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Sonic: Scorched Quest (AKA Burned Edition) SHC2016 pre-3.0 release

#1 User is offline Painto maniak 

Posted 19 October 2015 - 10:57 AM

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Posted Image
It's back after a year! I don't I have to write much about it, as it's on both SHC entry and the website, so I'll write shortly.

New features of this version are:
  • New zones & acts playable: GHZ, BHZ (fully), RMZ (fully), FYZ (1&2), BLZ (fully), FLZ (1&2), MBZ (1&2), Special Stages (fully)
  • Bosses in every act, except for Flame Yard 2
  • Fixed various issues
  • New songs by LuigiXHero, Bakayote & me
  • Other things you may notice


Screenshots:
Posted ImagePosted Image
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Downloads & stuff:


C&C as always welcome.

Old post:
Spoiler

This post has been edited by Painto maniak: 12 November 2016 - 03:58 AM

#2 User is offline Laura 

Posted 19 October 2015 - 11:37 AM

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Ah man, I loved Burned Hill Zone, especially the music. Glad to see the same composer is back!

#3 User is offline Overlord 

Posted 19 October 2015 - 01:21 PM

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Good god man, where's your webserver hosted, 1996? =P

#4 User is offline rata 

Posted 19 October 2015 - 01:35 PM

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Do not dare to complain, Overlord:
Posted Image


#5 User is offline Painto maniak 

Posted 19 October 2015 - 01:59 PM

  • I am the Painto
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Meh, as always I must have something wrong. Nevermind, try this. Sorry for problems :<

#6 User is offline rata 

Posted 19 October 2015 - 02:40 PM

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Now it works perfectly, thank you very much. I got stuck in here, lucky me that I always have a save state at the beggining of the act:
Posted Image


#7 User is offline Overlord 

Posted 19 October 2015 - 03:39 PM

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I can't say I'm a fan of your music or level layout choices if I'm honest, but I like what you've done with the bosses, so good job on those!

#8 User is offline Vangar 

Posted 19 October 2015 - 09:40 PM

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View Postrata, on 19 October 2015 - 02:40 PM, said:

Now it works perfectly, thank you very much. I got stuck in here, lucky me that I always have a save state at the beggining of the act:
Posted Image


I was about to post that I got stuck here, but looks like I'm not the only one!

Good hack though.

#9 User is offline redhotsonic 

Posted 23 October 2015 - 11:09 AM

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Let's Try this hack then:



#10 User is offline Clownacy 

Posted 28 October 2015 - 08:29 AM

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Since SSRG is still down, I guess I'm posting this here...

Rant time. Spoilers maybe. Firstly, you've probably heard enough of it, but the opening's spelling and grammar needs addressing. The music also pauses in between screens, for some reason. It's also pretty annoying that, as you're trying to understand the awkward English, the cutscene goes to the next screen automatically. As for the levels, Green Hill has bottomless pits, blatant ones at that. You wanna see what alternate route lies under that burned bridge? Nope. Death. Also, you ported REV01's background deformation, but not REV01's chunks, meaning MZ's background has some clouds that scroll with the mountains. Speaking of MZ, act 1 starts with lava, a fireball spawner, and no rings. What an easy way to lose lives. SYZ 1 has a vertical yellow spring that doesn't have its art loaded, as well. The hack in general desperately needs optimisation. When SSRG comes back, I'll add a link to MarkeyJester's optimised water ripple/heat wave code. Porting S3K's priority manager isn't that hard, either, though I imagine it depends on the flexibility of your disasm.

