In development in some form or another since late 1999, Sonic: The Fated Hour (TFH for short) attempts to blend the adventure and exploration elements of games like Metroid and Castlevania while still retaining everything that made the 2D Sonic the Hedgehog games so enjoyable.

What's taken so long getting the game out? Read the full story:

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Blog RSS Feed Report abuse Latest News: Sonic: TFH September Update

7 comments by BlazeHedgehog on Sep 28th, 2009 digg this super bookmark


Welcome back to the stage of history. Or something. You may have noticed that there was no August update for Sonic: The Fated Hour, and that's a combination of several different factors. For starters, I've come to the slow realization that maybe I've revealed a little bit too much regarding TFH's game mechanics. This is something I touched on in July when I mentioned I wanted to keep some things secret from you guys. I probably should have kept a lot more secret than I have. That's not to say I'm short on surprises or anything like that, but there could have been a lot more. At the same time, you know nothing about the levels the game will feature, only how the basic mechanics function... so yeah.

The second reason I did not update in August is simply because, as I mentioned in July, it was the Sonic Amateur Games Expo. When you spend a week playing and writing about 22 Sonic fangames, you kind of don't want to think about them anymore.

But now I'm back - again - if only for a brief period. I think once this update is out of the way, I will have to take a bit of radio silence as I finish up what's left to code and start working on the real, actual, TFH game. I've spent nearly two years working on this iteration of the engine and I think I'm finally at the point where I can start making an actual game again. I can't believe it actually took me that long. Working on the real game means that the next TFH demo will be here. I'd like to say by Christmas, but I've missed a handful of deadlines for this demo already so we'll see what happens.

Regardless! I have video of what I've been working on.


Most of the video speaks for itself, as usual, but the biggest addition is the icon for Amy's Fortune Telling thing has been replaced with a new "BANK" icon. TFH has two ways of storing rings: Rings you are currently holding and a "ring bank". Initially, it would be that when you exited a level and went on to the next, your current rings would be transferred to your ring bank. But, with being able to buy and sell items at the shop, I figured it would make more sense if you could directly deposit your current rings straight in to your ring bank. I'll also probably get around to letting you withdraw some, too, just in case you're wandering around with 0 rings and you're near enough to a shop to warrant the trip.

So that's it, I guess. I had big plans for the September update, but rather than do that, I think this is all I'll put up right now. Maybe next month I'll have something that isn't related to coding or designing the game? Maybe not. Stay tuned.

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Sonic: TFH SAGE 2008 Demo (Ver. E2)

Sonic: TFH SAGE 2008 Demo (Ver. E2)

Aug 17, 2008 Demo 3 comments

Check out this demo level created exclusively for the Sonic Amateur Games Expo 2008!

Sonic: The Fated Hour Christmas 2007 Demo

Sonic: The Fated Hour Christmas 2007 Demo

May 27, 2008 Demo 3 comments

Using a WIP version of the Sonic TFH tech, I created this level in only five days. Though it released on December 28th, 2007, it was intended for Christmas...

Comments  (0 - 10 of 91)
the00gazza
the00gazza Oct 2 2009, 3:34am says:

Hey blaze,
Been watching this game for ages, the work you're doing on its great.

I found a bug in Sonic: TFH SAGE 2008 Demo (Ver. E2), probably fixed by now though, you can go through the checkpoint thing more then once, unlike any other sonic game, don't know if this is on purpose or not.

Excited about project needlemouse? if it fails then this awesome fan game is my last hope for pure sonic fun. haha.

+1 vote     reply to comment
BlazeHedgehog
BlazeHedgehog Oct 8 2009, 4:29pm replied:

It's intentional.

+1 vote     reply to comment
GunShip05
GunShip05 Sep 14 2009, 8:32am says:

I need help the escape key doesn't work in this game!

+1 vote     reply to comment
the00gazza
the00gazza Oct 2 2009, 3:33am replied:

Works for me, are you using the right control scheme?

+1 vote     reply to comment
JimJamX
JimJamX Sep 11 2009, 6:30am says:

No August update! Oh no!

+1 vote     reply to comment
BlazeHedgehog
BlazeHedgehog May 31 2009, 2:39am replied:

Your phone runs Windows stuff well enough to play this? :P I'm surprised. On the PC, it needs at least a 1ghz processor minimum.

+2 votes     reply to comment
Icedecknight
Icedecknight Jun 30 2009, 12:16am replied:

its the iphone silly XD

-2 votes     reply to comment
BlazeHedgehog
BlazeHedgehog Jun 30 2009, 1:27am replied:

But, again, unless he installed Windows on his iPhone or something, he shouldn't be able to run this game, like, at all... it's a Windows application. There are no versions for any other platform.

+4 votes     reply to comment
InstantSonic
InstantSonic Jul 8 2009, 10:32am replied:

He's running Linux on his iPhone, which is running a virtual machine running Windows 7, which can run TFH.

+1 vote     reply to comment
BlazeHedgehog
BlazeHedgehog Jul 9 2009, 4:38am replied:

But even so, thanks to Multimedia Fusion, the processing power required to run TFH is far out of reach of the capabilities of the iPhone. :P If I get framerate drops on TFH, there's no way the iPhone could play it.

+1 vote     reply to comment
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Sonic: The Fated Hour
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