Teenage Mutant Ninja Turtles - Recolored and Extended

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

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Project is completed.
O Ilusionista said:
Ah its easy - you can either use this as a function in your animation script
Code:
void mpcost( int MCost)
{// Spend some life
    void self = getlocalvar("self");
    void MPower = getentityproperty(self,"mp"); //get mp
    changeentityproperty(self, "mp", MPower-MCost);//consume mp
}

Or even inline
Code:
@script
    void self = getlocalvar("self");
    void MPower = getentityproperty(self,"mp"); //get mp
    changeentityproperty(self, "mp", MPower-10);//consume 10 mp
@end_script

Thanks a lot! I used a similar script that Bloodbane gave me and it worked. But for some reason in my Ranma MOD, just by using "energycost" and "mponly" was enough for the MP bar to be drained. I wonder if it's because I'm using a different OpenBOR version. Also, what happens if the animation drains some MP on its own, and then the Player hits an enemy? Will the MP bar get drained twice?
 
GaBoTiCo said:
Nickokapo: Thanks a lot!  :) So, like a Subway Entrance/Exit? I thought about it, I gave no idea why I didn't do it. I would love add it!
Cool!That'd be awesome n.n hehe
and no problem..maybe a little nod to both TMNT III NES game and the first TMNT movie's subway scene x'D
I was playing the game "Renegade" last night and earlier today, and i figured these graphics may be interesting:
jYfCrbt.jpg

HfTffJ8.png

126RxPL.jpg

BvNPArc.jpg
 
GaBoTiCo said:
I wonder if it's because I'm using a different OpenBOR version.

There's a command to let MP be spent whether the attack hits something or not. However it's was long time ago and since I'm using script, I don't know if that command still works in latest build

Also, what happens if the animation drains some MP on its own, and then the Player hits an enemy? Will the MP bar get drained twice?

More likely MP will be drained twice. That's why it's best not to mix two MP drain mechanics in one animation
 
So, I'm almost done with Splinter! Just 2 more moves and he will have just as many moves as the turtles. Here's a pretty short video:

https://www.youtube.com/watch?v=KEzFzyV8Ewc&feature=youtu.be
 
Wow, nice progress ;D i look forward to playing as Splinter!It'll be a new way to experience the earlier levels.
Not to mention Splinter is one of my favorite characters :) but he is usually not a selectable playable character in the 8bit and 16bit era TMNT games. I like that OpenBOR modders are changing that now.
New stages, new cutscenes, new characters...i'm super hyped  ;D
 
Thanks a lot Nickokapo:)

So, I just finished Splinter. I was fixing some typos that I found in some cutscenes. Also, using a script that Bloodbane gave me YEARS ago I'm now able to control the number of Mousers that Human Baxter spawns when you fight him. I used that same script for RatKing so that you don't have a ridiculous amount of Rats on the screen at the same time.  I think Casey Jones is gonna be next since he has ALMOST as many animations as Splinter & The Turtles, so that I can focus on April. I feel April is gonna be a challenge, Casey and Splinter are both fighters so I just gave them the same moves as the Turtles. April however, since she's just a reporter and as far as I know, not quite as strong as the other characters, I don't see her throwing Foot Soldiers at the screen and stuff like that.

Also, one thing I need help with is an attack from TMNT2 NES where by pressing A+B at the same time the Turtles would perform a special move that would inflict more damage. I tried using "attackboth" but it doesn't work quite the same. I tried changing the command to Jump + Attack and vice versa and it doesn't always work. Thanks in advance!  :)
 
GaBoTiCo said:
Also, one thing I need help with is an attack from TMNT2 NES where by pressing A+B at the same time the Turtles would perform a special move that would inflict more damage.

I've coded something like that which you can find in this demo:
https://www.mediafire.com/?1zz1xma8nrmnv1y

It's Double Dragon Mini featuring couple stuffs. One of them is Attack1 + Attack2 command. You can perform that while jumping to perform Air Spin Kick
 
Oh yeah, that attack is a classic, the "double button" attack  :) I hope you can add it, thanks for remembering it.
I know that you've added much of the NES game attacks (alongside the Turtles in Time attacks, of course, which bring such a fresh spin the 8-bit/NES-Style era gameplay/look)
I'm happy members of the forum have provided help with it.
 
