T2002X (new T2002 Beta for Windows XP, 7, 8)

Karsten
http://www.pekaro.de
07.09.14
T2002X is a technical update for T2002. The main purpose is to ensure T2002 running on current Windows versions while maintaining the compatibility to existing level packs.

IMPORTANT: This version is in beta status currently. There may be bugs or even crashes. Please report any errors. We will update this version regularly.

Download: http://www.pekaro.de/t2002.html

General changes:

- new graphics enginge based on DirectX 9
- uses fps downscaling on slow systems
- supports window and full screen mode
- supports any window and screen size
- can use desktop size as default full screen size
- rendering area can be set to any size and position on screen
- can use overlay and scanline images (for an extra retro feeling)
- better game controller support

For level makers:
- supports other image formats (e.g. png)
- .psb files will not be coded anymore, you can simply rename your .bmp or .png file
- new graphics and animation for space ship added (check your flight levels)

(See the readme file for more.)
Robert
07.09.14
That's super duper awesome! Solved all speed problems for me.
Found one little glitch: No music during the boss battle (played T2002's original first level).
Karsten
08.09.14
Thank you for the report. We will address the issue of the missing music in boss fights in our next update. Until than you can rename the B_...psm files in the music folder to B_...mp3. That should work too.
Liam Fay
09.09.14
Awesome!!! Time to work on Super Magniforce
Lukasz
09.09.14
I have Windows XP and i cant change it to full screen. When I try it tells me about T2002X Failure
Karsten
09.09.14
Hi, Lukasz, could you please change in the T2002.ini:
from:
useDesktopSize=1
to:
useDesktopSize=0
and try again. Thank you for your feedback.
Liam Fay
10.09.14
And I'm still having problem with the T2002 level editor installing. It just doesn't work, and I can't understand German
Karsten
10.09.14
@Lukasz: I have tested on Windows XP and did not have any problems switching to full screen and back. Can you give me some more details please? Did you try the T2002X full package or the update? What is your screen resolution? Anything else?

@Liam Fay: The T2002 level editor was written in Visual Basic 6. So this is a bit tricky now. I will try to make a new, more simple setup for the editor and include it to the T2002X beta. Have a little patience please.
Lukasz
10.09.14
Im still working on Morgul Returns 2014, but I will remove all T2002 from my comp, and let you know.
Lukasz
10.09.14
One more thing. Does The old sprites added to the levelpacks update (fish, head and others) has changed somehow as well? I havent noticed any changes.
Robert
10.09.14
For the editor, have a look at the t2002-all-included download at http://www.turricanforever.de/download - it includes the editor and a readme in the Lvl/Editor directory to get it running (it's an old file though and does not yet include T2002X).
poutsoklis
10.09.14
t2002x: Great news! Well-done! I tested it on windows xp (without the update) and everything is Ok (fullscreen, window mode)! It. Just. Works.

However (sorry for being off-topic here), any chance of removing directx in favour of opengl or sdl in future versions, so we can run it on linux or mac?
Karsten
10.09.14
The old sprites included in the T2002X update are for compatibility with the new graphics engine. The new engine can handle alpha information (transparancy) in bitmaps. Some of the old sprites had wrong alpha information. This did not matter in original T2002 but in T2002X. Therefore I changed these sprites.
Rich
13.09.14
Ah fantastic work Pekaro!! Now works better and runs smoother than ever on Windows 8.1!
Am really happy! So far i haven`t noticed any bugs but i will keep an eye out as i delve further into the game. Really happy and great work Pekaro! THANX !!!!
Rich
13.09.14
Might have found a minor bug.. On level 1 where 2x life are found next to each other there is a gap you have to jump across. I have tried to jump this gap and no matter what i try i always fall through the gap. I`m wondering if this is a bug as it used to be easy to jump over at that point on level 1 map.

Apart from that really loving the DirectX9 update, its the best the game has ever played and looked and runs full 60+fps on my system running Windows 8.1 Pro so i`m well happy
Dark
13.09.14
Well I had a panic attack when first running the thing sinse it decided to run slowly, but maybe Avg was updating or something sinse I've run it sinse then and it's fine.

To be honest other than looking sharper and playing slightly faster I've not noticed too much difference, for example I can't find these new resolution options, (they're not listed in the t2002 conf file), though sinse I wouldn't want to play the game windowed anyway that isn't an issue.

