View Full Version : My personal little TMNT game
Donnie.Shelldon
08-08-2012, 03:22 PM
I'm working on a browser based TMNT game which i hope will grow out to be a fun little experience in the future with the help of the community (idea-wise).
At the moment it's in its very early stages and still quite crude. But the basic movement and level creation mechanics are there for me to expand on :)
A working demo can be found HERE (http://95.97.11.171/TMNT)
in-game keys are:
-----------------
<arrow left> or A = left
<arrow right> or D = right
<arrow up> or W = up (trigger interactions)
<arrow down> OR S = duck
<spacebar> = jump
Z or L = attack
B or I - inventory
================================
Update Log:
-----------
[08/25/2012] Added ingame turtle choice in the backpack - Switch whenever you want
[08/25/2012] Reduced load time when moving through doors
[08/25/2012] Added conversations
[08/25/2012] Added attack while ducking
http://farm9.staticflickr.com/8421/7856348904_4356b68582_c.jpg
Zulithe
08-08-2012, 03:31 PM
First of all I just want to say I 100% support this and want you to continue doing this. I like the screenshot, love that it uses the new Nick TMNT style.
But I predict you are going to get a cease and desist very, very shortly :(
With that out of the way... looks like Zelda 2 in style? I think you should make it a fun action platformer like the NES TMNT game, only not as hard, more fun, and with more cool stuff like the item interactions you mentioned
By the way... have you played the new Nick Turtles browser games at nick.com/turtles? they are really fun
Donnie.Shelldon
08-08-2012, 03:58 PM
Thanks for your kind reply!
If they do feel this project is important/big/something enough to put to a stop (or are just incredibly strict), then it'll only mean i'll continue working on the game for personal use only. Just because i enjoy the process of creation.
ATM it's an added (big) bonus to make it with a TMNT theme...Worst case i'd have to replace the characters with personally designed ones, but i hope they'll have a bit more relaxed attitude as i doubt it would in any way negatively impact their product(s) or be a threat in any way...But i guess time will tell :-)
Yeah the style would be close to Zelda 2 i suppose...But then with the puzzle / adventure aspects indeed. Also objects like the couch in the screenshot i plan to make searchable so every object can potentially provide useful items / consumables.
and yes i did play the NICK platform game. It looks very nice and is good fun! A bit too dark too my taste but that's personal ofc.
Zulithe
08-08-2012, 04:06 PM
I was looking at your picture again and I suddenly imagined a Castlevania: Symphony of the Night style TMNT game... that would be a dream come true :P
People here on the board are always talking about how they want a TMNT rpg... as do I. the castlevania games have a great balance of action platforming with rpg stats etc.
Please consider that :D
Donnie.Shelldon
08-08-2012, 04:19 PM
i haven't played Castlevania much past the first game, but i'll have a look at it straight away on Youtube. Thanks for the tip!
[edit]
Just checked it out and i have to say, in more than 1 way "Castlevania: Symphony of the Night" looks like a VERY nice source of inspiration. I will deff considered adding the RPG elements like stats / levelling and item upgrade system at some point... As well as look into similar level design ideas like for instance:
- Stairs (atm only have ladders)
- mobs having a chance of dropping items / buffs
oldmanwinters
08-08-2012, 04:50 PM
Hey, this looks promising! I hope you keep working on this. Hopefully, your effort at making a TMNT game will end up better than mine:
http://forums.thetechnodrome.com/showthread.php?t=13536
(Granted, however, my game is currently being remade by the eccentric Ninjinister; we'll see what happens)
Donnie.Shelldon
08-08-2012, 05:03 PM
Hey, this looks promising! I hope you keep working on this. Hopefully, your effort at making a TMNT game will end up better than mine:
http://forums.thetechnodrome.com/showthread.php?t=13536
(Granted, however, my game is currently being remade by the eccentric Ninjinister; we'll see what happens)
Thanks! Time will tell i'm sure :tgrin: Too bad i can't see what your game looked like. The thread made me curious!
oldmanwinters
08-08-2012, 05:27 PM
Thanks! Time will tell i'm sure :tgrin: Too bad i can't see what your game looked like. The thread made me curious!
