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Old 12-27-2007, 11:00 PM   #41
Ninjinister
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I noticed in that video that the Foot Soldiers' recovering sprites had the wrong palettes (for example, a Boomerang Foot getting up was purple).

Are their any specifics on the fangame reproduction side of things? Are things like unlockables (levels, characters, palettes) and cutscenes going to be possible? How about multiple types of attacks (shuriken throwing, special attacks)? Gigantic bosses?
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Old 12-28-2007, 04:31 AM   #42
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The pallete animation swaps is simply due to me not having changed the color yet (I mentioned it on the video info).

When it comes to fan-games and using the engine, anything is possible, there are really no limitations other than 3D.
It does however require coding knowledge and wouldnt simply be some drag and drop feature.

I will no doubt be releasing a seriese of examples of what can be done with the engine, that one being the first example.

You could even turn the engine into more of an RPG style, i.e you get Exp points per kill until you level up (thus dealing more damage).
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Old 12-28-2007, 06:58 PM   #43
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You could even turn the engine into more of an RPG style, i.e you get Exp points per kill until you level up (thus dealing more damage).
Oh, now THAT is cool!

I figured it wouldn't be drag-&-drop (most of those games suck anyway)... but I hope it's not like, excruciatingly hard to work.

I might just completely scrap the Game Maker version of my TMNT fangame and port the work over to your engine when it's finished (since I'm still in the midst of a Mario one that I need to finish before I continue the TMNT one).
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Old 12-29-2007, 07:13 PM   #44
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It may be awhile before an open-source version will be available (nothing planned as of yet).
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Old 01-01-2008, 11:37 AM   #45
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Version 0.7 is now available for download and includes 4 playable levels including the bonus level

Also the site has been re-designed for a slicker look.

Visit www.jsofts.com/tmntengine
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Old 01-05-2008, 04:04 PM   #46
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I'll be sure to download it when I get a spare moment!

Quote:
It may be awhile before an open-source version will be available (nothing planned as of yet).
That's all right, I'm kind of concentrating on Super Mario Bros. Legacy right now anyway. It'll be a while before I get to my TMNT fangame.
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Old 01-07-2008, 07:33 PM   #47
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A sneak peak at another bonus level



Also a peak at a work in progress to introduce scanlines into the TMNT Engine as a toggle on/off feature.

The first pic shows scanlines the second is without.



and a WIP pic of the next level for TMNT Engine V.0.8

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Old 01-10-2008, 06:23 PM   #48
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Another new feature of version 0.8 is what i've called The Dojo. Its bassically a test feild in which the player can click the icons of corresponding enemies/bosses to spawn them on screen and beat the hell out of them.

The reason behind this is a way to playtest the engine without having to go through the levels, thus being able to study the enemies attack and movement patterns, check the collision detection etc.

I may also introduce a feature to spawn the many props you can use to your advantage i.e parking metres and explosive oil drums.

Below are some pictures.





Last edited by jasonorme666; 01-11-2008 at 05:16 PM.
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Old 01-12-2008, 08:11 PM   #49
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Sorry for multi-posting, i'm just very passionate about this project.

Some new pictures, version 0.8 should be available very soon.




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Old 01-12-2008, 09:10 PM   #50
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Quote:
Originally Posted by jasonorme666 View Post
Another new feature of version 0.8 is what i've called The Dojo. Its bassically a test feild in which the player can click the icons of corresponding enemies/bosses to spawn them on screen and beat the hell out of them.

The reason behind this is a way to playtest the engine without having to go through the levels, thus being able to study the enemies attack and movement patterns, check the collision detection etc.

I may also introduce a feature to spawn the many props you can use to your advantage i.e parking metres and explosive oil drums.

Below are some pictures.




Wow, I'm surprised Konami never thought of putting this idea in any of their games. This looks like it will be amazing to play.
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Old 01-12-2008, 11:24 PM   #51
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Woah! This looks like some sweet stuff! I'm getting more and more excited with each update!
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Old 01-13-2008, 03:00 PM   #52
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TMNT Engine V.0.8 is now available for download via the downloads page, check out the changelog to see whats new.

Also the bugs page has been updated, thanks to those who submitted bug reports.

So, download V.0.8 and let me know what you think.



Download
http://www.jsofts.com/tmntengine/download.php
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Old 01-16-2008, 12:03 AM   #53
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Looks good! One bug I found was that sometimes two Leos appear briefly when a turtle is killed, kicked acorss the screen, or falls down a manholl.
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Old 01-16-2008, 09:18 AM   #54
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Quote:
Originally Posted by jasonorme666 View Post
Another new feature of version 0.8 is what i've called The Dojo. Its bassically a test feild in which the player can click the icons of corresponding enemies/bosses to spawn them on screen and beat the hell out of them.

The reason behind this is a way to playtest the engine without having to go through the levels, thus being able to study the enemies attack and movement patterns, check the collision detection etc.
Wow, no more having to get through the game to fight a particular person again. I might have to try this thing out now.
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Old 01-17-2008, 09:18 AM   #55
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Thanks for the comments.

Somtimes I suprise myself at how fast I can work.

.
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Old 01-17-2008, 08:48 PM   #56
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I love the Dojo feature you added, but why wasn't Baxter added in the Dojo mode.
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Old 01-17-2008, 08:54 PM   #57
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As you can see in the screenshots a few posts above that originally he was.
But due to problems with his movement I had to remove him.

Bassically he used a movement system that was set so he would appear at a point in the sewer level. Due to the length of the dojo level he appeared way way off screen. Changing it so he would appear in the dojo meant that he wouldnt appear correctly in the sewer level.

He will be added though, just on a later version.
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Old 01-17-2008, 09:07 PM   #58
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How far does bonus #2 go? Cause I was stopped after the first wave of Foot soldiers.
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Old 01-17-2008, 09:11 PM   #59
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Its fully complete, it ends after you kill a bunch of machine gunner foots and then the victory music plays.

This bug is more than likely a one off, retry the level and see if it happenes again.
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Old 01-17-2008, 09:21 PM   #60
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I got a little further, but then it stoped. I also went well above and below the background. It was kinda weird.
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