Her running animation doesn't look too bad. At least it isn't choppy or worse... o_o; However, I found two more irks that make the gameplay seem odd. One is in Marble zone, whene her Down+B move doesn't destroy the blocks and two in Star Light zone, where she gets hurt when attacking the ball-thingy, even if it looks like she shouldn't. [/complaining]
Just played this hack and must say that it's VERY entertaining. Amy's sprites are really well made and the hack is overall very polished and neat. It just made Sonic 1 two times more fun than it was. My only meaningful suggestion is to make special sensor for Amy's hammer that would kill enemies instead of just enlarging main collision sensor. That's really needed because she should be able to kill Orbinauts and Star pointers without getting hit. And there are also a few minor glitches but I'm pretty sure that you are aware of them. Great job at making Sonic 1 UN-boring!
After playing it so many times this hack was like a breath of fresh air for me. However yeah Sonic 1 is not boring but I kinda got used to it.
Thanx. I admit playing so many versions of the game has made Sonic 1 a bit dull, I should really try hacking another game. About her hammer attack, well making said sensor would be rather difficult to make, the best I could think of is placing it as a separate object like the rings in Chaotix, which would be rather complex. I'm not sure really making her invulnerable to some badniks like that is quite fair anyway, I don't think it happened in Advance anyway. Yes I am aware of some of the glitches, I should make a final polished revision but I keep switching between this and my Sally project.
You know, I've always thought Sonic 1 was a boring and overrated game in comparison to its successors. Then I played this hack. Holy shit, suddenly Marble Zone is fun. Do you think you could do this for Sonic 2 as well?
Thanx everyone. I guess the wiki is just having down time (until then there's a link to Rev 1.5 on the first page of this topic which is mostly the same outside a couple odd glitch fixes). I'll probably try a Sonic 2 project in due time, I'll need to complete Amy's sheet for the respective game to fully implement her however.
New revision that fixes most of the problems beforehand, glitches are mostly fixed, pallettes are redone and demos are remade with my slightly more competant gameplay: http://info.sonicretro.org/images/b/bc/S1AmyRev1.7.zip Special thanks to a good few other Retro members especially MarkeyJester and Fragag for helping with bugfixes and Mercury for helping reprogram the demos with his converter. Any other problems with the game please tell me.
Awesome as always. Have you thought of applying similar pallete tricks as "Sonic 1 and 2"? "B" works better as the attack button. =(
I just tried this out for the first time and I'm very pleased with what I've played! The animations are buttery smooth and everything works just as it should. Kudos!
What! That's my primary jump button. I would find that awkward having an attack in between two jump buttons. I'm intrigued why you would think it would be better though.
Thanx. :D I'm not nearly on the same league as the likes of Colin and Markey so I haven't figured out how to program such pallette tricks, it took me long enough to figure out to switch pallette lines for an object alone. *sigh* I'll make a button switch version later on. It'll f*** up the new demos and debug mode though. Thanx. Well it's convinient to try it when the project is pretty much fully refined really. :D
Think about it practically; what controllers are you more likely to play this with? Keyboard? PS3 pad? PSP? Granted, on a keyboard, you're likely to use 'D' or an arrow key, but on pads nowadays you don't have the Mega Drive's unique layout.
That misses the point. Whatever control pad you're using for Mega Drive games already has its buttons configured for using the C button to jump and the B button to attack, in whatever position feels better for you. So you'll have to change the emulator's button configuration for this game only, and then change it back when you're finished.
True. The thing is that games that have that tend to have different actions for each button. The way I'm seeing the layout of the buttons is that it could be either.... Attack, Attack, Jump or Jump, Attack, Jump It just seems weird to have layouts like these two. And a bit overzealous to have two attacks. I suppose if your use B for attack and C for jumps with other games I can see where you all come from. I'm just one of those people that doesn't have a problem switching button patterns between each game. As long as the layouts fit perfectly for the game, that's all that matters.
Strange - the games I've played on my PSP have been using the default configuration for its emulator (Square - A, Cross - B, Circle - C) and most of my games involve my Cross button without configuration. That said, I don't really care about what button it's on. I was filling in for an arguement - however it is more logical for games now to use the main button. Despite that, the Japanese main button on the PSP is Circle, so eh.