
Green Hill Zone Act 1 Remake Beta
by llamaguy
Description
- Original physics engine by @tomicool (https://scratch.mit.edu/projects/74711180) - All other code by me (Check out my engine https://scratch.mit.edu/projects/533840820/ to see how this project works) - Assets (and original game) created by SEGA, and taken from The Spriter's Resource, The Sounds Resource, and sonicKAI on YouTube - Inspired by @3k298's recreation of Super Mario Bros. (https://scratch.mit.edu/projects/504514740/) Still in beta; lots more to add! I eventually want to get this to the point where it's virtually indistinguishable from the original! Will be remade with an updated engine at some point. Check out some of my other projects here: https://scratch.mit.edu/studios/30349805 Changelog: February 2, 2022: - NO MORE LAG!!!!11! (almost--it's actually a problem with Scratch that I can't really fix :/) - added scores, except for end tally - added pushing animation - moving platforms move in sync with each other (Thanks @MentalBox!) - fish move in sync and at the right speed - terrain now rolls properly everywhere October 27, 2021: - implemented new system for the loop-de-loop that reduces lag - script for clones of the "Collision Terrain" sprite is now MUCH more human-readable (for those who want to use it :D) and efficient - no more accidental collisions with monitors and springs when you're supposed to be breaking them/jumping on them - can now jump up through moving platforms - killing a badnik with an upwards velocity makes you not jump as high - Simplified ring scattering script thanks to observation by @pullmehair - various improvements to ring scatter - Sonic can moonwalk (if you run, jump, and face the other direction mid-air, he'll continue to move forward but now face backward) - adjusted acceleration speed and deceleration (and skidding) speed - added speed cap (I might need to lower it though) - can no longer change directions when jumping while rolling - adjusted how long intro lasts - added that annoying thing where spikes can still kill you after taking damage - this also fixes the issue where standing on spikes again after collecting back some lost rings will give you a whole ton of rings - improved animation for collapsing/crumbling platforms - adjusted spinning speed - adjusted direction of motion when taking damage - SEGA and Sonic Team logos turn blue as they fade - the camera moves slightly horizontally depending on the direction of motion July 27, 2021 (first update): - fixed most instances of falling through the floor - fixed draw distance issues - fixed not colliding with some objects - improved monitor behavior - fixed issue with getting stuck in spikes when hitting them - improved spinning animation - improved load times, in part by loading the level as soon as the project starts rather than after the intro happens - fixed issue with fade-out animation happening twice upon death #games #game #sonic #sonicthehedgehog #8bit #16bit #platformer
Instructions
Arrow keys to move, Z to jump. No spindash, as per the original game. For the most authentic experience (as the original ran in 60 fps and not Scratch's 30 fps), run in Turbowarp with interpolation on: https://turbowarp.org/547309444?interpolate
Project Details
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