Teenage Mutant Ninja Turtles - Rescue Palooza

Complete TMNT: Rescue-Palooza! 1.1.5

No permission to download
Project is completed.
miguelo777 said:
i means unused sprites of the turtles holding enemy weapons or the retromutant gun (from that 80s tv chapter).

Oh you mean the Zappy? there are Infos about it on the Cutting Room Floor.

https://tcrf.net/Teenage_Mutant_Ninja_Turtles_%28Arcade%29
 
Mersox you have to fix the walk animation during the map.
When you stop the turtle to walk and turn it in idle, the turtle looks down in anycase.
Use  changeentityproperty(player,"aiflag","idlemode",NUMBER) to set the new direction.
For example when you are in walking animation changeentityproperty(player,"aiflag","idlemode",2)
when you are in up anim changeentityproperty(player,"aiflag","idlemode",3) and when you are in down anim
changeentityproperty(player,"aiflag","idlemode",1)

so:
IDLE1 == look down
IDLE2 == look left or right
IDLE3 == look up

and fix the velocity on map because sometime when you stop to press a button, the character continues to go forward.
BTW great game!!
 
White Dragon said:
Mersox you have to fix the walk animation during the map.
When you stop the turtle to walk and turn it in idle, the turtle looks down in anycase.
Use  changeentityproperty(player,"aiflag","idlemode",NUMBER) to set the new direction.
For example when you are in walking animation changeentityproperty(player,"aiflag","idlemode",2)
when you are in up anim changeentityproperty(player,"aiflag","idlemode",3) and when you are in down anim
changeentityproperty(player,"aiflag","idlemode",1)

so:
IDLE1 == look down
IDLE2 == look left or right
IDLE3 == look up

and fix the velocity on map because sometime when you stop to press a button, the character continues to go forward.
BTW great game!!

I want to have your babies.

BeasTie said:
I've ripped those sprites for someone already.  But they wouldn't suit this mod.

Agree. BUT still I appreciate the idea.
 
Hey guys. I have been working on the Roadkill Rodneys. They're not 100% like in the original game, but it's good enough for me. For those of you that are also making a TMNT mod and would like to have a similar moving Rodney, feel free to take a look at this TXT for inspiration.


name roadkill_rodney
health 8
speed 16
type enemy
jumpheight  4
jumpspeedf 0.1
shadow 1
aironly 1
nolife  1
noquake 1
bounce 0
cantgrab 1
falldie 1
aggression 10
knockdowncount  -1
load explosion_safe
score 1 -1
nodieblink 2

nomove 1
aimove wander
animationscript data/scripts/script.c
subject_to_screen 1

palette none

anim spawn
loop 0
offset 19 55
bbox 6 27 18 29
delay 20
jumpframe 2
landframe 43
frame data/chars/misc/empty.gif
frame data/chars/roadkill_rodney/spawn01.png
frame data/chars/roadkill_rodney/spawn02.png
delay 3
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png

frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
delay 10
frame data/chars/roadkill_rodney/spawn05.png



anim rise
loop 0
offset 19 55
bbox 6 27 18 29
delay 1
frame data/chars/roadkill_rodney/idle.png


anim idle
@script
          void self = getlocalvar("self");
          int  pos  = openborvariant("xpos");
          int  selfx    = getentityproperty(self, "x");
int  selfz    = getentityproperty(self, "z");
          if (((selfx > 290)||(selfx < 30))&&(selfz < 160)&&(frame > 0)){
                performattack(self, openborconstant("ANI_FOLLOW3"));
      }

          if (((selfx > 290)||(selfx < 30))&&(selfz > 225)&&(frame > 0)){
                performattack(self, openborconstant("ANI_FOLLOW2"));
      }

          else if (((selfx > 290)||(selfx < 30))&&(frame > 0)){
                performattack(self, openborconstant("ANI_FOLLOW1"));
      }
  @end_script
loop 1

offset 19 55
bbox 6 27 18 29

delay 2
move 3
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png


anim follow1 ***move down RANDOM
@script
      void self = getlocalvar("self");
if( frame == 0){
      int r = rand()%50;
      if( r > 0){
        performattack(self, openborconstant("ANI_FOLLOW2"));
      }
    }
    @end_script
loop 0
offset 19 55
bbox 6 27 18 29
flipframe 15
delay 2
move 2
movez 0
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
move 2
movez 2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 1
movez 2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
move 0
movez 2
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
move 1
movez 2
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 2
movez 2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 2
movez 0
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png

anim follow2 ***move up

loop 0
offset 19 55
bbox 6 27 18 29
flipframe 15
delay 2
move 2
movez 0
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
move 2
movez -2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 1
movez -2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
move 0
movez -2
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
move 1
movez -2
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 2
movez -2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 2
movez 0
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png

