Teenage Mutant Ninja Turtles - Recolored and Extended

Complete Teenage Mutant Ninja Turtles - Recolored and Extended 2020-12-25

No permission to download
Project is completed.
GaBoTiCo said:
So I've been re-coloring some sprites lately and I'm really liking the results. As much as I LOVE the original TMNT games for the NES, the console had soooo many limitations when it came to colors. I just "HAD TO" do it:

Looks pretty cool. I had a secret project with TMNT on the past where I made the same thing. This makes the sprites "pop" a little more.
 
Thanks man!!! It really does make the sprites "pop"more. I gave Groundchuck a Gun, based on the Action Figure. I like that idea better than the one with the pipe from TMNT3. I've really been working on this MOD lately. I'm hoping to be able to upload a DEMO pretty soon.
 
So I've been having problems with "lifescore" again. I set it to 20000 and when I make 20,000 points the first time I get an extra life but then when I make 40,000 points I get nothing. I was wondering if this is a bug "or" am I doing something wrong?
 
Okay, I tried the demo, pretty awesome mod, I must say, but there's some stuff that need some tweaking. I'll be doing an in-depth review of what I've played.


  • Standard mooks are too cheap. They're way to aggressive, especially the ones who are throwing stuff non-stop. There's a point where they flood the screen with projectiles and are a bit hard to avoid when you try to attack one of them. There's no safe maneuvers that allow crowd control (jump kicks are interrupted by the endless projectiles, the slide helps a bit but it's unsafe on recovery and mooks will punish immediately). I think they should tone down the throwing stuff and don't give the weapon specialists standard attacks like jump kicks, I mean, they specialize in their weapon, but they're not kung fu masters either!
  • Separate foot soldiers by specialty with multiple palette. Yeah yeah,I know this is a very arcade/SNES/Genesis feature, but since the game itself it's not limited with the 8-bit palette, I think classifying the foot soldiers with colors and weaponry/specialty would work well. Not to mention it will make the game a lot less visually monotonous.
  • Most bosses are way too easy. This is the problem of the endless juggle system the game has. This is remarkably easy where there's walls, so the Rocksteady, Bebop and the Ice Wolf boss battles are a walk in the park. I might suggest to make them hard to knock down even with slides or flying kicks or being knocked down after a certain number of attacks (just like the arcade versions of them) and then being able to juggle them. OR... limit the juggling to 4 or 5 hits and then they become invincible and unable to juggle again. Otherwise,there won't be any challenge in beating a boss (BTW, Baxter's battles were fine, especially the second, the first one in his human form is a bit annoying since he doesn't move too fast and the hitboxes are a bit erratic).


Overall, the mod is going in the right direction, I love the multi-layered scrolling and the 8-bit vibe the mod has (it's great to play a NES game without that annoying sprite flickering the old NES had in their action games). Keep it up. :)
 
Thanks a lot for the review Don Vecta  :) ! The Foot Soldiers are "subtype chase" because that was the only way I was able to get them to jump when they're chasing the turtles, that obviously made them more aggressive. I'll work on it. I don't know about them having different color palettes. That's one thing I didn't like about the games, it didn't make any sense (to me) that they didn't wear the same "uniform". About The Bosses, I didn't know you could control how many times they need to be hit before they play their "fall" animation, I'll look into it. Perhaps, I'll just make the Bosses unable to fall.
 
They're way to aggressive, especially the ones who are throwing stuff non-stop. There's a point where they flood the screen with projectiles and are a bit hard to avoid when you try to attack one of them.

You can handle this by using a very important thing: Recovery Time. Recovery time is the how much time the character takes to return to idle - or better saying, to regain control.

As a rule, the stronger the move, the slower it should be or the bigger the recovery time should be. You can make it starts fast (for bosses or sub bosses or even hard enemies), but the recovery should should be big. This makes the move sounds like a lottery, and makes it fair.

Remember to deactive the attack boxes with "attack 0" after the hit frame or it will ruin the entiry process
 
GaBoTiCo said:
Perhaps, I'll just make the Bosses unable to fall.

Thant's what I did on Rescue-Palooza. Alternatively you could delete the bosses' bboxes in their fall animation.
 
As a rule, the stronger the move, the slower it should be or the bigger the recovery time should be. You can make it starts fast (for bosses or sub bosses or even hard enemies), but the recovery should should be big. This makes the move sounds like a lottery, and makes it fair.

Agreed. While recovering, you can show Foot Soldier is reloading or reequipping the thrown weapon
Alternatively, you can delay the shoot time, set something like 1 second or more delay before Foot Soldier shoot. You can have them aiming or charging the attack while delaying
This might make Foot Soldiers look stupid if they charge while turtles had walked away from their line of fire but since they are just regular enemies, it's not a big deal ;)
 
It's a bit cheap, but you could just use this command in some cases.

Code:
escapehits {int}

~For enemies
~If you give this to an enemy, the enemy will perform SPECIAL2 when they get hit by int+1 hits. Don't forget to give the enemy anim SPECIAL2 if you're using this.
~In case you haven't figured out, this feature is to make enemy counter attacks after they get certain number of consecutive hits.
~The counter will reset if enemy plays any animation EXCEPT IDLE, FAINT and PAIN. The counter works even with grabattacks.
 
Thanks a lot Beastie  :). I am already looking into it. The Bosses are harder to beat now but I still got a lot of work to do.
 
I used "escapehits 2" on the enemy's .TXT file and then gave him "anim special2" and it doesn't work. For what I understand, after being hit 2 times the enemy should perform special2 but he doesn't.
 
Back
Top Bottom