Teenage Mutant Ninja Turtles - Rescue Palooza

Complete TMNT: Rescue-Palooza! 1.1.5

No permission to download
Project is completed.
Wow another super quality, fantastic game Mersox, where do all these sprites come from I don't recognise the mutant guy with the pipe from any TMNT game?

Love the action figure collectible aspect, nice touch.
 
Yeah the cardbacks are great. That's really cool :)

Also the mission screens with turtles in wrong headbands, nice touch lol
I gave donny a pink headband option in my mod as a nod to the wrong colours used in the cartoon.  :D

It would be cool if chars stay unlocked.  For replay value, some prefer always using the same char to complete the game, then re-playing with unlocked chars.

BTW my comments earlier, I didn't mean to sound like I don't like the mod.  If it's meant to stick to the old school format then that's fine with me.  I was just curious if that was what you're aiming for.

One thing thou with the jump attacks...  You can add a script if you wanted that lets you control jump height depending on how long you hold jump key.  Might be a good addition to your gameplay.  Especially would help if you are going to have platform style stages.

Maps like the rooftop one, you would be able to jump over ground enemies while staying under the flying ones.
 
One thing thou with the jump attacks...  You can add a script if you wanted that lets you control jump height depending on how long you hold jump key.  Might be a good addition to your gameplay.  Especially would help if you are going to have platform style stages.
This is a good idea.

About the unlock system, my only concern is that we can't load a game to start with all unlocked characters. Any thoughts about this?

Also, I love when the boss grab the pipe from the wall and use like a bat. But I was fighting both bosses (isn't 2 bosses too much for it?) and, suddenly, the boss now had a pipe on his hand while he was very way from the wall.
 
O Ilusionista said:
About the unlock system, my only concern is that we can't load a game to start with all unlocked characters. Any thoughts about this?

Isn't the unlocking of chars a problem of the engine of itself?

But as a workaround, how about something like a passwort system to Unlock Chars from the beginning?
So people who have to restart the game oder Reinstall it etc. don't have to unlock everything again?
 
crimefighters3 said:
Wow another super quality, fantastic game Mersox, where do all these sprites come from I don't recognise the mutant guy with the pipe from any TMNT game?

Love the action figure collectible aspect, nice touch.

Thank you very much crimefighters3. The sprites come from:
Leo, Mike: TMNT2 & 3
Foot Soldiers, Tora: TMNT 2
Groundchuck (guy with the pipe), Dirtbag, Slash: TMNT3
Mecaturtle: rezised from TMNT1
Usagi, Mona Lisa: all new sprites
April: all new sprites except:
attack anim: girl from Streets of Rage 1 as a base
Idle: body from TMNT4, microphone from Growl, head is new
Fall down manhole: retooled from TMNT2

Here's Grundchuck in the original game:

!

BeasTie said:
Yeah the cardbacks are great. That's really cool :)

Also the mission screens with turtles in wrong headbands, nice touch lol
I gave donny a pink headband option in my mod as a nod to the wrong colours used in the cartoon.  :D

It would be cool if chars stay unlocked.  For replay value, some prefer always using the same char to complete the game, then re-playing with unlocked chars.

I forgot to add the option to replay he game once finished, with all chars unlocked from the start. It will be present on the next demo and of course in the final game.

BeasTie said:
BTW my comments earlier, I didn't mean to sound like I don't like the mod.  If it's meant to stick to the old school format then that's fine with me.  I was just curious if that was what you're aiming for.
Thanks buddy, though you don't need to explain yourself at all. :)

BeasTie said:
One thing thou with the jump attacks...  You can add a script if you wanted that lets you control jump height depending on how long you hold jump key.  Might be a good addition to your gameplay.  Especially would help if you are going to have platform style stages.

Maps like the rooftop one, you would be able to jump over ground enemies while staying under the flying ones.

Interesting suggestion, thanks.


O Ilusionista said:
About the unlock system, my only concern is that we can't load a game to start with all unlocked characters. Any thoughts about this?

Is that hapening on your end? I have tested it and chars remain unlocked on loaded savestates.

O Ilusionista said:
(isn't 2 bosses too much for it?)
Nah. Groundchuck and Dirtbag were always together in the cartoon so it makes sense that they attack at the same time here. I would bet he reason they weren't together in the original game is due to limitations of the console.

