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Sonic 1 Color Contrast Beta 5.95

#91 User is offline Josh 

Posted 24 July 2014 - 09:35 AM

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Flattered to see you went with TGC's shield idea, and really looking forward to playing this for the channel again with all the navigational improvements!

#92 User is offline TheInvisibleSun 

Posted 26 July 2014 - 03:08 PM

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View PostJosh, on 24 July 2014 - 09:35 AM, said:

Flattered to see you went with TGC's shield idea, and really looking forward to playing this for the channel again with all the navigational improvements!


Well, I didn't quite go with the idea in the video (which if I recall was the 'rotating shield arrow', right? I wish the video didn't get deleted in all that mess before; I don't quite remember), but that day you guys definitely got me thinking about making some way to drop hints, so I decided to add the arrows near the monitors. The shield thing though could be really difficult to do, because the shield would require 7 new frames, that would change depending Sonic's location in respect to specific monitor coordinates per act. One day, I'll give a more serious effort in making it happen, but I don't have much time before the contest, unfortunately.

Speaking of improvements, I updated the HUD:

View PostKnucklez, on 21 August 2013 - 06:39 PM, said:

If you disabled the TimeOver, then why have a time in the HUD at all? Granted, time does contribute to your score. So perhaps have the timer running elsewhere, just not visibly? And at the end of each act, see your 'mystery' time and receive a score respective to your time. I don't know. I think its a good idea.


Posted Image

The HUD now shows how many monitors you've collected out of the total for the level in place of the time. When you reach the end of the stage, it changes to display your time, and time bonus.

#93 User is offline TheInvisibleSun 

Posted 01 August 2014 - 02:55 PM

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Posted Image

Added this yesterday. This option comes up at the very beginning of Classic Mode, but before starting each act in Adventure Mode. I felt conflicted about the difficulty a bit, but wasn't sure whether to add this as an option or not. When people commented on the hint arrows, it reminded me that there were people interested in the difficult game, so I decided to prioritize it and add the feature for the contest release.

#94 User is offline TheInvisibleSun 

Posted 04 August 2014 - 01:26 PM

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#95 User is offline TheInvisibleSun 

Posted 31 December 2014 - 06:38 PM

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Anyone else tired of the Sonic 1 Special Stages?



New Special Stage gimmick. Collect Rings to gradually restore color to the Special Zone! Collect enough, and switches will direct you to the emerald. Fall short, and they kick you out of the stage. As this is a test layout, I do plan to make them a bit bigger (with platforming sections and what not), and with signage that tells you what to do.

Also added this to the Hint Menu, so people know that they can go back to the hub as they please in Adventure Mode without soft resetting:

Posted Image
This post has been edited by TheInvisibleSun: 31 December 2014 - 06:42 PM

#96 User is offline Josh 

Posted 31 December 2014 - 07:39 PM

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The new Special Zone style looks promising! And yes, I am sick of those stages, haha. The hint menu addition is gonna be really helpful to new players, too.

#97 User is offline TheInvisibleSun 

Posted 26 November 2016 - 04:20 AM

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Long Overdue Update:

As some of you may or may not know, last year I received a very important career opportunity that, while successful, essentially kept me from working on the hack for a long time, sapping away my time and passion for the project for a while. I planned on releasing a version that fixed some of the issues of the SHC 2014 Version, and to show off a bit of the new special stage, but life took over and I never got around to implementing what I wanted to for the next release (resulting in an almost two year long hiatus away from the project!). However, recently I've had some time off from grad school today, so with a burst of inspiration I decided to work in some fixes/updates!

This new build (5.9) features:

-No Special Stages at the moment (sorry Josh), until I can fix the Special Stage 'gamemode glitch' I keep encountering.

However, it is currently replaced with an "Emerald Lamppost" system; after 100%'ing a level, being near a lamppost will cause Sonic and the lamppost to flash. Hit it, and you get an emerald. For Classic Mode, simply 100% a stage, and grab the Giant Ring at the end to get the emerald.

