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.
Bloodbane said:
Great! how long Raphael would hold to wall before he falls?

1.5 sec about like original TMNT arcade game ;) It can works on walls and platforms too!!
And after that the character is on wall if you press jump button the hero performs a long jump and so you can do any jump attack ;)
 
Bloodbane said:
It can works on walls and platforms too!!

Works on platforms too? how do you detect 'has been blocked by platform' state?

With a function script:

Code:
// Retrieve platform altitude: bin search
int check_platform_alt(float distx, float distz, int threshold) {
    float altitude = 0;
    int min = 0, max = threshold, mid = max;

    do {
        if ( checkplatform(distx,distz,mid) != NULL() ) {
            altitude = mid;
            max = mid;
        } else {
            min = mid;
        }

        mid = (max+min)/2;
    } while ( max > min+1 ); // +1 per l'arrotondamento per difetto altrimenti va in loop

    return altitude;
}

int checkplatform(float distx, float distz, float altitude) {
    if ( checkplatformbelow(distx,distz,altitude) == checkplatformbelow(0,0,0) ) return NULL();
    else return checkplatformbelow(distx,distz,altitude);
}

Than you can put check_platform_alt() in your script to retrieve altitude and to interact with a platform ;)
 
Assume we want to change the animation when we're on a platform.
First of all, check to see if we are actually on a platform with the method:
checkplatform (x, z, 5000) (wrapper checkplatform_below ())
It means that we want to know if we are on a platform. x and z are the coordinates of the player and 5000 is the maximum height of a platform to be controlled.
Then we use the method check_platform_alt (x, z, 100) that returns the height of a platform and allows us to understand if that platform is the one that actually are looking for. 100 is the maximum height.
Unfortunately check_platform_alt (x, z, 100) works with the binary search as there is no real function "pointer" that returns the value directly.
In this way we can know if we are walking on a platform with height 40 px:
if (checkplatform (x, z, 5000)! = NULL () && a == check_platform_alt (x, z, 40) && a == 40) {
    changeentityproperty (ent, "animation", openborconstant ("ANI_XXXXX"));
}

it's easy!
There is also another function I wrote:
Code:
int checkplatformaround(void player, int distx, int distz, float altitude) {
    int i,j;
    float x = getentityproperty(player, "x");
    float z = getentityproperty(player, "z");

/*
 * f:  1,0
 * d/f:1,1
 * d:  0,1
 * d/b:-1,1
 * b:  -1,0
 * u/b:-1,-1
 * u:0,-1
 * u/f:1,-1
 */

    for (i = -1; i < 1+1; ++i) {
        for (j = -1; j < 1+1; ++j) {
            if ( checkplatform(x+(i*distx),z+(j*distz),altitude) != NULL() ) return checkplatform(x+(i*distx),z+(j*distz),altitude);
            else continue;
        }
    }

    return NULL();
}

Ex. checkplatformaround (player, 5, 5, 1000). This will return the handler of the entity of the platform when the platform is 5px to the left or right or up or down against the player! ;)
 
Update!

Edge Animation:
walkoff.png


All Turtles Characters:
allturtles.png


How To TUTORIAL:
howtody.png


And more and more ;)
 
This is outstanding work White Dragon.
I will be following this thread and wait for a release.

Can I ask where you got the Arcade rips for Turtles in Time (turtles) and if you ripped them yourself...could you share them?

I look forward to more of this project.  8)
 
Thank you guys!! For sprites, some sprites were in tmnt red sky battle (openbor).
Many many sprites I ripped by myself and other sprites I drew/modified too ;)
 
This is the kind of mod making me think everithing is possible in openbor.

Man, I'm so freaking jealous ;D ;D ;D

These kind of features just make the player forgetting he's playing a "MOD"
 
Here's more turtles in time sprites in case you still need some of this stuff.

TMNT 'Turtles in Time' Arcade sprites
http://spriters-resource.com/arcade/tmnttit/index.html

TMNT4 SNES Sprites
http://spriters-resource.com/snes/tmnt4/

Contains SNES version sprites and level bg's
http://spritedatabase.net/game/550

TMNT4 SNES level bg's
http://www.bghq.com/bgs.php?system=snes&game=t/tmnt4

TMNT arcade sprites (the older game, but might be something useful)
http://jsofts.com/tmntsprites/sprites.php

I found a thread on some forum once where someone was ripping all the non-ripped tmnt4 sprites.  I'd linked it on old lavalit forum for someone else doing tmnt, but unfortunately can't find it again.

EDIT : This could be it, thou I recall there being more sprites than this - http://mugenguild.com/forum/topics/teenage-mutant-ninja-turtles-sprite-rips-125165.0.html
 
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