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.
Thanks to all dudes!  ;)
It's very hard to obtain a robust and efficient code for ladders/stairs.
But I think that I can let you try it now  ;D

O Ilusionista said:
WD, do you mind to share:

- the platform edge code
- your wall jump code

Ok,
- the code for wall/platform edges is very simple.
- the code fow wall jump is simple for the walls and more complex for platforms. But I can share it!  ;)
 
Will VS mode be available to play against CPU eventually? 

BTW I really like that you added the rats to the sewers.  Every tmnt game... and no rats...it doesn't make sense!  Forgot to send you the rat sprites I had for Ratking, but those ones you have suit the game style much better ;D
 
BeasTie said:
Will VS mode be available to play against CPU eventually? 

BTW I really like that you added the rats to the sewers.  Every tmnt game... and no rats...it doesn't make sense!  Forgot to send you the rat sprites I had for Ratking, but those ones you have suit the game style much better ;D

Thanks!
For VS CPU I think no... because this isnt a VS game and the enemies arent truly hard to beat theme.
It has sense VS humans only (like SNES version).
 
Hahah! Yes! The recent download which includes the 2D sewer stage and an improved VS mode has my day (for my birthday; my time was yesterday/last night)! You made my day today! :Thumbs_up:

Off-topic: Happy Birthday to me. Now I'm very satisfied for the most recent update. Heh. I don't want to derail this topic as I celebrate my birthday and the TMNT update.
 
Mr. Dragon.. That intro... Its pure amazement :)  and game is follows with it. And the foot soldier character is fun to play Because I get to play my favorite  soldier( the 3 sectional Staff). 
 
White Dragon, I like your update so far. It's great! But there are some errors I found so you could fix them.

Here's what's bugging:
  • When using Rocksteady, you press a block button but then it ends up switching to Baxter or the invisible Rocksteady. I am lost where to fight the enemy. Sometimes he's switched to Baxter, and sometimes he's switched to his disappearance. He's supposed to switch to a rifle-held entity. Look at this here:
TMNT_SS_0000.png


  • There's something strange about some projectiles that are summoned by enemy Foot Soldiers. Either the projectiles can get hit or land on the ground, they will blink.

TMNT_SS_0001.png


  • It's weird that the button toggle picture for escape doesn't pop up while being "grabbed".

TMNT_SS_0002.png
 
Thanks Maxman for your test! You test help me to improve this game!
Well you have founded just 1 bug really:

maxman said:
  • When using Rocksteady, you press a block button but then it ends up switching to Baxter or the invisible Rocksteady. I am lost where to fight the enemy. Sometimes he's switched to Baxter, and sometimes he's switched to his disappearance. He's supposed to switch to a rifle-held entity. Look at this here:
TMNT_SS_0000.png

This is a heavy BUG!! Fixed for the next REV!!

maxman said:
  • There's something strange about some projectiles that are summoned by enemy Foot Soldiers. Either the projectiles can get hit or land on the ground, they will blink.
TMNT_SS_0001.png

Not a bug. For projectiles like shuriken or kunai or knifes etc..
When a weapon (ex shuriken) hits someone, it will blink in the point of hit for a while.
When a weapon (like shuriken or kunai) hits the land, it will blink in the point of hit for a while and it will show the sparkles.
It's a my design :-)

maxman said:
  • It's weird that the button toggle picture for escape doesn't pop up while being "grabbed".
TMNT_SS_0002.png

Another my design.
The button toggle picture is shown just 1 time in a life (like other toggle pictures and taunt comic).
This is the logic:
The toggle pictures need to show that a given action.
Once shown, it is assumed that the player has read and learned.
If the player loses a life, however, the picture is shown again to remember the player how he should behave.
 
@White Dragon: OK. :) My bad then. I didn't know those are your design style. I thought it was some bug 'cause I thought there was something wrong as if it (shuriken) were fall anim. LOL I meant to discuss when the lifebar was high or middle but not low. I was testing the pain but ended up screen-shooting to where his life gets low. Now that you said that it's your design, I accept. :D
 
maxman said:
@White Dragon: OK. :) My bad then. I didn't know those are your design style. I thought it was some bug 'cause I thought there was something wrong as if it (shuriken) were fall anim. LOL I meant to discuss when the lifebar was high or middle but not low. I was testing the pain but ended up screen-shooting to where his life gets low. Now that you said that it's your design, I accept. :D

Thanks for rocksteady bug! I'm uploading a new rev with fix and a new vs stage and versus time added!

Your test is important!  ;)
 
REV5807:
- New VERSUS Stage (Technodrome)
- Versus Time (Optional)
  To Toggle Time, go in player select screen and press Jump or Taunt button (see picture)



[attachment deleted by admin]
 
White Dragon said:
maxman said:
@White Dragon: OK. :) My bad then. I didn't know those are your design style. I thought it was some bug 'cause I thought there was something wrong as if it (shuriken) were fall anim. LOL I meant to discuss when the lifebar was high or middle but not low. I was testing the pain but ended up screen-shooting to where his life gets low. Now that you said that it's your design, I accept. :D

Thanks for rocksteady bug! I'm uploading a new rev with fix and a new vs stage and versus time added!

Your test is important!  ;)

I really forgot to say "You're welcome" or "No problem" before I posted my last post. So, you're welcome/no problem.
 
maxman said:
White Dragon said:
maxman said:
@White Dragon: OK. :) My bad then. I didn't know those are your design style. I thought it was some bug 'cause I thought there was something wrong as if it (shuriken) were fall anim. LOL I meant to discuss when the lifebar was high or middle but not low. I was testing the pain but ended up screen-shooting to where his life gets low. Now that you said that it's your design, I accept. :D

Thanks for rocksteady bug! I'm uploading a new rev with fix and a new vs stage and versus time added!

Your test is important!  ;)

I really forgot to say "You're welcome" or "No problem" before I posted my last post. So, you're welcome/no problem.

;D ;D ;D
;) ;) ;)
 
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