-New Overworld for Adventure Mode, which takes place in Scrap Brain Zone. This small area contains teleporters which send you to each of the Zone Hubs, and a door to the Final Level(s), which are only accessible after either getting all emeralds, or 'passing' every stage (any%) and recoloring each of the hubs.

-Free, open world movement is now enabled. After seeing how many times the SHC media had to slog though Green Hill Zone variants in the past two years, I felt it was better for the flow of the game for the player to be able to go to whatever zone they wanted to, and tackle the game in however order they so choose (especially since Green Hill is ironically one of the more difficult Zones to complete).

-A bunch of 2-year old fixes that never actually made it to a public release.


Known Bugs/Problems:

-Rom is not 'Padded to the Power of 2' at the moment - I feel a little silly saying this, but I'm not sure how to do this in Sonic 1, as I didn't see an option for it near the top of the rom :flunked:/>/>/>/>

-Some of the visual problems of the menus still remain.

-For some reason, after completing Green Hill's Hub palette, I noticed that the first palette lines for Marble Hub and Spring Yard Hub, automatically restore themselves. I can't seem to pinpoint the issue, but since I can't work on it after today, it might have to remain a mystery until I can, unfortunately.

-Getting a Chaos Emerald in the hubs turn the music off, but the music monitor does turn it back on.

Please report any additional bugs you may encounter in this release; any feedback is very much appreciated! (Hopefully, this version isn't a broken mess haha)

Download

If things aren't too broken, I'll update the Wiki, First Post, and maybe even finally put it on Steam officially.

EDIT: Whoops, found some issues; link updated.
This post has been edited by TheInvisibleSun: 26 November 2016 - 02:46 PM

#98 User is offline Modern 

Posted 13 August 2017 - 09:21 PM

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Hi there! Sorry to bump this ancient thread, but I wanted to say that I recently spent my weekend playing through your hack and I have a few things to say:

1. I was slightly disappointed that you didn't include any zones past spring yard zone in your latest release. I figured they might be unlockable, and the boss switch had to be beaten to unlock the next set of zones, but it just sent me to the final zone.

2. Speaking of which, the spring yard hub still has the pathway to labyrinth zone, even though that zone isn't playable (entering returns you to scrap brain zone.)

3. The game crashes after you beat the final boss. Granted I didn't get all the emeralds, so that might have caused it, but the game simply softlocks after sonic reaches the edge of the platform and looks up at robotnik.

4. The hint option screen can be a little screwy with the graphics, I'm not sure why.

5. There's a random shield/jump box in the scrap brain overworld, even though there's no platforming in the area that requires it.

6. Even after you unlock the final zone and restore the color to scrap brain, the music isn't restored.

That's really all I have to say on the matter. I went ahead and updated the wiki so it's relevant with the current build, if that helps. Cheers!

#99 User is offline TheInvisibleSun 

Posted 14 August 2017 - 12:09 AM

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Thanks for your comments, I'm happy to finally get some feedback on that build!

However, there was a reason why I never uploaded that one to the wiki; as I stated in my last post, I needed to know if this build wasn't too buggy before putting it on the wiki yet. This release was quite experimental, and likely much less stable than the 2014 Hacking Contest version (there are many bug fixes, but some of the added features may have introduced new bugs here and there.).

Concerning your points,

1. At the moment, Labyrinth, Star Light, and Scrap Brain are very unfinished. These levels take a great deal of time to design (as there are more gimmicks and details to take into account)! Because of life reasons, I haven't worked on the hack in quite some time; I decided to lock those zones away from general gameplay simply because they were unfinished. One day, I'll get back to it, but not in any time soon.

2. As such, the 'LZ entrance' was always a temporary path to FZ, as Labyrinth and the like are not playable at the moment.

3. Not sure why this happens; I remember testing and correcting this, but again, this could be a new bug that surfaced similar to the Special Stage issue that came up. What emulator/hardware are you using? Did you collect any emeralds? Also, there is more to that level if you collect every emerald; this shouldn't lock up the game, as no game mode changes occur yet here.

