QUOTE (DigitalDuck @ Feb 28 2010, 11:35 PM)

QUOTE (nineko @ Mar 1 2010, 02:55 AM)

Please note that I'm writing this when I didn't have the chance to try your hack yet, so I don't know if this is the problem you're having or not.
Anyway, when you alter the speed/acceleration/jump values, the demos will be fucked up because they're merely recordings of keypresses, which now correspond to slightly different actions. The lazy solution (the one I used, of course) is to use the original speed values when in demo mode, and your custom speed values in normal gameplay. The proper solution is to record new demos, good luck with that
There is the whole problem of Amy not curling into a ball when jumping too, which means any enemy she jumps on will make her get hurt instead. I think recording new demos is the only way to go here.
Yep, all big problems. That said I have no idea how you program new demos.
QUOTE (Mercury @ Mar 1 2010, 05:00 AM)

This is really adorable! I love the intro/ending pictures, and the sprites are great (especially the jumping/falling transition).
Strangely, the "everything else being pink/purple" works somehow. Even if you could fix it so that the object palettes are unaffected, if it were me, I'd leave a few things pink/purple (such as shields, invincibility stars, goal posts, level intro, etc).
It sort of feels like a girl version of Sonic 1, with everything - maybe even the enemies - being shiny happy pink colours.
Maybe you could run with this and reskin some other things - make the bumpers in Spring Yard have hearts on them instead of stars, and things like that.
I didn't notice - did you change the Super Shoe monitor to look like Amy's shoes or is it still the normal Sonic shoe?
Thanx. Yeah I like the pink assortment as well, sorta like the red or green Knuckles scenery in the lock-ons, it gives a sort of customization for the character.
No the super shoe monitor is the same. Is was never changed in the games for other characters so I decided to keep it as well.
QUOTE (Chimpo @ Feb 28 2010, 11:38 PM)

Update to the crude mock up. This is still just as bad as the last one but it's mainly to show what I mean better.

And if you want to do the heart thing, I guess you could always pre-render it
That's a lovely GIF, which may come in handy.
Truthfully I think Amy's attack radius was caused by the heart flurry rather than the character, which was a separate sprite(s), hense likely the larger radius and likely how it was able to program it to hit springs, something that can't be done otherwise by another character. I'd need to figure out how to program new sprites to move according to the character for anything like that to work (in fact I'd need to figure out how to program in new sprites altogether). Even after that there are complexities, the hearts seemed to drift and divide according to how fast Amy was manuevering,meaning that each heart was likely a separate sprite.
Oh, another thing, anyone know how to program one animation and then a different one to run after it, this would at least allow me to make the proper landing transition after her Hammer attack.
This post has been edited by E-122-Psi: 01 March 2010 - 07:07 AM