My only miner problem is exactly the same thing happens in T2002 X when I try to use the Tfmx music as happened in T2002 previously, the music begins but the screen goes completely blank and I can't load the game, have to exit with the task manager and then change the sound soucre in the conf file again.

Not a worry sinse using the Mp3's the game works fine, but thought I ought to mention it anyway.

I got both lives up in that cave on the top left of the level 1 map in the original T2002 level exactly the same way I did previously, walking Turrican to the edge until I have fallen off the main ledge and am just hanging with Turrican's left foot on the tiny crumbled edge at the side, then jumping across from there.

I'm glad T2002 is going to be around in the future despite microsoft being arses about compatibility (although it still doesn't persuade me not to change from Xp ), and I hope this also means lots more levels in the future now that more people will be able to run the game and the editer as well.

I don't suppose there is any chance of importing the other Turrican 1 and 2 bosses into the game in a future update? especially Morgul and The Machine.

I suppose this would take a major rewrite and so would not be possible, but while we're talking about updates it is something I've always wanted to see in T2002, indeed as I've said before it's the lack of bosses which really is my only complaint.
Rich
13.09.14
Yes i agree the differences are minor but the fact i can run the game now in DX9 Fullscreen 60fps makes the game an altogether more fluid experience , it kinda feels more modern when i play it. Its certainly far better than Turrican 2 PC (DOSBOX) .TFMX has been removed altogether, just uses MP3 now according to DOCS. Will have another attempt at trying to get those 2 lives in the cave.
Dark
13.09.14
Well obviously sinse I'm still on Xp I'm not going to notice major differences, (although the extra clarity is welcome), but just being able to run the thing on modern Windows is certainly a huge plus for most people and credit to Karsten and the rest of the team who worked on the game for that.

I'm actually quite relieved sinse I admit I was worried that all those great levels which people have created over the past twelve years, right from the single level packs to the full scale projects like T all or Morgul returns that might as well be games in their own right were going to drop off the map thanks to scummy Microsoft, and I'm sure people like Liam now appreciate the chance to have a go at them.
Rich
13.09.14
1 minor thing i noticed that could be fixed very easily is the speed Turrican rolls along the floor, the speed at which he rolls is very smooth but should be a bit faster if you ask me. The speed at which he runs and falls is spot on. Just thought i`d mention it as something like that only requires a number changing i would imagine within the code which represents the rolling speed of turrican. Then again maybe Pekaro prefer it like that , i wouldnt call it slow but compared to the original turrican definetly rolled almost twice as fast. Running and jumping and falling is exactly the same as original as far as i can make out.
Good job Pekaro ! Just need to iron out 1 or 2 minor issues but beta is almost perfect
Dark
13.09.14
Ah, found the resolution options now, forgot to replace the conf file from the small update so was looking at the old one. Sorry for any confusion.
Rich
13.09.14
Yep dont forget the conf file, a few options in there to improve the way it looks and plays.
With regards to what i said in previous post about turrican rolling speed, after reviewing it i actually think i made a mistake in stating the speed was too slow its actually perfect.
Apologies Pekaro.
Lukasz
13.09.14
I can see clearly that it is still beta version.

When you fall down there are graphical problems
Sprite apears one poin higher then in normal T2002
While using a bomb the background tiles are visible as tiles
The Graphic is blured, not pixelized like in original T2002

Much work to do, but I am happy for Windows 8 owners!
Morgul Returns 2014 will be designed for that new T2002X
Liam Fay
13.09.14
YAY!
Rich
14.09.14
I`ve not had any GFX issues myself , still can`t jump across that gap in the cave on level 1 where you got 2x life across the gap . I just keep falling and never make the jump. Driving me insane.
TheFinalFighter
15.09.14
@Rich: regarding the wheel, it also bothered me with T2002.
I sometimes use it to scroll faster through the levels in the original games -- as a matter of fact, the rolling speed is indeed exactly twice as fast (4px/frame as far as I remember) as the walking speed (2px/frame).
Rich
16.09.14
Found a minor bug.

Towards the end of level 1 where you got the flashing exit logo when you head towards the far right of the entire map if you fall to the bottom i kept respawning near the bottom and just falling straight away in a continuous loop till all lives were gone. Will keep hunting for anything abnormal. And yes rolling wheel speed should be at least 2x current speed maybe even 4x that should be very easy to change.
Rich
16.09.14
Any chance of the source code ?
Lukasz
17.09.14
Found another sprite problem!

enemy_zapfen_b2x48x44

is falling down right away, without 5 or more seconds waiting. This is problematic if that thing is suposed to be making any harm to turri :/
Karsten
23.09.14
Thanks to all for the reports and comments so far. I will look at the issues and update the beta version as soon as possible.

