Teenage Mutant Ninja Turtles - Shell Shocked

Canceled Teenage Mutant Ninja Turtles: Shell Shocked 5850

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Project is halted prior to completion and will not receive further updates.
miguelo777 said:
bugs:
-------
for some raison, after die with baxter stockman (btw, baxter is awesome!!!!) i selected the foot soldier, and everytime i change their weapons, the game will take a second...

theres a clear bug on it slowdown the game... :P

Sorry for now I answer at this one.
Ok, Let's see if I've got it right ..
You used Baxter and you're dead (and so everything is ok, right?).
Then you have selected the foot and there is a loading time during the weapon change.

OK if it's so then it's NOT A BUG!

When you change a weapon you load the new soldier (the foot soldiers are not preloaded, but are loaded during the game).

However, once you loaded all weapons you will not have to wait another load times and all subsequent changes of weapon will be much faster.
I did this to allow devices with little memory (like the Wii) to load the game.

Ps. This applies to the Foot/Rock Soldiers!
 
I would just like to see i'm really impressed with this mod, it has some really nice touches, i liked how you added the sun glare on the river level, these extra details really make the difference, keep up the good work  ;)
 
White Dragon said:
miguelo777 I'll answer you later ;)

Now I want to show you my progress for a new platform level system:
http://youtu.be/rB_V3YN9Mdw

Nice idea, I really liked it.

However, I have certain qualms with the stage design, IMHO, it went a notch down compared with the first areas.
Or maybe it's me that have certain disdain for the Pretty Soldier Sailor Moon's resources that's been used ad nauseam in most mods existed (mine included, in my first mods).

What I mean is, the PSSM stage style simply won't fit with the style you were managing in the first stages. The area itself looks too detailed and less cartoony, besides that anyone will recognize the place (at difference from the Key West beach, where the style was more unique and more difficult to guess where the resources came from). Also, there's a huge contrast with the less detailed freights in the air than the ones shown at the bottom, which reduces quality.

Anyways, this observation is just me being nitpicky with design consistencies. Because overall, the environment and the platforming is pretty awesome, if you ask me. My only true recommendation is to stick to the TMNT style for the backgrounds. That's all.

Thank you and hope my comment wasn't too harsh.
 
oh my god... IMPRESSIVE!. the stage is wonderful. i dont imagined those boxes will be for that!.  :o

the stage is super cool and looks very professional. man you are making a piece of art, at least in aspect and originality. :)

and also, the background is beautiful. i dont know from where you get it, but is perfect for a turtles game.

by the way, this boxes remenbers me to iron man 3 and eraser movies, with that cool scene cutting the chains. :).

that could be an idea for a boss. in fact, im sure i saw something similar playing a similar game. maybe was on the simpsons?

and also was another scene using those containers on a van dammes movie and lethal weapon 2 too. :)


also, thinking about this, i saw this moving boxes objects could be very useful for many rare stage ideas.

since a traffic jam, to even an space asteroids stage, jumping from one to another. like on that "journey to the earth center" movie (on the magnet rocks jumping scene).

a very interesting situation could be too add gravity there. like on that arcade machine fight of "kung fury", when they reach a satellite fighting in the space. hehehe

jumping ballons during a race, jumping from airplanes... man, theres a lot of crazy things where that idea could be used for, creating rare and special platform stages.


in fact, those ideas makes me remenber even the tragic september 11. :(

now that the time was passed, i always tought that could be cool, that at least on a game, you could prevent the world trade center attacks. entering on the hijacked planes and kicking the butt of those terrorist scum.

maybe more than the turtles, the favourite character for do this could was the punisher and wolverine.

but anyway, could be cool can change the history, at least, on a videogame.

and demons, why not? with the turtles sure will be cool too.


in fact, do you know it? theres an unused bonus stage with a airplane hijacking on the punisher arcade game.

but you cant access it without use level select and inf time pro action replay codes on mame.

greetings.

ps:
----
please... i dont wanted to annoy none with my comments.
of course i respect all the september 11 victims. but today at 2015, this is saddly history... :( even when it looks like this happened just yesterday. :(

i care about people, and thats exactly why i think on fantasy matters about those situations.

...about how could was is the history was different on any tragic terrorist happenings like this or in my country spain. (we also suffered too another one with trains if you remenbered it). :(

so lets say, that im thinking on a "source code" movie style. but with all the respect. you know.
 
i forget it!, theres some small bugs i would like to report:

1) baxter cant jump forward and fire the machine gun at same time on the surf stage. (it should be a glitch due to this level is so new by now)


2) mousers cant reach baxter when flying , unless he will be at the down part bouncing in the air, just when they attack.

this means... that baxter is moving in the air constantly, bouncing up and down in the air...
and the mousers only can catch him on that precise moment, on the lower part.

conclusion: looks the mousers will need a long jump attack as the foot soldiers, for they can be a real menace againts baxter. because he flyes.


so... say to baxter stockman that he must reprogram their own invention for they can be abble to kill him... LOL ;)
 
Don Vecta said:
White Dragon said:
miguelo777 I'll answer you later ;)

Now I want to show you my progress for a new platform level system:
http://youtu.be/rB_V3YN9Mdw

Nice idea, I really liked it.

