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.
If you know how to use animation script, you can use this function:
Code:
void targetL(float Vy, float dx, float dz, int Flip)
{// Targetting opponent before performing targetted leap attack
// Vy = y Velocity
// dx = x added distance
// dz = z added distance

    void self = getlocalvar("self");
    int dir = getentityproperty(self, "direction");
    float x = getentityproperty(self, "x");
    float z = getentityproperty(self, "z");

    if (dir == 0){ //Is entity facing left? 
      dx = -dx; //Reverse X direction to match facing
    }

    setlocalvar("T"+self, findtarget(self)); //Get nearest player

    if( getlocalvar("T"+self) != NULL()){
      void target = getlocalvar("T"+self);
      float Tx = getentityproperty(target, "x");
      float Tz = getentityproperty(target, "z");

      if(Flip == 1){
        if(Tx < x){
          changeentityproperty(self, "direction", 0);
        } else {
          changeentityproperty(self, "direction", 1);
        }
      }

      x = x+dx;
      z = z+dz;
      setlocalvar("x"+self, (Tx-x)/(22*Vy));
      setlocalvar("z"+self, (Tz-z)/(22*Vy));

    } else {
      setlocalvar("z"+self, 0);
      setlocalvar("x"+self, 0);
    }

    setlocalvar("T"+self, NULL()); //Clears variable
}

As the name implies, this function is for finding target and calculates velocity to leap there. However it also has autoface to target feature so you can use the function for that purpose
Example:
Code:
anim	idle
	loop	1
	delay	5
	offset	36 42
	bbox	24 1 21 42
	@cmd	targetL 3 0 0 1
	frame	data/chars/raphael/177.PNG
	@cmd	targetL 3 0 0 1
	frame	data/chars/raphael/178b.PNG

TargetL function will find opponent and if it finds any, it will flip facing direction toward the opponent. Since it's used for autofacing target, the first three parameters are useless and can be ignored
How often entity autofaces target depends on delay. The shorter delay, the more often entity autofaces

I said it's unstable cause there's no opponent check so if there were other enemy type entities (such as projectiles), player might autoface those instead of the real opponent

You can try this method and see if it's stable enough for your purpose :)
 
I'm sorry, Bloodabne! Seriously, I'm so bad at this. I know the "@cmd" line you add to the character's .txt file but, I don't know what to do with the other function. I don't how how to use Animation Script  :( .  I understand there has to be a folder named "SCRIPTS" and the scripts are pretty much text files but with the format ".c" instead of ".txt"?
 
Do you have a scripts folder in your data folder? Do you have some .c files especially script.c?

For your entity, you add animationscript in the character header if you have animation script. Remember, you cannot add two same lines of animationscripts in the header.

Example:

Code:
name Ryu #Name of model
type player #entity type
health  100 #health {int}
gfxshadow	1
speed   14 #speed {int}
load       hadoken
load       hadoken2  #load {projectile}
load       hadoken3
falldie 2
turndelay 9999999999999999999999999999999 # Over 9 nonillion centiseconds for turndelay as limit before turning face. 100 centiseconds per second
nolife 1
nodieblink 2
script data/scripts/ryu.c
animationscript data/scripts/script.c

If you have script.c, you can open that script.c and also, copy that function of TargetL script which Bloodbane posted. Try to add it by pasting it in the script.c you opened. Add it, but don't replace all scripts that are in it. After you add, try that example which Bloodbane shared with you.
 
Thanks a lot, maxman  :) ! I did, in fact, copy that script that Bloodbane gave me and pasted it in a file named "animationscript.c" which is in a folder named "SCRIPTS", but I did that after my post and didn't update it in time  :-\ ! It worked!

Even when the script worked, I get almost like a  "flickering" effect when the player is walking. the player switches from facing left and right, fast. I wanted the player to "ALWAYS" face the enemy and walk backwards but, it's not a big deal. This works pretty good actually. I'm digging it!

In my mind, I thought it would be possible to have the Player always face the opposite direction that the enemy is facing, since the enemy faces the player the whole time, but like I said, this works pretty good. Thanks again for your help. Much appreciated.