Please keep in mind that T2002X is just a technical update to ensure T2002 and the level packs working on newer Windows versions. Any game play changes are not intended. (You have to wait for a future T...

@Lukasz: Could you give me a detailed explanation about the falling down issues (maybe some screenshots)? Thanks.
dark
23.09.14
Good to here on the fix.

While I understand that no gameplay improvements are planned, it's just that seeing all the many good things done with T2002, you can't help thinking what would be possible with say more bosses or elements to play with.

T2002 has been such a great success, you can't blame myself and others for wanting some more of it, . Indeed while future Turrican projects are possible (I'm quite hopeful of Tff's Turrican4ever), they'll already have a long way to come to equal what T2002 has achieved.
Lukasz
23.09.14
Dark is right!
I think that it would be better to replace enemyboss_alienschiff with enemyboss_morgul!
And i even know how to make hinm work with 3 sprite elements

About that detailed explenation:

zapfen falls down as soon as it shows up, and dont wait still fev sec. like it did before. So if you fly up, and it is placed there it falls down at you as soon as it shows on the screen. Not much time for escape
Liam Fay
24.09.14
You're all making me wish T2002 level editor worked for me
And Lukasz, DOES it work for W8? And if it does, how do you install it?
Lukasz
24.09.14
I have Windows XP so I dont know. I dont have Windows 8, but You probably have to install it like I did.
Dark
24.09.14
Well Lukasz, I wouldn't suggest replacing any of the bosses or sprites in the game as is, both because I like how they work, and because obviously there are many levels that use them. Adding some more however would be great, sinse not only then would level creators get more bosses to play with (in particular Morgul and the Machine), but also new bosses with movement patterns and weaknesses could be used by level creators to have even more boss fights.

For example, as I said in the other thread, if you speed up a randomly circular moving, shooting boss like Morgul you'd have a pretty good analogue for Ridly from the metroid games, or the Hypercycle boss who splits open for you to shoot the electrics inside would make a great spawspawn.

Speed up the gun boss from T2 world 2-1, and you've got a pretty good analogue of Gun force from Gunstar heroes etc. And of course there are other elements, for example moving ledges like those in t3 world one that respond to being jumped on, the exploding lifts from t2's final stage, maybe some keys that open distant barriers etc.


The creativity that some designers have already shown with the standard bosses and elements has been quite staggering, so effectively giving people like Lukasz more types of brick to build with would be awsome indeed.

If this isn't possible due to life, existing programming architecture not being easy to add to, fare enough, as you said there are always future projects, though any future project will have to come a long way to already equal T2002 in terms of content, which is another reason I'd be pleased to see some expantion if possible.

If not, ---- well there is still lots to play with and lots to do, and I look forward to more great levels to play and places to explore.
Elsweyr
24.09.14
Hi there,

The new T2002X seems promising but I still think that many things could be way better but might add a lot of works :

- Centering the camera to the player :
The camera doesn't follow enough the player, you can move way too far on the right or left before it starts to move.

- Having different speeds :
The wheel doesn't move faster than just walking and it's physics are kinda broken. Take exemple on Hurrican. But the worst part and it ruined EVERY level pack I tried (and it's a shame because they're awesome if you remove this) : the water movement. You move incredibly SLOW in water, it's unbearable and good luck for avoiding ennemies and bullet that kept their initial speed. Maybe it was ok back in 2004 but it's really a pain now.

- The hit sound :
Being hit in a game is never pleasant but sometimes you have to deal with it . In T2002/T2002X, the hit sound that plays every time something hit you is horrendous and starts from the beguining each time you're hit instead of following the % of health available.

If thoses points are fixed, I really think that T2002 (or T2014 ?) will be almost perfect with the greatest Turrican level editor ever made.
Lukasz
24.09.14
If you cant have what you like, you like what you have
Dark
25.09.14
I'm afraid I disagree elsweyr, engine wise I have no complaints with how T2002 works at all, indeed when I have for example encountered water stages too full of enemies to navigate correctly I've rather thought it was the fault of the level designer than the engine.

Then again, I have been playing T2002 now for about 8 years, so obviously I'm very familiar with the engine by now.

