Teenage Mutant Ninja Turtles - Rescue Palooza

Complete TMNT: Rescue-Palooza! 1.1.5

No permission to download
Project is completed.
Thanks again!

Lichtbringer said:
Will the Skateboard Girl be in your game?  ;D

Yes, I plan to add her, and if you hit her one of two things happen (I haven't decided yet. Also, spoilers):
- She stops skating and starts to shoot you with a machine gun, becoming a mini boss
- The stops skating and takes off her costume revealing that she's actually a foot soldier (wtf)
 
BeasTie said:
I found these tracks that I'd made previously, they are (from memory) using Roland MT-32 sounds, this was to sound more  DOS/Soundblaster like.  Just thought I'd show you as an example of what I meant.  They don't sound like NES, but are similar and a little nicer quality.

Boss Music
https://www.dropbox.com/s/nq4i7ppydtxz6yq/boss.ogg?dl=0

Mini-Boss Music
https://www.dropbox.com/s/jwmxurohu8gwuk0/miniboss.ogg?dl=0

Hey man, thanks for sharing. I already knew what you meant, I'm from the DOOM generation, haha.
I feel like the songs are lacking some punch, so I experimented a bit and added the bass/drums channels from the NES version. Also I sped up the MIDI version to match the NES one. They are still not aligned 100% tough. Anyway, maybe a mixture in that same vein would be the way to go? I dunno? Here's the link to this abomination:

https://dl.dropboxusercontent.com/u/101167733/TMNT1_boss_mix.wav

Also, a Splinter WIP:

splinter_walk_animated.gif

 
yeah yours is more NES like - I was never using these, they were just a quick test to compare alongside the DOS tracks I already had.  But I'm not using that music anymore either.  I'm from Doom generation too ;D - That's how I got started with this kind of thing.  Making doom mods etc.

Splinter looks awesome dude.  It's perfect!

EDIT : Here's all the SFX from TMNT 2 Arcade (NES) - Getting the music rips sorted for ya too. 

https://www.dropbox.com/s/nsjecfgywnlt0s5/TMNT2%20-%20Arcade%20%28NES%29%20-%20SFX.rar?dl=0
 
BeasTie said:
yeah yours is more NES like - I was never using these, they were just a quick test to compare alongside the DOS tracks I already had.  But I'm not using that music anymore either.  I'm from Doom generation too ;D - That's how I got started with this kind of thing.  Making doom mods etc.

Splinter looks awesome dude.  It's perfect!

EDIT : Here's all the SFX from TMNT 2 Arcade (NES) - Getting the music rips sorted for ya too. 

https://www.dropbox.com/s/nsjecfgywnlt0s5/TMNT2%20-%20Arcade%20%28NES%29%20-%20SFX.rar?dl=0

Oh man! I should have mentioned that I had already ripped the suckers. I'll be posting a demo of the game tonight when I get home, if you get the change to try it let me know if you think the audio is still bad. I recorded the sounds directly from Nestopia and didn't change the volume to fit the OpenBOR standard volume, to avoid clipping. So the whole game has a lower volume than other mods but it avoids the clipping and crappy audio quality issues I had with the Power Rangers mod.
 
Thanks BeasTie, and also O and Omega.

Here's the demo, it only has the snow level and Michaelangelo. I left Splinter in there but's he's not really playable, he only has his idle and walk animations. If play as him and press the attack or jump buttons he morphs into Mike with a messed up palette. So the demo is intended to be played with Mike, who's complete except for his alternate palettes.

Again, the only stage is the snow level from TMNT2, which I tried to replicate as close as possible to the original. There's a couple of differences, like the location and number of the ice rocks that fall from the sky, which are easier to avoid now. Also the Foot Soldiers can be hit twice in a row, something that was not possible in the original game.

One thing that needs fixing is the snowmen. Their movement is wrong and so are the missiles they shoot. They are supposed to follow you around, but when I gave them the subtype chase it just didn't work properly, so I took that out for this demo (they are now simple "knives", although very slow ones). I'll go back to fix these characters at a later time, I wasted way too much time on them already and need a break.

