Does Team Player support 6-button control pads? If so, the mode button could be used to change character.
General Project Screenshot/Video Thread
#2447
Posted 02 November 2010 - 02:27 AM
I don't really care about the whole 2D Heroes thing, but I don't think I've ever been as excited for a hack as I am for Yoshi in Sonic 2. And that screenshot with the Fuzzies... wow.
#2448
Posted 02 November 2010 - 02:59 AM
A port of Yoshi's Island would be all the more amazing. As cool as it is, just playing the same old Sonic games, even with new layouts and the like, is just still Sonic. This looks like it has potential to be much much more :D
#2450
Posted 02 November 2010 - 07:10 AM
Yeah, but Yoshi's Island on the Genesis! :P Instead of just...a Sonic game with Yoshi. The art styles clash so much it just doesn't really fit right now. But then again I guess it's just for the novelty like any idea.
Seeing the engine being reworked for the Yoshi character though just makes me think about how all hacks have stayed within the realms of Sonic. I wonder if someday anyone's going to build up a different game off of Sonic. I remember someone here trying to turn Sonic 2 into a Megaman game before. Stuff like that intrigues me, that's all
Seeing the engine being reworked for the Yoshi character though just makes me think about how all hacks have stayed within the realms of Sonic. I wonder if someday anyone's going to build up a different game off of Sonic. I remember someone here trying to turn Sonic 2 into a Megaman game before. Stuff like that intrigues me, that's all
#2451
Posted 02 November 2010 - 11:31 AM
NONONONONONO. That's a very confusing control scheme. Ever played Sonic 2: Tag Team? One button should change characters, while the others do character actions.
There are 3 buttons and there are 3 characters. I don't see how that's confusing. It seems intuitive to match them up. Plus there are advantages to this way over a single switch button: you can make multiple characters jump at the same time instead of having to jump, then switch, then jump... and you can instantly choose which character to use instead of having to cycle once or twice and then take action, so it becomes faster-paced. So I'm still going to try it. But, there will be multiple control schemes in the options screen.
#2452
Posted 02 November 2010 - 11:41 AM
NONONONONONO. That's a very confusing control scheme. Ever played Sonic 2: Tag Team? One button should change characters, while the others do character actions.
There are 3 buttons and there are 3 characters. I don't see how that's confusing. It seems intuitive to match them up. Plus there are advantages to this way over a single switch button: you can make multiple characters jump at the same time instead of having to jump, then switch, then jump... and you can instantly choose which character to use instead of having to cycle once or twice and then take action, so it becomes faster-paced. So I'm still going to try it. But, there will be multiple control schemes in the options screen.
Aren't the other characters CPU's? Wouldn't they just follow you?
Also I have a few suggestions: Tails being able to pick up the characters and fly them, and if Knuckles climbs a wall, the characters grab hold of him while he climbs so they go with him too!
#2453
Posted 02 November 2010 - 12:01 PM
QUOTE
Posts about 3 buttons

My friend here says hi!
A, B, C = Jump for Sonic, Tails, Knuckles respectively
X = All jump
Y = Formation Change Left
Z = Formation Change Right
...Or whatever controls feel right.
This post has been edited by Namo: 02 November 2010 - 12:03 PM
#2454
Posted 02 November 2010 - 01:14 PM
NONONONONONO. That's a very confusing control scheme. Ever played Sonic 2: Tag Team? One button should change characters, while the others do character actions.
There are 3 buttons and there are 3 characters. I don't see how that's confusing. It seems intuitive to match them up. Plus there are advantages to this way over a single switch button: you can make multiple characters jump at the same time instead of having to jump, then switch, then jump... and you can instantly choose which character to use instead of having to cycle once or twice and then take action, so it becomes faster-paced. So I'm still going to try it. But, there will be multiple control schemes in the options screen.
Aren't the other characters CPU's? Wouldn't they just follow you?
Also I have a few suggestions: Tails being able to pick up the characters and fly them, and if Knuckles climbs a wall, the characters grab hold of him while he climbs so they go with him too!
Oh and maybe Sonic could grab a character and run with them so as to better position CPU controlled co op characters and negate having to wait for a character to arrive back on screen during important areas. This isn't something that precisely has to be in this project per se though, I like the idea of giving Sonic his own co op move in any project.
#2455
Posted 02 November 2010 - 02:20 PM
As far as controls go, you could always do it like The Lost Vikings.
With the six button controller it uses X and Z to choose between characters - X goes one way, Z goes the other.
With the three button controller, you hold start and press left and right. Tapping start causes it to pause (well... go into item switcing mode which is initiated with Y on the six-button setup).
With the six button controller it uses X and Z to choose between characters - X goes one way, Z goes the other.
With the three button controller, you hold start and press left and right. Tapping start causes it to pause (well... go into item switcing mode which is initiated with Y on the six-button setup).
#2456
Posted 02 November 2010 - 02:36 PM
NONONONONONO. That's a very confusing control scheme. Ever played Sonic 2: Tag Team? One button should change characters, while the others do character actions.
There are 3 buttons and there are 3 characters. I don't see how that's confusing. It seems intuitive to match them up. Plus there are advantages to this way over a single switch button: you can make multiple characters jump at the same time instead of having to jump, then switch, then jump... and you can instantly choose which character to use instead of having to cycle once or twice and then take action, so it becomes faster-paced. So I'm still going to try it. But, there will be multiple control schemes in the options screen.
Aren't the other characters CPU's? Wouldn't they just follow you?
Also I have a few suggestions: Tails being able to pick up the characters and fly them, and if Knuckles climbs a wall, the characters grab hold of him while he climbs so they go with him too!
Oh and maybe Sonic could grab a character and run with them so as to better position CPU controlled co op characters and negate having to wait for a character to arrive back on screen during important areas. This isn't something that precisely has to be in this project per se though, I like the idea of giving Sonic his own co op move in any project.
I think with having 3 characters on screen the AI needs to be handled like DKC. IIRC that means mimicking the leaders actions exactly. Even if the leader bounces on an enemy the followers will bounce on the air accordingly to stay in rhythm. In DKC2 even when Dixie Kong hovered in the air, Diddy would just float right behind her though you could probably put in the effort to have the characters grab on to each other if you want. This seems, to me, to be the best way to keep the characters together at all times.
#2457
Posted 06 November 2010 - 12:05 PM
So I started to work in my hack again(Sorry for the bad Video Quality):
Sonic 1 Overhauled - Unnamed Zone 3 - Act 3
Read the video description.
Credits goes to Estlib he drew all the level art.
Sonic 1 Overhauled - Unnamed Zone 3 - Act 3
Read the video description.
Credits goes to Estlib he drew all the level art.
#2458
Posted 06 November 2010 - 12:40 PM
When saw a pic of this art before I thought you drew it. Anyways this looks really good, in away it feels like a new level, and seems simular to carnival night zone.
#2459
Posted 06 November 2010 - 12:51 PM
When saw a pic of this art before I thought you drew it. Anyways this looks really good, in away it feels like a new level, and seems simular to carnival night zone.
Well, the level art is based in my old level art:

Estlib make it look like this:
This post has been edited by Nicogens: 06 November 2010 - 12:56 PM
#2460
Posted 06 November 2010 - 12:57 PM
Ah! I see, kinda like a revamp of it. Anyways like it alot!