Oops, I forgot that old link was dead!
Here ya, go:
http://www.mediafire.com/?ubdhcwsn82lqbwo
Genesis
08-08-2012, 05:47 PM
I hope that you include lots of corridors, tunnels and shafts, as opposed to Castlevania's stairs. Gotta keep that ninja feel, y'know? Also, and this is totally on the side, maybe try other health icons - like shells - instead of hearts.
Donnie.Shelldon
08-08-2012, 05:49 PM
Lol quite amusing game there :). And the beach when you quit is really a very nice touch haha ...
Little change to the housey for fun and to demonstrate that there's relative freedom in adding flavor graphics (when time permits)
http://farm9.staticflickr.com/8447/7742957242_c622b039cd_z.jpg
Donnie.Shelldon
08-08-2012, 05:59 PM
I hope that you include lots of corridors, tunnels and shafts, as opposed to Castlevania's stairs. Gotta keep that ninja feel, y'know? Also, and this is toally on the side, maybe try other health icons - like shells - instead of hearts.
For sure! Would be nice to add stealthy bit and dark rooms where you have to use items to create some minimal light to find your way. I'm considering this.
As for the hearts - they were just to put something there. I first wanted to go for pizza slices but they seems too....obvious. Having looked at Castlevania though it might be a better idea to show health either as a figure which can increase with levelling or as a life-bar...Both don't take up too much screen space when you want to increase the amount of healthpoints / life. A turtle shell icon might be good, but will people relate to this indicating health? I wonder...
http://farm9.staticflickr.com/8439/7742988442_28e04ee1b8_z.jpg
tmnt transformer
08-08-2012, 08:11 PM
Looking good dude.........keep up the good work!
Zulithe
08-09-2012, 06:45 AM
I don't think hearts fit the TMNT aesthetic very well. I'm sure you can come up with something! Maybe a standard health bar that kinda looks like a sewer pipe or ooze canister :P
Maybe you could incorporate the health bar to be more integrated with the portrait. Here is how Kingdom Hearts does it. As the character gains more health through upgrades and level-ups the bar grows. See the difference in these two pics.
http://www.gamers-globe.com/images/screenshots/kingdom-hearts-ii/kingdom-hearts-ii-ps2-001.jpg
http://img.engadget.com/common/images/4104445021265322.JPG?0.013014492190665527
Zulithe
08-09-2012, 06:49 AM
You may take some level design and layout ideas from the new Secret Sewer Lair playset that was released. It seems that their lair is accessible from the inside of an abandoned pizza shop!
wg4U2H6spLo
Donnie.Shelldon
08-09-2012, 08:24 AM
Ye i'm leaning towards a styled statusbar myself. It would be cool to do some integration with the portrait. I'll give it some thought :)
As for the Turtle's lair vid, that's VERY cool. I think i'll do some first level redesigning based on it. Nice starting point. Very cool!
thanks !
46pǝqqoɹʇoƃsodxƎ
08-09-2012, 12:25 PM
I suggest being able to use cheat codes and be able to use every "style" of the turtles like 1984 comic, 1987 cartoon, TMNT 1 & 2, TMNT 3, NT.TNM, 2003 cartoon, TMNT 4 and 2012 cartoon
You ever play Radical Rescue or the GBA version of Battle Nexus? Because they both have puzzle elements. They also give the turtles special abilities, Leo can destroy weak floors, Mike can use his Nunchaku like a propeller etc.
BentonGrey
08-09-2012, 03:53 PM
Hey Donnie, this looks like the beginning of something fun. I like the idea of the Turtles having different uses/powers. I'm reminded slightly of The Lost Vikings (http://en.wikipedia.org/wiki/The_Lost_Vikings) from back in the day.
Good luck in your undertaking!