GaBoTiCo said:
Also, one thing I need help with is an attack from TMNT2 NES where by pressing A+B at the same time the Turtles would perform a special move that would inflict more damage. I tried using "attackboth" but it doesn't work quite the same. I tried changing the command to Jump + Attack and vice versa and it doesn't always work. Thanks in advance!  :)

Just copy my approach from Rescue Palooza. The reason attackboth doesn't feel right is that if you pay attention to the NES game, the special attack is not really triggered by pressing A+B, but rather, A and immediately after, B. This blew my mind when I discovered it (which was during the creation of Rescue Palooza).

Code:
anim jump
	loop	0
	offset	51 70
	bbox	42 27 16 44
	landframe 14
	cancel 0 0 0 a freespecial3
	delay 	8
	frame	data/chars/mike/jump01.gif
	delay	20	
	frame	data/chars/mike/jump01b.gif
        delay   15
        bbox	40 27 19 24
	frame	data/chars/mike/jump02.gif
	frame	data/chars/mike/jump03.gif
	frame	data/chars/mike/jump04.gif
	frame	data/chars/mike/jump05.gif
	cancel 2 6 0 a freespecial2
	frame	data/chars/mike/jump02.gif
	frame	data/chars/mike/jump03.gif
	frame	data/chars/mike/jump04.gif
	frame	data/chars/mike/jump05.gif
	frame	data/chars/mike/jump02.gif
	frame	data/chars/mike/jump03.gif
	frame	data/chars/mike/jump04.gif
	frame	data/chars/mike/jump05.gif
	delay 1
	frame	data/chars/mike/still01new.gif

freespecial3 is special attack, and freespecial2 is flying kick. Pressing attack in between those two " cancel"  commands result in no attack being performed (that's the way the original NES game behaved)
 
That's very interesting that the NES handled things that way. I wonder if the original arcade game did, too? In any event, this project is looking amazing! Gabotico and this wonderful community deserve major props for making this awesome project possible!
 
Bloodbane : Sorry, I tried to replace A2 with JUMP and I got an error message. That DDMini  mod is AMAZING by the way.

Nickokapo : I had already added the move but I didn't know how to implement the input properly.

mersox : Wow! Such a simple solution. I already tried it and it worked GREAT! Thank you so much! Seriously.

cschifani : Thank you so much! And I agree, this community deserves a lot of praise.
 
Yes it is, seeing my favorite OpenBOR modders who made my 2 most favorite TMNT mods, commenting on other's project to help out ;D it is truly a nice community.
Glad to hear the input was able to be implemented correctly.
Thanks a lot MersoX!It's much appreciated!!
And thanks GaBoTiCo for all your hard work for us fans to enjoy :)
 
Nickokapo said:
Yes it is, seeing my favorite OpenBOR modders who made my 2 most favorite TMNT mods, commenting on other's project to help out ;D it is truly a nice community.
Glad to hear the input was able to be implemented correctly.
Thanks a lot MersoX!It's much appreciated!!
And thanks GaBoTiCo for all your hard work for us fans to enjoy :)

Thank you very much! I really appreciate it.
 
No problem!I know nothing of coding or making OpenBOR, so i don't have much way to help, but if you need any suggestions for possible graphic assets for use or editing, feel free to let me know :)
 
Sorry, I tried to replace A2 with JUMP and I got an error message. That DDMini  mod is AMAZING by the way.

Thanks, that demo has many features in it aside of double buttons press

As for replacing A2 with Jump, that will surely crash cause it's variable name which is used in couple lines

If you want to replace attack2 with jump, you need to find this line:
Code:
    if(iAttack2){
      if(A2 == NULL()){
        A2 = openborvariant("elapsed_time");
        setentityvar(vSelf, 2, A2);
      }
    }

and replace it with:
Code:
    if(iJump){
      if(A2 == NULL()){
        A2 = openborvariant("elapsed_time");
        setentityvar(vSelf, 2, A2);
      }
    }

Leave A2 as it is
 
Thank you so much, Bloodbane . I ended up doing the same as mersox and used "cancel".

So, April was the last playable character I was working on. With this I've finished ALL the playable characters. I already had all the levels HOWEVER, an idea for a new level came up and I wanna add it now. April was gonna be a challenge since she's not a strong as the Turtles, Splinter or Casey Jones. So, by using an idea that oldmanwinters gave me, April was given a Shrunken Star and a Grappling Hook which she can use for leverage to make up for her lack of strength, allowing her to throw the enemies just like the other playable characters.

https://www.youtube.com/watch?v=R5IB7ys7m8s&feature=youtu.be
 
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