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Found 10 results

  1. Special care has been taken to stay as a faithful as possible to the limitations of the Genesis hardware and the standards of the Genesis Classic Sonic games. For starters, there is no more than 64 colors on screen, spread across 4 swatches. 5 FM music channels, a DAC channels, and additional PSG channels. Much research went into this side of the development. Genesis games both popular and obscure were used as reference points. I spoke with industry professionals that shipped official Genesis games in the 1990's as well as modders/hackers familiar with Genesis hardware (including some people in this community). The story is being reworked from the original to take place after Sonic 3 & Knuckles. The original Game Gear games seem to take place on a timeline separate from the main Genesis Sonic Team games. Since this remake brings the Game Gear game to the style of the Sonic Team games, I've made an effort to find a way to include it in the timeline, without changing the spirit of the original. (Yes, Knuckles is still an antagonist) Current Team: Noah N. Copeland (myself) - Director / Lead Developer, Level Designer, Programmer, Music and Sound Designer https://twitter.com/NoahNCopeland D. Zocker - Pixel Artist https://twitter.com/RealDerZocker Dolphman - Pixel Artist https://twitter.com/Dolphman2017 DarkVampireDee - Pixel Artist https://twitter.com/DarkVampireDee Anonite - Additional Music https://twitter.com/anonite_ Special Thanks to D.A. Garden, Team Time Twisted, Mr. Poe, Redhotsonic, and Heragaaa (additional sprite sheets used from CyberShadow, MisterMain) CURRENT DEMO: Play two acts of Great Turquoise Zone right now! Plus, a prologue stage. Download the demo at the GameJolt Sonic Triple Trouble 16-Bit Page PLAY THE DEMO: https://gamejolt.com/games/sonictripletrouble16bit/322794 DEFAULT CONTROLS: A - Jump S - Switch Arrow Keys - Move Enter - Start 1,2,3 or 4 - Change screen resolution This is the first game (demo) I've released where I wasn't just doing sound and music. If this brings you fun and joy, then I'll be very happy.
  2. -August 7th SAGE 2014 Act 2 Demo Download- Mirror Download Sonic Overture is a fan made prequel to the original Sonic the Hedgehog, created to tell the story of Sonic's adventures on Christmas Island. Sonic Overture takes place on Christmas Island, Sonic's birthplace. Dr. Eggman is mining the island for the precious substance known as phossil to power his machines as he investigates the mysterious South Island and the Special Zone. Sonic sets out to foil Eggman's plans. Meanwhile, a stranger from Christmas Island is following Sonic... This game plays on much of the scrapped prototype material of Sonic the Hedgehog, such as canned designs and unused level imagery. -------------------------------------------------- Screenshots -------------------------------------------------- Levels: -------------------------------------------------- Other Stuff: Mr Lange's Sonic model: Team Credits:
  3. Sonic Thunder was a project started about a year ago. It was first based off of the modern games but later became based off of the Genesis classics and the advance games with some ideas from modern games. STORY Dr. Eggman has returned to his original plans, each at a time. He has absorbed almost all of the power of the Master Emerald for his greatest take over yet, captured most of the animals off of South Island and West Side Island and collecting all of theChaos Emeralds. It's up to Sonic and Tails to stop Eggman from putting all captured animals into his machines and up to Knuckles to restore the Master Emerald and stop the development of the Eggman army. GAMEPLAY Get to the end of the act of each level. Act 1 and 2 are basic levels ending with a Goal Ring, Act 3 features a boss and the main capsule of the area and collecting 50 rings at the end of the zone will lead to special stages. VIDEOS Sonic The Hedgehog Gameplay/Test Zone Act 1 Gameplay Miles 'Tails' Prower The Fox Gameplay/Test Zone Act 2 Gameplay Knuckles the Echidna Gameplay/Test Zone Act 3 Gameplay Miscellaneous Release Video/Basic Gameplay Part 1 Basic Gameplay Part 2 PICTURES OTHER Not all bosses will be a running boss like Act 3. Just saying. If you like the project as it is now please follow me on YouTube and DeviantArt for more Updates https://www.youtube.com/user/HeatBeatTHH http://assassin-heatbeat.deviantart.com/ DOWNLOAD LINKS Tech Demo (2014) http://www.mediafire.com/download/sp7e2aym582yxko/Sonic+Thunder+Tech+Demo.exe
