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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

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