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Not-so-Super Sonic 2 a not-so-super hack.

#1 User is offline MainMemory 

  Posted 20 September 2009 - 07:50 PM

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A while ago in the Random Project/Mini Hack thread, I posted a hack and said I probably wouldn't do anything more with it.
I changed my mind.
So, I'm giving you a new version of Not-so-Super Sonic 2.

Story:
Sonic fights Eggman. Sonic goes Super. Eggman fires a laser. It doesn't look like it does anything. Eggman gets angry. Eggman hits Sonic. To both of their surprise, Sonic goes flying! Sonic isn't invincible! Eggman runs away while Sonic is dazed.
BEST. STORY. EVER.

Characters:

Sonic:
Our hero. Looks like Eggman's laser did something after all! Sonic is no longer invincible, however, he also doesn't need rings to maintain his transformation anymore. He's also replaced his Spindash with a normal Dash move which allows you to go faster, but doesn't attack enemies.


Tails:
Always the sidekick, Tails is here again to follow Sonic's every move. When playing as him, he has no special abilities.

So, if you've read my posts in the help thread, you may have noticed I've added a new character. Who is it? Shadow? Mighty? Espio? Knuckles? Tails? Ashura? Big? No, it's...


Amy:
Have no fear, Amy Rose is here! She moves slower than Sonic or Tails, but (eventually, hopefully) she will be able to use her hammer to open new paths. See a wall with a crack in it? SMASH! She can also have Tails following her.
Sprite credit goes to everyone here.

Zones:
Straight Line Zone:

video
Nothing interesting happening here. Will eventually have three acts, with the last being a real (hard) level.

Hidden Palace Zone:

Straight from S3K. May have 2 acts eventually.
video

Things I can't fix:
Results screen says Miles for Tails and Tails for Amy.
"All systems, full power!" SEGA sound: doesn't fit. sad.png
"Full power!" SEGA sound: horrible screeching noise at the end.
Tails stands above the ground when exiting debug. (jump to fix)
Amy stands in the ground after jumping on capsule. (jump to fix)
Hidden Palace Zone BG is blank. (the tiles are there, they just don't show up)
Amy is missing some sprites. (Hanging, pushing, twirling, braking, drowning, Super)

Things to do:
Change Metropolis 3 to Straight Line 3 and move EHZ boss.
New zones!
Amy's hammer
Underwater and Super palettes for Amy
Underwater palette for Super Sonic in HPZ.
New Title Screen art
???

Download!

Level Select:Date I joined Retro
Pause Controls:Enabled by default
Debug:Release Date
All Emeralds:Sonic CD Special Stage cheat

Oh yeah, and the music keeps playing when paused. (I can change it back if requested.)
Use the Level Select to access the normal levels.

I'm posting this because I want to learn more about Sonic 2 and make a hack that I like playing.
Suggestions are welcome, especially for levels. Help is also welcome. Asking to make this a team hack is not.
Also, how about a Windows level?
This post has been edited by MainMemory: 07 October 2009 - 06:13 PM

#2 User is offline Sik 

Posted 20 September 2009 - 08:04 PM

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QUOTE (MainMemory @ Sep 20 2009, 09:50 PM)
Suggestions are welcome, especially for levels.
How about a level where Sonic goes through the inside of a (giant) Mega Drive? That'd be interesting, see how many gimmicks you can do with huge-sized electronic components.

#3 User is offline NoNameAtAll 

Posted 20 September 2009 - 08:08 PM

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QUOTE (MainMemory @ Sep 20 2009, 07:50 PM)
Also, how about a Windows level?


Blue screen plus illegal instruction. v.png

In all honesty, I laughed at Straight Line Zone. Well played, dude. thumbsup.png

#4 User is offline MainMemory 

Posted 20 September 2009 - 08:37 PM

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Level Select and Amy gameplay.

I have a feeling that this hack will be made difficult by the fact that I have interesting ideas, but I can't draw. A Mega Genesis (lol) level would be cool, but how would I do it? The Windows level is easier because I just have to copy-paste the graphics, and they're already 16-color.

#5 User is offline Ravenfreak 

Posted 20 September 2009 - 08:50 PM

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Edit: My bad, didn't see who got credit for making the sprite... Also awesome hack! ^^
This post has been edited by Ravenfreak: 20 September 2009 - 09:00 PM

#6 User is offline nineko 

Posted 20 September 2009 - 08:55 PM

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QUOTE (Ravenfreak @ Sep 21 2009, 03:50 AM)
Quick question, did you make Amy's sprites or did someone else? Because I was thinking about putting Amy in a hack, and I can't draw. Dx Also awesome hack! ^^
QUOTE (MainMemory @ Sep 21 2009, 02:50 AM)

Amy:
Have no fear, Amy Rose is here! She moves slower than Sonic or Tails, but (eventually, hopefully) she will be able to use her hammer to open new paths. See a wall with a crack in it? SMASH! She can also have Tails following her.
Sprite credit goes to everyone here.