  4. The project is now named: "Sonic 4: Episode ME" ! Storyline concept: After his defeat in the Death Egg MK.II Dr. Robotnik realized his big mistake. He was using an unmobile, huge, slow space station. Now he finally build his greates Station yet. The small but fast Egg Missle is home to his newest Weapon of Mass Destruction: The Egg Laser. To power the Laser Robotnik uses the power of the Chaos Emeralds. Their power he transmitted into his Mecha Emarald, a robotic copy of the Master Emerald. In order to finally take over the world, Robotnik fled to the Northern Island, an island Sonic has never been to. Sonic arrives half a year after Robotnik, who was almost finished with setting up his great skemes and traps. The game is supposed to be a spiritual successor to Sonic 4 and is set on a different island than any of the games before. I called this island Northern Island. This island is home to 18 Zones, that I'll list here. Zone 1: Egg Missle XS Zone The game begins with: the final battle on Robotnik's Missle? But something ain't quite right with the ol' Doc... Zone 2: Roblimbnik Act 1 This is his flying fortress of the week, equiped with his personal jet, a laser and chicken-artillery. Zone 3: Leaf Plains Zone What would be a Sonic game without a Green-HIll type of level. It's pretty basic, nothing to hard, even the number of death-pits is balanced (yes, only for YOU). It also introduces the "3D-Ramp" from Sonic CD which I used a lot in these layouts. Zone 4: Dusty Desert Zone All abort the uncreative-name train, this'll be a long ride... A simble Wild West based stage. Mostly created to pay homage to both Dust Hill and Desert Dazzle while including elements of Sunset Park. Zone 5: Tidal Ruins Zone The water zone... Based of Aquatic Ruins with a small dose of Water Palace. Everything is round up with a bit of Castlevania: Bloodlines Stage 2 "Atlantis Shrine". Zone 6: Volcanic Mines Zone Imagine Underground Zone, Mystic Cave Zone, Lava Reef Zone Act 1 and Endless Mine Zone in one. This here basiclly comes out. Zone 7: Bright Night Zone Casino Night had the golden design, Casino Paradise the purple one. Casino Night in the beta was pink. I don't know which of the colors I'm going for, but it's still going to be a fully fleged out Casino/Carneval Zone. Zone 8: Frozen Shocked Before burning down Speed City, Robotnik wanted to test his old climate changing Mashine from Mushroom Hill. It apperently works. So tell me what you think and if you'd like to help me creating a game out of these ideas. I'd need a composer and a scipter for SonicWorldsDelta >1.2 If nobody's gonna help, I'll still keep on working with SW0.5 and make more ideas. Edit1-4: Something uninteresting... Edit5: Huge update will be a month or so later than planned... Don't look at me, I'm not happy either... Edit6: Instead of layouts, there are now (sometimes) animated pictures...
  5. I've been around the Sonic fangame scene for a long time. I've played a lot, and ever since the advent of Sonic Worlds and other accurate Sonic engines, I've noticed issues that are consistent with most fangames. As such, I'll be compiling a guide of these and things you can do. Adhering to these are by no means necessary, but I strongly recommend it for an optimal game. There isn't much in this guide right now, but I'm sure I'll be making gradual amendments to it. #1: Replace the default content! It seems that with every Sonic engine made, the creators payed little attention to the assets used. This is understandable, the engine is just a framework and they're not obligated to ensure the best assets. They just slap together whatever is immediately available so the engine is running and you can clearly see all the features in action. The problem is that most people never bother to REPLACE most or all of these default assets, and so their fangames end up looking and sounding about as bad as the engine demo. From what I've seen, the worst offenders of this have been fangames using the Dash engine and Sonic GDK. I made the Sonic Sounds Complete pack for a very good reason. For the longest time, which I'll never understand, sound rips from Sonic games have been incomplete and poor quality. Being the only available convenient sound rips, these terrible sounds have infected every Sonic engine since. Fortunately, we've just now started rectifying this with Sonic Worlds. The Sonic Sounds Complete pack is a perfect quality rip of sound effects from several major Sonic games along with some games that have never had proper rips. As such, pay attention to the sounds in your game. I suggest you just replace them all with those from my sound pack, but at least be mindful of the low quality sounds that still plague fangames, and please replace the worst of them. As for graphics, default engines sometimes replace the original sprites or effects