That's why I'd like to see some expantion of existing content, sinse what we have is perfect as far as it goes, and just like how T2002 F added so much new level designers could do in terms of spaceship levels, the more that gets added the more we'll see.

@Lukasz, that is true, though equally I don't think it's unreasonable to want to build on something good to create something better. After all, if Manfred Trens didn't see more possibilities in Turrican 1, we'd have never had T2, which would be a very sorry state of affairs.
Karsten
25.09.14
I am thinking about an ini file option to set the roll and dive speed individually. However T2002X is still T2002. That is why no more game play changes are planned for this one...

@Lukasz:

I found the bug causing the zapfen falling down too early. I will fix it in the next update. Thank you.

The other issues you mentioned are not clear to me:
a) I can not see graphics problems while falling down.
b) The flash when using the bomb is the same as in old T2002. (Do you use tile maps with transparency? Tile number 99 is reserved for the flash and should be solid white.)
c) You can switch between blured and pixelized graphics by setting the ini file option interpolate=0 or 1. You can press the F4 key in the game as well.
Lukasz
25.09.14
Hi!

Im glad you will fix that zapfen bug it was a bit problem in my fly up level

About the other things, there may be the problem only in my monitor, so I cant be sure if it is a bug.

a) graphic problem when falling down apeared as the long belt of missing pixels, but that might be only my problem.

b)Flash is missing in the place where Bg has holes (in T2002 i dont remember sych thing) I fixed the problem adding to background black tiles.

Great thing with that F4 I prefere amiga style graphic
Lukasz
25.09.14
And by the way, what about flight levels problems with normal tiles or ani dont touch that are ignored? Are those problems planned to be solved?
Karsten
25.09.14
As there are not flight levels in original T2002 I did not think about that so much. What do you think how 'normal' and 'do not touch' tiles should work in flight levels?
Lukasz
25.09.14

I was thinking about original T2002 Ani_DontTouch problem that animated spikes didnt do any damage.

About Flight levels we have found the way out, by simply using DontTouch tiles instead of normal, but in Turrican 1 if you got stuck under something in flight level you were falling down the screen and died.

Now as you are working on new edition of T2002 mayby those problems could be solved. Or mayby not.
Karsten
25.09.14
So I think normal tiles should act like DontTouch in flight levels. And Ani_DontTouch has to be fixed. Right?
Lukasz
25.09.14
Whell In my opinion in flight level you should be pushed of the screen and killed by normal tiles (presently when you stop you just fly thru them).
In normal levels when you will fall off the screen you die the same way. So being pushed off the screen in flight levels should be treated in the same way. I think

But if you will make normal tiles to work as dont touch in fly up and fly right levels that will be some solution also .

And Ani_DontTouch would be a great thing too, like hiding spikes, or animated fire.

So Yes, those things would need to be fixed if we want T2002X to be even better.
Lukasz
25.09.14
Wait! Making Normal act like dont touch would be bad idea, caus then you could fly thru normal surface.

It is better to do as I did in Turricane 3.5 by simply placing the same tiles as normal but as dont touch.

So if there is no way to make normal tiles kill Turrican when he is pushed by it to the end of the screen there is no need to change anything.

But Ani_DontTouch should be fixed!
Karsten
26.09.14
Ok, I will fix Ani_DontTouch and let normal tiles as they are for now...
Lukasz
26.09.14
Great!
Lukasz
26.09.14
There is one more thing I would like to ask.

Destroy_shot tiles that could be switched after being destroyed to ignore.

There is a way to make Destroy_Walk tiles after destruction to become ignore tiles.
Is there a way to do the same thing with Destroy_Shot tiles?
Dark
27.09.14
Well I was personally thinking more in terms of extra possible content such as more bosses than changes to the core gameplay and engine, but fare enough if it's not possible.

On flying levels, while I do see the point of having walls push the player off screen like in the T1 jetpack levels, I don't know if I'd be as keen on the idea for a T2 style horizontal spaceship stage. it'd be nice if designers could choose how they want their walls to behave, it be a function of whether it was a jetpack level or a spaceship level. Indeed you've then created effectively two different styles of flight levels for people to play with which could be fun.
Lukasz
27.09.14
I asked for the new bosses once, but It can be done only in new T200?
This is just the update
Robert
27.09.14
From the shoutbox:
---
Lukasz - 26.09.2014 - 20:57
I will update Turricane 3.5 on T2002X and send it in days to the levelbase. Let us see how it works on a levelpack!

