The ball form still hurts enemies in that boss. I haven't changed the attributes for her spin, I've just edited out most places where she can use it. EDIT: Oh wait you said Advance. I'm not sure actually though I think one time she was spinning from a transition it didn't hurt an enemy.
I just played through GHZ (can't be arsed to play a full game right now) As always, your sprites and animations are amazing. Only thing I have to suggest is remapping some of the enemies, and possibly remapping Eggman and loading a palette just for the boss areas.
Thanx again. Not quite sure how to activate new pallettes. I compensated as much as I could for most objects with Amy's pallette but it's a bit 'all over the place' if you will. I thought some of the pink recolors looked amusing though.
I love this hack, I have been waiting for this type of hack for a long time. I love how Amy's hammer changes the playstyle greatly. I just think you need to make the radius for the attacks to be bigger and fix the glitch where spin hammering into a spring while holding down + a sends you through it.
Please note that I'm writing this when I didn't have the chance to try your hack yet, so I don't know if this is the problem you're having or not. Anyway, when you alter the speed/acceleration/jump values, the demos will be fucked up because they're merely recordings of keypresses, which now correspond to slightly different actions. The lazy solution (the one I used, of course) is to use the original speed values when in demo mode, and your custom speed values in normal gameplay. The proper solution is to record new demos, good luck with that :v:
Uhm, for some reason the download is giving me a crippled file which will not let me extract due to an error with the file nor will it let me play it on Kega due to priorly said issue. Help? Edit: Nevermind, it fixed itself after I downloaded it a 3rd time. Said the download was updated or some other.
There is the whole problem of Amy not curling into a ball when jumping too, which means any enemy she jumps on will make her get hurt instead. I think recording new demos is the only way to go here.
Update to the crude mock up. This is still just as bad as the last one but it's mainly to show what I mean better. And if you want to do the heart thing, I guess you could always pre-render it
You should change the word Sonic on the title, to Amy. Not a big fan of amy, but work wise it looks like you've done a good job.
This is really adorable! I love the intro/ending pictures, and the sprites are great (especially the jumping/falling transition). Strangely, the "everything else being pink/purple" works somehow. Even if you could fix it so that the object palettes are unaffected, if it were me, I'd leave a few things pink/purple (such as shields, invincibility stars, goal posts, level intro, etc). It sort of feels like a girl version of Sonic 1, with everything - maybe even the enemies - being shiny happy pink colours. Maybe you could run with this and reskin some other things - make the bumpers in Spring Yard have hearts on them instead of stars, and things like that. I didn't notice - did you change the Super Shoe monitor to look like Amy's shoes or is it still the normal Sonic shoe?
Yep, all big problems. That said I have no idea how you program new demos. Thanx. Yeah I like the pink assortment as well, sorta like the red or green Knuckles scenery in the lock-ons, it gives a sort of customization for the character. No the super shoe monitor is the same. Is was never changed in the games for other characters so I decided to keep it as well. That's a lovely GIF, which may come in handy. Truthfully I think Amy's attack radius was caused by the heart flurry rather than the character, which was a separate sprite(s), hense likely the larger radius and likely how it was able to program it to hit springs, something that can't be done otherwise by another character. I'd need to figure out how to program new sprites to move according to the character for anything like that to work (in fact I'd need to figure out how to program in new sprites altogether). Even after that there are complexities, the hearts seemed to drift and divide according to how fast Amy was manuevering,meaning that each heart was likely a separate sprite. Oh, another thing, anyone know how to program one animation and then a different one to run after it, this would at least allow me to make the proper landing transition after her Hammer attack.
That's controlled in the animation script. I think it's the FC flag that you use at the end, and then it'll jump to whatever animation you tell it to.
Heh, this is pretty awesome. Amy needs more limelight. Reminds me of that Amy in Sonic 3/Sonic 3 & Knuckles hack by Hayate.
Actually Hayate helped me out with some of the programming due to us working on similar gameplay. Should probably list her (as well as others such as Selbi) on the header for helping out. Ah, so I put FC at the end of the Jump Hammer's script and then the animation number for her land animation?
Good hack so far, all you need to do is swap colours on a number of things such as badniks and bosses as well as implementing the rest of the Sonic Advance moves (such as the "skid dash") and this'll be awesome.
I noticed that you can't break monitors from the side with a jump hammer attack. This makes one monitor in Labyrinth Zone 1 impossible to get. Aside from that, this is pretty much what I wanted to do with Amy in <a href='index.php?showtopic=17498'>my old hack</a>.
I have been trying to implement her high jump and leap moves, however I'm having problems. I don't know how to get a jump dash to work while the character is on ground. I tried inserting a jump dash coding in Md_Normal but all I get is it's sound effect whenever I duck. Yeah I think I know which monitor your talking about, ironically one that comes in very handy for that segment. I need to find some way to expand it's hit radius. I'm sure we can share programming info if you'd still like to work on that. I have made some slight thoughts about putting Amy in other titles:
That great animated Title Screen Amy almost blew me away. Wow. And it was also funny to have the advanced Amy moves in it. But yeah, that problem with the size, there are 2 SST-adresses for the size. Right from the Wiki: Code (Text): $16 byte Vertical radius of the object's hitbox. $17 byte Horizontal radius of the object's hitbox. Due time difficulties I'm not able to help you any more, for now. But you could already try to experiment with it a bit.