with much flashier versions or custom things. I suggest these are replaced as well. Either stick to the original games, or create something unique for your fangame. It's tiresome seeing the default engine visuals left over, it makes them generic and shows that little effort was put into the fundamentals of your fangame. #2: Fix the ground roll jump lock! This is a little specific, but it makes an important difference in the gameplay. In the original Genesis games, there is an annoying quirk in the mechanics that is believed to be a bug. If you are running and go into a ground roll, directional control is disabled. However, this carries over if you jump during this state, thus jumping from a ground roll works differently. You cannot control Sonic at all if he jumps out of a ground roll. This may not seem like much at first, but it is a common action, and makes a big difference overall. This quirk provides nothing of value to the game in terms of gameplay, challenge, or balance, it only takes away. It just breaks consistency and adds a bit of frustration every time it happens. It is believed to be a bug because the code is missing a check and it was "fixed" in Sonic CD and the 8 bit games like Chaos and Triple Trouble. Additionally, if Sonic uses any double jump move in Sonic 3&K including the instashield, the check goes through and enables movement again. The most frustrating occurrences of this bug happen if you go into a roll then jump towards an oncoming platform, clear it vertically, but can't move onto it forcing you to fall back down and redo the jump. This is made worse by the fact that a spindash counts as a ground roll. As you can see, this gets even more bad when hazards are below, and the player can't do anything about it. The bug makes everything from platforming to enemy combos a huge pain. When fixed, the gameplay is a lot cleaner. This quirk has been preserved in most engines for authenticity, but it is best changed for your own game. In Worlds, this is a simple procedure. Open the groups to find the rolling group under common actions. Under the rolling action group, you'll find the section regarding jumping during a roll. You'll find FlagAllowCommonInput there. Change that from 0 to 1. When it looks like this, the ground roll jump lock has been fixed. I do not know where to change this in other engines, but I strongly suggest you find and fix it. It makes a solid improvement in the overall gameplay. #3: Additional tips! There are other details you should observe in Sonic games and apply them to your fangame. For example, the sounds used across the trilogy were not the same. The spring sound was changed in Sonic 3, this is often overlooked. Sonic 1 and 2 spring: http://vocaroo.com/i/s10I3ZpjKbQh Sonic 3&K spring: http://vocaroo.com/i/s0JP2dJL4BhG The drowning music was modified in Sonic 3 as well, and other sounds were changed more subtly, such as the chaos emerald collect sound. You may want to examine details such as these to ensure the best fit for your fangame, or if you just have aesthetic preferences. Consider everything, such as the different designs for checkpoints and monitors. It's fun swapping out sprites and making new stages and trying to add moves like the homing attack, but also think about the smaller things you can do to improve the core gameplay. One ability you may want to add is the midair roll, which gave the player a lot more flexibility in Sonic Triple Trouble and Sonic Megamix. This move allows Sonic to enter the spin state by pressing jump should he ever be in the air without already being in a spin, such as when launched from springs or walking off a ledge. Each one of these has a different method attempting to balance it. In Triple Trouble the midair spin has a short lifespan, and in Megamix it dampens your upward momentum. These aren't necessary, but they could be applied to elements in the game such as making boss fights more challenging. These are all optional things, but these details can make a lot of difference at the core and overall experience of the game. Please give these matters thought, as they can greatly enhance the quality of your fangames when applied well.
  6. A feature that has been prevalent in Sonic games is the interesting zone names. From Green Hill to City Escape, they all just have a 'ring' to them. Many fan games have gone the CD/3D Blast route of using alliteration. -Metallic Madness (CD) -Tidal Tubes (Time Twisted) -Green Grove (3D Blast) -Corrupted Canyon (Edge) With that in mind, how do you guys go about naming zones in a fan game, and what are some good zone names you've thought of over the years? (On the subject of names, Eggman or Robotnik? Or Robeggman?)
