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Amy In Sonic 2 "I'll destroy all of you!"

#31 User is offline Sik 

Posted 09 August 2010 - 09:19 PM

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QUOTE (E-122-Psi @ Aug 9 2010, 11:08 PM)
has Julie-Su been made yet?
I don't think so.

#32 User is offline E-122-Psi 

Posted 09 August 2010 - 09:25 PM

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QUOTE (DigitalDuck @ Aug 9 2010, 10:17 PM)
QUOTE (E-122-Psi @ Aug 10 2010, 03:08 AM)
Though wouldn't that basically be a lower scale version of Knuckles' hover with Espio's spin animation?


I was actually thinking of a mid-air uppercut move as well, although that doesn't really make her unique either.

I'd definitely like to see Bean in there, though.


Heh, it's funny, she's recieved so well yet she doesn't really have much unique going for her.

Bean would be cool to try, though like I said if I wanted it to be unique from Zeta Overdrive or any of my own previous character hacks I'd likely have to figure how to program those bombs (I take it they would be complex as not only would you have to program a projectile but also make it work in a bounce imitating movement).

Personally I think Bean would make an even cooler boss though. v.png

QUOTE (Sik @ Aug 9 2010, 10:19 PM)
QUOTE (E-122-Psi @ Aug 9 2010, 11:08 PM)
has Julie-Su been made yet?
I don't think so.


Hmm I know her moves aren't cloned from Knux (am I right that she can't climb or glide in the comics) then again a lazer and kick moves seem similar to what I've been doing with Sally (I refuse to do her 'games counterpart' Shade out of resentment towards Chronicles). v.png
This post has been edited by E-122-Psi: 09 August 2010 - 09:27 PM

#33 User is offline 16BT 

Posted 09 August 2010 - 09:28 PM

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QUOTE (E-122-Psi @ Aug 9 2010, 09:25 PM)
QUOTE (Phithpleis @ Aug 9 2010, 08:16 PM)
QUOTE (E-122-Psi @ Aug 9 2010, 05:29 PM)
Perhaps I'll make a more S2+K style one later and then make an alternate 'Girl Power' hack with those two. v.png


Hey, why not replace Knuckles with Rouge the Bat? eng101.png


Just Cream is a stretch as I haven't made any sprites yet (I've actually been meaning to get around to Bunnie Rabbot for a good while).

Eh, what do you guys think would make a good *insert character* In Sonic 1/2/whatever?

I'd like to see what Phithpleis had said.

#34 User is offline Aquaslash 

Posted 10 August 2010 - 12:08 AM

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I've done Julie Su before, but I've never got far with it. She's been in every hacking project of mine at some point, but got scrapped midways. You're welcome to pick up the torch, I don't really have much with it.

I'd like to see you do something with Bunnie though.

#35 User is offline LordOfSquad 

Posted 10 August 2010 - 12:13 AM

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Make Bean a playable Ballhog clone. Genius!

#36 User is offline E-122-Psi 

Posted 10 August 2010 - 12:26 PM

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QUOTE (Aquaslash @ Aug 10 2010, 12:08 AM)
I've done Julie Su before, but I've never got far with it. She's been in every hacking project of mine at some point, but got scrapped midways. You're welcome to pick up the torch, I don't really have much with it.

I'd like to see you do something with Bunnie though.


Fond of the alt media cast aren't ya? :D

She may be worth looking into, then again what moves does she have that wouldn't render her a clone of Knuckles or Sally?

I would like to try out Bunnie, that said I get the idea programming unique abilities for her would be complex (her Mars gameplay concept sounds like Sonic meets Ristar).

QUOTE (LordOfSquad @ Aug 10 2010, 12:13 AM)
Make Bean a playable Ballhog clone. Genius!


Actually that may help make a bomb attack if I can figure out how to program the ballhog projectile code as a command for the playable character.

#37 User is offline Namo 

Posted 10 August 2010 - 12:28 PM

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When it comes to Bunnie, I'm quite fond of her stretching her mechanical limbs to attack.

#38 User is offline E-122-Psi 

Posted 10 August 2010 - 12:29 PM

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QUOTE (Namo @ Aug 10 2010, 12:28 PM)
When it comes to Bunnie, I'm quite fond of her stretching her mechanical limbs to attack.


As said, that is basically what her Mars movelist was noted as being (extending her limbs to punch enemies or grab objects and ledges). Sounds rather complex to implement though.

#39 User is offline Namo 

Posted 10 August 2010 - 12:32 PM

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No, it certainly would not be an easy feat.

An idea I have for a midair jump attack: You jump, press the C button, and she stretches her limbs to the ground in a sort of stretchy stomp attack. Dunno how difficult that'd be to make, though, especially with the stretching part.

#40 User is offline E-122-Psi 

Posted 10 August 2010 - 12:39 PM

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QUOTE (Namo @ Aug 10 2010, 12:32 PM)
No, it certainly would not be an easy feat.

An idea I have for a midair jump attack: You jump, press the C button, and she stretches her limbs to the ground in a sort of stretchy stomp attack. Dunno how difficult that'd be to make, though, especially with the stretching part.


Making extendable limbs would likely require separate sprite files for her arms that are recognised as the character (similar to the ring arms in Chaotix) as well as programming the character to move according to how the arms programming reacts to an object and keeping it's animation in line with it (add to that you would likely have to program multiple directions for it to extend). I don't even want to think about what may be neccessary to produce the stomp mechanic you suggested.

Perhaps I should keep Amy in this topic however, there are at least two things I'd like to work over before I release the next revision. Does anyone know how to:

*Fix the 'Got Through Act' text to read Amy instead of Sonic?

