Teenage Mutant Ninja Turtles - Shell Shocked

Canceled Teenage Mutant Ninja Turtles: Shell Shocked 5850

No permission to download
Project is halted prior to completion and will not receive further updates.
spidermax96 please use this template:
1w0.gif


unfortunately your foots are modified sprites from snes that are more small and less sprites than arcade version.
Example: snes walk = 3 sprites
              arcade walk = 8 sprites
than size of snes sprites is lower than arcaede version (more big).
By the way thanks!! (you are on end credits of the demo too).

Ps. can u write in classic english? Your slang is too weird to understand!!
 
The demo is very short, but lets see that this game will be very good, thank you for giving us the opportunity to play
 
Thanks!! unfortunately there's only 1 level.
By the way you can play with all foot soldiers (more then 17 foot soldiers) and
there are all rock soldiers playable too (8 characters).
To change foot/rock soldier weapon use BLOCK button!
 
Even if it's short, this is something I never experienced in openbor!
Really good gameplay feeling.
I like the game anbiance and more.

The final product will be and incredible experience!
Good job, friend! :D
 
Well, I've just finished playing it for the 7th time with some friends and I have to say all the work you put into this really shows.

Just a few things that I caught on my playthrough.

- Of the 4 turtles Donatello plays the fastest, don't know if that was intentional but I found him to be even faster than Raphael, who is normally faster in other games.
- The weapon throw over the shoulder move from Manhattan Project behaved weirdly in some instances and looked like you would automatically appear at least 3 or 4 pixels higher after the 2nd frame of animation.
- You can cling to the right wall right before advancing to the screen in the docks where the 3 signs fall down.
- I'm not very fond of the sommersault being performed with the attack button by default during running and into a ramming dash or kamekaze slide as this is not how it worked with Turtles in Time when you set the running to manual, but I do understand this is your game and its also a fresh new game and I can adjust...I just miss ramming into everything and automatically throwing it to the screen afterwards lol. I'll adjust to the timings.

An amazing Demo but I reeeeeeeeally wanted to check out parts with collisions and climbing and other stuff you are working on. Still this is a fan's longtime dream come true, so thank you White Dragon for that!

BTW, I have some recolored sprites from cinematic parts from the old game boy games that I am willing to share so I'll go fetch those and post them on this thread soon enough.

Keep up the awesome work and Cowabunga Dude!
 
Thanks!!

MaxBeta said:
- Of the 4 turtles Donatello plays the fastest, don't know if that was intentional but I found him to be even faster than Raphael, who is normally faster in other games.
I rebalanced all characters in last update ^__^

MaxBeta said:
- The weapon throw over the shoulder move from Manhattan Project behaved weirdly in some instances and looked like you would automatically appear at least 3 or 4 pixels higher after the 2nd frame of animation.
I don't know what you mean, by the way the animation can undergo little changes (intentionals) if you're near a wall.

MaxBeta said:
- You can cling to the right wall right before advancing to the screen in the docks where the 3 signs fall down.
It's intentional =)

MaxBeta said:
- I'm not very fond of the sommersault being performed with the attack button by default during running and into a ramming dash or kamekaze slide as this is not how it worked with Turtles in Time when you set the running to manual, but I do understand this is your game and its also a fresh new game and I can adjust...I just miss ramming into everything and automatically throwing it to the screen afterwards lol. I'll adjust to the timings.

Yeah, it's my idea to allow a player to jump while running =)
 
sorry bout my bad spelling  and  thanks!! for the credit. ok so the other foot page is scrap
and if i have to remake sum it will be all for shell shocked  so ill us that template and
the one from the demo so it all fits
 
cower bunga dude this game is absurd amazing out of this world just goes to show there are still geniouses out there who can make remarkable intesnse insain remakes of old school games even better keep up the postive attitude and brilliance in your work of making games =) a big tmnt fan i am too cant wait for the final release
thx regards ryomaneo and best of luck on keeping this project alive and making it to the finals  ;D
 
awesome!, new kind of stages, moves, and even playable bosses!? who can ask for more!?

fantastic!. as the magician says on the "house of the dead 2": "il be wating for this time come!".

the tiem where you guys release a new tmnt game with this new cool openbor engine of nowadays.

no doubt il be looking forward for this cool game! ;)
 
Downloading for first time the Updated demo (I havent downloaded previous demo) Ready to enjoy a taste of this masterpiece.
Many thanks WhiteDragon
 
Hello!

First congratulations for your game, is amazing!

Now i wanna know how make to see the characters moves in the pause menu like you show here:



Thanks!
 
dantedevil said:
Hello!

First congratulations for your game, is amazing!

Now i wanna know how make to see the characters moves in the pause menu like you show here:



Thanks!

That characters moves in the pause menu was a very, very good idea. I will use something similar for sure.

Congratulations White Dragon! IMO Your MOD  puts Openbor into a next level, something like what utunnels did when he released his Golden Axe MOD in 2007 ( I'm not sure about the date). To me it is much more than a MOD, it is a case of study.
 
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