Robert - 27.09.2014 - 05:13
Did you need to change something about your levels to make them work with T2002X? Hoped I could change T Starter to use T2002X automatically with anything.

Lukasz - 27.09.2014 - 10:37
Yes. Two new sprites, ship image, Background tileset (no free space), music files, and main sprite placement in some levels.
---

Any chance we can make it work automatically with old levelpacks? T Starter could potentially patch images and level files.
Lukasz
27.09.14
I dont know. I will send it to you and You will check it out.
T2002X is still in progress, so there are changes yet to be made.
Robert
28.09.14
Ya, I know, hope to also get an answer by Karsten and then we can hopefully figure something out.
Karsten
28.09.14
I do not think that changes to T Starter are necessary.

@Lukasz: Destroy_shot tiles are removed after being destroyed. There is no need to set them manually to ignore.
Dark
28.09.14
Funny, I extracted all the T2002 X stuff into my T2002 folder but am still using Tstarter as usual to play levels and haven't noticed any differences or problems other than what I mentioned earlier.
Karsten
28.09.14
Maybe the name of the .exe file... It is T2002X.exe now (instead of T2002.exe).
Elsweyr
28.09.14
@Lukasz :
That's the polite way to say "Deal with it" ?

Ok, then I'll wait for Brent's engine more than ever now.
Robert
28.09.14
@Dark: T Starter starts T2002E - if you just put T2002X in your directory and then use T Starter, you are not using T2002X.

@Karsten: Does that mean you will take care of the things Lukasz had to change like the main sprite placement?
Karsten
28.09.14
When you have a running T2002X then exchange to a different levelpack is just the same as in old T2002. I do not know what else to do for the T Starter. But I did not use it by myself (sorry Robert)...
Karsten
28.09.14
http://www.pekaro.de/t2002.html
New Beta-Version 09/28/2014:

- music (mp3) files can have the extension .psm or .mp3 now
- level editor setup is included in the editor sub folder
(setup is still in German, sorry for that, but I can not change this in my old VB6)
- fixed sprite "enemy_zapfen"
- fixed tile "Ani_DontTouch"
- fixed flash (while using bomb) for empty tiles (tile number 0)
- New .ini file entries in section [Game]:
rollspeed: 1 = faster roll, 0 = original speed
divespeed: 1 = faster dive, 0 = original speed
Lukasz
28.09.14
Hi!

Well done!

Karsten: When destroy shot is on the ignore front, and you will destroy them there is a hole in background.

If there would be possibility to replace destroy shot tiles with ignore there would be background after destroying them.That would do much good .
Lukasz
28.09.14
Hi!

Robert ! Here is T3.5 T2002X version.
http://wyslijto.pl/plik/kge6ckgnmu

Can you add it to levelbase?
I add it here caus I forgot your e-mail, sorry
Robert
28.09.14
Karsten, we seem to have a misunderstanding. Lukasz did manual changes to his T3.5 level pack to make it run properly in T2002X. So my question is: Is that actually necessary? And if yes, can those changes be automated? This is not a T Starter specific topic.

Lukasz, to make sure we didn't have a misunderstanding, too: Did you make those changes because things were actually broken in T2002X or did you just add some improvements?

Would like to have that clarified before I start adding T2002X versions of levelpacks to the levelbase (because hopefully that is not necessary).
TheFinalFighter
29.09.14
Alright, testing time! (Warning, wall of text ahead! )

I hadn't tried the new T2002X until just now, and I must say that the new improvements are neat! The game runs very smoothly with no slowdowns (now the T_arrive sound is synced with the animation! ) and I find the faster wheel a bit more comfortable.

However I couldn't try the new "divespeed=1". In both the default level pack and Łukasz' T3.5 Final Mission, I couldn't get past the spaceship boss ("Check the Gripper") because the sprite wouldn't scroll down (it only goes up and back to its place, then throws its grippers a few times, rinse repeat). So the three laser guns in the upper area stay unreachable.
Unfortunately in either level packs, this boss is not far from water areas.

Speaking of bugs, when you activate the wheel, you have to make sure the collision testpoint under the character's front foot (eg. the bottom right of the sprite when you're facing right) collides with a wall or a platform, or else pressing the spacebar will also make you waste a powerline. That can be problematic when you're on sloping surfaces or on the edge of a platform. You can avoid this by looking at the other side, activating the wheel in the wrong direction, and going back in the right direction.

