Teenage Mutant Ninja Turtles - Shell Shocked

Canceled Teenage Mutant Ninja Turtles: Shell Shocked 5850

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Perfect Rev, this! :D

Only one attach for me.. s..sorry.. :(

For the rest, personally, i really like the numbers of enemies and difficulty of the Rev (animations, kombos, effects and all included).

Perfect synchronization with the fast and frenetic gameplay!

:)

ps: @spidermax96, the shders dojo level  is very very very nice and in turtle style :)

[attachment deleted by admin]
 
stin said:
Perfect Rev, this! :D

Only one attach for me.. s..sorry.. :(

For the rest, personally, i really like the numbers of enemies and difficulty of the Rev (animations, kombos, effects and all included).

Perfect synchronization with the fast and frenetic gameplay!

:)

ps: @spidermax96, the shders dojo level  is very very very nice and in turtle style :)

Thanks!!
Ps. Only the turtles can eat PIZZA POWER for now.
    But all characters can eat PIZZA TIME ^__^
Ps2. I changed the chargetime to 0.5 for chargeattack
 
YEAH!!

I realized! :D :D :D

The chargeattack is the Gem of the centric gameplay, the Burst!

Thankyou very very much, WhiteDragon! :D
 
stin said:
Perfect Rev, this! :D

Only one attach for me.. s..sorry.. :(

For the rest, personally, i really like the numbers of enemies and difficulty of the Rev (animations, kombos, effects and all included).

Perfect synchronization with the fast and frenetic gameplay!

:)

ps: @spidermax96, the shders dojo level  is very very very nice and in turtle style :)
thanks lets hope he adds it :)
 
spidermax96 said:
stin said:
Perfect Rev, this! :D

Only one attach for me.. s..sorry.. :(

For the rest, personally, i really like the numbers of enemies and difficulty of the Rev (animations, kombos, effects and all included).
And Console+Windows version 2in1

Perfect synchronization with the fast and frenetic gameplay!

:)

ps: @spidermax96, the shders dojo level  is very very very nice and in turtle style :)
thanks lets hope he adds it :)

Sure spidermax96!!  ;)
Sorry for no prev comment! Great Work!!
Now I like how you draw the new sprites (not jpg artifact).
Wonderful work!! (I'll add raph idle too)

Now I'm preparing a very important REV that is a ULTRA speed-up for game script and game loading!!
Stay tuned!!  8)
 
Do not forget Android optimized version (if possible).

Im on apq8064 Qualcomm - Adreno320 (quadcore cpu at 1.5ghz) - 2GB Ram.

The Rev. is playable but slowly for the moment :)

I want to play a portable turtle! :D
 
Sure spidermax96!!  ;)
Sorry for no prev comment! Great Work!!
Now I like how you draw the new sprites (not jpg artifact).
Wonderful work!! (I'll add raph idle too)

Now I'm preparing a very important REV that is a ULTRA speed-up for game script and game loading!!
Stay tuned!!  8)
[/quote]


thanks i like thos new moves you add it nice work
    ps are you adding iny of the foot i made tha fit in game good there from tmnt 1 movie more foot for the Turtles to kill ....anyways keep up the good work bro
 
Is this demo compatible with nintendo wii? I mean you said for slowly devices I guess you mean the RAM memory, in the meantime let me try it on wii and see if it works. Thanks in advance
 
Gideon Syrus said:
Is this demo compatible with nintendo wii? I mean you said for slowly devices I guess you mean the RAM memory, in the meantime let me try it on wii and see if it works. Thanks in advance

Tested only on android for now. But you can try for Wii!
1st level (beach) may not work. If so, it's only because the 1st level loads too many enemies/objects for Wii RAM.
For a Wii version (still less RAM than Android) I will have to decrease the number of objects in the 1st level.

I've improved a lot the script in game levels (for each character), using the same check loop for different operation (rather than separate loops) and have also greatly improved load times. In fact, characters like the foot soldier and rock soldier load only the first weapon in the first game loading. All other weapons are loaded only during the switch between the weapons themselves!  ;)
 
Ok then a question, will you release a wii version when this MOD will be finished? another thing, which is te best engine version to try the demo? or is it included in the rar archive? thank you very much white Dragon
 
Gideon Syrus said:
Ok then a question, will you release a wii version when this MOD will be finished?

I think so, however if you try it on Wii U, the game should work properly ^__^ (Wii U RAM > Wii RAM)

Gideon Syrus said:
which is te best engine version to try the demo? or is it included in the rar archive? thank you very much white Dragon

I included in rar pack archive openBOR v3.0 Build 4083 for Windows and Android, both compiled by me ^__^
 
WD, have you managed to use the drawmethod clip? I remember that I saw something in your codes using it, but the documentation about that feature is sparse.
 
White Dragon said:
Tested only on android for now. But you can try for Wii!
1st level (beach) may not work. If so, it's only because the 1st level loads too many enemies/objects for Wii RAM.
For a Wii version (still less RAM than Android) I will have to decrease the number of objects in the 1st level.

I've improved a lot the script in game levels (for each character), using the same check loop for different operation (rather than separate loops) and have also greatly improved load times. In fact, characters like the foot soldier and rock soldier load only the first weapon in the first game loading. All other weapons are loaded only during the switch between the weapons themselves!  ;)
Really happy to read that ... so many coders never optimize scripts ...
Now there is a chance that it works to on xbox 1 :D
A 700Mhz with 64Mo of ram ... like the Wii ;)
I can try it if you want.
 
O Ilusionista said:
WD, have you managed to use the drawmethod clip? I remember that I saw something in your codes using it, but the documentation about that feature is sparse.

Yeah!! The code is is water_puddle.c!
Ps. O' you are in the credits at the end of 1st level!

darknior said:
Really happy to read that ... so many coders never optimize scripts ...
Now there is a chance that it works to on xbox 1 :D
A 700Mhz with 64Mo of ram ... like the Wii ;)
I can try it if you want.

Thanks! Ok you can try!  ;)
 
Thanks man, glad to know :)
I played the new version. The amazing is amazing, what eles I can say?
But I noticed some bugs:

- The shuriken got stuck by the wall, and the game just progress if you let it hit you
svdahPQ.png


-we can't fall in the holes?
eNm6eMA.png


- I remember I got stuck near of the bosses, there was no GO entity. I had to move near the water to go on.

edit: About the clip, I got it to work! I will try to document it, thanks
 
O Ilusionista said:
But I noticed some bugs:

- The shuriken got stuck by the wall, and the game just progress if you let it hit you
- I remember I got stuck near of the bosses, there was no GO entity. I had to move near the water to go on.

Ok, both bugs are 1 bug only really... These are the same bug.
In the last update I changed weapon entity type from obstacle to enemy. So if the weapon doesn't die, you can't go forward.
I fixed yet these bugs. I'm preparing the 5766 REV. Thanks O'!!

O Ilusionista said:
-we can't fall in the holes?

Not a bug, for now only the turtles can fall in the sewer. As the original game the enemies can't fall.
And however I can't draw 1000 sprites for all character  :-[

Currently it's a torture to draw the sprites for climbing actions for all the characters.
I can't wait to finish them because I have to draw the sprites for the new bonus characters.
 
White Dragon I totally hear you, sprite work is so time consuming. I will help you out with fall animations as soon as we complete all of the climb animations. Great job by the way. This is game is going to Rock!!!
 
dmolina007 said:
White Dragon I totally hear you, sprite work is so time consuming. I will help you out with fall animations as soon as we complete all of the climb animations. Great job by the way. This is game is going to Rock!!!

Thanks dmolina007 for all your help!!
 
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