Donnie.Shelldon
08-09-2012, 05:15 PM
@ExposGotRobbed94
I myself am not a big fan of cheatcodes :-). The different styles i suppose could be provided in time by anyone who feels upto the challenge...including myself...But i reckon this would be something to look at after the game itself is near-finished. It's not too hard to replace the 'sprite'-set of the characters tho. Drawing the animations just takes time.
@Xav
I haven't played either of those games no. I will check them out though. As for signature moves. I suppose this bit will require the most brainstorming...
@BentonGrey
Thanks for the compliment! The lost vikings did cross my mind and at first i did want to have similar gameplay where you could interactively switch between the turtles with their special abilities in order to solve puzzles. I wasn't creative enough to come up with something nice though and the setup i fear would cause headaches when level-designing :D.
http://farm8.staticflickr.com/7248/7749236852_aa72fa7791_m.jpg
Nyahahahaaa..Very soon those green pests will have to deal with us!!!
So this is based on the 1987 series? The no pupils made be think more of the 2003 series.
Donnie.Shelldon
08-09-2012, 11:29 PM
So this is based on the 1987 series? The no pupils made be think more of the 2003 series.
Hah well i suppose it's pretty much based on all of them or none of them when looking at drawing style. I think apart from the pupils the turtles most look like the Nick (2012) ones.
Actually when i drew the first frame of the foot soldier, i hadn't seen the 2012 action figure yet or i would've probably based him on that one... I still might.
Makes me wonder also...Would it be frowned upon to see a complete mix of tv show styles in the game? Is this considered 'not done', or would people be ok with this? hmmmmz
Genesis
08-09-2012, 11:47 PM
I can appreciate that sort of blending of styles.
BentonGrey
08-10-2012, 09:35 AM
Donnie, I don't see anything wrong with that at all. That's more or less what I did in my game.:tsmile:
KirkyMonster
08-10-2012, 11:04 AM
I think it would be cool to incorporate various styles of Foot soldiers from all the different cartoons or movies and give them different fighting patterns or abilities. Like the 88 Foot Soldiers could fight like gorillas cause the classic figure looked ape like.
Donnie.Shelldon
08-10-2012, 01:38 PM
I think it would be cool to incorporate various styles of Foot soldiers from all the different cartoons or movies and give them different fighting patterns or abilities. Like the 88 Foot Soldiers could fight like gorillas cause the classic figure looked ape like.
I like that idea! I'll keep it in mind,thanks :-)
BentonGrey
08-10-2012, 06:35 PM
Yeah, something I always wanted to do if I had the art assets was have different flavors of Foot Soldiers, like the classic Turtles games. It would be cool to see different varieties drawing from the various cannons.
Zany Orange Dude
08-10-2012, 09:01 PM
I think mixing teh shows together would be awesome! I say go for it!:tgrin:
Donnie.Shelldon
08-12-2012, 04:27 PM
Sadly i've been too busy this weekend with other stuff to get some progress, but following is a screenshot of a more turtle-ish portrait + healthbar.
And working a bit on the tile-set for the turtle lair. I hope you like it :tgrin:
http://farm9.staticflickr.com/8289/7768853356_0b1ae6fc27_z.jpg
TurtleTitan97
08-12-2012, 04:30 PM
That looks great! Man, now I totally want to play this!:)
Donnie.Shelldon
08-13-2012, 11:25 AM
That looks great! Man, now I totally want to play this!:)
Thanks! I'm hoping to make some progress today to put in this thread ^^
Just wondering, how come you divided to go with color joint pads instead of brown ones?
Donnie.Shelldon
08-13-2012, 02:31 PM
Just wondering, how come you divided to go with color joint pads instead of brown ones?
Well...because otherwise the only way to tell the difference would be the coloured headbands. I felt it would be a bit too subtle on a 100x100 pixel character
Donnie.Shelldon
08-13-2012, 04:52 PM
Latest changes:
- Added moving mob routines. It's pretty basic atm. When you come in contact with a mob you get hit for 1 life. The foot soldier mob moves back and forth, turning when facing an obstacle or dead end.
- Added some more Turtle lair tiles including pipes.
