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@  furrykef : (24 July 2015 - 11:25 AM)

Also I still have to figure out how to set up our e-mail accounts on the new host.

@  furrykef : (24 July 2015 - 08:19 AM)

As soon as I figure out how to restore it. Sorry, I know I said it'd be done by now, but I didn't expect to have to put up with this DNS crap and other issues that popped up.

@  Uncle Ben : (24 July 2015 - 07:56 AM)

So when's the black theme coming back??

@  Uncle Ben : (24 July 2015 - 07:56 AM)

"Should"

@  furrykef : (24 July 2015 - 07:27 AM)

That DNS took longer to propagate properly than I thought it would. *Now* we should be back for good, though.

@  furrykef : (23 July 2015 - 08:48 PM)

Or it might be because Bluehost *finally* got around to that server wipe (one week after we'd asked for it) and that wiped out our DNS settings. I'm not sure which and I don't really care. In any case, we've severed our last ties with Bluehost, so this will not happen again.

@  furrykef : (23 July 2015 - 08:08 PM)

Looks like Bluehost yanked our DNS since our hosting account expired. That's why the site went down a while ago. But as you can see, it's fixed now.

@  Misk : (23 July 2015 - 04:55 PM)

No, they do not.

@  furrykef : (23 July 2015 - 04:27 AM)

The goggles do nothing?

@  Misk : (22 July 2015 - 05:50 PM)

My eyes.

@  furrykef : (22 July 2015 - 12:24 PM)

Looks like forum uploads might have been broken since last night. That should be fixed now too.

@  furrykef : (22 July 2015 - 01:33 AM)

Heh, whoops! Server went down for a few mins when I borked the config. Looks like it's back up now.

@  Uncle Ben : (21 July 2015 - 09:09 PM)

It looked like a napkin

@  ILOVEVHS : (21 July 2015 - 09:04 PM)

Fan-fuckin-tastic.

@  furrykef : (21 July 2015 - 08:25 PM)

As for the beaver picture while the forum was down, I think Tim drew it. On a napkin.

@  furrykef : (21 July 2015 - 08:24 PM)

No kiddin' about that "Finally!", Shadow. I am *so mad* at Bluehost for never responding to our support ticket. I submitted it early Friday morning and they *still* haven't answered it!

@  Uncle Ben : (21 July 2015 - 06:37 PM)

Maybe he did that himself

@  Shadow : (21 July 2015 - 05:25 PM)

Say, who made the cute picture of Beaver Chief?

@  Shadow : (21 July 2015 - 05:24 PM)

Finally!

@  RedMenace : (21 July 2015 - 05:02 PM)

Woooo! The site's back up! Three cheers for Kef!


Photo

Princess Sally Game


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38 replies to this topic

#21 Speedy_25

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Posted 20 September 2014 - 05:03 PM

that is incredible



#22 Prince ByTor

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Posted 20 September 2014 - 11:15 PM

 

And in a year+ absence, another update:
 
242aaet.jpg
 
Sally's projectile is now REAL and long distance! A very special thanks to Snkenjoi for coding this.
 
Admittedly there are parts where a projectile in a Sonic game seemed better on paper, Sally frequently outruns her laser attack and some elements are extremely difficult to aim onto (see SCZ and OOZ boss) but owning parts such as the last boss are a lot of fun and at least now Sally isn't an Amy-lite. I'm wondering whether to keep her hitbox when she fires so she isn't completely vulnerable, since it's now extremely easy for her to get hit.
 
Bugs:
 
* The slide and close range fire is still needed for some objects such as the CPZ and HTZ bricks until I figure out how to code the projectile object to work with them.
 
Go to the wiki entry for the new revision.

 

 

Nice, I found it. It works good on Kega; I'll check it on my PSP's emulator soon. Great work!

 

I got through the first four levels and I can tell ya, being able to have a projectile certainly has changed the game. Taking away the closeup attacks makes it feel more like SatAM Sally although being able to shoot another direction other than just horizontally would be nice. Other than that maybe making her jump higher to show he acrobatic skills and you're getting close to making it feel like you are controlling Sally.

 

Again, great job.



#23 E122Psi

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Posted 16 October 2014 - 06:02 PM

 

Nice, I found it. It works good on Kega; I'll check it on my PSP's emulator soon. Great work!