QUOTE (MainMemory @ Sep 21 2009, 02:50 AM)
Sprite credit goes to everyone here.


edit: if Ravenfreak agrees, trash both smile.png
This post has been edited by nineko: 20 September 2009 - 09:14 PM

#7 User is offline MainMemory 

Posted 20 September 2009 - 09:38 PM

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I got Metropolis 3 to use Straight Line's art and Death Egg's music! Now I just need to come up with a layout... I should've left the original chunks intact, now I have to figure out how to build curves. I suppose I could look at HTZ, good thing I separated them.

#8 User is offline Metal Knuckles 

Posted 20 September 2009 - 10:14 PM

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Amy's running animation needs to be fixed, she looks more like she's galloping, if that makes any sense. Also, I don't recall the shield being so blinding with regards to the character, I dunno, maybe it's the palette shift.

#9 User is offline MainMemory 

Posted 20 September 2009 - 10:36 PM

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Do you mean the animation she uses when going at her normal top speed (the walking animation), or the one she uses when you actually get her to run, which matches up perfectly with Sonic's? I'm aware that the walking animation isn't properly aligned, and it's probably worse at an angle, but I tried my best to at least get them close to lining up with Sonic's. If you're talking about the actual animation itself, the only thing I could do is use one of the other animations in that sheet. As for the shield, I could make it gray like S2K.

And I got the Title Card for Straight Line Zone Act 3.

#10 User is offline SonarDragon 

Posted 20 September 2009 - 10:39 PM

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I think Amy would look better with a more Amy-like walk/run. Meaning, the animation converted from Sonic Battle.

#11 User is offline MainMemory 

Posted 20 September 2009 - 10:49 PM

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There is one, but I think it might look funny going around a loop, and I would have to extend the animation, and the animation data scares me. Either way, I need to lower the running speed so she actually runs instead of walking fast.

#12 User is offline Iceguy 

Posted 21 September 2009 - 12:52 PM

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The download link doesn't seem to work. .-.

#13 User is offline MainMemory 

Posted 21 September 2009 - 04:29 PM

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It works for me. I could upload it to the wiki, but I don't know if it's significant enough.

I would like to implement a Sonic Advance style gravity flag (you don't instantly change direction when it switches), and I'm wondering two things:
Is there a way to factor the flag into the Y speed, rather than testing it and having a positive and negative value for each setting?
How hard would adjusting the collision be?

#14 User is offline MoDule 

Posted 21 September 2009 - 05:00 PM

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QUOTE (MainMemory @ Sep 21 2009, 11:29 PM)
I would like to implement a Sonic Advance style gravity flag (you don't instantly change direction when it switches), and I'm wondering two things:
Is there a way to factor the flag into the Y speed, rather than testing it and having a positive and negative value for each setting?
How hard would adjusting the collision be?


I did something like this a while back, though I never even tried fixing the collisions. Instead, I took a different approach.
The same effect can be achieved by reversing y_vel when gravity changes, so even if y velocity is handled "upside down" you wouldn't tell by how the character moves. An extra flag is all that's needed and you only need to change a few routines to get it to work.

#15 User is offline MainMemory 

Posted 21 September 2009 - 05:45 PM

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I guess that could work. I think maybe if I actually negate the Y velocity when the gravity switches I'll get the effect I'm looking for. It will read the velocity as negative, so it will look the same as before the switch (I.e. if you're traveling down at 10px, you will continue moving at that speed when gravity flips).
Edit: Wiki article up.
Update: I have implemented a separate ObjectMoveAndFall routine for the characters that checks the gravity flag from S3K and NEGX's the Y_vel if it's set. It works as expected, Sonic jumps down and falls up, but he still sticks to the floor, so I will have to change some collision routines and make him flip vertically. I will also have to make objects to change the flag (maybe based on the path swapper?).
Windows Zone, if I do it, would include:
Platforming on windows and taskbars
The cursor making appearances to click and drag Sonic to a new location or the inside of a window
Amy may be able to hit certain buttons with her hammer (if I ever actually figure out how that would work) to minimize/restore windows
Programs:
Notepad
MS Paint
SonED 2 (levels inside levels!)
This post has been edited by MainMemory: 22 September 2009 - 07:14 AM

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