**Does anyone know what may be the problem in this Sonic 2 coding in Obj41 (basically what I'm trying to do is get it so Amy can bounce off a nearby spring without being on top of it by using her hammer animation like in Advance but it has no effect so far):

Syntax Highlighted Code: ASM
loc_189A8:
movem.l (sp)+,d1-d4
lea (Sidekick).w,a1 ; a1=character
moveq #4,d6
bsr.w loc_1978E
btst #4,status(a0)
beq.s loc_189C0
bsr.s loc_189CA
 
loc_189C0:
lea (off_18FE2).l,a1
bra.w AnimateSprite
tst.b $25(a0) ; is Sonic on top of the spring?
bne.s loc_189CA ; if yes, branch
cmpi.w #$23,anim(a1) ; is hammer attack being performed?
beq.s Obj41_NoHammerAttack ; if not, branch
moveq #0,d0 ; clear d0
move.w x_pos(a0),d0 ; load block's X-pos to d0
sub.w ($FFFFB008).w,d0 ; substract Amy's X-pos from it
bpl.s Obj41_XPositive ; if answer is positive, branch
neg.w d0 ; otherwise negate d0
 
Obj41_XPositive:
cmpi.w #$35,d0 ; is Amy within 35 pixels of the spring (X-axis)?
bge.s Obj41_NoHammerAttack ; if not, branch
move.w y_pos(a0),d0 ; load springs's Y-pos to d0
sub.w ($FFFFB00C).w,d0 ; substract Amy's Y-pos from it
bpl.s Obj41_YPositive ; if answer is positive, branch
neg.w d0 ; otherwise negate d0
 
Obj41_YPositive:
cmpi.w #$35,d0 ; is Amy within 35 pixels of the spring (Y-axis)?
bge.s Obj41_NoHammerAttack ; if not, branch
bra.s loc_189CA ; otherwise make spring bouncing
 
Obj41_NoHammerAttack:
rts
; ===========================================================================
 
loc_189CA:

This post has been edited by E-122-Psi: 10 August 2010 - 12:46 PM

#41 User is offline E-122-Psi 

Posted 09 October 2010 - 07:52 PM

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New Revision!!!:

http://info.sonicretro.org/Amy_Rose_In_Sonic_The_Hedgehog_2


* Amy can now boost spring power with hammer attacks.
* End of level font fixed to read Amy (thanx to Selbi for Text Code Generator).
* New title screen art.
* Special reward for the more devout players...
* Other minor art and coding fixes.

Special thanx to members including FraGag, MainMemory, Selbi and many, MANY others for helping with coding problems.
This post has been edited by E-122-Psi: 09 October 2010 - 07:55 PM

#42 User is online JaxTH 

Posted 09 October 2010 - 08:13 PM

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Any chance of replacing Tails with Cream? :3
This post has been edited by JaxTH: 09 October 2010 - 08:14 PM

#43 User is offline E-122-Psi 

Posted 09 October 2010 - 08:24 PM

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QUOTE (JaxTH @ Oct 9 2010, 08:13 PM)
Any chance of replacing Tails with Cream? :3


It's planned (as hinted in my avatar), however I think I'll try to finish refining the 'as is' version first.

#44 User is offline DigitalDuck 

Posted 09 October 2010 - 09:11 PM

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[Praise goes here]

Bugs/problems:
- When breaking destructable objects while standing on ground, or hammering a spring, the hammer animation isn't shown. It looks odd when Amy stands next to a rock, and it just explodes.
- "SONIC GOT A CHAOS EMERALD" "SONIC GOT ALL CHAOS EMERALDS" "NOW SONIC CAN BE SUPER SONIC" should probably be changed, since Sonic isn't in it anymore.
- Air speed cap should be removed.
- Super Sonic bug should be removed.
- Amy should be removed.
- Amy doesn't stand in HTZ lava properly. You can see her feet below the lava.
- Palette issues, as always when adding a new character.
- Obligatory "B button version" comment.

It's good, though. This'll be the second time this week I've played through it.

#45 User is offline E-122-Psi 

Posted 09 October 2010 - 09:22 PM

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QUOTE (DigitalDuck @ Oct 9 2010, 09:11 PM)
[Praise goes here]

Bugs/problems:
- When breaking destructable objects while standing on ground, or hammering a spring, the hammer animation isn't shown. It looks odd when Amy stands next to a rock, and it just explodes.
- "SONIC GOT A CHAOS EMERALD" "SONIC GOT ALL CHAOS EMERALDS" "NOW SONIC CAN BE SUPER SONIC" should probably be changed, since Sonic isn't in it anymore.
- Air speed cap should be removed.
- Super Sonic bug should be removed.
- Amy should be removed.
- Amy doesn't stand in HTZ lava properly. You can see her feet below the lava.
- Palette issues, as always when adding a new character.
- Obligatory "B button version" comment.

It's good, though. This'll be the second time this week I've played through it.


* Yeah I've been trying to fix that but I don't get what's causing the animation to deactivate (in comparison to Sonic 1's version).
* I've only managed to fix what is editable with the Text Code Generator, which from what I know is about the one way I can edit the names in the results font. The act results I was pleased to fix alone.
* I've checked the coding in the asm and that in the tutorial and I'm positive the fix has been put in. I don't get what is causing the problem.
* What bug?
* Play a different hack then.
* Are you sure that's different for other characters?
* I'll work on those later, Sonic 2 will be a bit more fiddly since the second pallette line isn't consistant and so reverting some objects to it will be harder without screwing up level art.
* I shoulda seem that one coming, shouldn't I?
This post has been edited by E-122-Psi: 09 October 2010 - 09:24 PM

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