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Bunnie In Sonic 1 'Evil as a one eyed snake, sugar.'

#1 User is offline E-122-Psi 

Posted 10 July 2015 - 03:52 PM

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So after a long while of teasing, here it finally is:
Posted Image

Controls:

*A: Punch (both standing and in air)
*Down and A: Downward punch in air.
*B or C held: Jet hover.

Bunnie can also run through walls and rev dash.

Glitches:

* Palettes and demos not tweaked yet (also likely include Rev 01 fixes later on).
* The spin dash may still have bugs since I added it when the site was down.
* Same glitch as with Sally in that hitting getaway Eggman too soon in FZ causes him to explode like a badnik.

Download:
https://www.sendspace.com/file/8sav3i

In tribute of Christine Cavanaugh:
1963-2014


#2 User is offline MotorRoach 

Posted 10 July 2015 - 07:29 PM

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Just gave this a quick shot, and I really enjoyed playing it. Bunnie definitely has a pretty unique and fun gameplay style.

Little thing I noticed is that her neutral punch attack can be cancelled by pressing Up. Not that it's a major thing, but it just feels silly, specially if you just hold Up and keep pressing A.

#3 User is offline E-122-Psi 

Posted 10 July 2015 - 07:33 PM

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The punch cancel out will hopefully not be a problem in the next revision, I intend to put in punch moves for upward, along with a crouching punch.
This post has been edited by E-122-Psi: 10 July 2015 - 07:33 PM

#4 User is offline rata 

Posted 10 July 2015 - 08:21 PM

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Nice to see another of your chararter swap mods!

Another of the bug shared with Sally's is that you can spam the fist by looking up; and I think that sometimes when you get hit you will go to rolling animation instead of hurt, it happened me once so I don't know if it was something unique or what, I'll try to reproduce it.

#5 User is offline Clownacy 

Posted 11 July 2015 - 07:02 AM

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Why release something with a day-1 bug list?

#6 User is offline E-122-Psi 

Posted 11 July 2015 - 07:43 AM

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It's a test build. If anything is wrong with it I haven't noticed, people can notice and I can fix for the more refined versions.

That I'm restless and want some progress to show off.

#7 User is offline Lopson 

Posted 11 July 2015 - 12:29 PM

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I've been playing all of your character hacks lately, and I've loved every one of them. I'll be sure to give this one a go as well! Thanks for giving some love to the comic book characters!

#8 User is offline Selbi 

Posted 11 July 2015 - 04:28 PM

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Really like this one so far! Just a few things I'd like to point out:
  • While doing the punch in mid-air, you instantly lose all horizontal momentum. This is rather irritating and doesn't really make me feel like doing the punch a lot unless I'm standing absolutely still. In my opinion, either not touching the momentum at all or doing something like only halving it (with asr #1,$10(a0) or whatever) would feel more fluid.
  • The downwards punch doesn't make any sound. I'm not sure if this was intentional or not, but I don't really see why it should be silent.
  • You can turn around indefinitely while doing the forward punch, both on ground and midair. It's not so much as a cosmetic problem and more the fact that you can essentially double the punch hitbox, which seems a bit too powerful.
  • Finally, the Jet hover feels really nice and well executed! However, I'm used to the way the Rocket Boots in Terraria work, which is by giving you a set amount of "fuel" you can use per jump. In here you can only enable the boots once, and when you let go of the jump buttons before you completely used up your fuel, you can't use it again, which feels rather unfair.


#9 User is offline .Luke 

Posted 11 July 2015 - 08:30 PM

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Looks like I've got a new reason to run through Sonic 1 now, if only to play around with Bunny's moves. I love how your hacks always give characters unique movesets that change how you approach the game altogether. If I ever get around to hacking Blaze into Sonic 2, I want to take the same route.

Sadly, my excitement's all I have to add. I haven't noticed any bugs that weren't already listed, or mentioned by everyone else, although I do want to see what all stunts I can pull with Bunny. :specialed: It's great to finally see this released!

#10 User is offline Ezequiel.M 

Posted 11 July 2015 - 10:34 PM

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I've just taken a quick look at it. It's pretty nice. And while I don't like Bunnie too much, I have to admit It's much more of a challenge playing as her, than plain Sonic 1 with the same characters we always play with such as Sonic, Tails, and Knuckles who despite having less abilities than Bunnie, they make gameplay a lot easier (Tails and Knuckles specially, both of whom can fly) Bunnie doesn't have Sonic's fastness, nor Tails and/or Knuckles's ability to fly, making gameplay a bit more harder than usual in my opinion. Avoiding badniks and Robotnik's machines is a lot more harder than when playing with Sonic, Tails or Knuckles as well. I haven't noticed any bugs yet. Good job.
This post has been edited by Ezequiel.M: 11 July 2015 - 10:35 PM

#11 User is offline Strife 

Posted 12 July 2015 - 12:07 AM

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At this point we're going to have to setup a tier list of all E-122-Psi characters. :v:

Awesome hack as usual.

#12 User is offline Skyler 

Posted 12 July 2015 - 04:20 PM

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I did an aerial punch to get a line of rings over a bridge in GHZ 1, and my game froze.

#13 User is offline E-122-Psi 

Posted 13 July 2015 - 10:10 AM

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Concerning the sound effects, the down punch will be fine tuned. They were hastily put in anyway, I'm not at all satisfied with them, especially the jet effect. I was thinking maybe of porting the 'clickety-click' sound effect from CNZ's cannon for the arm punch effect, any idea for a good jet sound?

A 'fuel' timer would be decent idea, but I have no idea how to make it recognise your jet limit between uses like that.

Might take out the momentum break, that's a leftover from Sally's data that I used for the basic attack. About turning, I admit that's a bit wonky, but is there anyway to precisely lock the character JUST from turning around while that animation is running? The best I can think of is a control lock for the D pad, which would likely be even worse than the momentum break.
This post has been edited by E-122-Psi: 13 July 2015 - 10:12 AM

#14 User is offline rata 

Posted 13 July 2015 - 11:50 AM

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What about locking the obstatus bit that handles player's direction while Bunnie is punching? Is that possible in sonic_move subroutine without slowering the game?
This post has been edited by rata: 13 July 2015 - 11:51 AM

#15 User is offline Strife 

Posted 13 July 2015 - 12:07 PM

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View PostE-122-Psi, on 13 July 2015 - 10:10 AM, said:

Concerning the sound effects, the down punch will be fine tuned. They were hastily put in anyway, I'm not at all satisfied with them, especially the jet effect. I was thinking maybe of porting the 'clickety-click' sound effect from CNZ's cannon for the arm punch effect, any idea for a good jet sound?


I vote Ristar's arm stretching noise for her punches. :v:

Not sure about the jet... What about the sound used for SBZ's flamethrowers?

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