SOR4: Rage In Time

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SOR4: Rage In Time

Postby DeusX87 » Tue May 31, 2011 2:53 pm

Hi, all. I'm a first time poster, but long time lurker. I've been playing SORR for the past month like crazy and have been dabbling in SORMaker every now and then. So, what initially started as a water test eventually exploded into a full-fledged project after finally understanding the tool and what could be accomplished with it (at least as much of my understanding that will be displayed).

This mod is based on "TMNT4: Turtles In Time," but it also features elements found in Hyperstone Heist and a couple other games. I worked tirelessly on this mod for the past few days in order to make as best a first impression as possible. The mod features edited versions (some slightly, some heavily) of the original maps in order for them to fit in more with the SOR engine as opposed to the TMNT4 engine, and to also give them a touch of uniqueness instead of just straight copying and pasting. The mod so far also has several alternate routes, with Stage 3 (the final stage in this demo) containing the most scenes because the Technodrome can be infiltrated and traversed in many different ways (the sewer and Technodrome stages are combined into one entire stage).

Note that I'm having trouble with audio glitches with the stage intro sounds. If you skip the corresponding cutscene, the stage music doesn't play but the intro sound keeps repeating for some odd reason. I put those troublesome sound clips off to the side so the music isn't ruined. Those said sound clips are in another folder in the "scripts" folder.

EDIT: From more testing, it appears that this audio glitch happens after clearing a stage that's only 1 scene long. Not sure what I can make of that.

(Demo link not necessary since the full mod is released.)

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Last edited by DeusX87 on Fri Jun 17, 2011 12:40 am, edited 4 times in total.
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Re: SOR4: Rage In Time

Postby charco » Tue May 31, 2011 2:58 pm

Ah very cool. I like what you have done there with the enlarged Mr. X sprites.
/*
Autor : BoMbErLiNk
Grupo : BoMbErGaMeS
Fecha : 17 – 3 – 03
*/

Primera linea de código escrita .. GO! GO! GO!
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Re: SOR4: Rage In Time

Postby LucasHB » Tue May 31, 2011 3:45 pm

Wow.. this looks fun! I´ll give it a try and come back to give some feedback.

I´m thinking of doing a sewer stage myself, incredible I haven´t thought of the Turtles.. duh!
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Re: SOR4: Rage In Time

Postby celestinx » Tue May 31, 2011 3:50 pm

Great 1st post, keep up the good work im looking forward to seeing/playing the final version.
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2]wavewar
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4]VR missions
#]canceled sor ultimate
5]Survival mod pack 1
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10]SOR2 SMS/gamegear remake [WIP]
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Re: SOR4: Rage In Time

Postby charco » Tue May 31, 2011 4:21 pm

Using the crosshairs on that final scene might be a neat trick.
/*
Autor : BoMbErLiNk
Grupo : BoMbErGaMeS
Fecha : 17 – 3 – 03
*/

Primera linea de código escrita .. GO! GO! GO!
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Re: SOR4: Rage In Time

Postby Don Vecta » Tue May 31, 2011 4:34 pm

Using mediafire it's giving me troubles since the page appears broken to me. Any chances to get a mirror on Megaupload?
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Re: SOR4: Rage In Time

Postby DeusX87 » Tue May 31, 2011 4:47 pm

charco wrote:Using the crosshairs on that final scene might be a neat trick.


Actually, that's just what I did.

Don Vecta wrote:Using mediafire it's giving me troubles since the page appears broken to me. Any chances to get a mirror on Megaupload?


Yeah, I can do that. I'll update the links.
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Re: SOR4: Rage In Time

Postby Saven » Tue May 31, 2011 6:33 pm

I can't wait to see the first Shredder/Mr. X battle in action. :)
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Re: SOR4: Rage In Time

Postby Don Vecta » Tue May 31, 2011 8:33 pm

Well, demo's looking real good. Since Turtles in Time IV was my first Beat 'em up in SNES (even though i already played the arcade version first) it means a lot for me since it takes me back.

The placement of enemies it's fine, challenging but not overloaded (except the sniper part which I think it's the charm and difficulty of the stage) and the recreation of old stages and some equivalences it's well placed.

Though I must admit that the first boss should be Jet since he can replace Baxter Stockman (which was the first boss) and Bear and SOR1 Bongo in stage 2 replacing Rocksteady and Bebop.

Music it's great and fits so well as a nostalgia feeling.

Looking good, I'm REALLY liking it! Keep it up! Also try to add details from the arcade version.
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Re: SOR4: Rage In Time

Postby DeusX87 » Tue May 31, 2011 10:27 pm

Don Vecta wrote:Though I must admit that the first boss should be Jet since he can replace Baxter Stockman (which was the first boss) and Bear and SOR1 Bongo in stage 2 replacing Rocksteady and Bebop.


My initial plan was to have Jet, but since I had to use a collision map for the stage, unfortunately, he was incompatible :x. So, he had to be replaced by someone else.

Also, my thoughts were to have SOR2 Souther and SOR1 Souther as Bebop and Rocksteady (even though I already used SOR2 Souther), and have SOR1 Bongo as Leatherhead (since his specialty is running back-and-forth across the screen). I'll see what happens, though.
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Re: SOR4: Rage In Time

Postby Glisp » Tue May 31, 2011 10:40 pm

Gonna check this out. =P
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Re: SOR4: Rage In Time

Postby LucasHB » Thu Jun 02, 2011 8:30 am

Oh, my! I´m shocked with how enjoyable this is! You were able to recriate perfectly TMNT IV! Not only the stages and music, but even making similar stage titles! I kept waiting for a Turtle to jump in and start fighting alongside. Just great... I´ll definitely wait for the final version. Keep up the good work!
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Re: SOR4: Rage In Time

Postby Ñbrevu » Thu Jun 02, 2011 9:14 am

It's very nice, although it has the infamous "#000000 black" error. I hope it gets corrected in future versions :).

Is there a way to make the big Mr.X transparent when you get behind him, like columns and other objects do? I feel like he blocks a little too much space.
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Re: SOR4: Rage In Time

Postby DeusX87 » Thu Jun 02, 2011 3:10 pm

Ñbrevu wrote:It's very nice, although it has the infamous "#000000 black" error. I hope it gets corrected in future versions :).

Is there a way to make the big Mr.X transparent when you get behind him, like columns and other objects do? I feel like he blocks a little too much space.


Where did you find the transparency errors? I scoured the mod countless times to ensure I spotted them all, but I'm always listening for anyone else's findings.

Also, in the original game, Shredder would be in the foreground blocking your view when trying to battle the enemies. What I basically did was follow tradition. However, if it becomes a nuisance, than I can set him to become transparent when standing in front of him.
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Re: SOR4: Rage In Time

Postby Don Vecta » Thu Jun 02, 2011 5:53 pm

I really don't mind X blocking the view, i guess that's part of the challenge itself.
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