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Showing content with the highest reputation since 05/30/2006 in all areas

  1. Sonic Mega Drive demo download Here we go. I've always wanted to try myself in making a pure classic fangame with accurate physics and good gameplay (if that tells you anything). So I decided to give fangaming one more try. Currently the game has a pretty accurate classic engine replica in MMF2 (I'd even say it's as accurate as MMF2 engine can get). Most thing are done (Sonic Fusion's engine came out to be a pretty good base for a classic engine). My current plans for the game to have are several 2-act zones with acts being fairly different (I'd say a little bit more different that S3&K acts were) in tone and gameplay with a boss fight after every level and a final boss. My goal is to make every act feature a different style of leveldesign philosophy. For example Tropical Madness zone act 1 (shown level) being somewhat similar to Emerald hill leveldesign-wise and act 2 being more of an Angel Island. Also major feature of the game is going to be co-op multiplayer (Sonic & Tails) with a bigger emphasis on level gimmicks and lesser on puzzles and Sonic-Tails titular flight mode. So why do I show this so early in development would you ask? Answer is simple. I just don't see it being finished by myself alone. I've spent good 6 years making Sonic Fusion and I just don't see myself dedicating another 5 or so years for a fangame. But I still am very eager to make a spectacular Sonic fangame that's be on par with classic Sonic installments. So I'd like to openly ask here if any skilled person would like to join me in my quest of making an ultimate classic Sonic fangame. A MMF2 user would great but the project is also in need in good spriters, musicians and level designers. Practically anyone who's passionate and is skillful (or at least descent) in anything fangamemaking related. Screenies:
    15 points
  2. We've been making some great progress lately. We present the public debut of stage 2, Granite Zone. http://pc0.hapisan.com/Overture/Granite%20Act%201%20Preview.mp3 Download Granite Zone is located deeper within the island, featuring the ruins of temples in an overgrown jungle alongside a volcano. Wrought iron craftsmanship and ancient trees weave through the scenery, as lava from the volcano overflows into the ruins, making them difficult to traverse. Mysterious flying objects can be seen far away hovering in the sky. We're also happy to announce that Sonic Overture will have a new home, as a new engine is in development that will free us from the limitations of MMF2 and Sonic Worlds. Stay tuned for updates.
    13 points
  3. https://www.youtube.com/watch?v=IcTKeKwGZsA SAGE demo now available: LINK DEMO v3 Beta download: https://www.dropbox.com/s/0qdxu8zdjf6ihvd/Spark%20BETA%20v3.rar?dl=0 Also check this page for more updates: http://sparktej.tumblr.com/ Spark the electric jester is a indie game i'm currently developing. Watch that gameplay video and tell me what you think. =P And here's a screenshot you guys have seen before: http://i.imgur.com/uCuYX1d.png
    12 points
  4. Hey guys. I just joined this site and figured I'd start off with a few screenshots from the hack I've been working on. This is Sonic: Super Deformed. So far, the people working on this are few in number. However, we are striving for quality. Title Screen: Summer Shoreline Zone: Mockup of level title cards (and older Summer Shoreline Zone artwork): You can find more information about this hack on the Sonic Retro info page.