This bug was probably already present in the original T2002, but I only just found out how to reproduce it.

Speaking of wasting powerlines, -- this one may have already been noticed before -- the two vertical bars don't appear exactly over the character like in the original T1/T2. In fact they appear with a little space between them, which has the effect of doing no damage to enemies that are directly above or under you.

Another minor thing: sometimes when you miss a platform and you land right against it, something gets weird with the testpoints: you can't jump because the game thinks you're inside the wall; you have to walk away and retry.
Now this is not much of a problem in general, but it does happen quite often in eg. the first level of T3.5, or the Desert Memories level (also from T3.5), among others.

Here's a short video I made, which sums up what I said (except for the ship boss):
- 0:08 the spaced Powerlines;
- 0:15 stuck against the block;
- 0:22 wheel & Powerline.

The boss glitch is only present in T2002X, the other three were already there in T2002. I know that T2002X is just a tech update and essentially consists in solving compatibility issues, and that the bugs I mentioned are rather related to the engine itself, but I figured they'd be worth mentioning.

Last note, I noticed that the keys F2 F3 F4 are *actual* in-game keys... as in, they only seem to work in-game, not in the main menu.



Elsweyr
29.09.14
@TheFinalFighter :
Didn't you read that "If you cant have what you like, you like what you have" ? Then, what's the point of fixing thoses ?
Lukasz
29.09.14
Robert!
Changes in levelpacks are needed, but only when GFX has ben changed, and where sprite apears at the beginning at the very low space. Fortunatly the problem of BG is fixed (but I still dont see any improvement of Ani_DontTouch it is as ignorable as it was).

I have added some improvements to T3.5. I had to change space ship sprite, some Musics have changed, and some animations. If you want you can simply replace the old version with the new one.

Lukasz
29.09.14
The Gripper boss bug would require fixing, now when you have mentiond it TheFinalFighter it is a problem.
Robert
29.09.14
If possible I would like to know every little detail about the GFX and start position changes that have to be done for old levelpacks.
Karsten
29.09.14
@Robert: Have a look at the T2002X_update package. There are a few sprites which are new or updated for T2002X.

@TheFinalFighter: Thank you for your feedback. The power lines are intended in this way in T2002. The other issues are new to me. I will have a look at them.

Please keep in mind that an exchange of the sprite graphics in T2002 has not been planned originally. So the collision detection is bound closely to the original Turrican sprite graphics in T2002...

However at this moment I just want to say thank you for your really great level packs! We absolutly admire them! It is amazing and nearly unbelievable what you have made out of our little spare time project!
Robert
29.09.14
Also that means when the T3.5 update is launched using T2002E, the start positions are wrong? Because in that case I have to add T2002X support to T Starter before I upload your update to the levelbase.
Robert
29.09.14
@Karsten: ok, will analyze the sprite changes and see what I can do about it. What about the start positions?
Karsten
29.09.14
The start positions have not changed. T2002E should still work even with the updated graphics.
Robert
29.09.14
Then maybe Lukasz found a start position bug? "where sprite apears at the beginning at the very low space" - what does that mean exactly?
Lukasz
29.09.14
I had to add 1 or 2 tiles to the level to make the sprite apear on the ground. There has to be at least 9 tiles under turrican sprite. If there are more there is no problem, but in MR and T3.5 i had to change fev levels.
Karsten
30.09.14
@Lukasz: I did not take the status bar into account in the new T2002X graphics engine. Sorry and thank you. I will fix this in the next update. So you do not have to add more tiles in your levels...
Lukasz
30.09.14
So many things has to be done in T2002X. I will wait with levelpacks update till the final versions release.

Karsten: Ani_DontTouch still doesnt hurt

What about that Gripper Boss behaviour? The damn thing gets stuck on the claw gripping part and doesnt want to fly down or up to shoot the lasers.

Mayby he, and his cannons should ignore the normal tiles?
Karsten
30.09.14
I think the Gripper boss does not like T2002X. I will tell him how to do it now And I will take a look at the other bosses too...

Exchanging the graphics engine after 12 years has a lot of traps. So thanks to all testers for the ongoing feedback and the patience.
Lukasz
30.09.14
Does taking a look at other bosses gives us possibility of adding two more walk anination tiles to walker boss?
Lukasz
01.10.14
Just Kidding!
How ever in some future T20?? Project I can offer you some new sprite animations, and walker boss with 8 walking tiles.
Lukasz
01.10.14
Hi!