  7. Ok before I get into What exactly I have to say, I'd like to take a minute to say I'm loving the resources on this site. It's been real helpful somewhat.I am new to this forum so if I sound a bit unproffesional, my apologies. I have many ideas to create my own Sonic fangame. I've planned out many stories and level lists and finally decided to take action. The problem is, I don't know anything when it comes to scripting, or even sprite make. Awhile back in my middle school days I thought of a fangame idea called 'Sonic Origins'. It was a sort of omage to Sonic 2 and 3 in terms of story, and was planned to have Sonic 3 like gameplay (plus homing attack.) I attempted creating this on a game called LittleBigPlanet 2, as a way to atleast get an idea of how I wanted it to be on a real engine. So far I have everything down but when it comes to actually making the real thing. I need major help. For starters I wanted to make custom sprites for Sonic since he has a modified design. (This was the only good colored picture I had of Sonic's design ) ---> He is wearing more of metalic- like gloves and shoes. Along with a red scouter. This does not mean much in the long run for it is only a cosmetic thing. I was attempting to perhaps add a red patch over Sonic 2 sprites, but I wanted to be authentic and have custom sprites for this project. Tails was also planned to be playable in this project as well. i didn't change anything to his design. But given that Sonic would have new sprites I'd figured he should get some love as well. Other Characters I feel is unnessesary to mention at the moment, but will update if anyone is interested Another thing is a proper engine to work off of. I have a build of Sonic Worlds but not the plugins for the latest version of the engine. I was thinking of resorting back to Game Maker, Anyways a bit more info on my Fangame's story: Dr.Eggman is planning something big. A Mega Death-Egg which instead of using only the master emerald, he will construct it around all of Sky Sanctuary. In order to set his plan into motion. He must find a way to distract Sonic and Tails. He sends out his badniks to cause havok, and also makes a fake Eggman to lead Sonic, Tails and Knuckles on a wild goose chase. This plan backfires immidiatly, for the fake Eggman is destroyed within the 1st Zone of the game. Zone List: Strato Fortress Zone Emerald Isle Zone Cosmic Castle Zone Sand Battery Zone Frost Lake Zone Mega Egg Zone There is also a bonus Special Stage Zone after the main story is complete. So you can play 7 new levels to obtain Chaos Emeralds and Super Sonic. Once all emeralds are collected, Time Attack is opened up, Beating Time Attack missions unlock Super Emeralds. Which give you Super Tails and Hyper Sonic. If you would like more information about the Zones, I'd be glad to respond back when I am able to. Finally as I end this off. I'd like to hear some opinions of what you guys think of my idea. I like to take critisism and use i as a way to better my stories and plans. Thank you very much if you actually decided to read this.
  8. Hi, my name's Corey, and I'm new to this forum. I'd like to get people to know me better, so here goes: I've played through Sonic 1, 2, 3, S&K, Sonic CD, Sonic Adventure (1 and 2), and Sonic Heroes. I haven't played any of the more recent games, such as the infamous Sonic '06, Sonic Unleased, Colors, Generations, or Lost World. A lot of people have said that there are Sonic fangames that are better than the ones made in recent years. I wouldn't know anything about that, but I have played and enjoyed LakeFeperd's Sonic fangames (Before/After the Sequel and Chrono Adventure). What I'd like to know is, what other Sonic fangames are worth playing? Now, what I'm looking for mostly are completed fangames (but demos and hacks are fine, too). If you're going to recommend me a fan game, please tell me whether it's completed or not so I can know ahead of time. Thanks in advance. Corey
  9. can someone send me a link where I can download the fixed version? would be appreciated
  10. Sonic Robo blast is a Sonic fangame that originated in 1998. The game is based on a modified version of Doom Legacy and heavily inspired by the Classic Sonic games, and it plays similarly to one. The project is still being made to this day and is still incomplete, but the story and game elements are finished, so the game is full and completely playable. Being based on the Doom engine, the game is very customisable and level packs and character packs are downloadable for the game for free, making this a very open and custom content is relatively easy to use. The game is completely 3D, with it's own story, gameplay style, levels and gimmicks Also, the game is available on the Wii, but the Wii version is inferior as it has a lower framerate due to the Wii's weaker processor and lacks decent multiplayer, but multiplayer is still possible. For a full review, click below. (Don't judge it harshly, I've never made on before) If you want to play the game, you can find it here: https://www.srb2.org/ The game is free to play, so don't worry about that. If you wan't to try it out, I highly recommend it. Have you already played the game and have any memories you want to share? Perhaps you want to leave your own opinions on the game? Considering playing it but still on the fence? Tell us below! [Edit] I have added a small amount to the review, I felt I didn't go into enough detail on the controls, graphics or programming.
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