 

I got through the first four levels and I can tell ya, being able to have a projectile certainly has changed the game. Taking away the closeup attacks makes it feel more like SatAM Sally although being able to shoot another direction other than just horizontally would be nice. Other than that maybe making her jump higher to show he acrobatic skills and you're getting close to making it feel like you are controlling Sally.

 

Again, great job.

 

Thanx.

 

You'll like the newest update on the wiki then. I've added a downward fire by pressing down and fire while jumping. It also works as a double jump.

 

Some other minor fixes have also been made, Super Sally looks and acts more impressive and the projectile is compatible with more objects (the only one I'm having trouble with is the Wing Fortress capsule, you still need a close up attack for it).

 

Well Sally's jump is already fairly higher than Sonic's and she also has a somersault move that's handy in places (I've made it so it can break boxes and barriers, but not enemies, also try using just before finishing a loop). I might tweak things a little, but I want to keep her even with Sonic, the projectile breaks certain parts as it is.

 

I'm also trying to update the Sonic 1 hack accordingly, but it's proving more finicky than I thought. If I figure out the bugs then MAYBE we'll talk about Sonic 3...



#24 brmsort

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Posted 18 October 2014 - 10:43 PM

I really need to try this mod / hack. Super Sally?!? :mind-blowing: :mind-blowing: :mind-blowing:


I love my God, my wife, my 5 kids, and I like my guns, my beer, my whiskey, and my pickup.

I dislike politicians, policemen, diet foods, no-smoking signs, and mowing the lawn.

I like Sonic games from the Genesis days, tolerate the Sonic Adventure series, can stomach Sonic Heroes, and can't stand the rest.

And there is only one true story of Sonic, SatAM.


#25 E122Psi

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Posted 17 November 2014 - 08:52 AM

Just to note, Sally in Sonic 1's update is underway. I thought I might check this little update with you first before it's finished though:
 
2z83yw4.jpg
2wgrl76.jpg
 
Sally now has a 'hack' ability. :biggrin:
 
It's programmed onto the B button, with a unique laser animation. What monitors change into what varies so as to not god mod the move too much (don't expect to turn that batch of ring monitors into extra lives). :P I'm not sure what other objects I could add affect with it (my programming skills are limited), though I could see how possible it is to have it deactivate certain obstacles and what not.
 
I want to go through this with you guys first since I'm not sure about it. On one hand it's a little extra to making Sally more unique (and is a nice nod to her Mars concept notes), but it also clutters up the controls a little (needing two buttons was already a stretch for the old series, let alone all three) and I worry it might make Sally too unbalanced. What's the verdict?
 
If it's approved, I'll likely update Sonic 2 accordingly.

 

 



#26 Prince ByTor

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Posted 17 November 2014 - 02:27 PM

I like the idea; you're starting to make it it's own game. I cannot wait to try it out!



#27 furrykef

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Posted 18 November 2014 - 01:38 AM

It's a cute idea, but does it improve gameplay? Does it add depth that wasn't previously there? Seems to me every box of rings would be an auto-hack since almost anything else they'd offer would be an improvement.

#28 E122Psi

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Posted 18 November 2014 - 09:27 AM

It's a cute idea, but does it improve gameplay? Does it add depth that wasn't previously there? Seems to me every box of rings would be an auto-hack since almost anything else they'd offer would be an improvement.

As said, there will be a limitation to what monitors can change into what, so it doesn't end up a cheat mode. So far it's certain ones can only change into one particular other monitor, and back to vice versa. Say you have a shield, but there are ring monitors that turn into shields. Obviously it would be more efficient not to use the move, or to alter that next shield monitor into a ring one.

 

As said I also want to look into programming it into other objects, such as deactivation certain obstacles and what not, but it's proving more complex than I thought.

 

It's meant to be a small privilege the character has when going through the level, like how Knuckles can't jump as high as Sonic or use shield moves, but can glide or climb to his own short cuts and easter eggs. I want to make going through the game as Sally a more unique experience, with ways you can alter your play through every time, albeit while keeping a balance and not making her 'Sonic but with more abilities'.

 

It also works a bit into Sally's character. She's weaker and slower than Sonic, she can't just rush through the game like crazy. You make a proper plan into how you go through and what can be exploited however, you have an advantage he doesn't. Sonic's spontaneous fast paced action, Sally's stealthy, precision based exploration.

 

I think it helps that Sonic 1 is the most even in terms of speed and platforming. You get punished for going too fast and not following the proper methods and puzzles, but you also get punished for dithering about too much and not keeping time and momentum.