    12 points
  5. Logo Credit to Jassbec --- Outshaft is a 3d Platformer RPG created by Cloud 9 Entertainment. Inspired by popular JRPG series such as Paper Mario and MOTHER, Outshaft strives to give you an experience reminiscent of such timeless RPGs. The game focuses on the insecure Alex Ander, the son of a famous inventor who sets out to find the “World Prisms”, eight mystical objects that act as a reset button for the world so he can successfully go back and prevent the events that lead to his father’s death and keep the world from plunging into calamity. On his way, he meets new friends and foes, discovers new worlds and uncovers hidden secrets about the world he thought he knew. Alex Ander and his friends will be traveling around the world of Outshaft in more ways than one. When not exploring the world around them on foot, they will be using several forms of transportation, ranging from taxi cabs to the Monorail train system and to Ander family’s airship base, the Icarus. With a range of environments, from the urban Cityburg, to the wilds of the Cudashudawuda Forest, and across the ocean to other continents like the notorious Muskhena, Alex will be travelling constantly and will make use of any form of travel he can get. -Screenshots -Character Bios -Sprites -Concepts
    11 points
  6. Sonic MAX is an open-source Sonic engine made in GameMaker Studio. The main purpose with this engine is to be as accurate as possible to the classic Genesis games, while allowing for as much customization as possible. Sonic MAX is designed to be efficient and easy to use with many flags for changing certain aesthetics. Sonic MAX is open for anyone to contribute or help out. Sonic MAX is made to be very efficient, easy to use, and can be exported for many different platforms, with an initial development time of 500+ hours, over the course of 6 months. However, even after all that work, development on this project continues and it is always improving. Join the fun, let's make the best GMS Sonic engine and the best GMS Sonic games that the world has ever seen, together! Latest update video: -Edit: Because of various complaints of lack of professionalism the videos have been set to private, new videos replacing the old ones will be put up shortly. Sorry. If all you know about Sonic MAX is the SAGE Act 2 release, you'll be surprised. A lot has changed since, and the engine has been completely overhauled. Here's a list of features: - Sonic, Tails, and Knuckles. - Elemental and Insta-shields - Over 30 gimmicks/objects - Sonic 2 Style Menus - Input Recording engine - Debug Mode engine - Homing Attack - Palette Cycling - Custom Room Transitions - Infinite Layer Terrain system - Cutscene Engine - Basic Endless Level Engine - 3D Animated Water - Parallax Engine - Key Sequence Engine - Floor Mode and 360 Angle Detection - Sonic 3 Style Save System - Super and Hyper Sonic Credits: -TruePowerofTeamwork - Creator/Coder -Mega Ikey Ilex - Accuracy -Mr. Potatobadger - Accuracy -Mr. Lange - Accuracy, Various Help -Nekkosu - Android/iOS Graphics -SuperBliz/AeroGP - Trail Code -Damizean - Bridges Screenshots: ____________ Resources: ____________ Main: Arrow Keys - Move A - Jump, Shields.etc S - Air dash/Homing Q - Super Sonic Enter - Pause/Select Debug and Testing: Press CTRL to switch between Floor and 360 angle modes. Press E while Super to turn Hyper Press D on Title Screen to activate Debug mode Press Up Up Down Down Left Right Left Right on Title Screen to activate level select and sound test Press 0 to slow down room speed(For testing) Press 9 to revert speed. Press 8 to restart the game Press 3 to display HD rings(For testing GUI-level drawing) Press 2 to instantly go to credits. Press 1 to instantly go to cut-scene example -Only when debug mode is active: Press 5 to record input(Recording will stop when level finishes) Press 6 to play recorded input Press 7 to reset recording -Note: Z, X and C can be used as A, S, and D alternatively. New in-game Debug Mode: Press D to switch to object mode and back. Press S to change object. Press A to place object Press Q to change type. _________________________ Version History: ________ Update: Download links have been moved to MEGA. DEMO(.EXE) Build 285 DOWNLOAD SOURCE DOWNLOAD(.GMZ) GITHUB
    10 points