Remember you can use the moves from TMNT2 and 3, which means:
Attack
Jump
Jump and attack (flying kick)
jump+attack (at the same time)
down+attack (throw)
special (needs MP)

Enjoy!
https://dl.dropboxusercontent.com/u/101167733/TMNT%20Rescue-Palooza%20demo%20Win.zip
 
I got the demo, here is some feedback:

+ as usual, I like the presentation of your games. They seams solid and well done, looks like a commercial game.
+ the intro is pretty cool
+ the snow effect is just awesome. Who made it? I have a big interest on that effect :)
+ snowhole (and holes in general) is a must have. I always wanted to make it

- I found the first stage too long. Some fights with the purple soldiers where a bit tedius.
- You can corner Tora near of that drill machine easily and he is just too easy.

man, keep the good work!
 
mersox said:
... so are the missiles they shoot. They are supposed to follow you around, but when I gave them the subtype chase it just didn't work properly, so I took that out for this demo (they are now simple "knives", although very slow ones)

I don't recommend using chase for missiles since they aren't symetric and would look odd if they move straight up or down while facing left or right.
I don't have solution for this. The closest is homing missile AI I have for Contra mod (which is 2D mod)
 
Thank you very much O for the feedback and encouragement.

O Ilusionista said:
+ the snow effect is just awesome. Who made it? I have a big interest on that effect :)

Thanks. I made it based on a couple of animated gifs I googled (I did a search on "snow gif" and that was it). It's two different entities, one with bigger flakes than the other. I gave 50% transparency to the one with the smaller flakes to help with visibility and add an illusion of depth.  If you need it four your mods just take them from this one.

O Ilusionista said:
+ snowhole (and holes in general) is a must have. I always wanted to make it

It's an entity type none with an attack box in its idle animation and followcond. So once the atackbox hits a player, it switches to the animation follow1, which is the uncovered hole. It has the same attack box but with fast attack (otherwise a player wouldn't fall twice in a row) and loop 1 (so it never gets covered again)

O Ilusionista said:
- I found the first stage too long. Some fights with the purple soldiers where a bit tedius.

This one feedback is very crucial to me. When I started this project ages ago, one of the ideas was to make the stages shorter so the gameplay feels less repetitive. Along the way at some point I decided to try and start with a 1:1 port and go from there. It seems that I should return to my original plan. I think in this case I would leave the lenght as is and reduce the number of enemies so you don't spend too much time in a single spot (and overall the stage will also be shorter). Also something I haven't done yet is add more enemies that would only appear when there's more players on screen.

O Ilusionista said:
- You can corner Tora near of that drill machine easily and he is just too easy.

I gave him an escape attack (in which he runs past you and has no bbox) but it seems it didn't play when you tried it. The thing is... will you always be able to corner him? If you try the game again and find that the answer is yes, let me know. I feel like if I make him more "escapable" now he might get too hard. That's what she said.

Bloodbane said:
I don't recommend using chase for missiles since they aren't symetric and would look odd if they move straight up or down while facing left or right.

They look a liiiitle bit less odd once you add "UP" and "DOWN" animations.

Bloodbane said:
The closest is homing missile AI I have for Contra mod (which is 2D mod)

I was thinking of taking a look at that your Contra game for that. I haven't done it yet because last time I tried to get a code from that game I gave up because there's so much coding and I didn't know what was what, lol.

Do you think your homing missile method would work in a 3D game? Taking into consideration that the missile is supposed to follow you on all axis... axises... axes... you know what I mean. Axi?
 
If you need it four your mods just take them from this one.
Thank you. That snow and the SOR2 mist do interest me. I never remember from which game I saw that mist until I took a look at your game.

I think in this case I would leave the lenght as is and reduce the number of enemies so you don't spend too much time in a single spot (and overall the stage will also be shorter). Also something I haven't done yet is add more enemies that would only appear when there's more players on screen.

Yes, maybe you can reduce the number of enemies. If you want to have more enemies on the stage based on how much players are playing, there is a small trick: you can use an empty entity which can scan how much players are on the screen and make it spawn more enemies, without been affected by the GROUP setting (for the spawn, but it will be limited once they are spawn).

I gave him an escape attack (in which he runs past you and has no bbox) but it seems it didn't play when you tried it. The thing is... will you always be able to corner him? If you try the game again and find that the answer is yes, let me know. I feel like if I make him more "escapable" now he might get too hard. That's what she said.
Yeah I know, I saw it. But maybe it is too quick and he was trying to move back so he got cornered again and again.

One idea is to check if he is cornered and change the direction. You can do this by checking his facing, or his Xpos or even with checkwall function. For example, I have an enemy which always comes from the left on a stage where you are always moving right (over a vehicle). The enemy can turn to attack players behind him, but he will always move left when he is hit, to simulate he was losing his x velocity - IOW, he is left behind.

