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BlazeHedgehog

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Everything posted by BlazeHedgehog

  1. I guess? I dunno. I spent too long on the project and it was too complicated to get done and basically it needed a total, from-the-ground-up, don't-even-call-it-TFH-anymore revamp. That's the only way it would ever happen at this point. It was an idea I came up with when I was 16 or 17. That was like 10 years ago or more. There were old ideas in TFH that probably weren't worth using, but I left them alone, because "that's TFH". I have been thinking of original games a lot more. Once I get my next project or two out of the way that may be it for me and fangames.
  2. I spent almost two years working on an engine again and have no game to show for it. I got burnt out. I said that if I couldn't get the game out this last time, that would be it for TFH. Which is my round-about way of saying it's probably not coming back. There's a lot more reasons as to why I've come to that decision, but the short of it is that I probably can't do TFH at this point. There comes a point where you spend so long on a project that you lose sight of what it was even about originally, or why you wanted to accomplish those ideas. Even if I did finish TFH, it probably wouldn't be very good.
  3. Probably see if I can get some more work done on my website (add the long-overdue "projects" section) and then probably go back to work on . Another project that's also been on my mind a lot is , since Castlevania HD released on XBLA a few months ago.And then there's video reviews I want to do, and even non-fangame game projects! So we'll see.
  4. This isn't a full game, so it doesn't really make sense to put levels after the intro. I had considered it, but since it would go from "Intro -> Unrelated level -> Unrelated level -> Unrelated boss fight -> Unrelated level", I decided against it.
  5. If you downloaded the game in the last four hours or so, I kindly ask you to redownload it. I accidentally forgot about a bug I totally had on my to-do list that made one of the missions in Mission Mode impossible to complete. Sorry! And yeah, I know they're a bit hold-right-to-win, though in my defense, I think White Acropolis Act 2 forces you take stuff a bit slower, and Mission Mode is pretty much the anti-thesis of "run to the goal as fast as possible", as long as you can put up with the simplistic objectives.
  6. Four years ago I lost the source code to this in a HDD crash. A little over a week ago, I recovered it. I've spent this last week fixing up the game to get it in to a functional state so I could release it. There's a ton more information about the game in its readme.html file. I highly suggest you read it while the game itself downloads. DOWNLOAD: SONIC2K62D_FINALVERSION.rar (33.6mb) FEATURES: 3 zones, for a total of 5 levels, plus one boss encounter. Also lots of digital music (hello file size), Mission Mode, and a very basic leaderboard system. SCREENSHOTS: VIDEO: So yeah. Enjoy!
  7. So I said three days. I think this counts as the fourth or fifth day. As usual, I went a bit overboard. The original plan was to bolt everything together and release it as-is, even if some of what was there was flat out busted. Long story short what was once a 70% complete build is probably more like 80%-85% complete now. Outside of a few (rarely present) ugly bugs and the absence of one huge time trial/leaderboard feature, this is probably going to function about like you'd expect if I'd finished the project four years ago like I originally intended. There's still a handful of things I have left to do, and I keep remembering more, but they're small polish things so with any luck we're looking at a release either later tonight or sometime tomorrow. Thursday at the latest.
  8. Yeah. Ages ago when the drive first "died" Epon suggested I plug it in to a USB HDD enclosure. After spending literally months trying to repair the drive every other way, I gave up without trying the USB enclosure. I had a little bit of extra money to play with, so I bought one, and hey, it worked. Don't expect anything too fancy though. I'm not "finishing" it, or at least, not to the standard I wanted to. A lot of it was completed, so I'll just be releasing it more or less as-is. A couple of things don't work right and it's missing a bunch of the bells and whistles I had planned... but for all intents and purposes, it'll be finished and released. This also means I have all of Shadow of Chaos back, but that is kind of a mess and is in a far more unfinished state, so I don't know if I'll bother releasing that or not.
  9. So for anybody who remembers this old project of mine and what originally happened to it may find this image interesting. Let's just say that I'll have something in relation to this in the next three or so days.
  10. Too much repetition. The boxes themselves are too small. The red rails need at least one color of shadowing.
  11. My thought process is generally: I have a cool idea for a game Cool idea is not substantial enough on its own, what else fits with it? Explore that until it feels like I have enough to carry a whole game Decide on a number of levels Brainstorm environment themes for those levels Think of things to put in levels, possibly play off environment themes Build first level Field test gameplay in the first level, tweak/polish as needed Continue on with the rest of the game, tweak/polish as needed
  12. It's not that I care about the graphics itself, it's that somebody would bypass me, rip the graphics, and think that's okay. Arguably one could say that maybe I should be proud: in games with so many ripped graphics, it can he hard to tell what's ripped and what's original, assuming the quality of the original graphics is high enough. Maybe I should be proud, then. Yvar, you can continue to use the graphics. Just... don't let it happen again, okay?
  13. I would like to be pointed to where the big tree specifically came from.
  14. I see some familiar graphics in here that I don't remember giving permission for.
  15. I'm gonna say D or F, personally. I like the larger color palette in F, but D keeps the "autumn colors" theme while still having the occasional shade of blue grey.
  16. Incidentally, by "Sonic feels a little heavy" I do not mean necessarily his gravity. I mean his movement physics in general.
  17. The current version is damn good, yes. Sonic feels a little heavy, but I am very pleased.
  18. I am the goodest reader Edit: Hooray. One last question: Can people start building stuff with this right now? Or do you need to release the source scripts and stuff that made this work? I might start trying to push people away from Blitz Sonic in favor of this.
  19. Got an error that D3DCOMPILER_43.dll could not be found and I should try re-installing. Re-installed three times, same error. Won't launch without it.
  20. I think I liked the loop being a separate color.
  21. Didn't we go over this in the SAGE reviews thread? I'm not Blazefire. In fact, "Sometimes I wonder how your mind works", is an awfully Blazefire-esque thing to say, considering the types of comments he's left on my Youtube channels.
  22. Oh, and incidentally, Sonic's movement on the platforms in my video isn't anything that'll effect gameplay - it's a side-effect of a video export routine I wrote using the game's replay system. For some reason, Sonic and moving platforms are out of sync in time trial replays. I have no idea what causes it. I'd like to fix it, but it's not high priority, because it only happens when viewing a time trial replay.
  23. Nobody found the secret annotation link that lead to a super secret video! AND NOW YOU NEVER WILL, BECAUSE WITH SAGE ENDING, I HAVE REMOVED IT!
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