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Sonic 1 Color Contrast Beta 4.3

#76 User is offline Knucklez 

Posted 21 August 2013 - 06:39 PM

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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.

#77 User is offline TheInvisibleSun 

Posted 22 August 2013 - 05:30 PM

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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.


Hmm, this is something to consider. Maybe in the future, I can eliminate the Time and Time Bonus text altogether, and actually show the point bonus you get for getting every monitor, and maybe even have a counter in the HUD displaying how many monitors you found, and how many you have left to find (maybe like this: "COLORS 0/6"). Interesting idea...

UPDATE:

Beta 4.2 Build

-Fixes Restart Monitor/Boss Glitch, that JoenickSRB found.

So yeah, this'll be the last update until around Mid-December/Christmas, because classes are starting Monday.

Enjoy!

*edit* Also fixed the credits on the Wiki Page, and updated the "Current Version" link on the first post.
This post has been edited by TheInvisibleSun: 22 August 2013 - 06:03 PM

#78 User is offline Knucklez 

Posted 22 August 2013 - 06:54 PM

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View PostTheInvisibleSun, on 22 August 2013 - 05:30 PM, said:

Hmm, this is something to consider. Maybe in the future, I can eliminate the Time and Time Bonus text altogether, and actually show the point bonus you get for getting every monitor, and maybe even have a counter in the HUD displaying how many monitors you found, and how many you have left to find (maybe like this: "COLORS 0/6"). Interesting idea...

Sounds good to me.

#79 User is offline Josh 

Posted 22 August 2013 - 07:25 PM

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Kalin and I played this:


He was entirely too sleep-deprived to be exploring by this point. xD As we said, I think this is REALLY well done and an impressive technical achievement. But it accentuates an aspect of the game that I personally never found very enjoyable. And that's fine! I wouldn't change a thing about the way you've designed this, because the great thing about the classic Sonic games is that there are lots of different ways to enjoy them. Implementing some sort of hint system as an option would most likely be what it'd take for me to really enjoy it, though.

Still, I do love what you've done with the hack.

#80 User is offline TheInvisibleSun 

Posted 23 August 2013 - 01:00 PM

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Thanks for playing this! Your video was definitely helpful. As far as a navigational system, you brought up an interesting idea with the shield. A way to give hints or direction is something I've been trying to figure out how to implement for a while now. MarkeyJester suggested having hint arrows that show up after each found color, but single direction arrows could become ambiguous with 5-7 monitors, especially in Marble Zone. I'm definitely open to more ideas and suggestions! Speaking of that, what did everyone think of the gameplay Marble Zone onward?

#81 User is offline KingofHarts 

Posted 23 August 2013 - 08:49 PM

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I definitely prefer everything after GHZ... much more.

That said I can never find ANY of the Act 2's.... can only find the Act 1, Act 3, and Zone portals. LOL maybe I'm blind

#82 User is offline TheInvisibleSun 

Posted 24 August 2013 - 06:33 PM

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View PostKingofHarts, on 23 August 2013 - 08:49 PM, said:

I definitely prefer everything after GHZ... much more.

That said I can never find ANY of the Act 2's.... can only find the Act 1, Act 3, and Zone portals. LOL maybe I'm blind


Technically, the Hubs are the Act 2's in the actual disassembly code. At first, the hub used the Act 2 Title Card, but having no Act label seemed more appropriate. However, if you have found any of the secret unlockable acts yet, you'll notice that I re-used the Act 2 title card there. I guess I intentionally left it that way as sort of an underhanded way to induce exploration. :v:

So to access the secret acts, you must fully restore both acts and the hub (for the hub restore to actually save, you have to leave and come back to it either through an act or another zone), then look around the hub and find the now activated Giant Ring. Since it seems like no one has found any of them, here are the locations:

Green Hill - In the underground area to the right where the Music Monitor is.

Marble - In the underground area all the way to the right, through the secret tunnel (past the C Monitor room).

Spring Yard - At the end of the bottom path to the right of the Act 3 entrance, in the same room as the C monitor.

#83 User is offline Lord Nero 

Posted 05 September 2013 - 07:30 PM

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I hate doing this, as self-promotion always seems like BS for me, but if anyone is interested in this, I'll be doing this hack for a livestream tonight, 9pm EST.

If your interested in joining in as a co-commentator, just PM me.

(If this is against the rules, I accept the punishment, just getting the word out is all)

http://www.twitch.tv...tworktm/profile

EDIT: X-Split is being a little bitch, cant work out the problems, livestream botched. Apologies for the useless post...
This post has been edited by Lord Nero: 05 September 2013 - 09:30 PM

#84 User is offline Lanzer 

Posted 13 November 2013 - 09:40 PM

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Hello!



MegaGwolf reviewed your hack for the Sonic Hack Showcase! :)

#85 User is offline TheInvisibleSun 

Posted 14 November 2013 - 12:26 AM

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Nice, really happy he decided to review this! This definitely motivates me to work on it further. Oddly enough, he stated it was finished, even though it technically isn't (Labyrinth currently has serious problems, and Star Light and Scrap Brain Acts 2/3 still needs new layouts, among many things).

The correlation with Sonic Paint is also an interesting topic as well; to be honest, when I first saw the the topic for Sonic Paint, I thought that Markey had went ahead and made a hack that would've made mine totally obsolete! It does make me curious though, if it is even possible to do such a thing (as in Sonic "painting" a new palette onto the screen continuously like that). One day I'll give that bit of speculation an honest attempt though. ;)

#86 User is offline TheInvisibleSun 

Posted 24 December 2013 - 11:50 PM

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New Update!



There was a pretty bad bug in the 'Not Quite Hyper Sonic' Transformation (which essentially crashed the game upon getting a game over, or getting to the ending after transforming at any point), and I fixed it recently. So I decided to release an update with the fixed transformation, and a few other minor fixes/edits as well.

Download

#87 User is offline TheInvisibleSun 

Posted 23 January 2014 - 01:11 PM

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Posted Image

New Hi-Jump Shield Art and animation. (Arrow art created by VAdaPEGA)

I've also added a 'Classic Mode' level order option. It's working correctly, but I need to make an actual Start Menu to make it more easily accessible. 'Classic Mode' lacks the hubs as well as the unlockable acts, but does not require the hubs to be restored to get Final Zone Act 2 and the good ending. Since the other stage layouts are currently incomplete (SLZ, LZ, SBZ), it is only accessible through enabling debug mode for now (and will probably stay that way until the next contest).
This post has been edited by TheInvisibleSun: 23 January 2014 - 01:13 PM

#88 User is offline KingofHarts 

Posted 24 January 2014 - 12:37 PM

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View PostTheInvisibleSun, on 23 January 2014 - 01:11 PM, said:

Since the other stage layouts are currently incomplete (SLZ, LZ, SBZ), it is only accessible through enabling debug mode for now (and will probably stay that way until the next contest).

Speaking of layouts. I AM still working on what I said I would... albeit at a slow pace. I apologize if I am holding you up, and if you are unable to wait for me, please lemme know.
This post has been edited by KingofHarts: 24 January 2014 - 12:41 PM

#89 User is offline TheInvisibleSun 

Posted 04 February 2014 - 01:18 AM

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View PostKingofHarts, on 24 January 2014 - 12:37 PM, said:

View PostTheInvisibleSun, on 23 January 2014 - 01:11 PM, said:

Since the other stage layouts are currently incomplete (SLZ, LZ, SBZ), it is only accessible through enabling debug mode for now (and will probably stay that way until the next contest).

Speaking of layouts. I AM still working on what I said I would... albeit at a slow pace. I apologize if I am holding you up, and if you are unable to wait for me, please lemme know.


You're not holding me up at all! Actually, I was having design issues myself with the zone. However, I currently can't work on the project (and won't be able to for a while), so take your time with it.

#90 User is offline TheInvisibleSun 

Posted 23 July 2014 - 11:39 PM

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Updates:
 
Posted Image
 
Fully implemented Classic Mode; goes through each normal act in order, with no hubs. Since there are currently only 6 acts in this option (LZ, SLZ, and SBZ are still unfinished at the moment) players automatically access the extra act through this mode (this is until every zone in the game is eventually implemented).
 
Posted Image
 
Newly implemented 'Hint Arrows'. Next to each Color monitor, are arrows that point in the direction of another monitor (in one of 8 directions), with said monitor's icon. Hopefully, this would make game a bit more intuitive to play, and a bit less difficult.
 
 
Spoiler


Even though I won't have the other zones complete, hopefully (by the time the contest deadline hits) I should be able to include a couple more little features that help make the hack more accessible.

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