I love the new Sega screen, and I love the Tidal Tempest art too! (Talking about the screenshot from the General Project Screenshot/Video thread.) I have to say that this hack is looking better and better, team no-name is awesome. :3
Sonic the Hedgehog 1 No-Name Presented by: Ritz Crackers and Team No-Name - Now with GEMS inside
#32
Posted 22 August 2010 - 03:08 PM
That is just plain beautiful. The best one I've seen thus far, next to Ecco 2's and Sonic 3D.
#33
Posted 22 August 2010 - 08:55 PM
Are you going to keep the spike bug, or are you going to fix it so spike damage behaves like the other Genesis games?
Spike bug, where? To my knowledge I have removed it as one of the first things on this Hack. It should behave like the other Genesis games...
Odd. First time I played it, I got hit with the spike bug in the last spike pit of Act 3, just before the boss. I played it again, and the spikes functioned normally. I don't know what's up with that. Maybe it was a one time glitch or something?
This post has been edited by Divine Insect: 22 August 2010 - 09:07 PM
#34
Posted 22 August 2010 - 09:09 PM
Are you going to keep the spike bug, or are you going to fix it so spike damage behaves like the other Genesis games?
Spike bug, where? To my knowledge I have removed it as one of the first things on this Hack. It should behave like the other Genesis games...
Odd. First time I played it, I got hit with the spike bug in the last spike pit of Act 3, just before the boss. I played it again, and the spikes functioned normally. I don't know what's up with that. Maybe it was a one time glitch or something?
I'm guessing you just stayed on the spikes too long without any rings.
#35
Posted 22 August 2010 - 09:58 PM
No, that wasn't the case. When it happened, it happened exactly like the spike bug does. I got hurt, and when I landed back on the spikes after falling backwards, I immediately died. Strange thing was, it seemed to only be a one time thing. I deliberately jumped on the spikes in the same spot, and they behaved normally. I could continue walking on them so long as I was hurt/blinking.
#36
Posted 23 August 2010 - 06:07 PM
No, that wasn't the case. When it happened, it happened exactly like the spike bug does. I got hurt, and when I landed back on the spikes after falling backwards, I immediately died. Strange thing was, it seemed to only be a one time thing. I deliberately jumped on the spikes in the same spot, and they behaved normally. I could continue walking on them so long as I was hurt/blinking.
That's pretty weird. Anyways, I hope to put up another release soon, so expect that, with more bugfixes!
#37
Posted 23 August 2010 - 09:42 PM
I'm honored that you named a team and hack after me. 
In all seriousness though, I like how the hack looks so far. Keep up the good work, dude.
In all seriousness though, I like how the hack looks so far. Keep up the good work, dude.
Thanks! I guess it's time for updates. After lots of hard work, we present the new Sega Screen (Special thanks to GenesisFan64, he helped us quite a bit):
Nice to see that you used the Sega Screen from the video game Asterix and the Power of The Gods, no one has ever thought of that before.
When I first saw it, I was like "Hmmmm..... I've seen that done before." and then it hit me, it was from that game I mentioned.
This post has been edited by Axel Letterman: 23 August 2010 - 09:43 PM
#38
Posted 23 August 2010 - 09:51 PM
I'm honored that you named a team and hack after me. 
In all seriousness though, I like how the hack looks so far. Keep up the good work, dude.
In all seriousness though, I like how the hack looks so far. Keep up the good work, dude.
Thanks! I guess it's time for updates. After lots of hard work, we present the new Sega Screen (Special thanks to GenesisFan64, he helped us quite a bit):
Nice to see that you used the Sega Screen from the video game Asterix and the Power of The Gods, no one has ever thought of that before.
When I first saw it, I was like "Hmmmm..... I've seen that done before." and then it hit me, it was from that game I mentioned.
Glad you all like it so much. Oh geez, then I need to make the OCAS splash twice as beautiful....
#39
Posted 25 August 2010 - 01:24 PM
So, I think this looks very promising.
The graphics are very pleasing to the eyes and have a good mood. I don't like the water because it's just a barely visible and doesn't have the wave sprites. Also the ground pieces are illuminated from both sides, but they should only be illuminated from left side. The background for Act 1 is not too good but you know it already. Later I will show some pictures of the problems.
So now for the level design. The first Zone feels like Green Hill Zone and plays like it. I like it but the problem is that it's too simple and uninspired. I just ran through it easily. Also I don't like the mushroom-shaped springs, they're ugly in my opinion.
I won't be saying too much about the hub because it's just weird and confusing. The long scroll that appears when you enter it is annoying. I know that your team is working on it, so I am not picky here.
Now some pictures of areas you should fix:

This walls seems to be undecided if it's in foreground or background. The tiles on the right of the wall seem to be in foreground, but the rest isn't.

Misaligned pieces. It's not really a big problem but worth looking into it. This appears in more places.

Are these tiles in the slope placeholders? I hope so because they look ugly.

