SRB2/SA1-Styled Hammer Jump

[Open Assets] SRB2/SA1-Styled Hammer Jump 1.6

I can't speak much for how the other styles control since they're not really the main focus of the addon, but as for SRB2-styled Hammer Jump, this is probably the best implementation of the move into SRB2. Works exactly how you'd expect, makes playing as Amy more fun, and allows for cool tricks if you know how to time bouncing off the ground from a high drop.

Also, if you have any addon that allows Multihammer to be enabled, you can do challenges where you never touch the ground after leaving it. How can a mod that gives you the option to never touch the ground be worth any less than 5 stars?
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very epic addon love the styles
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I wish I could leave a better rating, but it's clear the move came out under cooked. Allow me to explain.

Adventure style has no hammer animation and you just go into the jump. You can't hammer again after hammer jump leaving Amy vulnerable unlike in Sonic adventure where she can keep hammer spinning until she hits the ground. This only works like adventure style in how to trigger it, but not in function.

Advance style also has no hammer animation and also just goes into the jump. Just like Adventure style, Amy can't hammer again after hammer jump unlike the source material where she was allowed at least one hammer spin. Custom 1 is not as intuitive as other inputs, but still works as intended.

SRB2 style uses the default hammer animations. However after the hammer bounce, Amy is unable to swing her hammer again. This problem makes it better to just crawla bounce instead of trying to hammer bounce as you can not only get a higher bounce, but it's an attack too.

Height from hammer jump appears to be negligible compared to the reference material for all 3 forms of the jump. In fact when compared to my jump height dev texture it was discovered that this makes Amy only go no higher than Super Sonic's jump when a much better height would be comparable to that of Fang's Tail bounce.

In its current state, I can't see myself using this.
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I suppose its okay, but it lacks some of the nuance of the original Advance Hammer Jump of needing to stop before it gets used, or like Adventure (which I assume inspired its Advance counterpart) where you need a running start. As it stands now, you're going to be using this jump far more than your normal jump due to being so much higher, effectively replacing Jump with Custom 1 when you load it. There's only a few instances where you would Jump instead of C1, like during a boss fight.

There's also virtually no wind up animation for her hammer swing. I actually couldn't see a single frame during this mode where the hammer is actually out. I can't remember off the top of my head if its like that in advance, but it does bother me a bit that this hammering move has little visible hammering (despite the hammer hitbox). If you had this loaded onto a server and didn't pay attention tot he filenames downloaded, you would be very confused at the moonjumping Amys going around.

Overall, the move is okay, but a few things with it bothered me.
Pyrakid Wolfo
Pyrakid Wolfo
In Sonic Advance, if you press Down and Hammer at the same time, you perform a hammer jump without losing *any* speed. I wanted to keep that in this mod. Granted, that requires alot more skill than just pressing custom 1 while running. The only speed you lose is by crouching, since crouching reduces your speed. If you press down enough to where you can perform the Hammer Jump, but you don't finish crouching, thats how you do a Hammer Jump while moving.

You can actually see the hammer frame before she goes into her "spinning state" while rising. Granted it only appears for a very small amount of frames. I feel like the ideal way to go about this would be to make sprites for her performing the hammer jump. You can kind of see her in her hammer frame while she's rising off of the ground and I didn't really want too much of that to be seen.

At least thats what I think. But yeah I do agree overall that most of the time using this move is better than using your standard jump, I feel like it has a lot to do with SRB2 being a 3D game and it's level design too though. There could also be other things about Sonic Advance's physics that I don't take into account of.

I could have made code to reduce the player's current momentum or speed when doing the move, but it just doesn't seem that hard to pull off a Perfect Hammer jump in advance and wouldnt want to make a move that would be inaccurate to the source material

I WILL SAY however, in some of the rom hacks of Sonic 1 and Sonic 2 that they put Amy in, Amy doesn't slow down in her crouch, she stops ***instantly***, therefore a perfect hammer jump is impossible in that case.
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