However, I have certain qualms with the stage design, IMHO, it went a notch down compared with the first areas.
Or maybe it's me that have certain disdain for the Pretty Soldier Sailor Moon's resources that's been used ad nauseam in most mods existed (mine included, in my first mods).

What I mean is, the PSSM stage style simply won't fit with the style you were managing in the first stages. The area itself looks too detailed and less cartoony, besides that anyone will recognize the place (at difference from the Key West beach, where the style was more unique and more difficult to guess where the resources came from). Also, there's a huge contrast with the less detailed freights in the air than the ones shown at the bottom, which reduces quality.

Anyways, this observation is just me being nitpicky with design consistencies. Because overall, the environment and the platforming is pretty awesome, if you ask me. My only true recommendation is to stick to the TMNT style for the backgrounds. That's all.

Thank you and hope my comment wasn't too harsh.

Thanks a lot!
I think that the stage memories in the original game and this is why it does not appear in the style TMNT.
It's the same style used in the bridge level.
If I had more time I would do a job of pixel art ... but who knows maybe later I will it!! ;) ;)




miguelo777 said:
i forget it!, theres some small bugs i would like to report:

1) baxter cant jump forward and fire the machine gun at same time on the surf stage. (it should be a glitch due to this level is so new by now)


2) mousers cant reach baxter when flying , unless he will be at the down part bouncing in the air, just when they attack.

this means... that baxter is moving in the air constantly, bouncing up and down in the air...
and the mousers only can catch him on that precise moment, on the lower part.

conclusion: looks the mousers will need a long jump attack as the foot soldiers, for they can be a real menace againts baxter. because he flyes.


so... say to baxter stockman that he must reprogram their own invention for they can be abble to kill him... LOL ;)

I check the baxter bug and fix it for next version.
for mousers... not a but! the fly is a strength for baxter ;)
 
white dragon, about baxter... i never tought it. but now i see is possible to create enemy and playable flying chars. (and also platforms!) ;)

thats very interesting.  and that way the enemies will look better on the mods. (more complete. not always on the ground).

aapart, it opens the way for made this kind of rare/harder to make characters.


for example, baxter human on his ship and krang on his body. (krang flyes when charge against you doing a kick).


before stockman fly, i never saw a char like that on bor.
and much less playable, and even with the possibility of select be flying or stay on the ground.


ps:
----
by the way, how could be play as the human stockman?

too bad that him doents have any laser attack or anything, instead of only launch you mousers. saddly it looks that this boss always was too much simple... :P

because compared with krang, or even robotnick... they can perform a lot of different attacks. but that baxter machine only can throw you mousers... :P

on the tmnt palooza demo, theres a brother of baxter firing you on a turtle van stage. looks their invented brother, is more smart than him. :P LOL

ps2:
-----
thinking on this, i see that another very cool chars that could use this "flying char feature", could be iron man, superman or even robocop.

is very interesting know what this feature can offer to further bor mods...
giving the possibility of have a "2 in 1" character. cause you can decide now to fly or to keep walking on the ground.  is very interesting...

im imagining now a superman or avengers game, where you could decide to beat enemies on the ground. or directly fly in the air to the rooftops or the skyscrapers.

however, that will require too, a much more space for a vertical stage.
and for load all the stage just for if you decided to go up instead of go to the right only.

greetings
 
miguelo777 said:
white dragon, about baxter... i never tought it. but now i see is possible to create enemy and playable flying chars. (and also platforms!) ;)

sure my friend! ;)
For platform levels you have to wait the new rev to get my code!
For baxter I advice you to get the new rev to get the updated code.
In rev5820 threre is a big code change!!

I'd like you to note that the baxter flight works when he slips into narrow parts.
Try to select baxter (as the second player) in tmnt1 sewer level.
Choose a turtle and start the level. once inside take baxter and try to fly under a platform.
See how he fits  8) 8) 8)
 
any word on when the game will be complete ?  :)
iam almost finishing mine only more 4 playable bosses to go and south town free map :D
and more testing of course....
 
jonsilva said:
any word on when the game will be complete ?  :)
iam almost finishing mine only more 4 playable bosses to go and south town free map :D
and more testing of course....

Unfortunately not ...
Keep in mind that the project is very large ...
Many playable characters from to draw ...
New types of level ...
I also have to go work on the water level ...
In short, without help the path is long and arduous =)
 
White Dragon said:
kingherb said:
I don't know if it has already been asked but will Casey Jones be in this game?

http://www.spriters-resource.com/game_boy_advance/teenagemutantninjaturtleskonami/sheet/39813/

Btw will this mod work on consoles? if not perhaps you could switch to ogg music files since they require less size, just an idea.

Sure!! But the original version  ;) ;)

Can't wait  8) btw i can't get the startup song out of my head, would be funny to have ninja rap on a stage  ;D
 
White Dragon said:
jonsilva said:
any word on when the game will be complete ?  :)
iam almost finishing mine only more 4 playable bosses to go and south town free map :D
and more testing of course....

Unfortunately not ...
Keep in mind that the project is very large ...
Many playable characters from to draw ...
New types of level ...
I also have to go work on the water level ...
In short, without help the path is long and arduous =)

yep... that looks like. :)

in a sentence?

"its a long road..."
https://www.youtube.com/watch?v=RawdCW0WCKU

hehe ;)
 
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