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Sonic Zeta Overdrive

#61 User is offline RGamer2009 

Posted 28 June 2009 - 08:58 PM

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YAY! BEAN!!

This hack is gonna be sweet!

#62 User is offline Overlord 

Posted 29 June 2009 - 02:41 PM

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I like the loop at the end of the act. Nice touch =P But what Sik said - what happens if you fail to get though the loop?

#63 User is offline Mikel 

Posted 29 June 2009 - 04:27 PM

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QUOTE (Overlord @ Jun 29 2009, 11:41 AM)
But what Sik said - what happens if you fail to get though the loop?

Well, to answer this question, if you are too slow to get past the loop, then you won't be able to finish the act and you will be stuck, but if you are too fast to get past the loop, then you will finish the act and you won't be stuck.

And I fixed the signpost in the loop issue already, you will be able to finish EHZ1 without getting past the loop to finish the level.

—Update 7/25/09—

I am releasing the SAGE Build of my hack in here, be sure to check it out:

Sonic Zeta Overdrive Release 2.5 (The SAGE beta)

This is basically Release 2.5, Release 3 will still be the name of the hacking contest build, and Release 2.5 has some of the features that are in Release 3 (I.E. Jump dash, Super Peel-Out, the New ARZ1 Layout, etc), but it lacks most of the features that will be in Release 3 (Bean as a playable character, Kula Diamond as a Boss, the new QVZ Layout, the new ARZ2 layout, the new MTZ Layouts for the first two acts, the "Get stuck on the loop at the end of EHZ1" issue, etc).

Oh, and levels in this build are EHZ, CPZ, ARZ1, HTZ, OOZ, DEZ, and to get to Level Select, go to 2 Player VS, and Press Start (I can't seem to find a way how to change the 2 Player VS Text in the Disassembly).
This post has been edited by Mikel: 03 August 2009 - 02:46 PM

#64 User is offline Mikel 

Posted 13 August 2009 - 12:21 PM

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Sorry for the double post, but it's update time! Hacking Contest 2009 edition.

As the hacking contest deadline is almost there, I am announcing the following change of plans for my hack in the hacking contest 2009 beta:

1. Bean the Dynamite will be playable, he will have the Jump Dash and the High Speed Dash, but he will lack the bomb toss ability, since I suck at programming projectiles, and some of the sprites will be the same as the others.

2. There's a possibility that Kula Diamond might not make it to the hacking contest build of my hack, since I get many errors when I build the rom by adding her sprites, mappings and her code, so don't expect kula to be a boss in my hack anytime soon.

3. There will be new level layouts for ARZ2, HTZ1 and MTZ acts 1 and 2, the Metropolis Zone layouts are done by UtopiaUK and I made the HTZ1 and ARZ2 layouts by hand, I will also include the EHZ1 revamp that I have completed in June, HTZ1 and HTZ2 will have new palettes since I will use the winter theme for another level, and the EHZ1 palette will receive a minor change (The grass is now green instead of yellow, and the background clouds are darker), and CNZ might receive new layouts, also by UtopiaUK.

4. There will be new level art for MTZ, also done by UtopiaUK, and it's only for the background of MTZ, the EHZ level art however, will now use the original Sonic 2 EHZ art.

5. Two Player VS will be removed from my hack, since I want this hack to be a 1 Player hack, and I will reveal the reasons of why I removed 2 player from my hack.

6. Debug mode will be disabled, and level select is now available from the title screen menu replacing Two Player VS.

7. Last but not least, all of the levels will be playable, most of the levels will receive new palettes, and the "Get stuck on the loop at the end of EHZ1" issue is no longer there, since I made the end of EHZ1 a little longer.

So, I hope to see you all at this year's hacking contest, and I hope that you all will have fun playing Sonic Zeta Overdrive at this year's hacking contest.
This post has been edited by Mikel: 13 August 2009 - 06:07 PM

#65 User is offline Ravenfreak 

Posted 13 August 2009 - 01:54 PM

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I just downloaded the SAGE beta, and I enjoyed it. ^^ I'm looking forward to the Hacking Contest Beta and the final release. thumbsup.png

#66 User is offline DalekSam 

Posted 13 August 2009 - 02:42 PM

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I just sure hope you deliver what you promise.

As we all know, if you can't deliver, all the things that people have hyped will, you know, be disapointed.

Good luck on the main run, though!

#67 User is offline Peruant 

Posted 13 August 2009 - 06:59 PM

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It's actually good to see this hack back again. Pretty cool to see revamps of current level art. I for one can wait patiently for new arts and other stuff.

#68 User is offline Mikel 

Posted 14 August 2009 - 10:00 AM

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QUOTE (Peruant @ Aug 13 2009, 03:59 PM)
It's actually good to see this hack back again. Pretty cool to see revamps of current level art. I for one can wait patiently for new arts and other stuff.


Well, I did say that EHZ will use the original EHZ art from Sonic 2, but I didn't mention that CNZ will receive minor art changes, and I already mentioned that MTZ will receive new background art.

