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 man!! I have no idea how to use script but it's about time I learned. I'll look into it. Also, I was having problems with "lifescore". I understand the default value is 50000. That's how many points you need in order to earn an extra life. I wanted to change it to a different number but it only seems to work with single digits.
 
Nevermind about the lifescore, I got it to work!

I have successfully replace all the Foot Soldiers in my MOD with the ones from TMNT2. I'm also adding a lot of stuff like Foot Soldiers being able to break through doors and windows, and also Foot Soldiers coming from a manhole and stuff. I'm particularly happy with this "water effect" that I managed to do for the sewers level. Here's a video:

https://www.youtube.com/watch?v=yiNkdSohvj4&feature=youtu.be
 
Nice! I can see how the water effect works :)

I'm also adding a lot of stuff like Foot Soldiers being able to break through doors and windows, and also Foot Soldiers coming from a manhole and stuff.

Great! that would add variations to game not just visually but also technically
I believe you should also add Foot Soldiers dropping from above. Sewers level you showed in video is best place to have some of them dropping from above, either from ladders at wall or just anywhere ;)

About Baxter (or Barney) at the end of the level, since he relies on his mousers, I suggest this:
1. Set his AI to wander or avoid (the latter might cause him to move offscreen though). This AI will make him harder to hit since he's not chasing turtles
2. I'm not sure how he spawns mousers but it's best for him to stop for a while before spawning mousers. This is to give turtles some seconds to attack him
3. Give him nopain to prevent turtles from stopping any actions he's performing
 
@Bloodbane: Thanks a lot!! There are some Foot Soldiers that come from above but I guess I could use some more. Also, the ladder idea sounds GREAT! I would have to "draw" or actually edit a sprite so they look like they're climbing down. Baxter doesn't have an attack animation. His iddle  animation is the one that spawns the mousers. The thing is that since he does have a pain animation it resets the iddle animation to the beginning which makes Baxter spawn the mousers over an over again (The very start of the iddle animation is when he spawns the mousers).
It seems you're right about about giving Baxter no pain, which is "kind of" gonna suck since his pain animation was actually a sprite edit I did and I was pretty happy with the way it came out.

@O Ilusionista: The water effect itself was made with "bglayer" and "watermode" and the background speed is the same as panel, no alpha effect for the background. The alpha setting was used for  an object called "Water", set to "none", which is nothing more than a blue horizontal line that's only 5 pixels high and shows throughout the whole stage. The way I did it was: I spawn this "Water" object at the very beginning of the stage, like this:

spawn  Water
flip      1
coords  -5  200
at        0

spawn  Water
flip      1
coords  -5  202
at        0

spawn  Water
flip      1
coords  -5  204
at        0

I respawned "Water" several times, each time only 2 pixels "below" the previous time until it fills up the "entire" water area.

I wanted to mention that there seems to be an issues with the OpenBOR version I'm using (4086). I was using an older one and there is bug when you overlay  walls so I upgraded to a newer one but there seems to be another bug with the way it displays panels. They seem to move from left to right, or vice versa, about 1 or 2 pixels, which not only looks weird but it makes it easier to notice doors that are about to break before they do which takes away the element of surprise.
 
I've been working a lot on my MOD lately. At the end of this post there's a link to a video that shows "some"of the progress I've been able to make. But I also wanna ask a question; on this video you can see that I was able to make breakable obstacles like parking meters and hydrants but I want them to be able to be hit from "both" sides. What I mean by that is that if I hit the parking meter from the right side it should go flying to the left side and the opposite should happen if I hit from the left side but I do not know how to do it. is ti possible to change the direction of the fall animation for obstacles depending on what side they're being hit from? Thanks in advance... 

https://www.youtube.com/watch?v=13w4ppS_XzY&feature=youtu.be
 
Yay for product placement! I'd complain badly if Pizza Hut wouldn't be featured in the mod, lol! ;D

The mod is looking really good, I see the enemies being quite aggressive, so adds a lot challenge.

I have a couple of details to point out, though: There's a couple of areas where there's just an endless wall displaying, no billboards, no windows, nothing. I don't remember those areas were that long in the original (or probably my memory betrays me, been a while since I played this game). May I suggest adding at least some windows in the walls to they don't look so.... naked?

Second tip: about the Bebop battle, he seems to charge immediately all the time. I do remember in the original, he telegraphed the charge by running in his place for a second, then rush all over you (huge hitbox, though). For a stage 2 boss he looks pretty tough.

