirit of the TV Series, and its humor. As for the branch in the alley, well, I wanted to give the player "some" freedom but I also wanted the level to be as close to the series as possible. And I wanted the enemies to appear in the same order as the cartoon. It is a linear game.
 
Instead of setting too much HP to thugs, why not add the number? for instance, after Casey enters the alley and attacks the thug, 2 more thugs appear to assist the 1st thug. All thugs have small HP to make it easy and quick to kill each
It won't be the same as the cartoon but the spirit is the same

 
Is there a way to change the value of "maxplayers" for a specific stage? I'm all done with the Casey Jones level but, after I had already the maxplayers to 4, I wanted that specific level (at least the parts where you play as Casey) to be a 1 player only stage.
 
I think it is only possible via script, because what do you do with the players who entered a previous stage when entering that stage?
In "AOF Trouble in southtown" I saw a script that killed all the players except the first, with the consequent loss of life and credits, and it seemed a bad idea. If anybody know another way, I also want to know.
 
Hhhhmmm, I don't think I wanna kill the players. I was hoping to figure a way to disable the players, like put them on stand by mode or something. Perhaps I'm asking for too much.
 
You can lock other players in invisible follow animations that loop themselves and subject to screen set to 0 until player 1 beats the stage or dies but this kind of funcionality is strange IMO , it might seem to be cool but it can cause more trouble than its worth.
 
you can disable other players by binding them offscreen and disable their control.

We've done this before in GI JOE mod and D&D mod during ingame scene mode

This is entity to bind 1st player:
Code:
name	1pbound
type	none


anim spawn
@script
    void self = getlocalvar("self");
    int P1 = getplayerproperty(0, "entity");

    if(P1){
      changeentityproperty(P1,"noaicontrol",1);
      bindentity(P1,self, 0, 0, 0, 0, 0);
    }
@end_script
	delay	5
	offset	1 1
	frame	data/chars/misc/empty.gif
	frame	data/chars/misc/empty.gif

anim idle
	delay	500
	offset	1 1
	frame	data/chars/misc/empty.gif

Ex spawning:
Code:
spawn	1pbound
coords	2000 100
at	0

With this, when level starts, player 1 will be bound and disabled at 2000 pixels to the right offscreen
For other players, you can clone this entity and change player index for each player:

For player 2:    getplayerproperty(1, "entity");
For player 3:    getplayerproperty(2, "entity");
For player 4:    getplayerproperty(3, "entity");

HTH
 
Bloodbane, I Know I probably said it before but, YOU ARE THE MAN! I tried the script and it works however, there are 2 minor issues that thankfully do not affect gameplay but I would like to know if something can be done about it. The first one is that camera won't scroll which is ok since in the levels where you play as Casey Jones gameplay is NOT affected by this. The second one is, even after I disable Players 2,3 & 4, you can still see their HUD's . Is it possible to hide them? I was thinking IF the HUD's were on a black bar on the top of the screen  I could just spawn a completely black entity and use a VERY high value for "setlayer" to COVER the HUD but, my HUD's are kind of well, "transparent". Is it possible to "temporarily" change the depth of the HUD's for the players that I'm disabling so they are under the Background? If not, well, I might have to add a Black bar under ALL the HUD's but I really don't like the idea since, I wanted to show that part of the background behind them. I could also just leave it alone but it looks weird. I doesn't really bother me but some people might see it as a glitch.
 
Oh, the problem with scroll is a problem for me. But I think I know how to avoid it, because I do this on a game and works for me. Try this:

Code:
name	1pbound
type	none


anim spawn
@script
    void self = getlocalvar("self");
    int P1 = getplayerproperty(0, "entity");
    int P2 = getplayerproperty(1, "entity");

    if(P2){
      changeentityproperty(P2,"noaicontrol",1);
      bindentity(P2, P1);
    }
@end_script
	delay	5
	offset	1 1
	frame	data/chars/misc/empty.gif
	frame	data/chars/misc/empty.gif

anim idle
	delay	500
	offset	1 1
	frame	data/chars/misc/empty.gif


This is for player 2, with player1 as the active player. Change numbers for player 3 and 4. You need almost an active player.
 
I've realized that player 3 and 4  lines were redundant, if you make an entity for each player. I have edited the post. I hope it worked for you.
 
Been a while since I lurked on these boards, but I'm glad to see some new progress from you!

Do you think you could incorporate those all those early Casey Jones sequences into a single "level" so that Casey is able to run from one store to another cleaning up criminals rather than having to have a mini-cut scene between each one.  You could probably just display a word balloon above his sprite once he cleans up each store. Having the player run between stores would give more of a sense of "action" so it wouldn't be a big deal if a single thug gets KO'd relatively quickly.
 
Hey oldmanwinters ! Good to see you again. Having a word balloon is not a bad idea, I would have to figure a way to do it. About having all the levels/locations as one single level, I'm not sure about that. I recently edited those stages so that the thugs are killed quickly. The whole purpose of this level is to introduce Casey Jones in a humorous way. It's not even that challenging. I've also added more cutscenes at the end of the level so NOW is complete. Let me see if I can send you a demo.
 
oldmanwinters said:
Been a while since I lurked on these boards, but I'm glad to see some new progress from you!
I'm really happy to see this will be continued aswell  ;D this Mod is close to my heart because of how well it adapts and captures the cartoon's locations and story, and the feel of the original tmnt 2 & 3 NES' gameplay, while adding some very welcome additions that make it that much fun to play, like the run feature, running attack, amongst other things.
Best of luck with the development.
 
Thanks a lot, Nickokapo  :) !!

So, after quite some time I started working on this OpenBOR game again. I've already added a lot of cutscenes and finally, a new level. This one is based on The Technodrome level from the SNES version of "Turtles in Time".

https://www.youtube.com/watch?v=IcMFPI5DYEE&feature=youtu.be
 
oldmanwinters said:
Mikey's Dragon Breath!  Nice shout-out to Tournament Fighters SNES!

Thanks a lot! Yeah, I added those moves because I thought it would be fun to have a better variety of moves.
 
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