M.C. Escher's Totem. The brown part is in background and the gray part in the foreground.
I have a screenshot of what happens:

It only happens in Kega Fusion and it doesn't do that in Gens. It just have some weird stuff instead of normal options selected. Really weird. But after you choose right options the problem is gone.
The graphics are very pleasing to the eyes and have a good mood. I don't like the water because it's just a barely visible and doesn't have the wave sprites. Also the ground pieces are illuminated from both sides, but they should only be illuminated from left side. The background for Act 1 is not too good but you know it already. Later I will show some pictures of the problems.
So now for the level design. The first Zone feels like Green Hill Zone and plays like it. I like it but the problem is that it's too simple and uninspired. I just ran through it easily. Also I don't like the mushroom-shaped springs, they're ugly in my opinion.
I won't be saying too much about the hub because it's just weird and confusing. The long scroll that appears when you enter it is annoying. I know that your team is working on it, so I am not picky here.
Now some pictures of areas you should fix:

This walls seems to be undecided if it's in foreground or background. The tiles on the right of the wall seem to be in foreground, but the rest isn't.

Misaligned pieces. It's not really a big problem but worth looking into it. This appears in more places.

Are these tiles in the slope placeholders? I hope so because they look ugly.

M.C. Escher's Totem. The brown part is in background and the gray part in the foreground.
The title screen shoudln't mess up - what exactly does it do? If it doesn't happen after you re-load the ROM, It must be a bug in my SRAM routines.
I have a screenshot of what happens:

It only happens in Kega Fusion and it doesn't do that in Gens. It just have some weird stuff instead of normal options selected. Really weird. But after you choose right options the problem is gone.
#40
Posted 25 August 2010 - 02:07 PM
^ That's not the title screen... that looks like it's an error with VRAM, not necessarily an error with SRAM though. :\
#41
Posted 25 August 2010 - 02:19 PM
^ That's not the title screen... that looks like it's an error with VRAM, not necessarily an error with SRAM though. :\
Sorry, my bad. There are 2 title screens actually:"The OCAS" logo and the weirdly animated Sonic the Hedgehog 1 title screen.
Also, it seems as the options are just some odd values. The Enabled Moves option selection that appears in Kega Fusion seems to cause an overflow and screws up the option screen.
Nevertheless it's a bug and should be fixed.
#42
Posted 25 August 2010 - 07:50 PM
So, I think this looks very promising.
The graphics are very pleasing to the eyes and have a good mood. I don't like the water because it's just a barely visible and doesn't have the wave sprites. Also the ground pieces are illuminated from both sides, but they should only be illuminated from left side. The background for Act 1 is not too good but you know it already. Later I will show some pictures of the problems.
So now for the level design. The first Zone feels like Green Hill Zone and plays like it. I like it but the problem is that it's too simple and uninspired. I just ran through it easily. Also I don't like the mushroom-shaped springs, they're ugly in my opinion.
I won't be saying too much about the hub because it's just weird and confusing. The long scroll that appears when you enter it is annoying. I know that your team is working on it, so I am not picky here.
Now some pictures of areas you should fix:

This walls seems to be undecided if it's in foreground or background. The tiles on the right of the wall seem to be in foreground, but the rest isn't.
The graphics are very pleasing to the eyes and have a good mood. I don't like the water because it's just a barely visible and doesn't have the wave sprites. Also the ground pieces are illuminated from both sides, but they should only be illuminated from left side. The background for Act 1 is not too good but you know it already. Later I will show some pictures of the problems.
So now for the level design. The first Zone feels like Green Hill Zone and plays like it. I like it but the problem is that it's too simple and uninspired. I just ran through it easily. Also I don't like the mushroom-shaped springs, they're ugly in my opinion.
I won't be saying too much about the hub because it's just weird and confusing. The long scroll that appears when you enter it is annoying. I know that your team is working on it, so I am not picky here.
Now some pictures of areas you should fix:

This walls seems to be undecided if it's in foreground or background. The tiles on the right of the wall seem to be in foreground, but the rest isn't.
Anyways, thanks for the positive feedback. What is wrong with the background? I did edit it a bit, but I can restore it's original mappings. As for the scroll delay - it is intended, as a cutscene-ish thing, you can skip it by pressing A, B or C. Also, the Hub I did clear up quite a bit in the next release that will be coming soon. Act 1 was kinda supposed to be a speed level, but I think the level design guy went a bit nuts. Mushroom-shaped springs? Where? They load different spring art for each act.
Weird, the tiles are being clusterfucks again. We'll fix it!

Misaligned pieces. It's not really a big problem but worth looking into it. This appears in more places.
These fucking pieces are some weirdly placed. We'll fix that too.

Are these tiles in the slope placeholders? I hope so because they look ugly.
Level Design Guy gone bollocks.

M.C. Escher's Totem. The brown part is in background and the gray part in the foreground.
I will certainly fix that. The rock I'll try to fix.
This post has been edited by theocas: 25 August 2010 - 07:53 PM
#43
Posted 28 August 2010 - 10:19 AM
Sorry for the double post, but we're back with some bugfixes and more features. There is the Extended Camera (special thanks to Selbi) changed object and level layouts, fixes to the giant rings, etc. Hope you'll enjoy this. Wait, oh yeah, we need the ROM. Click here.
Hope you enjoy the updates, and there's more stuff to come. Also, we'd all like to give a warm welcome to Tidbit, our new artist.
Hope you enjoy the updates, and there's more stuff to come. Also, we'd all like to give a warm welcome to Tidbit, our new artist.
#44
Posted 29 August 2010 - 11:06 AM

Yeah, did anyone else notice that when you the homing attack to the left in the beginning of the act, you warp to the end of the level.


