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  (80 - 90 of 91)
GunShip05
GunShip05 Jun 23 2008, 12:33am says:

Awesome, I can't wait for this game to be finished!

+2 votes     reply to comment
Mobius_gen
Mobius_gen Jun 21 2008, 5:43pm says:

I love this. Good work man :D

I'm keeping a close eye on this ;3

+2 votes     reply to comment
technoblue
technoblue Jun 20 2008, 2:58am says:

This looks fantastic! It will be getting my download when it comes out.

It is incredible that you are using Multimedia Fusion to create this. Is the programming for it difficult? And will it be released as a standalone executable?

+1 vote     reply to comment
BlazeHedgehog
BlazeHedgehog Jun 20 2008, 10:18am replied:

I don't know if it's difficult, but it is tricky. There is a bit of tomfoolery getting MMF2 to do stuff like this - you have to do things a certain way for it to work properly. It can at times feel like it wasn't designed to do a lot of this stuff, but you can still do it, just the same.

Of course I'll be releasing this as a stand-alone EXE. That's all I WILL be releasing it as. :P

+2 votes     reply to comment
Xaklse
Xaklse May 30 2008, 6:36am says:

Welcome to Moddb.
I'll keep an eye on this.

+2 votes     reply to comment
Minuit
Minuit May 29 2008, 3:46pm says:

Wow o_O

Looks amazing, love Sonic (the old 2D versions >_>)

Good luck with this!

+2 votes     reply to comment
Baxayaun
Baxayaun May 28 2008, 7:55am says:

Looks fantastic, indeed! Looks like Sonic's sidekick will be useful at last! ^^

+2 votes     reply to comment
Neurological
Neurological May 28 2008, 5:06am says:

This is awesome, always loved old skool sonic games, and I'm glad someone its doing one. I personally tryed to do by myself but I'm a noob when come to programming. Which engine are using on this one? Homemade?

0 votes     reply to comment
BlazeHedgehog
BlazeHedgehog May 28 2008, 5:31am replied:

Um. Not to be rude, but doesn't it... kind of... say what engine I'm using on the sidebar there?

+2 votes     reply to comment
Neurological
Neurological May 28 2008, 8:59am replied:

Ah lol sorry, didn't notice it :p.

+3 votes     reply to comment
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Sonic: The Fated Hour
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BlazeHedgehog
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