@Liam, I'm not sure what you mean about the gripper not exposing it's weakspots. You should be able to shoot off all the guns as it moves up and down passed you, then shoot the center of it's body. You can sometimes (depending upon the arena), hit it with the surround shot when it comes in close to grab you and do lots of damage, but this isn't necessary you should still be able to just chip away as it moves.
@Lukasz, to your comments in the other thread, I'd love to try Rough n tumble, unfortunately I never played it back on the Amiga and while I've heard rumours of a remake I've never seen one, I know there was a smart phone version but when I tried it it didn't seem to run.
as to T2002 I like Lukasz ideas here, however there are some I would add.
First, the temporary flight power up. Make it activatable by a level element, say a switch Turrican could touch rather than just a floating power up. At the moment it's great for secrets, but the problem is it can't really be used for level progress because miss the power up and woopse! and Turrican flying with his jetpack in a platform stage is so lovely as a mechanic it really should be used more, (it is possible this can already be done in T2002, I've seen some occasions where something like it happens in some of Lukasz stages, but it'd be nice if it was official).
Second, as I said in the other thread, more control over ledge movement and types. Some great things have been done with moving lifts, but there is scope for more, ledges that move to a set pattern round a track, ledges that explode after moving a certain distance (like T2's final level), perhaps even the dreaded vanishing ledges of Mega man. As a related point have ledges which crumble under foot reset when off screen sinse like the flying power up again this limits their use in levels.
Third, define painful groups of tyles and have controls over their movement. yes, I know that it is currently possible to set tyles to "damage" and thus create lava, spikes etc, however obviously not all environmental hazards stay still. We already have dropping acid, those bouncing ball enemies from T1, and occasionally spouting flame pillars, but there is again more that could be added. Rather than trying to add lots of different things however why not just give level creators the chance to make their own.
Bouncing lava balls mario style, circling spike balls, vanishing spikes ala Turrican 1 world 1, undestroyable canons shooting nasty stuff that players need to avoid etc. All could be done by simply marking out a group of tyles as "damaging" and defining whether it moves horizontally or vertically, whether it is perminantly on screen or occasionally off screen, and how frequently it moves. I suspect if this gets added I'll regret making this suggestion pretty soon .
Fourth, how about more weapons to play with? In particular I'm thinking that Turrican currently has no mid range attacks, everything is long range (including the surround shot once upgraded). How about a close range melee attack, a short range grenade style weapon (ie, it flies out a bit and explodes), or a wall crawler weapon similar to the scythe in Ghouls N Ghosts. I'd also suggest restoring Wheel bombs to their T2 function and either removing the grenade in favour of the T2 maximized weapon system, or down powering it a little from the screen clearer it currently is.
Fifth, How about some more enemies? in particular I'm thinking some larger, metroid style enemies as a contrast to the current smaller ones. Turrican had larger enemies occasionally, the rolling wheels, flying skulls etc, and it's always nice to see something that can't just be killed before it hits with a swing of the surround shot. I'm not exactly sure how extensive the enemy database is (sinse some level creators have done a great job at repackaging old enemies), but it'd be nice to see some editions to play with, particularly if they exhibited some new behaviours.
Sixth, Background effect and lighting changes. I don't exactly know how this happens in graphic terms, but I know there were bits of original Turrican that surprised me with changing things up which didn't make it into T2002, or at least which have only been done by people who really mangle the engine like Bronko's creation of a flashing background in Under earth or Ruv in T all creating a flashing siren effect. things like the rather crude but still effective lighting change as you go down to caves in T1, the Lightning storm in world 2, the way that the water in the swimming stage of T3 slowly changes colour as you get deeper and deeper down. I'm not sure what graphically is going on here, whether it's something about background change, alterations of lighting effects or whatever, but it was something I always liked in Atmospheric terms.
I know I might have been overly crytical of T2002 here, but I really do! love the game, particularly with the many extra levels and have spent many hours on it, indeed I've probably spent more time playing T2002 and accompanying level packs than original Turrican games, so I hope these comments don't come across as too dissatisfied.
Lastly, How about a boss creator. I admit this one is a little speculatory and might not be possible, after all while I do understand something of game mechanics I could be utterly wrong on how the engine works.
It just strikes me if we look at all turrican bosses they are basicaly similar, and you could define what they do in a roughly broard set of characteristics which could be freely defined by the level's creator.
how I imagine this working is as follows:
1: Define sprite/group of tyles.
2: Define where on sprite the weakness is, ie, where you have to shoot the boss to damage it (if the boss is of the "Expose
3: Define where on bos sprite (if anywhere), shots come out, plus define sprites for shots.
4: Choose a movement pattern for the boss sprite and set it's speed. Possible choices could include static, back and fourth with turn, (the walker), back and fourth without turn (the ship or the world 4 boss of T1), continual advance (the crusher boss), or advance/retreat (the fish), up and down (the gripper), jumping, homing attack (the fist), circling (the hypercycle boss or Morgul), etc, also define when (if necessary), the boss goes into weakness mode.
Obviously this system would have limitations on what could be created, but it would at least let people design their own bosses from sets of charateristics. For example if someone wanted a tank that moved continually forward and back which you had to jump over to shoot from the back which shot out a spreadshot like attack, well that would be a completely new boss yet could be defined from a set of pre-created characteristics.
As I said, while I am familiar with game mechanics this idea might be totally impossible. For example I don't know whether animations are part of the boss sprite or need doing in the engine, or even what the exact relationship of the boss's actual sprite is to the underlying tyles in the engine, still this is the place for ideas so there you go .