Here's a screenshot (http://www.flickr.com/photos/84445532@N07/7776830844/):
http://farm9.staticflickr.com/8284/7776830844_c1bb110bac_z.jpg
tmnt transformer
08-13-2012, 05:05 PM
When will the first demo be available????
oldmanwinters
08-13-2012, 05:06 PM
I really like the new Mutant Ooze lifebar, Donnie Shelldon.
Donnie.Shelldon
08-13-2012, 05:13 PM
When will the first demo be available????
Not entirely sure :-). I figured i wanted to add enough 'game' elements for it to get interesting first. Plus so far i'm creating this all locally. I suppose i could setup a webserver to host what i have and create a little gauntlet level so you can fiddle around some with the (limited) stuff there is at the moment.
I'll have a look at this before the end of the week.
I really like the new Mutant Ooze lifebar, Donnie Shelldon.
Thanks, oldmanwinters! I'm happy to have received some good feedback and ideas already on this forum!
Well...because otherwise the only way to tell the difference would be the coloured headbands. I felt it would be a bit too subtle on a 100x100 pixel characterBut from the screenshots it looks like you are using different skin tones.
Donnie.Shelldon
08-14-2012, 12:41 AM
But from the screenshots it looks like you are using different skin tones.
haha yes that's true. The different skintones add to turtle distinction, but only the colour of the headband would tell you exactly which turtle it is. So i decided to go with the colouring theme of the 1987 shows for this to put a bit more emphasis on it.
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.
Zulithe
08-14-2012, 02:34 AM
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 :)
Walkabout
08-14-2012, 06:39 AM
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)
Donnie.Shelldon
08-14-2012, 11:54 AM
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 :D. i welcome the input really and ofc i try to compile it into a coherent game design.
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!
Donnie.Shelldon
08-14-2012, 04:35 PM
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 !
http://farm8.staticflickr.com/7129/7784051128_e4c07d90e2_z.jpg
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.
Zany Orange Dude
08-15-2012, 04:28 PM
I love the way the Foot clan looks!:tcool:
Donnie.Shelldon
08-15-2012, 04:55 PM
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 :-D ). Please feel free to let me know your findings
Keys are :
- Arrow keys
- space for jump / roll
- Z for attack
Click here (http://95.97.11.171/TMNT)
tmnt transformer
08-15-2012, 05:43 PM
DUDE!!!! Awesome game!!!!!
TurtleTitan97
08-15-2012, 05:48 PM
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 :-D ). Please feel free to let me know your findings
Keys are :
- Arrow keys
- space for jump / roll
- Z for attack
Click here (http://95.97.11.171/TMNT)
Awesome! Thanks for the link. :)
oldmanwinters
08-15-2012, 08:26 PM
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.
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.
Donnie.Shelldon
08-16-2012, 12:39 AM
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 :tsmile:. 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 :D. 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
About the other stats of the turtles of the turtles, they could be speed, attack, and range.
Zulithe
08-16-2012, 03:31 AM
Played around with the demo, really cool :) You work fast
Donnie.Shelldon
08-16-2012, 08:18 AM
About the other stats of the turtles of the turtles, they could be speed, attack, and range.
Sounds good! I'll look into it.
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. ^^
oldmanwinters
08-16-2012, 07:03 PM
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.
Donnie.Shelldon
08-17-2012, 03:13 AM
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!
46pǝqqoɹʇoƃsodxƎ
08-17-2012, 07:53 AM
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
Cryomancer
08-17-2012, 10:22 AM
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?
46pǝqqoɹʇoƃsodxƎ
08-17-2012, 10:56 AM
I guess so. Ill edit my suggestion now :twink:
Donnie.Shelldon
08-17-2012, 12:56 PM
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.
I also added the stats now. It's not just the visual --- They're already impacting the game.
Perhaps speed should be agility and also affect the height of your jump?
Donnie.Shelldon
08-17-2012, 05:28 PM
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
I just noticed you put an extra n in Don's name and you didn't put Mike's full name.