The bosses have some problems, too: the Giant Orbi's a little hard to figure out on your first try, mainly because normal orbinauts are red, but that doesn't mean they hurt you if you jump into them, especially when they don't have any projectiles around them. Maybe if they flashed using a palette cycle? The implication could even be that the Flame Emeralds made them go super. Speaking of flashing, when the boss goes from blue to red, after you hurt it, the flicker isn't too obvious. On my hardware, the boss goes a near-unnoticeable shade darker, which made me think it wasn't changing at all, only for me to get hurt when I went to hit it again. The act 2 boss has the same problem where it looks and acts normal for the most part, yet you can't hit it when it's flying across the ground, despite the badnik variant not hurting you if you hit it when it does that. Same goes for the Yadrin boss. Why does it have spikes if the rest of it hurts you? Oh, right. He's red, not purple. In a game where's everything's tinted red (even Eggman), is it that inexcusable to see light red as purple or pink? At least this isn't the case with the Basaran, which isn't normally red, but that boss is just misleading in a different way: you hit it, it goes purple, so I assume it's turning red, like the first boss, but when it goes off-screen and comes back, it will occasionally still be blue. Also, when the boss is red, it doesn't turn purple to indicate it's turning blue again; it will just come on-screen suddenly blue without any coordination. GHZ act 3's boss has the same problem, coming on-screen either vulnerable or not, with no reason or warning. Some bosses also have a problem of flying in from the right side of the screen, hitting anyone that isn't hugging the other side. People didn't like this in Cybernetic Outbreak, so I assume I'm not the only one that doesn't like it here.

In fact, there's a problem most bosses share: they behave like S1's final boss, where, most of the time, you can't even hit them. You just spend most of your time waiting, or dodging some slow-moving projectiles. It's more forgiveable with bosses like MZ act 3, where you're not the one hurting Eggman, but still. Maybe I'm forgetting something, but the usual S1-S3K bosses let you hurt them whenever. Maybe it's intentional, I mean, hacks don't have to be Sonic-style, but still, I liked it when the player was the deciding force of the battle, not the boss. Really, who likes FZ's boss or SCZ for making the player wait?

Anyway, since you seem to be going for an SCD-style Sonic, might I recommend removing the roll-jump control lock? This is something SCD did, and I love how it improves mobility. The quick and dirty way of removing it is to go to Sonic_ChgJumpDir, and comment out the 'btst #4,$22(a0)' and 'bne.s Obj01_ResetScr2'.
This post has been edited by Clownacy: 28 October 2015 - 08:31 AM

#11 User is offline rata 

Posted 28 October 2015 - 10:21 AM

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SCZ boss? Which zone from which game and which boss? I'm lost now...

#12 User is offline Clownacy 

Posted 28 October 2015 - 10:23 AM

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Do I have to explain my grammar, of all things? I didn't say "SCZ's boss" or "FZ's boss or SCZ's"; I said "FZ's boss or SCZ", as in "FZ's boss" and "SCZ in general".
This post has been edited by Clownacy: 28 October 2015 - 10:31 AM

#13 User is offline redhotsonic 

Posted 28 October 2015 - 10:57 AM

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To be fair, I thought you meant SCZ boss too, but then, my grammar isn't the best, as you already know.


View PostClownacy, on 28 October 2015 - 08:29 AM, said:

Also, you ported REV01's background deformation, but not REV01's chunks, meaning MZ's background has some clouds that scroll with the mountains.


You spotted that in my hack too. You defintely have a keen eye... sometimes =P


EDIT: Spellings, but at least it wasn't grammar lol
This post has been edited by redhotsonic: 28 October 2015 - 02:39 PM

#14 User is offline rata 

Posted 28 October 2015 - 11:56 AM

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Sorry, Im a little dumb. Anyway, I had to search in all sonics to find a zone that matches SCZ... boy, I really don't remember Sonic 2...

#15 User is offline Painto maniak 

Posted 05 January 2016 - 06:21 PM

  • I am the Painto
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(Bump for a reason I guess) We are working hard on our hack and from the SHC version we added a lot of things: corrected the spelling, changed the name, added few new songs, new boss fights, title screen and we even brought back to life a well-known Sonic's enemy. We also changed the Special Stages a bit and it's a thing we wanted to show, because we want to keep in secret almost all of the new things. More information about the stage you'll find in video's description. I hope you'll like it. Comments and feedback as always are welcome.


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