Sonic: TFH SAGE 2008 Demo (Ver. E2)
Aug 17, 2008 Demo 3 commentsCheck out this demo level created exclusively for the Sonic Amateur Games Expo 2008!
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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:
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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Latest Downloads
Sonic: TFH SAGE 2008 Demo (Ver. E2)Aug 17, 2008 Demo 3 commentsCheck out this demo level created exclusively for the Sonic Amateur Games Expo 2008!
Sonic: The Fated Hour Christmas 2007 DemoMay 27, 2008 Demo 3 commentsUsing 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...
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No no! You can't get rid of the Equip system! It was one of the things that set it apart from the other Sonic fan games!
I really enjoyed running through the Dry Savanah with the various load outs. Each experience felt so different and interesting.
You could still implement a simple equipment system like the older versions had with Chaos Emeralds. Or even just use a simple Sonic Adventure style equipment system: Get this item, now you can use wall jump. Get this item, your acceleration is increased. Get this item, and now you have a stronger spindash. Get this item to have to have Sonic Rush boosting. Etc...
Just use a Global Value for each item. 0 represents "Not Collected", 1 represents "Collected - Unequipped" and 2 represents "Collected - Equipped."
And for an Equipment menu, just check if the value is greater than 0 for each item. If it is, display the item in the list, and allow the player to toggle the value from 1 and 2 to equip/unequip.
I'm an MMF2 user too, so I can help if you want. I've made a simplified menu system before, and I can send you the code.
i got my eye on this one...
BIG SONIC FAN RIGHT HERE!!!
:P
AWESOME!! O_O!!! This is the best Sonic fangame that i have ever seen!!!
I have seen a lot, but this - the best of the best!!
I am amazed ihaaa!
This is what SEGA needs!!!! they need the community's opinions and feedback on there sonic games. you should work at SEGA. Well Done.
the survey appears to be down though. any idea why? is it going to come back up? "This survey is currently closed. Please contact the author of this survey for further assistance."
I enjoyed reading through the history, and watching the videos. :)
Huh. Maybe Survey Monkey forced it closed because I'm using a free account!
I voted this one for MODDB Indie ... Because I liked how it is going.
sometimes the game freezes for a few seconds to a minute, and then it continues. Is there a way to stop this freezing at the moment?
You're the first person I've ever heard of with this problem. Are you sure it's not something wrong with your system?
If that happened there would be no Sonic Unleashed and that a revolutionary game for Sonic.I also think it was good for SEGA to release some crappy games so they can learn by trial,error,and game reviews.
The animations in this game are half my own. The sprite started out as a Sonic the Hedgehog 2 sprite, but I've heavily modified it: I've added numerous new frames of animation (Sonic normally had 8 frames of animation for walking, now he has 16+), I've changed the color, redrawn parts of it, etc. Specifically, the running animation is Sonic CD's Super Peelout pasted over the top of Sonic's walking animation with edits to make his stride longer (so it looks like he's running).