Donnie.Shelldon
08-18-2012, 02:59 AM
I just noticed you put an extra n in Don's name and you didn't put Mike's full name.
Whoops teehee. Fixed!
Ah, you went with the old spelling of Michelangelo before it got fixed.
Donnie.Shelldon
08-18-2012, 08:52 AM
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
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?
Donnie.Shelldon
08-18-2012, 11:47 AM
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.
Hey did you ever think about adding a wall jump?
46pǝqqoɹʇoƃsodxƎ
08-18-2012, 11:20 PM
Mine has a speed glitch as in when I play as leo or mike the game runs super fast and is unplayable
Donnie.Shelldon
08-19-2012, 01:57 AM
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 :(
46pǝqqoɹʇoƃsodxƎ
08-19-2012, 08:35 AM
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.
I had the same thing happen with Raph, sometimes it runs super fast sometimes it doesn't. I'm also using chrome.
Donnie.Shelldon
08-19-2012, 12:16 PM
Im using the most recent version of Google Chrome, and yes it is odd.
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.
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-content/uploads/2009/11/teenage-mutant-ninja-turtles-nes-overworld.jpg
Would be cool i think ;)
And if i can help u, just let me know
Donnie.Shelldon
08-20-2012, 04:06 AM
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-content/uploads/2009/11/teenage-mutant-ninja-turtles-nes-overworld.jpg
Would be cool i think ;)
And if i can help u, just let me know
Thanks for the compliment! :D. 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 :tgrin:
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 "Ultrom´s 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.
Ultrom´s 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 :twink:
Hope it helps and ...sorry for my english!!
Donnie.Shelldon
08-20-2012, 07:46 AM
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.
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 :tlol:
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?
Donnie.Shelldon
08-21-2012, 12:29 AM
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 :tlol:
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 :-D
Donnie.Shelldon
08-21-2012, 12:34 AM
Hi I have a few things.
*Why did you give Leo a goofy look on his face?
I suppose this happened automatically when i added eyes. I'll see what i can do about it :)
*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.
Ye i had to because it was afterall a bug :). It would have other unintended side-effects. I'm still considering adding the wall jump you suggested, but then in a controlled manner so i can also decide to include slippery walls, etc in the future.
*When do you plan to add sound?
Sound is absolutely going to be the finishing touch. Meaning the game isn't finished without it, but it's rather low on the prio list after functionality, level design, more mobs, animation, etc.
Having said that, the most work is in making the background music and/or sound effects. If someone were to provide me with cool fitting sounds, it'd be quite easy to add them to the game :)
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 :-D
Sure, as soon as i can ill post some pics for you, it will be a pleasure m8 ;)
Donnie.Shelldon
08-21-2012, 04:27 PM
Sure, as soon as i can ill post some pics for you, it will be a pleasure m8 ;)
I'm looking forward to it! Nice one :D
UPDATES:
I've added a first version of 'items' and 'requirements'. If you load the demo level you can:
- Search the couch by pressing and holding the UP arrow key
- A blue key will be added to your inventory
- You can access your inventory by pressing B or clicking on the turtle's portrait
- You also see a door with a blue lock. Obviously you can open it when you have the blue key in your inventory
Basically the introduced system allows me to add all kinds of objects which can interact with or contain items. :tgrin:
I suppose this happened automatically when i added eyes. I'll see what i can do about it :)Yeah, now he looks scared. I think the main problem is the eyes. He looks like he's looking up. I think I liked his grin better. I was thinking he should look more like his figure. More of a mean than happy grin. http://www.playmatestoys.com/views/83/teenage-mutant-ninja-turtles On a side note I noticed the wraps on his hands and feet are white.
Donnie.Shelldon
08-24-2012, 06:17 PM
Yeah, now he looks scared. I think the main problem is the eyes. He looks like he's looking up. I think I liked his grin better. I was thinking he should look more like his figure. More of a mean than happy grin. http://www.playmatestoys.com/views/83/teenage-mutant-ninja-turtles On a side note I noticed the wraps on his hands and feet are white.