  7. Sonic vs Darkness - True Nightmare Revived Powered by Sol Engine V2 on Game Maker 8.0 Introducing a Sonic fan game titled Sonic vs Darkness - True Nightmare Revived created by yours truly. Sonic vs Darkness T.N.R. is a remake of my very first Sonic fan game Sonic vs Darkness, which began as a sprite-animated Sonic series project on YouTube. This fan game features two playable characters Sonic the Hedgehog and Shadow the Hedgehog, and 7 different stages inspired by the stages from the original fan game. The game will also feature comic-style cut-scenes that appear as you progress through the game. You are also able to purchase power-ups & shields from the Item Shop while in the HUB Area. Like the original version, the gameplay style is inspired by modern Sonic games Sonic Rush and Sonic Unleashed. Including Super Smash Brothers Melee/Brawl (All-Star Mode). Release date of the official demo will likely be around the time of the SAGExpo 2014 Act 2 Event. Stick around to see more updates! - Storyline - Sonic and Shadow must collect all of the Chaos Emeralds before Dr. Eggman's creation Project Erubis grabs hold of them to spread eternal darkness around the world. More coming soon... - Images - Menus Resting Base HUB Tutorial Stage Nightlite Paradise Stage Title Cards Result Screen - Videos - Development of Sonic vs Darkness T.N.R using the Sol Engine V1 Tutorial Stage - Soundtrack - The OST is currently a WIP, but there are many tracks for you to enjoy. It consists of 2 original tracks and 8 remixed tracks. https://soundcloud.com/nekkosu/sets/sonic-vs-darkness-tnr-ost Every track is composed by nekkosu (Nefault1st) - SvD:TNR Credits - Creator & Programmer - Nefault1st Artwork & Gimmick Spriters - Nefault1st (Kainoso) & Goncas (Goncas23) *including original backgrounds and sprites from official Sonic games © SEGA® Music Composer - Nefault1st (nekkosu) Stage Designer - Nefault1st Cut-scene Artists - Nefault1st (Kainoso) & Genesismax [pending] - Sol Engine V1 & V2 Credits - The Sol Engine originated from the first release of the Sonic Revival Engine. Creator of the Sonic Revival Engine - Chaos Rush Physics Engine - Damizean __________________________________________________ To receive updates from me, please check out these links & subscribe! -YouTube Channel- -DeviantArt Page- -SoundCloud Page- -Facebook Page- Check out my other games here!
    10 points
  8. GAME DEVLOG So I thought I'd just start a project page in here instead of posting in the "screenshots topic." It's not exactly a Sonic fan game as such, nor does it have much to do with Sonic. However saying that, it does share nods to the game, such as the "2 act structure", end signposts/capsules and dem title cards. Basically the game is about a robot trying to become human so he can date the love of his life, as you see, robot 'n' human relationships in this world is strictly no-no. After being captured for breaking the rules, you're sent to "Robot Prison" and left to rot. That is until you manage to escape thanks to some dimwit spilling coffee on the control panel. From here, you'll adventure through (most likely 8 Zones) to complete your quest of becoming human and being with your love. 8 Zones, which with 2 different styled acts/music. Multitude of power-ups, such as the "block", "giant buzzsaw" and the forever loved jetpack. Chock full of guns and guts. I mean, lots of guts. Loads of 'em. Hand-drawn cutscenes, comic style. Action-pumped soundtrack, which hopefully a megadrive/genesis remixes too. Extra modes like, time attack, endless arena and special stages. Pure Carnage. Picutres: Video: I'm hoping for it to be released on Steam next year (it's been Greenlit, so that's awesome ) I'm looking into maybe getting a publisher for the game as I need some funding to prolly finish this game. Worst comes to the worst I'll just make it an early release... Hope ye like, I'll prolly update 'ere often so keep a look out.
    10 points
  9. Hi all. I'd like to present the fangame I am working on, named Sonic: Incursion. It is a 2.5D game, powered by UDK and made possible with Xaklse's SGDK codebase. I have been working on this for one year and I have made significant progress. In addition to sporting 2D gameplay, the third act of every zone is smaller, but focused on a specific gimmick. For example, the first zone has a segment reminicient of Sky Chase Zone, the second has a small exploration puzzle. There is a demo available, which has the first zone fully playable. I hope you can download it and give it a go, I'd love to hear your thoughts. Alternatively, there is some gameplay footage of Sunkissed Shore Zone Act 1. Screenshots. Please note, some of these are already out of date.
    10 points
  10. First larger enemy for the engine, playing with concepts. Wheres the weakpoint?
    10 points
  11. I'm attempting to assemble and train a team of developers dedicated to learning to use Headcannon Game Engine and using it to create a game project. Please read this blog post very carefully for more details Feel free to ask any questions you may have; I'll be happy to discuss aspects of HCGE or this project with anyone who is interested before they officially apply, as it will be important for you to understand what you're signing up for If you'd like to help but don't feel like actively participating, please help to spread the word by sharing the blog post and/or this tweet Thank you very much for your interest!
