O Ilusionista
Captain 100K
You know those "mother mousers"? They will work like those weird animals from Golden Axe: you can ride them after killing its pilot.
THIS!
You know those "mother mousers"? They will work like those weird animals from Golden Axe: you can ride them after killing its pilot.
:-\ I've already spent ages trying this for White Dragon's mod, it's seriously not that simple. There is no TMNT soundfont that I know of. I even started making one. From what I read in his youtube comments, coatlesscarl made his remixes from scratch. He used the SNES samples, but he tracked them himself.If I were to change the music though, I would use an SNES soundfont instead of the Genesis one.
Die_In_Fire said:Beastie, how do you rip the midis? I would like to have midis from many nes and snes games, midis that aren't anywhere!
I got loops working a few times, but with some songs it just ignore the loop point.You can set loop points using openbor feature. BUT I've never really been bothered to work that out properly.
Again getting perfect loops is the hard part, it's easy to rip tracks that just fade out thou. Simply ripping them to listen to easy, but takes more work to optimize them for an actual mod. You can set loop points using openbor feature. BUT I've never really been bothered to work that out properly. After a lot of tracks all those fadeouts start to addd up in filesize. You can be lazy and rip everything into 3-5min blocks. But this isn't very good idea for mods.
Yeah that would work. But I think O Illusionista's idea is the best. Don't be deterred because he said genesis style. Sega used FM sound chip, like PC's - so it would have that DOS/SoundBlaster feel to it. I think this would feel more authentic than anything else.What about using just nice sounding MIDIs, with like realistic sounding instruments?
BeasTie said:mersox the rips you have already don't sound very good quality, judging by audio in your video. That's why I offered![]()
Yeah that would work. But I think O Illusionista's idea is the best. Don't be deterred because he said genesis style. Sega used FM sound chip, like PC's - so it would have that DOS/SoundBlaster feel to it. I think this would feel more authentic than anything else.
anim pain3 ** thrown
loop 0
offset 29 65
@script
void self = getlocalvar("self");
int Life = getentityproperty(self, "health");
if (frame == 1){
changeentityproperty(self, "health", (Life-3));
}
@end_script
bbox 25 21 19 44
jumpframe 1 4 1
landframe 3
delay 12
frame data/chars/foot/thrown01.gif
sound data/sounds/(tmnt2/random_sound01.wav
frame data/chars/foot/thrown01.gif
delay 200
frame data/chars/foot/thrown02.gi
delay 1
movea 1
frame data/chars/foot/thrown02.gif
frame data/chars/foot/thrown02.gif
move 2
frame data/chars/foot/thrown02.gif
frame data/chars/foot/thrown02.gif
movea 0
frame data/chars/foot/thrown02.gif
frame data/chars/foot/thrown02.gif
movea -1
frame data/chars/foot/thrown02.gif
frame data/chars/foot/thrown02.gif
move 0
frame data/chars/foot/thrown02.gif
frame data/chars/foot/thrown02.gif
delay 15
frame data/chars/foot/empty.gif
O Ilusionista said:maybe if you use that script as takedamagescript (wich an animation check), it might work.
Also, I suggest you to no use movea. I remember someone saying that its broken and it has some issues when you are in platforms.
anim pain
loop 0
offset 240 146
bbox 216 95 44 52
delay 4
@script
void self = getlocalvar("self");
int Life = getentityproperty(self, "health");
if (frame == 1){
changeentityproperty(self, "health", (Life-20));
}
@end_script
frame data/chars/enemies/flame/fall01b.png
offset 242 146
frame data/chars/enemies/flame/fall01b.png
delay 30
offset 240 146
frame data/chars/enemies/flame/fall01.png
mersox said:This one is based on the TMNT games for the NES, mainly TMNT2.
It allows for 4 players, has recolored graphics, and a stage selection screen. After all stages are completed, players will have to go inside Krang's Body, and then into the Technodrome.
The game is called Rescue-Palooza because players will rescue (at least) one character per stage. After that char is rescued, it becomes selectable. Additionally, Donatello is carrying his newest invention, the duplicator (name is a placeholder). With it, he'll be able to create robot duplicate of the bosses. In other words, after each stage, both the rescued characters and the bosses become selectable.
Yep, this one will take a looong time to complete
TMNT 2 The Arcade Game, 16-bit style
kmilloz said:Perfect flashing when the enemy is dying ... How did you do? With script?
dying {remap} {health1} {health2}
~If this entity's health drops to or below {health1}, they will flash between their normal pallete and the {remap} pallete.
~If their health drops to or below {health2}, they flash even faster.
O Ilusionista said:kmilloz said:Perfect flashing when the enemy is dying ... How did you do? With script?
probabily, is this:
dying {remap} {health1} {health2}
~If this entity's health drops to or below {health1}, they will flash between their normal pallete and the {remap} pallete.
~If their health drops to or below {health2}, they flash even faster.
I have this attack that I want one particular enemy (foot soldier) to get more damage from, compared to other enemies...
Bloodbane said:I have this attack that I want one particular enemy (foot soldier) to get more damage from, compared to other enemies...
I don't understand why the script isn't working but alternatively why don't you use defense command?
Set something like defense normal 1.2 to foot soldiers to make them receive 120% damage