On a side note of characters, I did mention that Bean will use the same sprites on some animations, I edited the Sonic 3 Sonic sprites to make them look like Bean, and like I said Bean will not have the bomb toss ability in the hacking contest build.

Update: Bean gameplay video uploaded:

Bean in Quartz Valley Zone (Emerald Hill) Act 1 Gameplay
This post has been edited by Mikel: 14 August 2009 - 10:47 AM

#69 User is offline UtopiaUK 

Posted 14 August 2009 - 10:53 AM

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An absolute masterpiece. Well done Mikel. It is brilliant.

#70 User is offline Chaud 

Posted 15 August 2009 - 09:30 PM

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QUOTE (Mikel @ Aug 14 2009, 10:00 AM)
Update: Bean gameplay video uploaded:

Bean in Quartz Valley Zone (Emerald Hill) Act 1 Gameplay


I loved it, but something is strange... The colors appear to be a little washed-out?

Maybe it's just me. A really, really good work, btw! smile.png

#71 User is offline Mikel 

Posted 23 August 2009 - 12:19 PM

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Sonic Zeta Overdrive Release 3 (AKA the Hacking Contest 2009 build)

Ok, I am going to release the hacking contest build of my hack right now, here are some changes:

* Bean is playable, but the spriteset is incomplete since a few animations use some of the same sprites, two of the balancing sprites accidently have Sonic's nose, he doesn't have his bomb toss ability, and he has Sonic's underwater palette, but I'll fix that soon.
* HTZ has new art, and a new palette since I will use the snow theme for another level, and there is a bug with the Rexon's art, I'll fix it soon.
* UtopiaUK's CNZ layouts are not in this build, since he accidently changed the level size in SonED2 for CNZ1 and CNZ2, and his CNZ art is not present.
* UtopiaUK's MTZ Layouts for MTZ1 and MTZ2 are in this build, as well as new art for the background, and the clouds will be changed soon, and Kula Diamond is not the boss, since I already mentioned that I get errors by adding her mappings, sprites, and code to my hack's source.
* Aquatic Ruin Zone Act 2 has a new layout, and a new palette only for Act 2, since I have dynamic palettes for other levels, such as EHZ, HTZ, OOZ.
* EHZ1 has a new layout, and a slightly edited palette, it uses the original EHZ art from Sonic 2, and the "Get stuck on the loop at the end of EHZ1" issue is no longer there.
* And Level Select will be available at the title screen, and two of the levels in the level select (HPZ and WZ) are not playable in the main game level order, debug mode is not available as well.

So, have fun, and enjoy the new Hacking Contest Build!

Comments, suggestions, and criticism are welcome, I hope to hear from you!

UPDATE: New build with palette, minor level/object layout, and MTZ art changes released.
This post has been edited by Mikel: 23 August 2009 - 07:37 PM

#72 User is offline Mr. Mash 

Posted 23 August 2009 - 01:41 PM

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heh, this is quite good fun, I like it!

#73 User is offline Wasphammer 

Posted 23 August 2009 - 08:38 PM

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I managed to kill Tails. The screw's collision is screwy, and Super Sonic really fux up zoomtubes in MTZ.
This post has been edited by Wasphammer: 23 August 2009 - 08:39 PM

#74 User is offline HighFrictionZone 

Posted 24 August 2009 - 12:00 AM

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I know Hidden Palace Zone is not at all completable, but I ALMOST completed it. If, you know, I could still interact with objects.

http://www.youtube.com/watch?v=3S3g6nR65Nw

Possible solution? Remove the jump dash? Make it so it cannot be performed too many times in a second or something? Disable jump dash if you just came off a really steep slope? There really isn't a way you can prevent people from climbing a slope like that with the jump dash without ruining the playability of the rest of the game. Good thing that's the only slope, and it really isn't beneficial to climb like that. Besides, doing shit that wasn't intended is half the fun of the game anyway!

#75 User is offline Mikel 

Posted 30 August 2009 - 08:04 PM

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QUOTE (HighFrictionZone @ Aug 23 2009, 09:00 PM)
I know Hidden Palace Zone is not at all completable, but I ALMOST completed it. If, you know, I could still interact with objects.

http://www.youtube.com/watch?v=3S3g6nR65Nw

Possible solution? Remove the jump dash? Make it so it cannot be performed too many times in a second or something? Disable jump dash if you just came off a really steep slope? There really isn't a way you can prevent people from climbing a slope like that with the jump dash without ruining the playability of the rest of the game. Good thing that's the only slope, and it really isn't beneficial to climb like that. Besides, doing shit that wasn't intended is half the fun of the game anyway!


Well, I was aware of that untill now, I just made Hidden Palace completable, and it is the seventh zone in this hack now as of the new update:

Sonic Zeta Overdrive Release 3.5 (Hacking Contest 2009 Build, Update 2)

This is the last update for the Hacking contest build, I fixed a couple of errors, added some DAC Samples, made Hidden Palace a fully completable 1-act level (Like I said above), and some new music, as well as edits of other songs, such as Marble from Sonic 1.

I hope you enjoy this build, and again, comments, suggestions, and criticism are welcome.

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