O Ilusionista said:
suddenly, the boss now had a pipe on his hand while he was very way from the wall.

It happened to me once, I had left the foot vehicle within reach, and Groundchuck "grabbed" it, ending up with the pipe. That is an easy fix. Is that the same thing that happened to you?

Lichtbringer said:
So people who have to restart the game oder Reinstall it etc. don't have to unlock everything again?

I don't know if OpenOR allows for passwords, but to be honest I wouldn't want to implement a cheat like that.
 
I haven't downloaded the demo but I saw the video and it was amazing! Pretty much a TMNT fan's dream come true.
 
Yo, Merso! I tried your mod the other night and it's really good. I like how in the map where the Turtle (Leo) moves straightly up, down, left, and right, instead of moving diagonally. Also, it's simple to play, but nice challenge. :) Plus, I just played as Dirtbag and when he falls to the manhole in the snow, he has nice fall/pain animation there. Nice touch you got there. :)

There are some things I'm concerned during game play:

- I know I would sound critical as it needs script work but why can't Leo play specific directions "idle" anims similar to idle anim? For example, in the map area, when he walks the right side, I guess he's supposed to face the right side and plays right facing standing animation similar to anim idle. But maybe with anim follow I think?

- I know I'm being critical again but another one. Why can't any character jump off from a flying chopper (weapon) after running out of ammos? I mean, with specific animation as follow anim.

- You made a last group of spawn for the white ninjas and the 2 bosses. While fighting one last white Foot soldier, Groundchuck appears. Dirtbag doesn't appear until you kill the last Foot soldier.

- Looks like Tora tosses the boulder way forward, but it's okay. I know it's just a demo. Maybe you can make him toss it to the player in the next demo. :)

Anyways, you did a very great job on your TMNT mod so far. :) As WD said, yours looks professional. To me, it's professional looking but simple gameplay. :) I bet there are some easy script functions you made for the mod though to you, the project was kinda difficult to work with.
 
- I know I would sound critical as it needs script work but why can't Leo play specific directions "idle" anims similar to idle anim? For example, in the map area, when he walks the right side, I guess he's supposed to face the right side and plays right facing standing animation similar to anim idle. But maybe with anim follow I think?
I was thinking maybe using keyscript to control movement (like Contra mod does) you could make the different idles and more accurate walking on map stage.

 
mersox said:
crimefighters3 said:
Wow another super quality, fantastic game Mersox, where do all these sprites come from I don't recognise the mutant guy with the pipe from any TMNT game?

Love the action figure collectible aspect, nice touch.

Thank you very much crimefighters3. The sprites come from:
Leo, Mike: TMNT2 & 3
Foot Soldiers, Tora: TMNT 2
Groundchuck (guy with the pipe), Dirtbag, Slash: TMNT3
Mecaturtle: rezised from TMNT1
Usagi, Mona Lisa: all new sprites
April: all new sprites except:
attack anim: girl from Streets of Rage 1 as a base
Idle: body from TMNT4, microphone from Growl, head is new
Fall down manhole: retooled from TMNT2

Here's Grundchuck in the original game:
[snip]

Wow, great work. I don't really remember him at all.  I guess it's been years since I played TMNT 3.  I was so surprised when he ripped the pipe off the wall. ;D
 
This game is pretty awesome.

However, 4 player is halting.
I guess is maybe because Raph and Donnie are still not selectable.
They appear small and the screen halts when tested

I think this mod is the FIRST to make avaliable to us such chacarcter as Splinter and Casey and this idea rocks!

Please don't forget to add the female turtle (forgot her name) and the Donnie's Robot Turtle.

A good thing to consider, if you allow me, is a thing NEVER presented before.
A prequel stage to show splinter and the crazy scientist before the OOze, fighting Shredder. With captions showing how Shreeder met Krang.

Thanks again !

:D
 
Sorry to double-post, but I forgot to mention:

The idea of using enemy's hardware is AWESOME!
But, if you allow an idea, if possible, PLEASE consider changing the loosing-hardware-criteria.

I think now you are considering avaliable shots OR timing.
Can't you swap this method let's say.. by old-school-gaming criteria: "numbers of hits taken"?
 
There's an old TMNT mod with Casey Jones.  And Gabitico's 8bit mod does too ;)

Good idea for the vehicles.

They could take damage, and when they break start flashing, so player has a chance to jump out before they explode.
 