    9 points
  12. Adding up a bit on what Lange said, it's not a matter of which one is lazier: Both can be 'lazy' if the developer chooses to be. When it comes to romhacks, there's those that change mechanics, implement new characters and add levels. On the other hand, there are romhacks which are simply palette swaps of level tiles done with editors like SonED or whatever. Those could be defined as 'lazy'. As for fangames, there are prebuilt engines that a developer can open, stick a title screen to, and release with a barebones test level. Both worlds are different and imply different limitations and workflows. A ROM hacker starts off with a dissassembly of the original game and works from there. The main engine, memory management and sound driver are present from the outset. Limitations exist and need to be addressed. If the hacker does things incorrectly, the console will glitch out or crash. A fangame developer starts with a blank slate. Before the current feature-filled premade engines, the 'lazy' way to do things was to use the TGF/MMF platform movement system. Today, it's the prebuilt engines like Worlds and Dash, but making a game is not just making an engine - it implies graphic design, music design and several other factors. The current tools prevent things from breaking in most cases, so the dev is free to play around. Worse that can happen is a Windows 'Program stopped working' message. Another difference of the two is the legality. Let's take Freedom Planet and apply it to both cases. The real case is that FP is based on Sonic Worlds. The engine is publicly available and Strife & co. adapt it to their original IP. The result is a game that can be sold, which is the case at hand. The base engine's logic is not Sega's, so there's no issue. Now, let's imagine FP was romhack based instead. Even with the original characters and music, the game would have a critical issue: It's based on a dissassembly of a commercially released game (e.g. Sonic 3), which would violate copyright. In this situation, the engine is Sega's own code. You can't copyright the 'natural' math that drives the engine (although copyright trolls would like to differ) but you can copyright a specific implementation of the program code, which is the game itself. Now, Sega is surprisingly tolerant with its fans (I still think they gave SOR Remake a couple days before C&D'ing them so that the game would spread), so romhackers usually proceed with their works without issues - since they're never commercialized. In short, there are amazing fangames and romhacks just like there are lazy fangames and romhacks. And you know why that is? It has NOTHING to do with either 'world' - it's all up to the developer who works on the product in question.
    9 points
  13. Have you ever made a game?
    9 points
  14. Hi toffy. Please bear in mind when creating a thread for your project or fangame, you should have substantial information about it and preferably some media, such as pictures or video. If everyone just posted an empty thread claiming an idea, we'd have a bazillion threads with nothing to them and nothing to talk about. There is no point in this being here if you have nothing but a title so far. Please come up with a good plan to share and some material to go with it before you create a thread for your project. Also this is meant to be a Sonic fangame? It's in the wrong board. This would go in Fan Game Showcase, that's where fangames stake their threads. This board, Game Creation R&D, is for discussing theories and practices of game design in general, and sharing resources for development.
    9 points
  15. http://music.sonicretro.org/Sonic%20the%20Hedgehog%20OSV/14%20-%20Labyrinth%20Zone.mp3
    9 points
  16. This so very much. It's nauseating to see someone prioritize fame or attention over a genuine interest in what they're doing. It completely disintegrates the soul and believability of a project, because then the creation is basically a lie, a disposable token that exists for the purpose of getting people to glamorize you. Love for your project comes first, and the love others have for it are born from this. You can't put the cart before the horse, it doesn't work. You may believe you have put love into your project and your only concern after it's out is that it still hasn't gained attention. Well if you did, I have bad news, your priorities are backwards. That isn't what your concern should be. It probably means you made a sub par experience and your skills are not well enough. If this is the case, your interest should be in improving your skills based on the observation that your game isn't popular, and not in trying to make a thing better because your project wasn't popular. See the difference? The former is observing something that implies lack of skill, and thus wanting to improve yourself. The latter is about trying to do something in the pursuit of popularity. To add to this, people tend to have a very distorted idea of what constitutes criticism, because those who take offense to criticism have a hard time distinguishing insults from critiques. To them, saying "your sprites are poor in quality" is the same thing as saying "go fucking die you horrible fuck". This seems to happen when people merge their project with their ego, and thus feel like they're being personally attacked when someone criticizes their project or any aspect of it. This kind of thing is incredibly destructive to oneself and acting on it is a great way to alienate others and stir up drama. It can ruin your credibility, ensure people never want to help you, and put you on a spiral where you need to keep layering defenses to protect your other defenses protecting your ego, and all of it boils down to irrational fear. If someone tells you "your sprites fucking suck" it's every bit as valid a criticism as "your sprites are bad quality". Do not make it a personal matter, do not attack the words or the person saying it, do not lecture them about being nice, none of these things will help you or them or anything. These are fallacies like any other. Doing this creates problems out of thin air and generates drama that would otherwise not exist. This is no better than plugging your ears and refusing to hear something you don't want to hear while biting back at the same time. If you don't like the way somebody said something, just ignore it. Take the criticism from what they said and use it. Maybe instead, consider if someone used such strong wording, that you should to really reflect on the quality of your work. This would be a constructive way to respond to the situation. Chances are, the person genuinely wants to help you, or is simply indifferent, and by reacting with hostility about things that aren't relevant, you're sending out a signal that says you don't want help. It only takes a bit of horse sense to determine if someone really dislikes you and just wants to attack you. Another important thing to remember that people seem to frequently lose sight of is that human beings have the incredible power to change and improve. If someone tells you your work sucks, this is a prompt to NOT suck, something you have the power to achieve. Someone who is praised for not sucking earned that by using their power to go from suck to not suck. You have the same power. Always keep that in mind. To close this point before moving on to the fangame stuff below, develop self diagnosis. Be able to see the quality of your own work against the totality of potential quality it can have. If you can look at someone else's creation and tell how good it is, you can do the same with yours. Criticism is easier to interpret if you can use your work as a backdrop to place it against. An artist who obsesses with modesty and ignores their own flaws and merits is an artist traveling blind. Getting to your goal will then be a matter of luck. The Genesis games are worshiped like the holy bible for damn good reasons. Don't pin a debate on that by pretending there's nothing to it. Opinions shmopinions. The games throughout the series have measurable qualities that validate the notion that the Genesis games are superior in many ways. If this weren't the case, no one would have any room to criticize Sonic 4's physics. I do not remotely understand your argument about creating original assets. I do not understand why you brought this up at all or how it is in any way a problem. Is it an issue because it makes projects too ambitious? Because it takes too long? Because it can result in games looking worse than the official art? None of these would be valid arguments. An ambitious project is the choice and burden of the creator. The quality is part of the creator's journey to improve. All of it is one's pursuit of a learning experience. This is a good thing. Either way is a good thing because they're different approaches to learning, and focusing on specific things to learn. Your point was golden in that sentence, up until the very end, which makes it a contradiction. You say that modern Sonic games have sucked, yet you say people only draw from the past games out of nostalgia. Okay, it's obviously not just nostalgia if people are avoiding the modern games because they suck. Make up your mind. "Nostalgia" is not an argument because it's speculative, and in many cases, completely false. Absolutely. Those features are what defined Sonic games. Making a Sonic fangame should adhere to the features that define it officially, unless you're deliberately trying to make something different than a traditional Sonic game and you're just using the Sonic image. It's foolish to ignore the staples and pretend like Sonic fangames are just random games with Sonic's face on them. Making a good game has nothing to do with that stuff. Making a good Sonic game has a lot to do with that stuff. Duplex is right, those are features that define the Sonic games apart from any other game, and generally it should be where someone starts from in a Sonic fangame effort. It is entirely sensible to prioritize the adherence of those features when making a Sonic fangame, and seeking to idealize them, improve them, or going on a mission to recreate them as faithfully as possible. Wild, silly, or new ideas do not make