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!
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:
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.
Check out this demo level created exclusively for the Sonic Amateur Games Expo 2008!
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...
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Been watching this game for a while now. I think if more sonic fans saw this they'd get behind it. I can't stop playing the demo, it's so much fun and well made. All of your ideas are really great.
I understand this is an individual project but if i can help at all in anyway let me know.
The Christmas level design was very impressive. Do you think you'll make another Christmas stage this year? like act 2 or something? that would be great. :) would make my Christmas.
No, probably no Christmas stage this year. This game has had a lot of demos over the years (maybe I should upload the old embarrassing ones one day...). If I'm going to be doing another demo it will be one final gameplay demo featuring real levels from the final game.
very sega looking of you.
back when they were still good.
tracking.
Great game. Quick question, In future versions do you plan to add an options menu where you can change resolutions, screen type and other such? Anyways keep up the good work blaze. This game is one of the best I've seen so far.
I really should, but Multimedia Fusion isn't so good at resolutions. I can't specify any full screen resolution as far as I know (it's always gotta be 640x480), and doing 2x, 3x, and 4x resolution modes for Windowed usually creates a lot of slowdown.
I guess I'll try and put in the stretched Window modes for people who can play the game like that, though.
Oh okay. Well good luck with the game.
Have any pans to releasing the Source code for this game plz?
It would help me out in my learning curve plz.
-Dan
Nope, sorry.
how do u unlock the 3 unlockables
Figure it out! It's really easy. So easy that you shouldn't even have to ask. Just look around the level and see if you find anything.