I know there are a lot of bugs right now but it's a work in progress.
Posted Sun May 26, 2013 4:12 AM
Posted Sun May 26, 2013 6:52 AM
Posted Sun May 26, 2013 7:11 AM
Posted Sun May 26, 2013 2:14 PM
Posted Sun May 26, 2013 2:24 PM
Posted Mon May 27, 2013 2:43 AM
Who says I'm not.........*grins and walks away*.Maybe he can finish that blue hedgehog game that was being worked on.....
"Acoustic the Non-Infringing Cerulean Porcupine"
Posted Mon May 27, 2013 7:04 AM
Posted Wed May 29, 2013 1:04 AM
Posted Wed May 29, 2013 1:34 AM
You're making me drool: 16-bit Hedgehog shoehorned into an Atari VCS? Yes, please!Thanks. Progress report. I've got a partial level made with more platforms, tv item boxes, invincibility and shields. So far its working. I've still got to add slowing down momentum in ball form and not popping into the skid sprite in mid-air when reversing your path. I'm also aware of the skid running bug too. Trying to keep this all within 2 drawscreens per game cycle (Princess Rescue was 3). Having to make my code really tight on this one.
Posted Wed May 29, 2013 10:40 PM
Posted Wed May 29, 2013 10:40 PM
Posted Thu May 30, 2013 4:14 AM
I didn't think it was possible to make a fun Sonic game on the 2600 but I could be wrong. It looks good so far. One question though, is jump supposed to be tied to the ball form also? Wouldn't in be better to have ball form be down on the joystick?
You have to include 2 button support for the Genesis controller. It just has to be done that way.
Posted Thu May 30, 2013 8:19 AM
Posted Thu May 30, 2013 10:41 AM
Genesis two botton support is unnecessary IMO. The original sonic only used one button. A, B, and C all mapped to "jump". The only other button was start to start the game and pause.You have to include 2 button support for the Genesis controller. It just has to be done that way.
Posted Thu May 30, 2013 2:01 PM
Edited by kaz321123, Thu May 30, 2013 2:05 PM.
Posted Thu May 30, 2013 3:06 PM
I've only played the PS3 ones and I thought after the jump you returned to standing. This game has me stay a ball. I don't know which is better though as I really don't know Sonic. I was a Nintendrone as a kid. Actually I loved Sega but couldn't afford one so had to leach on friends with one and Golden Axe.
Anyway, I like it so far and will gladly test out any additions you make. I didn't think it was possible but you seem intent on proving me wrong.
Posted Thu May 30, 2013 3:45 PM
Posted Thu May 30, 2013 7:11 PM
Sprybug, while you're at it, be sure to throw in full color backgrounds too, with parallax scrolling just like the Genesis had!Never played any Sonic game past Sonic Adventure 2 (not including the 3DS kart game). I don't remember in my little demo above if I have him returning to standing form after landing his jump, but he is doing it now with my current code, unless you have some momentum built up in a run then he'll stay balled up and roll along the ground until momentum runs out or you change direction. I just added a different momentum algorithm for his ball form on the ground (takes 6 times as long to come to a stop) and am just about out of RAM already. I tried to add a cavernous area of the level but it was just proving too difficult to do with the background/platform detection. However I came to a realization last night that the first zone of levels is the only set that has that kind of setup and the last 3 zones all follow a more traditional playfield is all solid and can't be walked through, which will allow me to be a lot more flexible with the level design in those zones. It means more code that I'll probably do in a separate bank but it'll be worth it. Hopefully 32K will be enough. I do want moving platforms (that stay moving this time) and would love to use a missile to act as the moving platform (make it thicker), but lost my ability to use them when I used colors in both P0 and P1. However I did read somewhere that someone was still able to use missile 1 after using the playercolor tables on both sprites, so we'll see what I can squeeze out of that if anything.
Edited by stardust4ever, Thu May 30, 2013 7:12 PM.
Posted Fri May 31, 2013 4:21 AM
Sprybug, while you're at it, be sure to throw in full color backgrounds too, with parallax scrolling just like the Genesis had!
LOL!![]()
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On a more serious note, this is awesome! I love how Sonic taps his feet if you take too long, just like in the game!
Posted Fri May 31, 2013 2:18 PM
Posted Fri May 31, 2013 2:56 PM
Posted Fri May 31, 2013 9:59 PM
Sure did. I had a Sega Game Gear with that game back when it was new, which essentially was the same as the SMS version. It didn't even have a loop and when you lost your rings, you lost them all at once with just one dropping off the screen and no way to get them back. I'm out-doing that with the loop that you guys have already seen, and I'm going to do some tricks which I've already thought out so when you lose your rings they fly out in a bunch and land on the platform below with your chance to regain some of your rings. I don't recall what each level did though. Did act 2 of bridge zone auto scroll?Have you played the SMS Sonic 1? It had simpler level design and a couple auto scroll levels. Would it be possible to do something akin act 2 of the bridge zone?
Posted Fri May 31, 2013 10:15 PM
Posted Sat Jun 1, 2013 2:06 AM
There's an original pirate NES game called Somari (which is a combination of "SOnic" and "MARio", and also sounds strangely similar to "Samurai") Anyway, it is a Sonic 1 clone with Mario mascaraing as Sonic and wearing his blue shoes. It's a fairly faithful port of Sonic1 for the Genesis, but it has issues like spike pits you cannot jump out of (which means if playing the game with an "infinite health" Game Genie code, you will have to reset if you get stuck in a spike pit) and other poorly designed level elements. I've never made it to some of the later levels but I hear they are even buggier than Green Hill Zone. The NES can't handle the necessary number of sprites to create a proper ring explosion, so no matter how many rings you accumulate, you only drop a maximum of three collectable rings. And just like the original Sonic game, if you lose all your rings and take a hit, you die. Also some pretty cheesy sprite flicker going on with the large sprites in the boss battles.Sure did. I had a Sega Game Gear with that game back when it was new, which essentially was the same as the SMS version. It didn't even have a loop and when you lost your rings, you lost them all at once with just one dropping off the screen and no way to get them back. I'm out-doing that with the loop that you guys have already seen, and I'm going to do some tricks which I've already thought out so when you lose your rings they fly out in a bunch and land on the platform below with your chance to regain some of your rings. I don't recall what each level did though. Did act 2 of bridge zone auto scroll?
Posted Sat Jun 1, 2013 2:24 AM
There's an original pirate NES game called Somari (which is a combination of "SOnic" and "MARio", and also sounds strangely similar to "Samurai") Anyway, it is a Sonic 1 clone with Mario mascaraing as Sonic and wearing his blue shoes. It's a fairly faithful port of Sonic1 for the Genesis, but it has issues like spike pits you cannot jump out of (which means if playing the game with an "infinite health" Game Genie code, you will have to reset if you get stuck in a spike pit) and other poorly designed level elements. I've never made it to some of the later levels but I hear they are even buggier than Green Hill Zone. The NES can't handle the necessary number of sprites to create a proper ring explosion, so no matter how many rings you accumulate, you only drop a maximum of three collectable rings. And just like the original Sonic game, if you lose all your rings and take a hit, you die. Also some pretty cheesy sprite flicker going on with the large sprites in the boss battles.
The Atari is severely limited in the hardware department compared to the NES, so you've really got your work cut out to make this a convincingly good game that's worth playing. I'm by no means saying it can't be done, and I sincerely hope you can pull the impossible like you did with Princess Rescue!
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