Thanx. :D The Sally hack is still under progress, it's just programming her planned abilities and movesets is proving difficult. It is now a collab project with a more experienced hacker so hopefully the final product will be of much higher quality than the previous revisions. Until then I've made a wiki page along with an upload of my most recent updates on the project: http://info.sonicretro.org/Sally_Acorn_in_Sonic_the_Hedgehog
That Amy title screen art looks really good! I have a quick question though, are you planning to remove Tails from the game to make it similiar to the "locked on" Knuckles in Sonic 2 or will Tails remain in the game?
Thanx. :D I was mixed whether to make it more like Knuckles' lock on mode with just her or keep Tails in, as the two player options to me were a big innovation for the game (I get the idea stuff like Tails and split screen were only kept out of S2+K due to memory issues putting nearly the whole game into the S+K cart). Besides it makes it more Amy in Sonic 2 'as is' which is the basic concept. Also some like the idea of editing Tails into Cream so I may as well keep it in case I decide to put that concept into fruition. Perhaps I'll make a more S2+K style one later and then make an alternate 'Girl Power' hack with those two. :v:
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?
Eggman? It was already done for Sonic 1 but it wasn't very playable. Also we don't have him playable in Sonic 2 either.
Well, most of them have already been covered - we've got Sonic, Tails, and Knuckles in each game with their S3K abilities, thanks to you we have Amy, Shadow's been done and isn't particularly interesting... I guess you could do Blaze, complete with her Rush moveset.
Though wouldn't that basically be a lower scale version of Knuckles' hover with Espio's spin animation? Eggman is tempting though his large sprite design may cause problems (Big and Gamma are also tempting but have the same issue). I could also try one of the Chaotix but since most of the sprites are already done, that might be cheating (Espio and Mighty have been done already anyway). I think a few people have already done (or are doing) Rouge and a Ray project is under development with Fries. Mikel truthfully has a good idea using Bean, he has rather unique abilities and is an expressive character (I'd love to try a wacky sprite sheet of him). Not to mention his links to Dynamite Dux (need to look for a sprite sheet of that game). Otherwise there's also Fang. For both however I'd likely need to figure out how to make projectiles for a unique moveset. I guess there's some alternate media characters to look at, I already mentioned Bunnie, hmm, has Julie-Su been made yet?
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: 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:
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). 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.
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.
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): 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: