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Yeth Release 3 + manual out

#1 User is offline Banoon 

  Posted 04 September 2010 - 06:20 AM

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<img src="http://img638.imageshack.us/img638/2051/yethveryalphaversion004.png" border="0" class="linked-image" /><img src="http://i56.tinypic.com/10rp9b4.png" border="0" class="linked-image" /><img src="http://oi53.tinypic.com/29ff41g.jpg" border="0" class="linked-image" />
The greatest Sonic 1 hack about a mentally psychotic dude with cancer hallucinating about an old video game morphing into hell ever made! Yay!!

Been working on this since around March, so I've decided to show off what I have so far. I started my adventure in ROM hacking with this project, and after practically being raised by this community since I was six it's somewhat a statement of frustration at the amount of "let's see how generic we can be" hacks that plague the community these days.

Features:
A new character that has nothing to do with Sonic
Three finished zones, two with new art, with new art plus one finished act of Labyrinth
Green Hill Zone's art is completely unchanged; conscious decision because I wanted to get out of the "generic green level" pool as fast as possible
Some new badniks, one new boss
Very little ASM edits because ASM edits are super lame
Gimmicky level layouts
A PDF manual that is silly at best and blatant lies at worst

To do:
Finish Labyrinth Zone, then begin other levels
Rename levels, change text, title screen
Replace all instances of Sonic with instances of Yeth
New soundtrack (goddamnit xm4smps)

<b>Very beta version - Release 2</b>
Okay guys, I just spent all day working on this because I love you. I should've been studying so you better enjoy it, or something.

Some new features:
-Most instances of Sonic now changed to those of Yeth
-Levels have names, text changed
-I couldn't decide whether to go with most of Retro's choice of #3 rings or a few sane people's #1 choice, so I'm going with #2 for now (good for you GTKoopa)
-A few changes to each level, couple of bugfixes, though no new enemies have been created, including for the new levels
-Two new levels, kinda bland artwise ATM but the point gets across
-Demos are unchanged and still feature Yeth dying on all three counts, this is on purpose because it's funny

New levels:
Three Yes Old Zone - one-act breather zone with silly art-gimmick; watch the girl, her father and her house as they reappear throughout the level. No enemies but watch out for those bottomless pits!
Yes Zone - one act at the moment, will be extended to two acts. This level is unfair; rings are scarce, ballhogs common (sprite not changed yet) so bring your savestater with you. Also it's made out of decapitated heads
Zone - Trash data "level" that Yeth is taken to after YZ1. Completely unplayable and glitchy as hell until you get a Game Over, though I may keep this as a mind-screw ending of sorts.


<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Very third version - Release 3</b><!--sizec--></span><!--/sizec-->
Alright, I am going to fully admit that not much has changed here because I am extremely lazy. However there ARE some small cleanups (though not a lot...), minute graphic edits and a manual. The manual incorporates the story shown later in this thread, and in general tries to set up a basic universe for it. It is extremely silly and was done late at night. It also blatantly lies to your face. A lot. Read it before playing for the full effect, though it's not required. This will most likely be the version I use in the hacking contest

...Now I just need to get xm4smps to agree with me ;_;


<a href="http://info.sonicretro.org/Yeth" target="_blank">Wiki link/Download</a>
<a href="http://www.sendspace.com/file/e5ztlk" target="_blank">Sendspace</a>
<a href="http://www.sendspace.com/file/ff9cos" target="_blank">Sendspace (ROM Only)</a>
This post has been edited by Banoon: 02 December 2012 - 11:25 PM

#2 User is offline FeliciaVal 

Posted 04 September 2010 - 06:28 AM

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wow that's simply amazing :D yay for character hacks! I love what you did with Spring Yard and I lol'd at the first boss XD good job :D

#3 User is offline Selbi 

Posted 04 September 2010 - 09:27 AM

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Haha, that was awesome, the faces and everything. The art in Marble Zone hurted my eyes, but I think that was the idea.

The only thing I found odd was his face when he got hurt or was dying. I never saw anything smiling while he died. =P

#4 User is offline theocas 

Posted 04 September 2010 - 10:37 AM

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This is rather... interesting.
I generally liked it so far, but Marble Zone's art does kinda look interesting, but the pallet is WAY too dark, and I was unable to find backgrounds of any kind. Add a Hexadecimal Background :P
Spring Yard's art is kinda Eye Rape as there is only two colors, and they are very contrasting. I had to turn off the emulator, it hurt that bad.
I liked your Green Hill Zone layouts, but I was a bit disappointed when I saw that you didn't edit texts, as there is a simple utility for that on the Wiki.
I honestly nearly threw up when I saw LZ. I have absolutely no idea what the BG is supposed to be, or what that cylinder with a flashing grey top is supposed to be. Also, what's the green stuff on the level tiles? It seems weird to me.
All in all, I kinda liked it, but most of your pallets were WAY too dark and eye-rapish. Keep working, though!

EDIT: I found this very strange bug on the title screen:

Sorry 'bout the image size, I am unable to re-size it as I am on the go :P
This post has been edited by theocas: 04 September 2010 - 10:42 AM

#5 User is offline LordOfSquad 

Posted 04 September 2010 - 11:38 AM

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Holy shit, that Spring Yard Zone. Hhhhhhhhhhhhhhhhhhhhhhhhhhhnnnnnnnnnnnggggggggggggghhhhhhhhh. That is sexy.

#6 User is offline GT Koopa 

Posted 04 September 2010 - 12:37 PM

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You caused Yeth to speed up when in water! I would never of thought of doing something like that at all.

Good job creating and fully animating an original character like that.

#7 User is offline Commadoo 

Posted 04 September 2010 - 12:47 PM

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It makes me think of a Yume Nikki + Sonic 1. The art in Marble and Spring yard are horrifying, not because they are supposed to be, but in my eyes are the most possibly drastic and unexpected changes to the level art anyone could do, without it being utterly rediculous. The new sprites are good, and Yeth's sprites are charming.

The game has a bit of a difficulty curve, which either comes from my lack of ever enjoying Sonic 1, or just good object placement.

I really enjoyed it, as a bit of a demo it's short and sweet, and the changes are drastic and unexpected. Wow said that twice but it works.

Also: Roller in your spring yard? Makes me want to vomit my soul. Don't give this project up I beg of you.

EDIT: Also again. I don't know if you were planning on a creepy game, (that would be an amazing direction), you could add super creepy images hidden in the levels.
This post has been edited by Commadoo: 04 September 2010 - 12:52 PM

#8 User is offline LordOfSquad 

Posted 04 September 2010 - 01:24 PM

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Don't have much to say about the other levels, but I just played through Spring Yard, it plays as good as it looks. I love how you made use of the bumpers. Awesome job.

#9 User is offline CptScoot 

Posted 04 September 2010 - 03:33 PM

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I told you man, I told you this would be AMAZING. I also agree with going in the creepy direction, it is apparently freakin' people out and killing eyes and you should use that to your advantage. Also: Film Noir Spring Yard, I knew it would work, I just... I knew it. Yes. Beautiful.

#10 User is offline Ravenfreak 

Posted 04 September 2010 - 07:03 PM

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What the fuck is a Yeth? Anyway, I'll download this later since it looks interesting and I'm on my gf's dad's computer. Also I love the art for Marble Zone, and Spring Yard Zone. <3

#11 User is online DigitalDuck 

Posted 05 September 2010 - 12:22 PM

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I have only one thing to say.

FUCK YETH!

But seriously, this is great. I can't wait to play the finished version.

Suggestions:
- Add more rings. GHZ is starved of the gold stuff, there should be at least 150 in each Act.
- Fix demos.
- Finish, because it's awesome.

#12 User is offline Banoon 

Posted 05 September 2010 - 11:59 PM

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Wow, this got some pretty good reception. I'm both surprised and touched.

Anyway, some promo art courtesy of a good friend of mine:

Does this fit the "creepy" theme well enough for you? =P

#13 User is offline LordOfSquad 

Posted 06 September 2010 - 12:16 AM

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QUOTE (Banoon @ Sep 5 2010, 10:59 PM)
Wow, this got some pretty good reception. I'm both surprised and touched.

Anyway, some promo art courtesy of a good friend of mine:

Does this fit the "creepy" theme well enough for you? =P


I'm inspired to draw some of my own art now.

#14 User is offline LordOfSquad 

Posted 06 September 2010 - 04:12 PM

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Since I don't have access to a scanner till Thursday, enjoy this terrible cellphone picture of my fanart.



By the way, do any of the enemies have names yet? Because the Buzzbomber replacement should totally be called Blunto The Clown.
This post has been edited by LordOfSquad: 06 September 2010 - 04:12 PM

#15 User is offline Banoon 

Posted 07 September 2010 - 11:22 PM

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...Wow. That is just awesome. Love the expression on Yeth.

Also, not really, no. The only one named is the split-second easter egg enemy at the end of GHZ1, known as "AAAAAAAAAAAAAAAAAAAAH"

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