 

 

 

 

 

 

 

 



#29 E122Psi

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Posted 21 November 2014 - 08:01 PM

And as promised, here is the new revision of Sally in Sonic 1:

 

http://info.sonicret...ic_the_Hedgehog

 

The projectile has been added like in Sonic 2, as has the scan mode attack (press B to use). Try it out on different obstacles and see if anything happens. Some cosmetics such as the pallettes have also been given a bit of a tweak.

 

Things are still a bit buggy, not all the objects work properly with the scan attack (it also has problems hitting monitors from close up for some reason), though hopefully I can make a bugfix for those in due time. Enjoy. :biggrin:



#30 E122Psi

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Posted 10 January 2015 - 12:35 AM

Just to note that Sonic 2 has been updated with the scan mode ability and both hacks have been given a few bug fixes. Also I've started another little project as a tribute to Cavanaugh:

 

r1k2g9.jpg

 

Likely be a while before it's released, the sprites aren't done yet and the arm programming is in very early stages.

 

She'll likely have a spin-less move set like Sally, and also have a jet hover ability and the ability to run through walls like Knuckles.



#31 E122Psi

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Posted 05 May 2015 - 09:44 AM

And after a long while of teasing, here it is, the last in the Sally trilogy:
 
15xmxrp.png
jt1aud.png
 
Controls are the same as the Sonic 2 hack.
 
Controls:
 
A - NICOLE laser attack.
B - NICOLE scan.
C - Jump
Down + Forward - Slide.
C while sliding - Summersault.
Down + NICOLE in air - Downward fire.
 
This is a very early build. I'm having trouble getting the laser attack to work on a lot of objects, though you should be able to progress through using jump and slide attacks on certain obstacles (Knuckles is beatable if you land directly on top of him). If there are any parts you get stuck please tell me.
 
Scan mode is incomplete, it only works on monitors so far. Some sprites are also incomplete. I have noticed some random moments the game resets as well.
 
Download:
 
 
Special thanks flamewing, Selbi, Markeyjester and whole bunch of other people on both Retro and SSRG.


#32 Speedy_25

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Posted 05 May 2015 - 06:45 PM

that is incredible!   :thumbsup: :mind-blowing:   Now, does the third installment include all levels from both sonic 3 and sonic and kuckles put together?



#33 Nightmus

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Posted 27 May 2015 - 11:43 AM

Played through Sally/Sonic 2 a couple of days ago, it plays like a completely different game. The animation is beyond awesome and the controls are fluid. A lot more challenging than the original, but great game nevertheless!
 
I saw a playthrough video on youtube and thought Sally/Sonic 3 or S&K was unfinished due to Tails' plane bug in Marble Garden. But looks like it should be working after all. Can't wait to play it!
 
E122Psi, you are the greatest, thank you, thank you, thank you!!  :sally:  :wub_anim:

Edited by furrykef, 27 May 2015 - 04:34 PM.
black text was unreadable with certain forum skins


#34 E122Psi

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Posted 3 weeks ago

While the hack sometimes crashes due to checksum errors, the Tails glitch in the video I think was just a one off as likely to happen in the original. I haven't got it to happen while testing the game anyway.

 

And yes, the game is built on S3+K locked on, so it features both set of levels.

 

On a side note, Bunnie in Sonic 1 is nearing completion. :D



#35 furrykef

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Posted 3 weeks ago

You and I need to do something together sometime, E122Psi. I'm a pretty good ROM hacker myself and I bet together we could set the world ablaze.

Or something.

#36 E122Psi

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Posted A week ago

Perhaps sometime. You should come to Retro at some point.

 

So anyway after a long while of teasing, here it finally is:
2afmzhg.png
 
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:
 

In tribute of Christine Cavanaugh:

1963-2014

 



#37 Shadow

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Posted A week ago

Have you thought about changing the Eggman game sprites to SatAM Robotnik at all? I know you made some.


IxXnFrm.png


#38 Speedy_25

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Posted A week ago

Have you thought about changing the Eggman game sprites to SatAM Robotnik at all? I know you made some.

 

that would be pretty cool, and more towards looking SatAM



#39 Scott Reese

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Posted 2 days ago

Wow. You have revived my crush on Sally with this mod. I literally just drooled on myself as I loaded up my Genesis emulator. :biggrin: I also feel bad for my poor Princess, I keep trying to drop her right onto the enemies. Force of habit lol.

 

Awesome mod! 






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