Sorry for the double post, but: I liked this idea, so I implemented it. From now on, whenever a player-controlled character is holding a button to swap characters at the same frame, that player is considered eligible for a character swap (other constraints still apply -- being on-screen, not being in CPU spawn mode, not being controlled by another object, being in normal control mode). This doesn't mean such characters will have precedence over other characters for swapping -- just that he is a valid swap target. For example, in the default formation (Sonic, Tails, Knuckles): if Sonic and Knuckles are player-controlled but Tails is CPU controlled, and if Knuckles' player is holding either A or X then: if Sonic's player presses X, Sonic and Knuckles will be swapped; if Sonic's player presses A, Sonic and Tails will be swapped.
As someone else already said, it's great watching how you take good ideas and just implement them in days. My main comment on that ending scene is that the Death Egg should be multiple times bigger. From there, to figure out another way to present it to the player. Because the way it is now it looks either really small, or it's a behemoth that's far in the distance flying at a ridiculous speed that just happens to line up with our perspective and Wing Fortress. I don't have any real suggestions coming to mind though.
Wow... already. Got that three player switch... Flamewing, I love you... (No homo) In all seriousness though. Back to the music bit, the S3K theme does fit, I do agree. I would say just leave what you have as a temporary transition for the moment. and then in the future, try to put together something more realistic (In terms of the size of the Death Egg compared to the Wing Fortress... AND the speed). But it does look great, with the dark tone music, and the heroes rushing of... You can feel the urgency and tension in the cutscene. Love it. ALSO, a quick side note, since S1 and S2 are combined, and we are getting the Death Egg saga in this one game, any chance we can see this sprite somewhere in the game: The actual Death Egg portion of the sprite should be this... if its possible to fit that many colors in: I think it could fit in Scrap Brain Zone... hidden somewhere as a slight tease of what's to come...
Although it's definitely not a good thing to be selling other people's hacks, I wonder how the community would react to someone selling their own hack? :specialed: It's unlikely that Sega will ever see that Ebay listing, but still, it's bad that they're trying to associate this site with piracy (intentionally or not).
The latter would be worse for the community than the former. It would be just begging for Sega to come and slap a big C&D on the whole place.
Agreed. I've always wondered how the projects on this forum have gotten away with what they have, yet projects like Streets of Rage: Remake get C&D'd. The less it looks like that the techies are trying to profiteer off their research and development, the better.
Seeing that cartridge made me think of something... Would it be feasable to make a pass-through cartridge like Sonic & Knuckles with this game? I don't mean just triggering complete Sonic 1 and 2 Heroes hacks when connecting the respective games, but also have this hack's size reduced and allowing to read the unaltered data (level graphics, sound data, etc) from the respective original cartridges? That wouldn't make much of a difference, and it wouldn't allow for playing Sonic 2 right after you finish 1, but it would surely be a technical feat.
I can't speak for the rest of the S-Factor team, but I did the art on two zones in that (well, almost - Aquaslash finished one of them) and my reaction is "HOLY FUCK I COULD SEE MY WORK RUNNING ON AN ACTUAL CARTRIDGE". If only I could afford it. It's pure flattery if you ignore the cheek of the profiteering bastard fellow selling the carts. EDIT Kinda misread the post, but eh. Wouldn't recommend anyone trying to sell their own hack for legal reasons. Though it's nice to see someone else deciding it's worth trying to profit from it, I guess. :3
I know the joy of having my hack on cartridge also. I just heard that it's on GBA multicarts. Here's a link of my hack in action. http://www.youtube.com/watch?v=Bm7pgk5niXU
It's not really that much of a technical feat, code-wise. If the hardware itself was made, that would be, but not the ASM itself. All it takes, really, is pointing to addresses in the area just "above" the ROM itself. I've done many lock-on experiments myself, and make use of it in several places you'd be surprised at. (But, that's something else to be discussed at a later time. ) An actual working custom lock-on cartridge, however, would be awesome.
I'm digging up old posts, Yaaay. Happy Friday, the 13th of April! You wouldn't happen to be able to give us any information on what you've implemented with the extra month and a bit you've had? (I know it was an estimate) We know there's a Team Rose, Super and Hyper planned, but could you offer anything else in terms of things you are happy with?