I don't like her much either, but mersox makes cool sprites, so any char is welcome :)

EDIT:

Well I thought she was forcefully added, and that series she comes from is awful.  Peter Liard hates her and that's enough for me lol

But I've watched a few episodes of that and the character wasn't really that bad. 
 
BeasTie said:
I don't like her much either, but mersox makes cool sprites, so any char is welcome :)
Yea it is his game he can add whatever char he like, it is just my personal opinion.^^

BeasTie said:
EDIT:

Well I thought she was forcefully added, and that series she comes from is awful.  Peter Liard hates her and that's enough for me lol

But I've watched a few episodes of that and the character wasn't really that bad.
Yea the Creators of the live action Series added her to have a love interest for the turtles or something like that, they changed the story so all the turtles where not blood-related if I remember it right.

But what I hated the most was that she hat some magical "deus ex machina" skills, she even turned the Shredder good with it, so the series hat a reason to not have him as the antagonist. -.-

But to come back to the Topic, it's realy amazing how much effort mersox is putting into this mod, he will make so many turtles Fans happy with it when it's done.  :D
 
BeasTie said:
I was thinking maybe using keyscript to control movement (like Contra mod does) you could make the different idles and more accurate walking on map stage.

Yeah. That could work that way. :)

One thing thou with the jump attacks...  You can add a script if you wanted that lets you control jump height depending on how long you hold jump key.  Might be a good addition to your gameplay.  Especially would help if you are going to have platform style stages.

Something like Mario style. Heehee. I did control the jumping by holding the jump button (without script) without declaring jumpheight in the header before, that was because I didn't know jumpheight exists. Since I use jumpheight in recent versions, I haven't been testing the jump with no jumpheight declared in a while. I will test it without script and without jumpheight.
 
Thank you all for your comments and suggestions. I'll keep them in mind.

maxman said:
- I know I would sound critical as it needs script work but why can't Leo play specific directions "idle" anims similar to idle anim? For example, in the map area, when he walks the right side, I guess he's supposed to face the right side and plays right facing standing animation similar to anim idle. But maybe with anim follow I think?

It's not critical at all. Personally, I fing it jarring when the idle animation is facing  the wrong way. I intended to fix it for the demo but got lazy (I got tired of trying to figure that one out).

maxman said:
- I know I'm being critical again but another one. Why can't any character jump off from a flying chopper (weapon) after running out of ammos? I mean, with specific animation as follow anim.

Good idea.

maxman said:
- You made a last group of spawn for the white ninjas and the 2 bosses. While fighting one last white Foot soldier, Groundchuck appears. Dirtbag doesn't appear until you kill the last Foot soldier.

Thank you. I'll fix this.

maxman said:
- Looks like Tora tosses the boulder way forward, but it's okay. I know it's just a demo. Maybe you can make him toss it to the player in the next demo. :)

After many tries, I found this way was the most effective and difficult to avoid.

marx said:
However, 4 player is halting.
I guess is maybe because Raph and Donnie are still not selectable.
They appear small and the screen halts when tested

Thank you for bringing this to my attention. I hadn't tested that (lame I know)

marx said:
Please don't forget to add the female turtle (forgot her name) and the Donnie's Robot Turtle.
Metalhead? Yes, he is in the game. Venus? Not so much.

Thanks!


----

Speaking of Next Mutation, and going a bit off topic, I just uploaded a reedited version of a fight scene seen in the show:

! No longer available
 
HEY!. it looks really amazing. i love the nes game and i saw you included there even playable vehicles and other stuff...

could you included some enemies playable like on the awesome tmnt shell shocked pal?

also... after see you are adding some enemies weapons...
you should know that there are unused sprites on the tmnt1 arcade game.

i means unused sprites of the turtles holding enemy weapons or the retromutant gun (from that 80s tv chapter).

i could find that by pro action replay searching for a select character code.

on my cabo-hicks youtube channel you have the blog link, with all the codes that i posted. including those or the control double dragon enemies.

but rememenber... you will require the darkryu hacked mame i referer on my second blog for use those old type codes.

anyway... if you look the foot ninja on the tmnt shell shocked demo, you will see that gun used.

also, not forget to mention how cool will be have some extra chars like on the tmnt shell shocked or final fight gold special openbors...

today add extra chars to one game is the more precious addon that you can add... ;)
 
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