 
Hello,
This is wasabi1 from youtube ;D thanks for the demo, i played through it last night.
It's come along such a long way, the cartoon recreation levels combined with the oldschool tmnt look and feel take me back so much...it is great. I also love the gameplay system, adding to it moves formerly absent from the nes iterations, that make the game all that much more fun to play while keeping the great visual style. Kudos!! ;D
 
Hey Nickokapo/ wasabi1 from youtube! Thanks a lot  :) ! Here's the link to the a newer demo like I promised. Not really a lot of changes except for smoother walking animations and more colorful backgrounds. I hope you like it!


https://www.dropbox.com/s/jyg68jot1h0doxq/TMNT%20R%20%26%20E%20%2808-13-2018%20demo%29%20%2B%20OpenBOR%204086%20Win.zip?dl=0
 
yay!thank you so much ;D i love it.
i see, that is cool, the game's already great as it is, so any animation and graphic upgrade can only improve on it :)
I haven't been able to notice the changes just yet: https://imgur.com/a/f1NU49n but then again i haven't played through it yet n.n,
Thanks again for your dedication and sticking through with the project for so many years, because of it, TMNT & OpenBOR community now has this gem of a turtles beat 'em up, looking back on the earlier videos, it's so cool to see how it's come leaps and bounds to what it is now :)
 
GaBoTiCo said:
Here's the link to the a newer demo like I promised. Not really a lot of changes except for smoother walking animations and more colorful backgrounds. I hope you like it!


https://www.dropbox.com/s/jyg68jot1h0doxq/TMNT%20R%20%26%20E%20%2808-13-2018%20demo%29%20%2B%20OpenBOR%204086%20Win.zip?dl=0

Hey, GaBoTiCo, I got a chance to play all the way through this newest demo earlier this week.  I am impressed that you have 20 levels!  I just kept grinding through it and I think it's a lot of fun and the controls work pretty well.  I am especially impressed with how many new elements are hand-drawn and it gives the game a stylistic unity that is often absent in many copy n' paste OpenBOR games.  Everything in your game feels organic, from the retouched Konami elements to your own contributions.

My recommendations:
1. Tone back on the number waves of similar enemy sets that often rush the player after taking only a couple of steps from defeating a previous waves.  It's most noticeable when the same set of Foot Soldiers come wave after wave in levels like the Zoo, City Streets and Central Park.  It works much better when enemies change up like what you did with the first appearance of the Rock Soldiers (can't remember which level it was).  But when it's just wave after wave of similar enemies, it really makes the 20-level gauntlet start to drag.  I like the AI, as they seem to have clear teamwork strategies designed to prevent you from concentrating on clearing out one side of the screen. And I like the health pizzas are well placed so that if a player is doing well, they might reach a pizza a little bit before their lifebar wears down. 
2. If you reduce some of the enemy waves, perhaps you can compensate the difficulty by making enemy attacks deplete more health?  All the playable characters seem very durable.
3. The Turtles have tons of attacks (standard, powerful, jumping, shoulder toss, slide, and specials) but Casey Jones and especially April O'Neil felt shortchanged in attacks.  I actually loved having April playable for most of the game's levels but watching her standard attack animation on wave after wave of enemies drags down the game's pace.  Seems like a sliding attack would be easy enough for April, and maybe make her special a screen-clearing move, perhaps as an homage to what MersoX is doing in his Rescue Palooze mod?
4. I expect you probably have more plans to add some scripted elements to the new campaign mode.  These kind of elements set your game apart, and gives long-term fans the rare chance to play through the nostalgia.  Sometimes running across an empty stage just to get to the Context Sensitive point can feel empty, so maybe add a few little Easter Eggs in like word bubbles from the people on the street in the Ninja Pizza district?
The Casey Jones: Outlaw Hero mission is a fun one and I never got bored, even if the Krang's Knucklehead battle felt a bit too easy.  The Zoo Level feels shortchanged like you were planning on introducing Rocksteady and Bebop but hadn't yet got around to it.
I hope you add more scripted moments in later demos, as they give me lots of delight.  I think I said it before, but I'd be happy to throw a couple of dollars your way every month or so through something like Patreon to help encourage your progress on the game.
 
This prompted me to play through it again n.n it's so much fun (i am at level 12 now.)
I'm also very fond of the graphical style, it's a great mix between the NES designs and Konami Hardware's higher color palette and resolution. The character recreations look so cartoon accurate while also fitting with the style of the existing, revamped assets, the completely new characters and stages are what particularly strike me as fascinating both in this project and rescue-palooza!. It's amazing.
I agree with the idea of revising april's moveset, she is one of the characters i enjoy using the most, since it's specially a blast to play through the recolored tmnt-2 levels from my childhood game with a formerly non-playable character!I appreciate the difference in range and power you give to each characters, but perhaps balancing it out with a move, like, say, using her microphone as a whip, for example?It could be a special move so that if the player abuses of this he'll run out of energy (i am a "credit-feeder" type of player anyhow x'D but whatever affects the gameplay for the better, i'm in favor of, so i think implementation of it is nothing i could help with much.)
 
