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!!
Really TMNT SS is full compatible with Wii/PSP etc...
But due to RAM size of Wii/PSP the game crashes.
If you disable all bonus playable characters (leaving only the 4 turtles) you can play anywhere!! ;)
I'm waiting for an improvement of OpenBOR Engine to solve this issue!!

Ps. Warning there's a serious bug on splatgrab in REV5718. I'm uploading REV5719 with some fixes...
 
im not sure if i can do that i can't even draw that good that's why the hand is messed up im

more of a  (altereder / riger) for example if bebop showed his back in more frames i could

work with that. but there is nun. however!! i think i can do the foot and SLASH  climbing do

iff that helps

also i can make that level longer


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Hi White Dragon I have some small questions about your game, because you are trying to unify all '90s TMNT games, how many stages are you planning to add into the final game?

Since many TMNT games have some similar stages like the sewers and the Technodrome, will you chose the one you like the most, or will you try to combine them to complete new bigger stages?
 
Lichtbringer said:
Hi White Dragon I have some small questions about your game, because you are trying to unify all '90s TMNT games, how many stages are you planning to add into the final game?

Since many TMNT games have some similar stages like the sewers and the Technodrome, will you chose the one you like the most, or will you try to combine them to complete new bigger stages?

For now my aim is to add stages like tmnt1 sewer, tmnt1 water dam, tmnt2 snow NY, tmnt3 sewer, technorome and naturally many NEW stages.
2nd level of my game naturally is surf level from tmnt3 with some improvements and news!

spidermax96 said:

I like 1st one! =)

Ok so I'll draw all climbing sprites by my self ^__^
 
i was thinking 1 to .. ill tri and do the  foot  climbing sprites you may like it mabe
 
I have a request White Dragon.

Would it be possible for you to upload a "light" version of the last revision of this demo with only the 4 turtles as playable characters and maybe narrow it down to 2 players on screen at once instead of 4?

I would like to test the speed and performance of such a build on my Android tablet and PSP, and I'm sure people with Wii would love you for this as well.

Only if you'd like to, of course.

Thank you in advance
 
I tried the game and its similar to original turtles, i played it on original arcade machine with 4 joysticks, i think it would be hard to edit the game if he doesnt have psp to test and there are 2 psp models with less and more ram available.
 
Why should it be hard for an advanced developer like him to uncomment code for enemy and boss selectables and exclude their sprites for a lighter build?

Also, PSP phat is almost obsolete at this point and is very limited when it comes to running OpenBOR mods because of low RAM...we all know that.

I want to test a build like this because I have a Slim PSP and an Android tablet in tow. :-)
 
Double post to report 2 visual inconsistencies.

- When foot soldiers are falling face first the sprites have yellow hands.
- Missplaced water tiles present after Boss fight...you can see a vertical line in the water sprites.
 
hears the  foot  climbing sprites i dead to day  you may like it mabe ... hope it helps :)

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MaxBeta said:
I have a request White Dragon.

Would it be possible for you to upload a "light" version of the last revision of this demo with only the 4 turtles as playable characters and maybe narrow it down to 2 players on screen at once instead of 4?

Ok MaxBeta!! I'm preparing an improved version with speed-ups and console version with 4-turtles only (tested on wii yet).
From next version to higher simply to disable other playable characters you delete or put in comment the right lines in models.txt ;)

MaxBeta said:
Double post to report 2 visual inconsistencies.

- When foot soldiers are falling face first the sprites have yellow hands.
- Missplaced water tiles present after Boss fight...you can see a vertical line in the water sprites.

Fixed foots!! Can u post me vertical line in the water with a picture?

spidermax96 said:
hears the  foot  climbing sprites i dead to day  you may like it mabe ... hope it helps :)

GREEAAT WORK spidermax96!!
This simplifies much work I have to do!
 
No problem WD, and thank you for taking a lighter build into consideration!

Since I can't get to the game right now I've taken a capture straight from one of your youtube videos so you can get an idea where the missplaced tiles are located and where the vertical line shows up.

VideoCapture_zpsfb2c1cfe.png


You are only able to see it in-game if you are playing without filters and in native aspect ratio.

I hope this helps.

Also, I would like to congratulate spidermax96 for his sprite edits.
Very nice work man.  :)
 
OK guys I'm uploading new version with all your fixes and
new river level test room to test:
1) splash system
2) ripple system
3) water puddle system (half-length submerged based on water puddle height)

tutx.png

mzdd.png

g5gu.png

 
This Game is Excellent. Good luck man. İ can't wait to see the upcoming results. Any new ideas such as guest Characters or bosses? Could be great really. Any bonus level ideas?
 
O Ilusionista said:
I am not a fan of the lighting effect, but the water puddle is a nice touch!
When they jump and land, will the water splash?

Yeah! You can try water splash this evening, when I finish to upload the demo update ;)

THANKS TO ALL!!
 
honestly... all from this game looks fantastic!...  :)

how do you feel making history? ;)

ps:
---
now the bad part.. bugs report  ::)

well, after try the new demo, i saw that with some characters, like bebop or rocksteady, the traps of doors etc that fall over you, cant be avoided even when you walk to they in the lower part of the level.
so cant be avoided, unless you walk forward and then get back inmediatelly (i suppose).

greetings
 
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