a good fangame. There's just as much to appreciate in how precise an engine is, or what it manages to accomplish in extrapolating the features of existing Sonic games. This sort of mindset is exactly the right direction a fangaming scene should have; fan, as in, admiration of existing properties, games, as in, making games, fangames, as in, making games based on existing properties. I feel stupid having to explain this. What you're suggesting is that we should drop interest in the features that define Sonic games, and instead make random whatever games that just happen to have Sonic's image slapped on. That isn't a fangame. By your logic, Mario fangames should ignore things like super mushrooms and stomping on enemies and hitting item blocks and linear platforming, and Mega Man fangames should ignore run and shoot gameplay and boss powers and charge shots and precision platforming. If those features are ignored, they're not fangames anymore, they're just random games with meaningless titles and pictures. Proper physics in Sonic 4 isn't the answer... by itself. Proper physics would be a huge improvement however, because this does have a lot to do with what is needed of another entry in the original Sonic series. There's plenty of other problems that need to be addressed, such as the horrid music, and also what you said about it is true, it had no direction. But at the same time, it failed to adhere to anything in the format of its predecessors. Believe it or not, that's a huge part of what made them what they were, and these things should've been observed in the creation of a Sonic 4. By neglecting all of these things, it failed to be a legitimate Sonic 4. What bugs me so much about this argument is that you say it like people are forced to choose between one or the other. Like, if someone is focusing on technical precision and being faithful to past Sonic games, that this automatically means the game can't be creative or fun, nor can the creator have fun making it. What you're really doing it seems is making an assumption out of bitterness because you have a hard time enjoying the fangames of today. It is certainly possible for a developer to be so engrossed in a specific aspect that they lose sight of other important values. To assume that this is always the case just because the fangame scene found the roots it's been looking for is absurd. Is Overture not enough proof that developers can be passionate and enjoy their work, and make something fun and appealing while also being dedicated to accuracy and faithfulness to Sonic Team's original visions? We have not had to compromise one for the other. You're basically saying that fangames have turned bad because A was sacrificed for B. The solution is not sacrificing B to get A back. The solution is to find an equilibrium and then maximizing both until we have the best of everything. This is a primary challenge we take on together as a fangame community. You are confusing things together. The development of 360 engines was a logical step for Sonic fangames. This is when Sonic fangaming became stable. What you call pre-death was essentially a bunch of kids experimenting and goofing off and having fun. And yes, this was lively and entertaining. But it goes without saying that 99% of the fangames back then were unplayable wrecks. It was like a bunch of people planning to build cars and giggling as they smashed a bunch of junk together in trash compactors. Hilarious and fun, but at some point we have to start building a car. Somewhere along the way, the smartest of the bunch started drawing up the blueprints and eventually we finally got a sputtering yet working car. The joy of this achievement inspired everyone to start making the best cars they can. Fast forward a few years and folks are making some pretty good looking cars that drive really well. You look at this like things will never be fun again and the only way they will be is by destroying all the cars we built so we're all back to square one and have no choice but to bash car parts with hammers and all laugh and have a good time. Fact is, we got that out of our system, so that isn't going to happen again. A lot of us matured and we're taking interest in higher pursuits. But, it's foolish to think that things will never be fun again. History will repeat, but we'll be that much farther when it does. We'll eventually get close to a singularity where the engines are ideal and we have the best tools and things will become easy enough that we're free to start going crazy experimenting again. When that happens, it will be way more exciting than the days we were throwing tinker toys around. That is why it's best to devote oneself to the path we're on; it's a natural one. You perceive it as a high point that just dropped. If you zoomed out further and looked at the bigger picture, you'd see we're actually on a wave with crests and troughs. We will cycle back to where we were and bring with us everything we learned. This does not just apply to the Sonic fangame scene by the way, this applies to just about everything. Always look for the bigger picture.