One more bug I think
enemy_alienklumpen_b7x48x20 blinks visible/invisible
Karsten
01.10.14
We are thinking about our next project too. So do not forget your feature wishes and ideas even when they will not find their way into T2002X...
Dark
02.10.14
Well I probably said it above.

T2002 has been amazing, but there are game elements which I'd like to see. Either all the Turrican bosses, or even better a boss creator, and maybe some extra elements to play with background, doors and ledges to create some of the specific puzzles seen in games like Mega man, or even in T2 and T3.

For example at the moment there are no lifts that start moving when you jump on them like in T3, or lifts that explode like in the final stage of T2, let alone things like moving track ledge puzzles ala MEga man.

Another major element I'd like to see added to Turrican are switch and locked door elements. One thing I loved about Metroid was at the start of the game you'd see a door you couldn't get through and think "hay, what is in there?" and then later on when you found the right weapon to open the door you rushed back to find something new.

Of course, Turrican doesn't have to have limited use weapons like Metroid for this, coloured switches would do, and could make levels even more interesting, for example at the moment there is little reason to back track in a level, but if you started a stage and saw a red door, then later found the red switch there would be a reason to go back. I'd also not suggest going too over board on these, no reason to have an inventory or similar, just say four or five door colours and switches that opened all doors of that type.

While I think adding say rpg like energy meaters, npcs to talk to, a shop to buy items or even MEga man boss weakness weapons or the like to Turrican would be too much of a change and the game would no longer be Turrican, it would be nice to see the Turrican gameplay formula evolve just a little, as Hurrican did with elements like the charge shot hence my keys and doors suggestion, maybe another weapon or two etc.

In the mean time of course, as I said, I'm pleased that all the T2002 stages will continue for the future.
Karsten
02.10.14
@Lukasz: enemy_alienklumpen is one of the bitmaps I had to change because of wrong transparency. I think this is the issue. You have to remove the alpha layer (convert the bitmap from 32bit to 24bit for instance).
Lukasz
02.10.14
I had to change my sprite yo BM and then place it in photoshop to the new version and it worked. I will do it with other levelpacks as well
Lukasz
02.10.14
Door/key ideas has ben used very nicely in Ruff n Tumble game, where you have to gain 99 objects to open door, and 3 diferent types of keys for 3 diferent types of gates.
Karsten
02.10.14
Just started a new topic for ideas. Please keep posting bugs and problems here
Karsten
14.10.14
http://www.pekaro.de/t2002.html
New Beta-Version 10/14/2014:

- fixed start position bug
- fixed gripper boss
- final level of the GBA version included
dark
14.10.14
Cool, I'll give it a try tomorrow.

Btw, will all the new versions be run with the T2002x.exe file? if so, does Tstarter need modifying?
Robert
14.10.14
T Starter needs to be modified, yes. Will do that soon.
Lukasz
15.10.14
He! He! Machine is nice idea, but you could add some falling down rocket instead of that rock. Or mayby some flying walkers, He could shoot that irokeee shot from that bigger canone.

Is it beta version?

Now more then before my "T2002F moja wersja" would fit as official T2002
Dark
16.10.14
Now this is weerd, the new T2002X has no music at all in the levels.

it does for the title screen and for the score screen, but on the levels themselves, nada! this is a shame sinse I definitely want some music for that final spaceship level.

I know it's not a problem with my install sinse if I run Tstarter or T2002.exe it's fine, it's just when I start the game with t2002x.exe that there is no level music.

I've checked the T2002 Conf file, and the music vol is set at %50 as you would expect, (sinse I've not altered it). Any ideas?

Sorry if I'm missing something very obvious.
Liam Fay
16.10.14
Hey, at least on the bright side, now it's more like an actual Amiga game, with only one or two songs
(Sorry. I just had to do that. Ignore my horrible excuse for a joke.)
Karsten
16.10.14
@Dark: Have a look at the file Level.ini in the Lvl subfolder. There are the names of the music files in all levels. Make sure the file names and extensions match the existing file names in the music folder. You can download the T2002X full package as well. There it is ok.
Dark
16.10.14
Okay, fixed it now. The problem was that the level ini was pointing to the .mp3 versions of the music and my folder had just the older .psm ones.

I copied all the music files and renamed the file extentions to .mp3, and that fixed it.

I'd suggest perhaps for the next release you keep the .psm files in the music folder as is with copies of the new ones sinse otherwise it will mean lots of level packs need their ini files rewriting, which would be a pest.

