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Old 08-17-2012, 04:28 PM   #61
Donnie.Shelldon
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Originally Posted by Xav View Post
Perhaps speed should be agility and also affect the height of your jump?
At the moment it already affects the distance of the jump. Height could also be taken into account, but this might cause more side-effects with level design. I'll keep it in mind though
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Old 08-17-2012, 06:44 PM   #62
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I just noticed you put an extra n in Don's name and you didn't put Mike's full name.
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Old 08-18-2012, 01:59 AM   #63
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I just noticed you put an extra n in Don's name and you didn't put Mike's full name.
Whoops teehee. Fixed!
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Old 08-18-2012, 07:33 AM   #64
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Ah, you went with the old spelling of Michelangelo before it got fixed.
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Old 08-18-2012, 07:52 AM   #65
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Ah, you went with the old spelling of Michelangelo before it got fixed.
Omg programming makes me sloppy on other stuff i suppose! It was supposed to remain Michelangelo! Thanks for being sharp lol
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Old 08-18-2012, 09:33 AM   #66
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Hey looking at them, did you consider giving Don, and Leo their straps and making the Turtles weapons visible on them when they are not using them?
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Old 08-18-2012, 10:47 AM   #67
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Hey looking at them, did you consider giving Don, and Leo their straps and making the Turtles weapons visible on them when they are not using them?
I hadn't considered it yet, no. I did plan to add some more detail to the turtles after adding some more functionality - like adding lines to the foot wraps and changing their color tone per turtle as well. Using this moment to also add weapon visuals and straps where applicable.
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Old 08-18-2012, 08:10 PM   #68
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Hey did you ever think about adding a wall jump?
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Old 08-18-2012, 10:20 PM   #69
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Mine has a speed glitch as in when I play as leo or mike the game runs super fast and is unplayable
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Old 08-19-2012, 12:57 AM   #70
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Mine has a speed glitch as in when I play as leo or mike the game runs super fast and is unplayable
This one's odd. I tested the game on what i think are the current version of Chrome, Firefox, IE9 and Opera.

Could you perhaps tell me what browser and version you're using? As long as i can't reproduce it, i can't resolve it
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Old 08-19-2012, 07:35 AM   #71
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This one's odd. I tested the game on what i think are the current version of Chrome, Firefox, IE9 and Opera.

Could you perhaps tell me what browser and version you're using? As long as i can't reproduce it, i can't resolve it
Im using the most recent version of Google Chrome, and yes it is odd.
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Old 08-19-2012, 09:28 AM   #72
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I had the same thing happen with Raph, sometimes it runs super fast sometimes it doesn't. I'm also using chrome.
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Old 08-19-2012, 11:16 AM   #73
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Originally Posted by 46pǝqqoɹʇoƃsodxƎ View Post
Im using the most recent version of Google Chrome, and yes it is odd.
Quote:
Originally Posted by Xav View Post
I had the same thing happen with Raph, sometimes it runs super fast sometimes it doesn't. I'm also using chrome.
Still can't reproduce it, but i did make a minor adjustment which could've resolved this behaviour.
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Old 08-20-2012, 02:55 AM   #74
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Wow, nice work m8
Hope youre able to finish it cuz it really looks cool
HAve you thinked about make somethig like the original game from NES?
I mean somekind of map so u can move turtles around it and then decide to enter in one of another place.
http://livingwithanerd.com/wp-conten...-overworld.jpg
Would be cool i think
And if i can help u, just let me know
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Old 08-20-2012, 03:06 AM   #75
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Wow, nice work m8
Hope youre able to finish it cuz it really looks cool
HAve you thinked about make somethig like the original game from NES?
I mean somekind of map so u can move turtles around it and then decide to enter in one of another place.
http://livingwithanerd.com/wp-conten...-overworld.jpg
Would be cool i think
And if i can help u, just let me know
Thanks for the compliment! . I did look at the NES game and while i could appreciate the overworld map, i decided (for now) to not include something like that. Basically it would mean adding another game to the current as it would require a whole different set of sprites, tiles and movement / interaction routines. i fear the amount of work would be overwhelming (for now) .

However i am still considering the ability to switch between any turtle at any moment just like in the original NES game
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Old 08-20-2012, 05:32 AM   #76
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I understand what you say but there are more options to make some similar.
You can use a standard sewer map wich offer access to the variuos levels from the game (excepet maybe the last 2 ones or so). Is kinda the map thing but using the existing game as it is.
Imagine something like this:
-Sewers: Starting level that has acces to "Old Storage", "Lower Sewer Level", "Baxter Stockman building"
So you need to go Stockman building (from sewers) to destroy a machine that sends mousers to Lower Sewer Level for you to can access here.
Older Storage could be a free entrance level just for fun defeating enemies or maybe taking some item
-Lower Sewer Level: Can acces to previous "Sewer Level", to "Foot Clan hideout" and to "Ultromīs Base".
Foot Clan hideout could finish in a rooftop that brings you acces to Ultroms Base. Than unlock acces from sewers since first time you enter here.
Ultromīs Base could be a building with access to Foot Clan (from rooftop) or Sewers and you can find Splinter here wich tell you to defeat Shredder (so last level is open, maybe getting back to Foot Clan rooftop).


More or lees these are my sugestions

Hope it helps and ...sorry for my english!!
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Old 08-20-2012, 06:46 AM   #77
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Those are some excellent suggestions, FRA. I like the idea of a level entry hub.

I recently added doors which you can enter with the UP arrow to enter a different area / zone.

Also, I'm currently working on this new inventory functionality. With it you can pick up items you find and use them on the proper objects.

These 2 functionalities combined would allow me to add a lock to a door, so you can only go through it after you've found the key to unlock it. This fits in your level-hub idea i think.

I'm hoping to add the item / inventory system in the next couple of days.
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Old 08-20-2012, 03:12 PM   #78
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Nice to read the stuff youre workin on
Ill be checkin news from this project, and really you can count on me for level design or anything about designs, artist concepts and so
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Old 08-20-2012, 04:30 PM   #79
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Hi I have a few things.
*Why did you give Leo a goofy look on his face?
*You got rid of a bug I thought was kind of cool. You could climb walls by holding forward into them and keep pressing jump.
*When do you plan to add sound?
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Old 08-20-2012, 11:29 PM   #80
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Nice to read the stuff youre workin on
Ill be checkin news from this project, and really you can count on me for level design or anything about designs, artist concepts and so
By all means! i could appreciate some useful art really. You could either design the tiles (they're 50x50 pixels, but there's really no limit on how big you want to make one, because it's automatically split up), or indeed provide some concept art which i could in turn translate to in-game material.

Feel free to come up with anything you want
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