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.
Yeah, that battle is straight out of the cartoon! it was my intention all along to add something else besides that laser gun but I just wanted to show what I had so far. Hhhmm, I guess it does take longer to bust that hole open than in the cartoon but I wanted to make this a pretty epic battle. I might make it shorter once I add something that you have to dodge if there's too much going on. The flying Foot enemies sound pretty good too. Thanks for the idea, BeasTie
 
Is there any way I can spawn a branch after a boss is defeated in a level? The level usually ends after doing so.
 
I think if you beat a boss, the stage is clear. So you can do the last enemy not being a boss, or you can spawn the branches in the next stage.
 
GaBoTiCo said:
Is there any way I can spawn a branch after a boss is defeated in a level? The level usually ends after doing so.

If you're not using boss 1 command, the answer is yes. Simply by grouping bosses and enemies properly, you could spawn anything after boss is defeated
However, if you want the slow motion FX when boss is defeated, we need some scripts for this
Read this for more information about those scripts:

http://www.chronocrash.com/forum/index.php?topic=2477.msg33891#msg33891
 
Thanks a lot, guys!  :)

@ Bloodbane: How about if I want the "Boss Music" to be played when this entity is spawned instead of the level's background music?
 
Wow! Excellent! I didn't know it was that easy! I do not recall seeing this in The Manual. Thanks a lot, Bloodbane! I can't wait to try it!
 
There you go sergiomasousa. I "JUST" uploaded this demo. Please keep in mind that the "Extended Mode" is kind of a mess. Also, I have "ONLY" tested this MOD with OpenBOR4086 (which is provided with the DEMO). Some of the features I use have been removed in the newer versions of the engine. I hope you like it:

https://www.dropbox.com/s/o0q3ibi68mgfea4/TMNT%208-Bit%20R%20%26%20E%20%2809-16-2017%20demo%29%20%28OpenBOR%204086%29.zip?dl=0
 
Hhhm, yeah, true that. The attackboxes were based on the original NES sprites but since I've been adding/editing sprites, I might as well give the turtles a better range. I just didn't think about it.  Thanks for your feeback!  :)
 
I tried your game and I liked it a lot. I loved that you included special moves, this make it less repetitive. Nice work with the spawns too.

I have some feedback to share:
- some bosses, like bebop and rockstead has no recovering time. They attack in close range very quickly and recover from it too quickly.

- those snowman robots hops a tad too fast. Let them stay on the ground for a little more time.

-if you turn the debug on (features), at snow stage, you will notice that some entities doesn't dies - or take many time to die. Take a look at the rockets from the snowman and you get it.

- I like all the cutscenes, they are great. Including all the sprite work. The only thing I don't like is the title screen. It clashes a lot with the rest of the game.
Continue the great work!
 
Thanks a lot, O Ilusionista  :) ! Yeah, when i worked on those rockets there was SO MUCH I didn't know about OpenBOR. I'll look into it!
 
Is there anyway I can use "dying" with an entity spawned by another entity? It seems that you can only use that feature on a level's .txt file when the entity is spawned "BY" the level.
 
Hey there! Sorry I know it's been a while but, I need help with something. I'm working on another project but I don't ally have anything to show yet and therefore I didn't wanna start another thread.  Anyway, my project is a Street Fighter-like MOD. Some people may say that I should probably use MUGEN instead but I just like OpenBOR too much. It's not gonna be any ROUND 1! or ROUND 2! type of stuff, just a 1 on 1 combat type of game. All I wanted to do is to get the characters to face each other. The enemy is always facing the player but I can't get the player to always face the enemy. I hope this is possible. Thanks in advance  :) !
 
Haha, I was just thinking this morning "I wonder how GaBoTiCo's TMNT project is going?"

Sorry that progress has been slow, but I do think your one-on-one beat em' up fighter sounds like a fun idea.  I'm glad you're sticking with BOR rather than Mugen, as that will make it more unique.

I can't help you on the technical advice, but is it necessary that the player always faces the enemy?  I think the game could work perfectly well with more traditional BOR controls.  You might even consider remaking Street Fighter: 2010: The Final Fight with your own spin!
 
Hey, oldmanwinters! How is it going? I haven't worked on my TMNT Project lately that much because I've been doing other things, I've been quite busy actually. To answer your question, NO, the player doesn't really have to face the enemy but, I would prefer that. It's good too hear from you, man! I hope all is well
 
GaBoTiCo said:
just a 1 on 1 combat type of game. All I wanted to do is to get the characters to face each other. The enemy is always facing the player but I can't get the player to always face the enemy. I hope this is possible. Thanks in advance  :) !

Hey Gabotico :D

As for forcing player to always face the enemy, that's doable. You can use quick n easy  but less stable way or use harder but stable way. The latter require registering both fighters in global variables at the start of fight

So which method do you want?
 
Hey Bloodbane  :D ! Thanks so much! I'm a big fan of stable but, I'm HORRIBLE when it comes to scripting. Could I try the "quick & easy" option first? Depending on its stability, could I switch to the second one?
 
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