In Progress Power Rangers: it's morphing time!

The project is currently under development.
Preview of the battle against the Mighty Minotaur (which will not happen in this level). New enemy variations have been added, as well as new animations, to make the game more dynamic.

All bosses in the game have the "Desperation Move" system: as soon as they get low on health, they start using new moves and calling for reinforcements.

Looks Good!

I Noticed Red Ranger Gots Some Pretty Cool Grab Moves.

Do All Of The Rangers Have Unique Grab Moves?
 
Love the body slams in this! Any way we'll be able to do that to an opponent in the air, after a combo?
No. Particularly, this is a trend in some games that I strongly dislike: turning a beat em up into a fighting game, with endless combos.
I see this in both commercial games and games made in OpenBOR and, with all due respect to the developers, it's one thing I don't want to do - as I think it ruins the game.
 
Though I wouldn't consider the traditional ATK, ATK, ATK combination in beat em ups as a fighting game like "combo", I understand what your saying. I just thought of it as a possible air grab to bring your opponents back to the ground without the wait for a recovery. More variety in the attacks was always my main draw to beat em ups that kept me going. That's what kept TMNT Shredders Revenge from being an A+ for me..

All in all your doing an amazing job, and I love it. :)
 
More variety in the attacks was always my main draw to beat em ups that kept me going.
ah for me too, this is why this game uses the same method of "random combo enders" I use on Avengers game too - instead of letting people inputing UP+A or DOWN+A to make different combos, I do prefer to make the combo ender to be random from 2 options, as this makes the game less repetitive for non-skilled players.

That's what kept TMNT Shredders Revenge from being an A+ for me..
What kept TMNT from being an A+ to me was the lack of runjump. That made the game lose a lot of points to me, as I think its absurd a modern beat em up to no have it.

Btw I am improving some Putties attacks, by adding blur/smear effects (and I gave their sprites a CS long time ago too):
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Do you recognize this stage?We populated it with rocks, and now they have different sizes and color. So each time you play the stage, you will get a random set of rocks.
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Btw, its the same case of the plants on the first stage - try entering the stage many times, each time will give you one random plant from 4 options.
Take a look at the plants and you will notice it :)
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FzF_Z5LXgAIFHdV

(and the same happens on Avengers game too)
 
Preview of the battle against the Mighty Minotaur (which will not happen in this level). New enemy variations have been added, as well as new animations, to make the game more dynamic.

All bosses in the game have the "Desperation Move" system: as soon as they get low on health, they start using new moves and calling for reinforcements.

Ilu the car (front layer) I think they seems move a bit too fast?

I will post a public video soon. For now, here is a small preview (and full preview for Patreon members)

OMG look it that, this going to be fantastic game!!
 
Ilu the car (front layer) I think they seems move a bit too fast?
Thanks for the heads up! On that video, I was using the front layer as a fglayer code from another stage, where I use more layers above the frontlayer, to further expand the depth aspect.

The stage was updated already, but the cars as frontlayer (or with a smaller value on the fglayer) do work better:
MMPR - 0013.png

I will split the layers with light post from the car layers as a new fglayer, to improve the overall depth of the stage
MMPR - 0014.png

Thanks!
 
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