    9 points
  17. Alright kids? Who wants to win a copy of Freedom Planet? Despite what some folks like Arctic Fox and Neo Fire Whatever say, the game is really great and you should be playing it, and with some help from Strife and your creativity you can in fact win a copy for yourself! Want to know how? Of course you do, so here goes! Contest 1: "STAGE THAT TUNE" You know what I love? Good music! And while most music done to the levels theme, this week we're going to do it in reverse. First off, listen to this: https://www.youtube.com/watch?v=3nljnLI5fBw Listening? Good. There's your stage music, and this goes without saying BUT FOR THE LOVE OF ILA DO NOT ILLEGALLY DOWNLOAD OR PIRATE THIS. I have a copy of the album and can listen to it while judging your level myself. Anyway, this contest is open format which means (or at least which I mean) that your entry can be anything. Design documents, playable level, a nice set of custom graphics, or even just a few mock up screen shots. Judging will not be based on what form your entry takes, but rather on how comprehensive your idea is and how well your stage fits to "Sun Skip" Contest starts now and entries must be sent in by Thursday August 7 at 12 noon central time. There will be a thread to post your entry to in the SAGE Forum starting next week. Winners will be announced during the SAGE "Hangover" that tends to occur. Probably on Saturday the 9 though. Contest 2: "SPECIAL STAGE DESIGN" This one is pretty simple. Design a special stage. Once again I stress that this is also open format so entries can be design documents, a crude napkin doodle, playable, or any other ways that you can get your idea across. Originality will be a key factor for the winner of this one. Contest starts now and entries must be sent in by Thursday August 7 at 12 noon central time. There will be a thread to post your entry to in the SAGE Forum starting next week. Winners will be announced during the SAGE "Hangover" that tends to occur. Probably on Saturday the 9 though. Contest 3: "WHEN ila GETS BORED" I think that one is pretty self explanatory. At some point I'll probably have nothing better to do so I'll start up a game in SAGE Chat. It will most likely be 20 Questions. Get your Google searches ready because the answer most likely won't be Sonic related. Or it might be WHO KNOWS? I'll also have 2 more Freedom Planet Steam keys that will be given out whenever I take control of the SAGE Cast or Stream. Times will be completely random but keep in mind I'm in the central time zone. Other notes: Prizes have been generously donated by Strife, being a dick will get you disqualified from any contests that I hold, and Bob Dole.
    9 points
  18. Soap Struck Act 1 - Near Final
    9 points
  19. Uh... why people are taking the fact that this is based of ATS/BTS as a bad thing? I just want to get this clear: I'm FINE with poeple copying, getting inspired and/or ripping off ANYTHING from my SONIC FAN GAMES games. i'm no creator, my ideas always come from somewhere, for an exanple: the boss battle, also from sonic advance 2. Even if this guy is making a fan game out of a fan game, the ideas present in BTS/ATS are not owned by me by any means, they are just ideas. Alrighty, so... In my oppinion, originality, accurate sonic mechanics or anything else people make a big deal about. Is NOT what making a fan game is all about, for me, making a fan game is about learning how to make a game, you can be unoriginal as far as you want, that is NOT A PROBLEM, as long as you learn something. So, for the guy working on this. Keep up the work man. Although i haven't played the game yet, i'll try later whem you upload it to another download page, like mediafire or dropbox. Oh, don't mind my typos, they are everywhere.
    9 points
  20. I wanted to save this image for a more elaborate topic in the future, but to hell with it. This is why Sonic games are no longer good Sonic games. The "legacy" diagram is what made Sonic games what they were. It's what set them not just apart, but ABOVE every other platformer. Without that, you don't have a Sonic game, you just have a platformer; no matter how many slope-looking things and rings and animal characters you cram into it. The games have been gradually reducing more and more to the "modern" diagram on this chart, and Lost World finally achieved it along with making more bad design choices on top of it. This is not about "purity". The Advance games lost some of the gameplay depth, Rush even more so, but they were still good Sonic games. It doesn't have to be perfect, even though ideally it should be very close or the same as the Genesis games. Or hell, find ways to improve that formula. But, not only have they not been improving the formula, they've been making it worse, and worse, and worse. We're not afraid of "change" or them "trying something new". We're pissed off that their "trying something new" always comes with more compromises and once again fails to address the glaring flaws that were left behind by their previous attempt to reboot the gameplay. And of course, they continue to avoid the two big formulas that were really good and did phenomenally well; the Genesis formula and the Adventure formula. Trying a new formula won't work if they only use 10% of the ingredients they used to have. Generations was moving in the right direction, then they promptly discard all of that as if they had no idea what they were onto. The jump from Generations to Lost World shows they really have no idea what they're doing. Don't even get me started on Sonic 4. I'll go into this in the future with a more thorough explanation, I'm hoping to make a video on it as well. The problem with Sonic is not the fans. It's not some obscure detail. It's not one isolated issue like too many unused characters. The real split in the fanbase are those who can see the difference illustrated above, and those who can't. Those who can are either awaiting, or have given up on, Sonic's return to form as a game series, preferably with the same rich and beautiful aesthetics that walked hand in hand with it. Those who can't are squabbling over the more stupid features irrelevant to what makes a Sonic game, such as whether or not Silver should be canon or why Black Knight didn't get a sequel. They're engrossed more in the lore or the themes than the games themselves, because they can't recognize what a Sonic game is. To them, Sonic games are just a container for all the ridiculous ideas Sega craps out, and they're only fans of those ideas. This is why they're quick to refute the difference in quality between old and new games, accuse 90s fans of being "blinded by nostalgia", and will blame any problems the franchise has on the fanbase, voice actors, and other such nonsense.
