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Old 08-14-2012, 10:54 AM   #41
Donnie.Shelldon
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Quote:
Originally Posted by Zulithe View Post
I like the skin tones from the Nick show :p But it's your game! If you incorporate every idea every poster has you are going to come up with a jumbled mess of a game. You should stick to your own vision.

Every screenshot looks better than the last! I'm a big fan
Haha part of why i came to this forum though is because although i had a basic concept, i lacked vision . i welcome the input really and ofc i try to compile it into a coherent game design.

Quote:
Originally Posted by Walkabout View Post
87 robotic foot soldiers as cannon fodder and the live action/03/nick incarnations as trickier opponents may work splendidly.

Im definitely a fan of a blending of eras/incarnations (thumbs up)
Yes i had the same conclusion on the 87 foot soldiers being not much more than stupid drones. Looking at previous games i can add some colour changes to the 87 foot soldiers which relate to certain abilities they have...but nothing too sophisticated. I will leave that for the other design mobs

Thanks for the positive feedback!
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Old 08-14-2012, 03:35 PM   #42
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Not much spectacular to see this time. I've added the previously hardcoded footsoldier to my level editor, so i can easily drop the annoying jerk anywhere i want.
Tomorrow I'm hoping to add a basic attack-move to the turtle (still missing)

Currently available moves are:
- Running
- Jumping
- Ducking
- Rolling
- Climbing (horizontally (ladders) and vertically (pipes))

AAAaaaaaah an army !
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Old 08-14-2012, 04:40 PM   #43
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Originally Posted by Donnie.Shelldon View Post
Am i to understand you're not too fond of this? It's not too hard to change the jointpads back to the neutral brown colour.
Eh I don't care that much either way. Though maybe you can do something like Turtles in Time did, which had the option to switch between "cartoon" and "comic" colors.
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Old 08-15-2012, 03:28 PM   #44
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I love the way the Foot clan looks!
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Old 08-15-2012, 03:55 PM   #45
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ok i put up a little gauntlet level for you lot to fiddle around with!
I hope you like it (assuming you can access it ). Please feel free to let me know your findings

Keys are :
- Arrow keys
- space for jump / roll
- Z for attack

Click here
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Old 08-15-2012, 04:43 PM   #46
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DUDE!!!! Awesome game!!!!!
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http://https://gleam.io/6dHF3/itam-x-el-june-xbox-giveawayle.php?id=288262&ref=288262"]http://www.vizzed.com/boards/profile.php?id=288262&ref=288262[/URL]

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Old 08-15-2012, 04:48 PM   #47
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Quote:
Originally Posted by Donnie.Shelldon View Post
ok i put up a little gauntlet level for you lot to fiddle around with!
I hope you like it (assuming you can access it ). Please feel free to let me know your findings

Keys are :
- Arrow keys
- space for jump / roll
- Z for attack

Click here
Awesome! Thanks for the link.
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Old 08-15-2012, 07:26 PM   #48
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I can't get the game to run without delays. Poor Donnie keeps falling into that pit.

However, it looks like you've got the makings of the fun game here.
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Old 08-15-2012, 08:55 PM   #49
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Ok I understand this is just a beta but here are my findings.

*I like that you are giving the Turtles different health and stuff but they should all have different stats. Raphael is generally portrayed as having the most health.
*I think my problem with the hand and foot wrap colors is not that they are brown or colored, is that you mixed the two. I think it would look better as all one color.
*You can't attack while jumping or ducking.
*You should be able to grab on to ledges and pull yourself up.
*When you grab on to pipes it shouldn't have the same animation as climbing ladders. You should show the Turtles moving side-ways right now it looks kind of odd.
*The Foot Soldiers should have an hit animation or flash when you hit them.
*They should blow up when destroyed. They are robots right?
*I found a bug that when sometimes when I restart I keep walking forward.
*Sometimes I can't even start the game. I pick A Turtle and the screen goes black.
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Old 08-15-2012, 11:39 PM   #50
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I can't get the game to run without delays. Poor Donnie keeps falling into that pit.
Do you mean he falls from the start without even giving you a chance to move? If so, this is caused by the game cycle starting before the level is loaded. I thought i had fixed this issue, but i'll look into it.


Ok I understand this is just a beta but here are my findings.
Calling it Beta is giving it too much credits . It's more like early alpha. I just wanted to show something other than still images.

*I like that you are giving the Turtles different health and stuff but they should all have different stats. Raphael is generally portrayed as having the most health.
Ye i deff plan to expand on this more. i figure though before making more changes here i need to think of other stats to bring balance to a turtle. Otherwise there would be no reason to pick any other turtle than the one with the highest health. To be continued! hehe

*I think my problem with the hand and foot wrap colors is not that they are brown or colored, is that you mixed the two. I think it would look better as all one color.
I'll adjust the colours to the same brown one like in the cartoon and see how people will respond to this. I could always change it back.

*You can't attack while jumping or ducking.
*When you grab on to pipes it shouldn't have the same animation as climbing ladders. You should show the Turtles moving side-ways right now it looks kind of odd.
*The Foot Soldiers should have an hit animation or flash when you hit them.
*They should blow up when destroyed. They are robots right?

