I usually don't play hacks of games when I haven't played the original version first. But if this is supposed to be an Asshole Edition, you should add Troll faces throughout the game, and "U MAD BRO?" text. I'd play it, just for laughs. You should call it Trolling Edition!
I don't think I'll make any graphical changes, or at least not yet. But it would be pretty hilarious to give Jacquio a Trollface. Maybe the Masked Devil, too. "He thinks only of trolling you!"
Now I tweaked the spawn code a little more, and made the bird AI MUCH harder. In the original game, the birds moved at a constant rate on the y-axis, and accelerated
at a constant rate on the x-axis. The result was that the birds tracked directly to Ryu's vertical position, but but would swoop horizontally back and forth. For the hack, I swap the behavior of the x and y axes every 4 seconds, so now they're much harder to hit and avoid. And now they always stay on-screen- the only way to get rid of them is to kill them. 4-2 is now practically a living hell to beat. It's barely doable, if you snag the timer and run like hell across the bridge to skip a few of the birds.
On the note of "hard by BAD design", I would like to hope that the enemies spawning in the screen at least don't look or behave like a glitchy or immersion-breaking mess.
Well, having enemies spawn in the middle of the screen does look a little janky, but you quickly get used to it. In the original game, the enemies also seem to materialize out of thin air, so it doesn't feel all that different. I also expanded the size of the spawn trigger zones, and that means that sometimes enemies spawn inside of walls or other places they aren't supposed to. It's only a problem for some enemies, so I might be able to selectively disable it for those enemies. Failing that, I'll just tone it down for the final product (I may need to do that anyway to balance the difficulty once I'm through making other changes).
For the sake of making the hack seem a bit more ambitious; do you think you can figure out a way to make the bosses more like Xbox-era hard-as-nails Ninja Gaiden bosses, rather than the pansy post-level breathers they are?
I'll try to make them tougher, but unless I add new animations (which seems extremely difficult), the options are pretty limited. The first two bosses just walk and swing their weapon. Maybe I could make them weave back and forth in a pseudo-random pattern.
I'll try to get a youtube video up pretty soon, then I'll make an official project thread.