Thanks a lot for your feedback, guys  :D !

That DEMO is obviously STILL Work In Progress. I feel I'm almost done with the amount of levels I wanna add. Casey Jones has ALMOST as many moves as the turtles, I do wanna give him a couple of more moves. Same thing with April, I wanna give her more moves but, she's most likely not gonna have as many as the turtles or Casey. I was thinking of giving her a spin move, like Leo from TMNT3 but with the camera. The idea of her using her microphone as a whip is GREAT but, merso(X) already did that. I also wanted to connect the old and new levels with very short, simple and "if possible" funny cutscenes, as long as it's coherent. oldmanwinters, you're right about the waves of Foot Soldiers. At the beginning the levels were kind of long because I wanted the game to be long and I didn't think I was gonna add any extra levels. They need to be shorter. I also wanna add more enemies (like "smal" knuckleheads).

Also, I haven't  worked on this MOD lately because I started another OpenBOR project. The thing is, I have always wanted to use my own sprites and in this new MOD every single Sprite/Background is "drawn" from scratch. I kind of wanna release a DEMO and then go back to TMNT R & E. I HAVE to finish this! But I'm also pretty excited about this other "experimental" project. Thanks again. Your feedback will allow me to make the MOD better.

Since I'm already here, I wanted to ask a random question. I downloaded a more recent version of OpenBOR (6390). I think I already mentioned this but, I'm working on a new project that's gonna be more of a "Street Fighter-like" game and I wanted to use some of the new features like "Victory Animation" and other 2 new animations (I forgot the exact names), that are transitions between Iddle and Ducking (I think the names were something like "duckrising" or something like that). Anyway, this new version of the engine WON'T open at all, and I was wondering if anybody had an idea on why this is happening.
 
@GaBoTiCo: the 2 anims you are searching are ducking and duckrise.
I use latest version and I've got no problem for executing it. What is written in the openbor log? Have you run it as administrator?
 
How re you doing, Игровой канал Garlitto? No, I haven't stopped working on it. Sorry if it's taking me forever but, there's a lot going on. I have only 1 day off and it seems like there's always something to do, an appointment or stuff to do in the house but, I do wanna finish it.
 
GaBoTiCo said:
How re you doing, Игровой канал Garlitto? No, I haven't stopped working on it. Sorry if it's taking me forever but, there's a lot going on. I have only 1 day off and it seems like there's always something to do, an appointment or stuff to do in the house but, I do wanna finish it.

I hope you keep going on your TMNT project.  With MersoX's TMNT Rescue Palooza only weeks away from official release, I would love to follow the progress on a new TMNT fan game, and yours has its own distinct style, with its storyline following the narrative of the early episodes of the cartoons.  As I said before, I'd be happy to throw a couple of dollars your way on Patreon or something if you wanted to start offering regular progress updates.
 
oldmanwinters said:
GaBoTiCo said:
How re you doing, Игровой канал Garlitto? No, I haven't stopped working on it. Sorry if it's taking me forever but, there's a lot going on. I have only 1 day off and it seems like there's always something to do, an appointment or stuff to do in the house but, I do wanna finish it.

I hope you keep going on your TMNT project.  With MersoX's TMNT Rescue Palooza only weeks away from official release, I would love to follow the progress on a new TMNT fan game, and yours has its own distinct style, with its storyline following the narrative of the early episodes of the cartoons.  As I said before, I'd be happy to throw a couple of dollars your way on Patreon or something if you wanted to start offering regular progress updates.

Thank you so much, oldmanwinters!!! I haven't looked into Patreon but, it doesn't feel right to ask for money while using characters that are not mine. I will definitely finish this mod and as soon as I have any updates I will post it here.
 
GaBoTiCo said:
Thank you so much, oldmanwinters!!! I haven't looked into Patreon but, it doesn't feel right to ask for money while using characters that are not mine. I will definitely finish this mod and as soon as I have any updates I will post it here.

Don't think of it in terms of me paying for particular content, but rather as one supporting your progress in technical development.  ;)
 
So, I know it's been a while and some people have been asking me when I'm gonna finish this project. Well, I have already started working on it again. This video here is a more complete version of the level based on the "Outlaw Hero" episode from the original 1987 series. I wanted to introduce Casey Jones in the same way he was introduced in the cartoon. I'm not done yet, and I promised NOT all levels are gonna have this many cutscenes.

https://www.youtube.com/watch?v=xA_IzVOlIyA&feature=youtu.be
 
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