That's it, loving it so far. Keep it up.
 
Thanks a lot for your feedback Don Vecta!  :)

You're right about the walls. In the original TMNT2 game for the NES there were a couple of "naked" walls but they were not quite as long (your memory did not betray you), I just wanted to make the levels longer than they were in the original game. I was watching some videos on youtube and the actual  "Arcade Game" did have more details on the walls. I'm gonna add some elements from the Arcade Game (like billboards on the walls) and also there were more parking meters and hydrants but I need to get them to work properly first.

About Bebop, you're right about that too, he would charge in the original game. In my MOD his running animation has an attack box. He also has another attack which uses the same animation and attack box but I used "jumpframe" so that he looks like he's running. Perhaps on this attack I can add that "charging" animation.
 
Nevermind, I figured it out. The fire hydrants and parking meters are no longer obstacles. I'm using "npc" and "nomove" so that they're always facing the player. It worked really well!!
 
Ah that's good news :)
Actually I was going to offer this solution to flip obstacle:

anim fall
@script
    if(frame==0){
      void self = getlocalvar("self");
      void Opp = getentityproperty(self, "opponent");

      if(Opp){
        int x = getentityproperty(self, "x");
        int Ox = getentityproperty(Opp, "x");

        if(Ox > x){
          changeentityproperty(self, "direction", 1);
        } else {
          changeentityproperty(self, "direction", 0);
        }
      }
    }
@end_script
...

Insert the script in FALL animation as shown. The script will flip fallen obstacle to face entity which has hit it

Also, the ladder idea sounds GREAT! I would have to "draw" or actually edit a sprite so they look like they're climbing down.

Well, actually I only suggest Foot Soldiers to drop down from ladders, no need for climbing down animation. But if you can do that that would be even better :)

Baxter doesn't have an attack animation. His iddle  animation is the one that spawns the mousers. The thing is that since he does have a pain animation it resets the iddle animation to the beginning which makes Baxter spawn the mousers over an over again (The very start of the iddle animation is when he spawns the mousers).

Hmmm... that means Baxter needs to use alternate animation to spawn mousers + script to count how many mousers are active on field. I have solution for that, are you interested?
 
Thanks a lot Bloodbane! Any help is appreciated, seriously.

Damn! I really, really need to learn how to use script. I'm obviously gonna have to at some point but I'm working on so many other things that I haven't really taken the time to do so. I would love to limit the number f mousers that Baxter spawns. I also changed his "aimove" to "wander" like you suggested and it works a lot better. Thanks again man! You're the man!!
 
For Baxter, if you give him nopain, set this script in his IDLE and WALK

anim idle/walk
@script
    void self = getlocalvar("self");
    int Enemy = openborvariant("count_enemies");

    if(Enemy == 1){
      changeentityproperty(self, "velocity", 0, 0, 0);
      performattack(self, openborconstant("ANI_FOLLOW1"));
    }
@end_script
...

This script counts how many enemies are active including Baxter. If there's only one (himself), perform FOLLOW1 animation. FOLLOW1 is the animation in which Baxter spawns mousers
You can use spawnframe if you only want to spawn one mouser or use script to spawn multiple mousers at once. Do you know how to spawn other entities with script?
 
I have no idea how to spawn entities or do anything with script. I'm gonna have to start reading that tutorial. Thanks again man, I really appreciate it!
 
Ack, I can't upload .c files here. You can get a decent animation script in this small hacked demo:

http://www.mediafire.com/download/efcwz8honzu7x1g/FlyMode.rar

Make scripts folder inside your data folder and copy script.c from that demo's scripts folder. Declare it like this in Baxter's header:

animationscript data/scripts/escript.c

With this, you're ready to use some script.

To spawn mouser, declare this in Baxter's FOLLOW1 animation:

@cmd spawn01 "Mouser" 0 0 0

Declaring this on a frame will spawn a Mouser when that frame is played. If you want more mousers, then declare another copy of that line.
With this you can control how many mousers Baxter would spawn. And since the script in his IDLE and WALK waits for until there are only himself, Baxter won't spawn mousers more than needed

Give it a try :)
 
Bloodbane said:
Ack, I can't upload .c files here. You can get a decent animation script in this small hacked demo:

Just .zip or .rar it. Allowing c files into a site upload is never safe.

DC
 
So I've been re-coloring some sprites lately and I'm really liking the results. As much as I LOVE the original TMNT games for the NES, the console had soooo many limitations when it came to colors. I just "HAD TO" do it:
 
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