Teenage Mutant Ninja Turtles - Shell Shocked

Canceled Teenage Mutant Ninja Turtles: Shell Shocked 5850

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Project is halted prior to completion and will not receive further updates.
Thank you!!

How a lot of people have to request to me, here the combined attack of Rocksteady & Bebop:

942u.png


VERY HARD WORK!!

To activate this attack, you must stay in the middle (about) between Rocksteady & Bebop.
I calculate the positions availing of a lot of thresholds.
If there are more players than one, I calculate the average of the position (x,z)
Depending on the positions of Rocksteady & Bebop they perform their combined attack.
It can range in horizontal or diagonal...
The flash entity varies depending on if you encounter an simple enemy/player or one of the two bosses!!

Obviously you have the time to run away (as I did to take screenshots) ^__^
 
I see you can insert all of your ideas into the game  ;D great , you did some stuff that wasnt seen before
 
White Dragon, some years ago I was making a Baxter for Mugen, and I lost it. But someone found it to me months ago.

It have some new attacks, do you want to use it on your game?
 
One of many reasons that proves OpenBOR is a powerful engine, with which you can make everything you imagine for real
 
O Ilusionista said:
White Dragon, some years ago I was making a Baxter for Mugen, and I lost it. But someone found it to me months ago.

It have some new attacks, do you want to use it on your game?

Obvious! :) Everything you have is important!  ;)
Thank you O'
 
Uche said:
Is this the mutated version of Baxter Stockman or the human version?

No, its the normal one. I added some new moves to him, and I need to finish one more. When I was coding it for Mugen, my idea was to have the normal one on the first round, and the mutated one at the second.

Also, have you spoken with Dcat about this chars? He made an amazing Krang

http://www.youtube.com/watch?v=tamo7hbLnps
 
TMNT: SS update --> checking for bugs/missing stuffs.
BUGS: UNKNOWN (for now)
then only thing to do before the first demo is:

foot soldiers moves:
-shuriken move
-hook move
-sword move
-general kicks/punches moves (100%)
-pains (100%)
-beach move/spawn (50%)
-surf move/spawn
-bomb move
-fish moves
-kunai move
 
You should avoid snes sprites and use arcade ones when you can.

With a bit of palette work you can combine all versions of foot soldier sprites, from both the arcade games to work together well.

I was making something with tmnt stuff in bor once before, and also a foot soldier mugen char.
I have some sprites already prepared you can use, if you haven't ripped/prepared some of these yet it might save time.

I didn't finish cleaning all their shadows off thou.
 
Yeah some slight difference, mainly thou, the SNES ones are smaller.

SNES face design is better thou IMO

Arcade on Left, SNES on right.

The turtles in time sprites look like they were edited from the first arcade game sprites.
So you can mix them up.  Some are basically identical.

Anyhow no matter, he's probably already done the sprites.

For some reason, the post made me think at first, that he still needed to add sprites for these moves. 
Because he mentioned basic kicks/punches.  After re-reading it thou, I think he just meant the coding is missing.  :p


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