A matter of time. Yesterday was spent mostly on drawing the attack for all 4 turtles. Animation is time consuming. All these points are on the TODO list, but apart from the attack while ducking or jumping i'll first focus on adding more functionality.

*You should be able to grab on to ledges and pull yourself up.
I agree. This is part of the functionality i'll still add.

*I found a bug that when sometimes when I restart I keep walking forward.
*Sometimes I can't even start the game. I pick A Turtle and the screen goes black.

I'll look into these. The first is fairly easy to solve, the second requires some more checks, but i think won't be too much of an issue either.

------------------------------------------------------------

Thanks for the feedback . What i still have on the TODO list with regards to functionality is:

- Add ducking and jumping attack
- Add items to pick up and interact with objects
- Make objects searchable...for instance you could examine the couch to find a pizza slice, etc
- Grab ledges and pull yourself up
- Add blocks that can be destroyed
- Add friendly mobs with dialogue options
- Add inventory for picked up items
- Add more hostiles
---------
- Add more animations
- Add user-friendly level editor, so people can design their own levels
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Old 08-16-2012, 12:59 AM   #51
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About the other stats of the turtles of the turtles, they could be speed, attack, and range.
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Old 08-16-2012, 02:31 AM   #52
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Played around with the demo, really cool You work fast
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Old 08-16-2012, 07:18 AM   #53
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Quote:
Originally Posted by Xav View Post
About the other stats of the turtles of the turtles, they could be speed, attack, and range.
Sounds good! I'll look into it.

Quote:
Originally Posted by Zulithe View Post
Played around with the demo, really cool You work fast
Thanks, man. What can i say...it's addictive haha. If anything i wish i could reserve more time to work on it just because i enjoy it a lot. ^^
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Old 08-16-2012, 06:03 PM   #54
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Quote:
Originally Posted by Donnie.Shelldon View Post
I can't get the game to run without delays. Poor Donnie keeps falling into that pit.
Do you mean he falls from the start without even giving you a chance to move? If so, this is caused by the game cycle starting before the level is loaded. I thought i had fixed this issue, but i'll look into it.
My problem began as simple "lag"-ness, for lack of a better term. I'd press the arrow key to make him run and before I knew it, he'd already taken a couple of steps and I'd lose track of my positioning. It made that jump after climbing the ladder really hard to manage.

But once I died enough, the game started running Donnie into the pit automatically on the respawn. I'll try it again sometime later.
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Old 08-17-2012, 02:13 AM   #55
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Quote:
Originally Posted by oldmanwinters View Post
My problem began as simple "lag"-ness, for lack of a better term. I'd press the arrow key to make him run and before I knew it, he'd already taken a couple of steps and I'd lose track of my positioning. It made that jump after climbing the ladder really hard to manage.

But once I died enough, the game started running Donnie into the pit automatically on the respawn. I'll try it again sometime later.
I think i know the cause for both problems you're describing here. I'll try and sort it later today. Thanks!
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Old 08-17-2012, 06:53 AM   #56
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Quote:
Originally Posted by Xav View Post
About the other stats of the turtles of the turtles, they could be speed, attack, and range.
If you use these stats then I thick that they should be these
Most:
Health: Leonardo
Speed: Michelangelo
Attack: Raphael
Range: Donatello

Least:
Health: Michelangelo
Speed: Leonardo
Attack: Donatello
Range: Raphael

And also nice game but when the character runs he floats sometimes

EDIT: I also realized that when Mikey attacks his wrist bands become orange
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Last edited by 46pǝqqoɹʇoƃsodxƎ; 08-17-2012 at 09:57 AM.
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Old 08-17-2012, 09:22 AM   #57
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I'd say Leonardo should have the most damage and Raphael the most health, personally. My logic is "training+bladed weapon" and "brawling thugs with Casey", respectively.

Your least ideas sound good to me, although you've got Mikey on there twice, so maybe give Don the least damage as his weapon is generally slower, doesn't have a blade or much piercing potential, etc? Dunno. But then Don would be on twice...it is somewhat hard to nail down a weakness in these options for Leo. Perhaps speed is justifiable?
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Old 08-17-2012, 09:56 AM   #58
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I guess so. Ill edit my suggestion now
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Donatello:Uh, did he say Brain Drain.
Michaelangelo: Whoa, Bummer.
Raphael: Don't sweat it Michaelangelo, you don't have that much to lose.

Last edited by 46pǝqqoɹʇoƃsodxƎ; 08-17-2012 at 09:58 AM. Reason: typo
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Old 08-17-2012, 11:56 AM   #59
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Ok. For now i gave Raph the brown joint pads per test.

The following 2 issues should also have been resolved:

- Turtle doesn't continue running when you re-play the level (key states are reset)
- Jumping should (hopefully) feel a bit less laggy.

[EDIT]
I also added the stats now. It's not just the visual --- They're already impacting the game.
[/EDIT]

Last edited by Donnie.Shelldon; 08-17-2012 at 02:36 PM.
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Old 08-17-2012, 04:22 PM   #60
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Perhaps speed should be agility and also affect the height of your jump?
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