    8 points
  21. This is mostly a tip for new members who aren't familiar with how to express their fan game ideas. Being excited about making a new game is cool, but be sure to have something to show and not just tell. Also, avoid joining just to ask for help on a fan game that you didn't even make yet. You're basically coming across as asking someone to do the work for you and that really isn't taken well.
    8 points
  22. 8 points
  23. Sky Chase Zone wooo~~~
    8 points
  24. Here’s the second gameplay video for spark. it’s just a minute and a half of more stuff related to what i posted here in those past few months.
    8 points
  25. New stage posted: http://sparktej.tumblr.com/post/89469554923/new-stage-very-early-on-development#disqus_thread Still quite early, i'm still trying to figure out how i can make the bg work, although it is unfinished.
    8 points
  26. I'd really like to know who's actually reading all this stuff. Don't you guys have fan games to work on or something??
    8 points
  27. I worked on Time Twisted all weekend. The result was I got a lot of work done on Tidal Tubes Past, it's closing in on playable. Here are some screenshots of the progress.
    8 points
  28. Wow that's pretty harsh and uncalled for. I highly doubt he made this game for idiots or was trying to mock Lake. Suggesting such is well idiotic. This game is inspired by BTS but that doesn't mean it's offensive. Any time a fan game make it big XG, BTA/ATS it inspires others. That's a good thing not a bad one. When I decided to redesign Time Twisted I was heavily inspired by XG for instance and overtime Time Twisted grew into it's own thing. Sonic Overture/From the Beginning was inspired by BTS the same way and over time grew into it's own thing. Lange is right about a lot of the physics issues DarkchaoX10 and I suggest you take those to heart. But don't let his attitude get you down you are off to a great start.
    8 points
  29. Sneak peak at act 2 Also I am still in need of talented people
    8 points
  30. OFFICIAL CASTING HAS STARTED!
    8 points
  31. New stage! No name yet, like every other stage. It’s very early in development, as you can see from the out of place gray line on top of the BG, but i’m not sure if i’ll actually finish it this time, that is, i’m not really that happy on how this stage is turning out, although, it’s mosty likely that I will finish it one way or the other. But anyway, this stage… well, there is something quite special about it. Oh, and hey, tags. not sure how those work though.
    8 points
  32. Hello once again everyone! I recently finished Act 2 and the boss Act for Corrupted Canyon Zone and now I'm able to move on to newer levels. First actual screenshots of Antarctic Amethyst Zone (previous screens were just test levels): I may or may not remove the snow effect, because right now it tends to make the game's fps dip into the 50's a couple of times out of randomness.
    8 points
  33. Sonic Fan Games HQ? More like Indie Games HQ Hurr hurr hurr hurr.
    8 points
  34. The intro cutscene is more or less finished. So I have been working on a special stage engine. Once the special stage engine and save system are complete they'll be nothing to do but build bosses and levels until the game is complete. ^___^
    8 points
  35. I have been programming the opening cutscene for the game. Here's a screenshot: Most of the art was done by DerZocker in this shot. As a team we have outlined what we want to accomplish for SAGExpo 2014 Act 2. If all goes according to plan the demo for SAGExpo includes: 2 new acts Drifting Dynamo and Tidal Tubes, a total of 5 acts for the demo Special Stages Joystick button mapping An opening cutscene If you are interested in following the game's progress consider following me on twitter. I post things on twitter that don't make it on my site or in forums.
    8 points
  36. just finished the pixelart version of the new SFGHQ logo Overbound made. Redoing the whole shading was quite finicky, especially on the small "fangames" letters, but it turned out not too bad I think
    8 points
  37. I just finished this painting in Acrylic. It's 12in x 16in. This logo has always been one of my favorites and also favorite games, so i decided to paint it!
    8 points
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