I have now played the final stage (even if I did skip there with the cheat), and I definitely like, nice to see the new spaceship animations in practice and also fight the machine again. The fast charging was a nice idea as was his rather extreme shooting. I would've liked to see him appear from above or below as he used to do in Turrican 2 as well, but I suppose with no spot to stand on his head that would make him a fairly impossible boss if ever used in a platform stage without the spaceship.

I did encounter a bit of a bug with the alt key for grenades that wasn't present in normal T2002, hitting alt brought up the standard windows menu with minimize, maximize and close options. it fired the grenade as well, but also paused the game.

This isn't a major problem sinse it's always possible to reassign the grenades to another key, but I thought I'd mention it sinse it is a difference I noticed in T2002x as opposed to the standard T2002.
Lukasz
16.10.14
Hi!
I have not noticed that machine also uses his bigger canone the way I suggested. Sorry!

What about Machines Boss Music? I hope he will have his own track B_machine
Dark
19.10.14
I agree Lukasz, the machine's theme from T2 just suits the character so well with that thumbping base and rising famfare melody to a truly disturbing chord sequence. Fighting the machine to the gripper music just didn't feel right, and I wouldn't like future level designers who might want to build the machine into their levels to have to use the same music for him as for the gripper.
Lukasz
11.11.14
Hi!

I have noticed one thing. Bug I think.

When you will finish the level and pass thru exit tile you still can move with turrican sprite. Originally he should walk/fly on.
rich37
22.02.15
I got a replacement Turrican 2 logo which i grabbed from the original and edited it a little to replace the very basic t2002x title screen logo. All you do is replace it in the GFX folder of t2002x. Heres the link to the file for all those with nothing to do

http://www.filedropper.com/title
Karsten
http://www.pekaro.de/t2002.html
17.04.15
Small Beta update 04/12/2015:

- fixed input at level exit
- added machine sound and modified boss sprites by Łukasz Maniewski

(download the full package, changes are not included in the update package!)
Lukasz
12.05.15
Im glad you liked it
Lukasz
12.06.15
T2002X updated version works fine to me. How big is the progress, and when can we expect the final vrsion?
Karsten
13.06.15
When there are no more bugs we will release the T2002X beta as final T2002 soon. We will remove the old T2002 from our website then. No more changes are planned at this time. So you can finalize your level packages.
Lukasz
13.06.15
Great!
dark
14.06.15
I hope that will also be compatible with all the previous level packs sinse as I said I'd hate to see those lost to the dustbin of history.

A working T2002x editer for people to create more levels would be good too, sinse that means more levels to come in the future, it's been quite sad that fewer packs have been created over the past couple to people having trouble running the game on silly modern Windows.
Lukasz
02.08.15
In my opinnion it would be best if the T2002X Levelpacks were separated from T2002 levelpacks in the Levelbase.
Robert
03.08.15
I would really really like to avoid that. Also really would like to avoid switching between E and X in the Starter. Will just cause unnecessary confusion.
Karsten
04.08.15
No more "E" or "X" after version exchange, just T2002.exe. No need to change the levelpacks.
Robert
05.08.15
Jippie!
dark
05.08.15
I agree with Robert here, particularly sinse two directories and too much wangling could complicate the Tstarter, and after all, there was no need for extra directories for the later versions of T2002 E or T2002 F, why should X be any different.

I hope with the release of the new editer we'll see more people creating levelpacks too, indeed perhaps someone could consider writing some detailed guidance for using the editer or translating Bronko's guide into languages other than German?

It might also be good to advertise the new release of the T2002X editer on some sites devoted to retro games too, sinse the more people who might create level packs the better, as well as letting people know about the great stuff that has already been done.
Lukasz
06.08.15
I will exchange my levelpacks anyway. One more boss cant be waisted
Lukasz
21.11.15
Is it possible to change enemy_quallebraun_b3x40x42 sprite to survive in fly right level?
This way Fish could also be used in Ship level as the boss.
Michał
30.11.15
Hi Turrican fans
I have a little problem .
I am using the latest version of the T2002 for Windows 8.
My device is the Surface Pro 2 i5 processor, HD 4400 graphics card.
Turrican is working properly and smoothly, but I have a random stuttering.
How can you solve the problem with random stuttering ???
Karsten
http://www.pekaro.de
03.02.16
T2002X is released now. No more changes since the last beta version.

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