Do you think your homing missile method would work in a 3D game?
~
As I said, I really don't see a problem with that, I already saw many games were the missile chases the target without changing his animation. But if this bothers you, you have two options:

A) Use UP and DOWN animations, where you rotate the sprites 45º (with steps of 15º) to simulate his z movement. You can even use TURN animation to make it spin

B) To make a code which uses Atan (I don't know if OpenBOR uses Atan by the way) to calculate the target angle and rotate the missile, kinda like I did for this enemy in Mugen (Jump to 0:13)

Robot Guard

The formula is:
atan(-(p2dist y-30) / p2dist x) * 180 / pi

But I do think this option is way too much, and you can get nice results with option A.
 
I think I have an easier solution for both the missile and Tora not getting stuck. BTW the missiles already have UP and DOWN programmed, but their chase is still buggy. But again I think I have the solution.

Another thing, is anything similar to checkwall that works with the edges of the screen instead? I will need it for Groundchuck.
 
Buggy how?

About the code, I use this at my enemy idle


@script
                void self = getlocalvar("self");
                int  pos  = openborvariant("xpos");
                int  selfx    = getentityproperty(self, "x");
                if ((selfx > pos + 480 )&&(frame == 0)){
                changeentityproperty(self, "direction", 0);
                performattack(self, openborconstant("ANI_FOLLOW1"));
      }
      if ((selfx < pos + 1 )&&(frame == 0)){
                changeentityproperty(self, "direction", 1);
                performattack(self, openborconstant("ANI_FOLLOW1"));
      }
@end_script

He will execute FOLLOW 1 if he is outside the play area (he is not subject to screen).
Btw, I use a 480 resolution. You can change that value or get the hResolution.
 
O Ilusionista said:
Buggy how?

About the code, I use this at my enemy idle


@script
                void self = getlocalvar("self");
                int  pos  = openborvariant("xpos");
                int  selfx    = getentityproperty(self, "x");
                if ((selfx > pos + 480 )&&(frame == 0)){
                changeentityproperty(self, "direction", 0);
                performattack(self, openborconstant("ANI_FOLLOW1"));
      }
      if ((selfx < pos + 1 )&&(frame == 0)){
                changeentityproperty(self, "direction", 1);
                performattack(self, openborconstant("ANI_FOLLOW1"));
      }
@end_script

He will execute FOLLOW 1 if he is outside the play area (he is not subject to screen).
Btw, I use a 480 resolution. You can change that value or get the hResolution.

Thank you! This saved me a lot of time.
The missile seems buggy in that it doesn't change its y axis, so if it's above the player or under him/her (during a jump for example) it just gets stuck in there. It looks bad and it's very unfair when it's stuck over the player. you can see for yourself by giving it subtype chase, you'll see what I mean.

What I'll try first is to make the missile check the target's y pos during its idle, up and down animations. Then it will either move up or down a little bit. Once it stops moving up or down, it will go back to idle, which will make it check again and move further up or down, accordingly.
 
With that code, you can even simulate the enemy executing a wall jump, if he can do it.

I will try to take a look on that missile and see what I can do.
 
Mersox, try this:

subtype chase

anim up
loop 1
offset 23 26
rangez -40 -400
bbox 19 20 11 9
attack 19 20 11 9 2 0 0 1 0 6
delay 3
frame data/chars/snowman/missile_rightup01.gif
frame data/chars/snowman/missile_rightup02.gif

anim down
loop 1
offset 23 26
rangez 40 400
bbox 19 22 11 10
attack 19 22 11 10 2 0 0 1 0 6
delay 3
frame data/chars/snowman/missile_rightdown01.gif
frame data/chars/snowman/missile_rightdown02.gif

edit: Sometimes, the snowman can shoot the missile while he is on the air. So the missile will be over your head and just hit you if you jump.
 
Should the UP be like this:

anim up
  loop  1
  offset  23 26
  rangez -400 -40
  bbox  19 20 11 9
  attack  19 20 11 9 2 0 0 1 0 6
  delay  3
  frame  data/chars/snowman/missile_rightup01.gif
  frame  data/chars/snowman/missile_rightup02.gif

As for issue with homing missiles can't move up or down in Y axis, why not simply set snowman (and other enemies who might shoot them too) to shoot them on ground only?
 
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