Another attempt at Leo's look (just updated) :-).
Also i noticed the different colours used for the wraps on hands and feet...They'll be included when i do an animation overhaul soon as i get to it.
Donnie.Shelldon
08-24-2012, 06:19 PM
[UPDATE] [UPDATE] [UPDATE]
I added dialogues to the game, so it's now possible for me to add dialogues based either on location or on (friendly) character interaction
Another attempt at Leo's look (just updated) :-).I don't want to come off as annoying, but if you want to know what I think, what's with the line on the right side of his mouth and what's with the blank spot on the bottom left? I'm just wondering if you are trying to make them look like their action figures? Another thing, is it possible to make it load faster when you enter a door? I also found a bug sometimes when I load it up my turtle is invisible.
Donnie.Shelldon
08-25-2012, 03:47 AM
I don't want to come off as annoying, but if you want to know what I think, what's with the line on the right side of his mouth and what's with the blank spot on the bottom left? I'm just wondering if you are trying to make them look like their action figures? Another thing, is it possible to make it load faster when you enter a door? I also found a bug sometimes when I load it up my turtle is invisible.
The line on the right side of his mouth (similar to raph's) is how i illustrate the difference between his upper and lower teeth. I'm not sure what you mean with the blank spot.
You don't come off as annoying, but do realize that i'm not an artist :). Personally, i'm pretty content with how they turned out so far keeping in mind the limits of my skills.
I'll see what i can do about the load times when you move through doors
Donnie.Shelldon
08-25-2012, 06:22 AM
Added the ingame ability to choose between turtles.
This will allow me to expand on their individual abilities, so that depending on the situation you can pick the most appropriate turtle if you want to.
Also updated this threads first post
The line on the right side of his mouth (similar to raph's) is how i illustrate the difference between his upper and lower teeth. I'm not sure what you mean with the blank spot.What I mean by the blank spot is that in the lower left side of his mouth it is black between his white teeth and green skin.
Cool sutff youre workin on m8 ;)
Ive done a kindof skectch design for the sewer level with the acces to other levels. If you want to check it just tell me and ill post it as soon as i can (bit busy with work nowadays :( )
Btw, as the turtles are kinda the ones from Nick´s series, why dont you change the foot ninjas to be that same way and not as in the original cartoons? just have to change the purple with black and maybe changin heads :tgrin:
Donnie.Shelldon
08-25-2012, 12:25 PM
Cool sutff youre workin on m8 ;)
Ive done a kindof skectch design for the sewer level with the acces to other levels. If you want to check it just tell me and ill post it as soon as i can (bit busy with work nowadays :( )
Btw, as the turtles are kinda the ones from Nick´s series, why dont you change the foot ninjas to be that same way and not as in the original cartoons? just have to change the purple with black and maybe changin heads :tgrin:
Heya FRA. Thanks :). I would very much like to see your design, so feel free to post it :D.
As for the foot soldiers, the idea was formed to blend eras/shows some. From this point of view it felt proper to start with the oldschool foot soldiers (maybe some different colour costumes based on abilities / difficulty) and later on add the new foot soldiers as the upgraded versions.
What about the Mirage Comics Foot Soldiers?
Donnie.Shelldon
08-25-2012, 01:10 PM
What about the Mirage Comics Foot Soldiers?
I don't know too much about the comics really. I would have no idea what they'd look like :)...link?
Added attack while ducking...
Hows this? It's a figure based off the first comic appearance of the Foot.
http://www.actionfigureinsider.com/gallery2/album/TF2009-NECA/1234746106-15.php
Zulithe
09-24-2012, 02:49 PM
progress update? :) i really hope you are still working on this
Donnie.Shelldon
09-24-2012, 04:31 PM
progress update? :) i really hope you are still working on this
Hi there! Ye sadly i've been a bit busy with tons of other stuff that needed taking care of, so I had to put the TMNT project on hold.
Having said that, I do plan to pick up the TMNT project again in about 2 weeks tops as i myself can't wait to continue working on it
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