Originally posted by GregorOriginally posted by DevEdFeedback plz
cool
I'm not sure if making a Sonic game in SMW is such a feasible idea, considering how the classic Sonic games are based on gaining momentum, which I don't think is very easy to replicate in SMW.
But it's worth a shot, I suppose.
If you model the game after the Game Gear or Master System games, it could feasibly work rather well. I had a similar idea, and it only needed a couple very minor ASM hacks to do it.
First off, to replicate Rings, a custom block that would act as a coin and instantly turn Small Mario into Super Mario when touched, without the full "cinematic", for lack of a better term, that occurs when you pick up a Mushroom. (The GG/MS games didn't have the Rings go flying when you got hit.) As long as the graphics for Small Mario and Super Mario are the same, and have the same hitbox (which I'm sure a minor edit found in the ROM map would achieve), you'd have a seamless Ring system working.
Secondly, an ASM edit that would turn on ice physics when Mario ducked, and turn them off when he stopped ducking. That would do a passable imitation of Sonic rolling along the ground, and at a glance could pass visually for the physics. It wouldn't be perfect, but it would be much better than some Sonic fan-games I've seen.
Finally, an ASM edit that would cause Mario's ducking state to always count as sliding as long as he's moving left or right, so that it would kill enemies he ran into instead of the other way around.
The oldest Sonic games didn't have the Spin Dash, so you could get a passable imitation with these three edits. I would have done it a long time ago, but I don't know ASM hacking, and nobody ever replied to my requests.
Current Projects: "Legend of Zelda: Balance of Power" (A Zelda Classic quest)