4. I'm aware of this one, but I haven't gotten around to fixing it yet.

5. That's there just as something to play with in the HUB, so that players can see what the power up does, but again, it's another half-implemented feature. In a perfect world, I'd have an Erazor-styled tutorial stage, but not yet unfortunately.

6. I thought I had programmed this in, but this could be a bug/oversight that slipped through there.

I'm really thrilled to finally have feedback on this, so thanks for your comments!

However,given the issues in this build, I'd like the wiki page to stay the way it was (or at least feature the 2014 version more prominently as the main version). I'd change it back myself, but I'm currently moving, and I don't have access to a decent internet connection, or my files and disassemblies.

One day, I'll return to work on this to fix these issues and add the new content, but for now, I'm on an indefinite hiatus.

#100 User is offline Modern 

Posted 15 August 2017 - 04:23 PM

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View PostTheInvisibleSun, on 14 August 2017 - 12:09 AM, said:

Thanks for your comments, I'm happy to finally get some feedback on that build!

However, there was a reason why I never uploaded that one to the wiki; as I stated in my last post, I needed to know if this build wasn't too buggy before putting it on the wiki yet. This release was quite experimental, and likely much less stable than the 2014 Hacking Contest version (there are many bug fixes, but some of the added features may have introduced new bugs here and there.).

Concerning your points,

1. At the moment, Labyrinth, Star Light, and Scrap Brain are very unfinished. These levels take a great deal of time to design (as there are more gimmicks and details to take into account)! Because of life reasons, I haven't worked on the hack in quite some time; I decided to lock those zones away from general gameplay simply because they were unfinished. One day, I'll get back to it, but not in any time soon.

2. As such, the 'LZ entrance' was always a temporary path to FZ, as Labyrinth and the like are not playable at the moment.

3. Not sure why this happens; I remember testing and correcting this, but again, this could be a new bug that surfaced similar to the Special Stage issue that came up. What emulator/hardware are you using? Did you collect any emeralds? Also, there is more to that level if you collect every emerald; this shouldn't lock up the game, as no game mode changes occur yet here.

4. I'm aware of this one, but I haven't gotten around to fixing it yet.

5. That's there just as something to play with in the HUB, so that players can see what the power up does, but again, it's another half-implemented feature. In a perfect world, I'd have an Erazor-styled tutorial stage, but not yet unfortunately.

6. I thought I had programmed this in, but this could be a bug/oversight that slipped through there.

I'm really thrilled to finally have feedback on this, so thanks for your comments!

However,given the issues in this build, I'd like the wiki page to stay the way it was (or at least feature the 2014 version more prominently as the main version). I'd change it back myself, but I'm currently moving, and I don't have access to a decent internet connection, or my files and disassemblies.

One day, I'll return to work on this to fix these issues and add the new content, but for now, I'm on an indefinite hiatus.

I'd be more than happy to modify the page, however personally I think it would be better to feature the newer build more prominently, as I don't think many are even aware this version even exists. Essentially if more people are made aware of the build, they'd be more inclined to contribute and help fix the bugs. Just my opinion though!

(Also I hadn't gotten all the chaos emeralds, so that may have been the issue. I use the Genesis MD emulator for android though from what I experienced no issues were present due to it.)

#101 User is offline TheInvisibleSun 

Posted 15 August 2017 - 08:32 PM

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Where else would I get proper feedback other than forums? Putting it on the wiki implies that the release was a polished public product (which, evidenced by your post, is clearly not the case). The original plan was that I would receive any initial feedback and upload a more definitive, bug-fixed version. However, I never really got any real constructive responses for the release until now, so that couldn't really happen according to plan. (There were also some known bugs I couldn't quite sort out).

This version was not for random youtubers to blindly showcase everything wrong with the hack; it was to get actual constructive feedback (though I should probably ask people to beta test in the future).

Therefore, I would really appreciate it if you didn't upload ROMs to the wiki that I, as the author, did not want on there yet (I specifically stated as such in my previous post).

Also, I asked about the emulator because some tend to behave differently. I had not tested on that emulator, so that could be one of many possible reasons why the bug was missed.

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