anim follow3 ***move down
loop 0
offset 19 55
bbox 6 27 18 29
flipframe 15
delay 2
move 2
movez 0
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
move 2
movez 2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 1
movez 2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
move 0
movez 2
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
move 1
movez 2
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 2
movez 2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 2
movez 0
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png


anim walk
loop 1
offset 19 55
bbox 6 27 18 29
delay 15
frame data/chars/roadkill_rodney/walk.png




anim attack1
range 20 300
rangez 0 5
loop 0
offset 19 55
bbox 6 27 18 29
move 0
delay 3
move 2
sound    data/sounds/(tmnt2/roadkill_brake.wav
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 1
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 0
delay 20
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/shoot01.png
delay 50
frame data/chars/roadkill_rodney/shoot02.png
delay 20
frame data/chars/roadkill_rodney/shoot01.png
frame data/chars/roadkill_rodney/idle.png

anim pain
loop 0
jumpframe 0 1 -1
landframe 1
delay 400
offset 19 55
bbox 6 27 18 29
sound    data/sounds/(tmnt2/hit01.wav
frame data/chars/roadkill_rodney/walk.png
delay 1
frame data/chars/roadkill_rodney/walk.png
delay 9
frame data/chars/roadkill_rodney/whip01.png
frame data/chars/roadkill_rodney/whip02.png
frame data/chars/roadkill_rodney/whip03.png
shock 20 27 45 14 2 0 0 1 0 6
frame data/chars/roadkill_rodney/whip04.png
shock 20 27 54 24 2 0 0 1 0 6
frame data/chars/roadkill_rodney/whip05.png
shock 0 0 0 0 0 0
frame data/chars/roadkill_rodney/whip06.png
frame data/chars/roadkill_rodney/whip07.png
frame data/chars/roadkill_rodney/idle.png


anim fall
loop 0
jumpframe 0 1 -1
landframe 1
delay 400
offset 19 55
bbox 6 27 18 29
sound    data/sounds/(tmnt2/hit01.wav
frame data/chars/roadkill_rodney/walk.png
delay 1
frame data/chars/roadkill_rodney/walk.png
delay 9
frame data/chars/roadkill_rodney/whip01.png
frame data/chars/roadkill_rodney/whip02.png
frame data/chars/roadkill_rodney/whip03.png
shock 20 27 45 14 2 0 0 1 0 6
frame data/chars/roadkill_rodney/whip04.png
shock 20 27 54 24 2 0 0 1 0 6
frame data/chars/roadkill_rodney/whip05.png
shock 0 0 0 0 0 0
frame data/chars/roadkill_rodney/whip06.png
frame data/chars/roadkill_rodney/whip07.png
frame data/chars/roadkill_rodney/idle.png


anim death
loop 0
jumpframe 0 2 -2
landframe 1
delay 200
offset 19 55
sound    data/sounds/(tmnt2/hit01.wav
frame data/chars/roadkill_rodney/dead.png
delay 50
frame data/chars/roadkill_rodney/dead.png
delay 1
@cmd spawn01 "explosion_safe" 0 0 1
frame data/chars/misc/empty.gif
 
Cool, looks great, so the special thing here is how you coded the way he moves around?

The electrocution anim could last longer to be more like the arcade, is fine either way thou.
 
BeasTie said:
Cool, looks great, so the special thing here is how you coded the way he moves around?

The electrocution anim could last longer to be more like the arcade, is fine either way thou.

Hi Beastie! Yeah the special thing is how it moves, which is different than the default behaviour of enemy entities in OpenBOR. Thanks for the input on the eletrocution anim.
 
Great job, mersox! The movement looks really unique which I haven't seen in enemy entities in other mods. Very creative, indeed.
 
This looks really good! not only the way the enemy moves but I LOVE the way you re-colored the background.
 
Great work Mersox! That Rodney Roadkill will be real nuisance if it shoots while moving like that  ;D

maxman said:
Great job, mersox! The movement looks really unique which I haven't seen in enemy entities in other mods. Very creative, indeed.

You should see how beetles fly in D&D mod we made before :)
 
Thank you guys. And Bloodbane, now these guys shoot lasers and are very annoying, just like they should be. I'll upload an updated video tomorrow.

For Rocksteady I was going to recolor his NES sprites, but he looked so different from the cartoon version that I decded to experiment a bit and mix his sprites with his gameboy counterpart, and while it looked better, it was still off. So now I am giving him new sprites like I did with Mona Lisa and Usagi Yojimbo. Here's the W.I.P.:

rocksteady_wip200.jpg
 
Thanks a lot guys. Creating new sprites is very time consuming but in some cases like Rocksteady I think it's worth it.

Newer video of the Rodneys (I reduced their Z movement a bit when they turn around). Let me know if you need the TXT.




 
Thank you, GaBoTiCo!

----

Here's a look at the highway stage. It does look very similar to the highway stage on GaBoTiCo's mod, BUT in my defense I was working on this one before I saw his version. It was a coincidence, I swear! :P


 
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