First off, hi, sorry I haven't been around lately. Don't think I forgot about you guys, I've just been, well, busy. It's a bit weird coming back to here after spending so much time at other Sonic boards (The GHZ, Sonic Retro, etc.), though, I will admit that.
But anyway, down to business. The 14th Sonic Amateur Fangaming Expo starts tomorrow, July 25th, and as usual, you'll be seeing many fangame designers come out and show their stuff. You can check out a promo video of games to be shown at SAGE here (although Nexus had to pull out ), or the official site here.
Which then brings me to the second part of the topic. Sonic Robo Blast 2, having been worked on since 1998, has finally hit version 2.0! The single-player campaign is now the most complete it's ever been, including all new zones such as Deep Sea, a completely reworked Castle Eggman, and Arid Canyon. In addition, the multiplayer has been completely revised, and is a lot better if I do say so myself. Plus, we packed in a metric ton of secrets into the thing, so you'll have ample reason to go back and explore the large stages (and I do mean LARGE stages)! Presently we're releasing via torrent; you can start up your favorite torrent client and check it out from here. The team and I have worked damn hard on making this one possible, so I'd appreciate it if you checked it out! (And maybe Dugg it, I dunno.) Enjoy!
(Note to other mods: I think MFC is okay, but if you really think Carnival Island is better, by all means, be my guest.)
First off, hi, sorry I haven't been around lately. Don't think I forgot about you guys, I've just been, well, busy. It's a bit weird coming back to here after spending so much time at other Sonic boards (The GHZ, Sonic Retro, etc.), though, I will admit that.
Don't spend too much time there, man. It'll make you cynical.
But anyway, down to business. The 14th Sonic Amateur Fangaming Expo starts tomorrow, July 25th, and as usual, you'll be seeing many fangame designers come out and show their stuff. You can check out a promo video of games to be shown at SAGE here (although Nexus had to pull out ), or the official site here.
I didn't even know something like that existed. Should check that out. I think I've played SRB2 once several years back, unless that was a different fan game. Really need to try it again.
Don't spend too much time there, man. It'll make you cynical.
You say that as if I'm not cynical.
Don't spend too much time there, man. It'll make you cynical.
You say that as if I'm not cynical.
Fine. More cynical. lol
Don't spend too much time there, man. It'll make you cynical.
You say that as if I'm not cynical.
Fine. More cynical. lol
No arguments there! XD
Thanks, Shadow Hog and the rest of the team for giving us a Sonic game that's actually fun to play.
Presently we're releasing via torrent; you can start up your favorite torrent client and check it out from here.
Hmm? I went to the SRB2 site and they seem to have non-torrent downloads available as well. (I'm hesitant to use torrents since every time I use them my computer crashes after a while)
Anyway, the furthest I've gotten so far in the new version is the new Castle Eggman, but what I've seen so far of the game is amazing. I was already impressed by the version I had before, but even that one's levels aren't much compared to how big and artistic Deep Sea is. This game deserves more publicity; it makes the mainstream commercial games look obsolete when there's so much depth to a game that wasn't even for-profit to begin with. Though I never really bought any post-SADX Sonic games (aside from the Sonic Advance series) anyway. o.o
I have to use the mac ports so, that means glitches galore. The "official" port doesn't even work on my highest computer, I have to use the "unofficial" one. Not only would the previous screen keep flickering endlessly (this was fixed by switching to window mode) but there are walls and floors that are just...gone. Their collision is still there but still. The offenders are Greenflower Act 2 (which was a problem even back in the original three zone demo build port) and the new Castle Eggman (both acts). But the BIGGEST problem is that after Castle Eggman act 2, it skips the boss and tries to go to the new desert zone, where the game shuts down and displays an error, not allowing me to play the game any further. D=
The Mac version crashes in ACZ, hmm? You aren't using OpenGL, are you? I mean, you're not supposed to be able to (it SHOULD be disabled), but when it was enabled, it consistently crashed on ACZ.
I have no idea. I figured it was disabled. It might be the case. Can you tell me how to fix it?
Meanwhile, in #srb2dev...
[22:42:23] <+ShadowHog> Oh, on that note
[22:42:29] <+ShadowHog> I was told the Mac version crashes on ACZ
[22:42:46] <+ShadowHog> So, uh, Alam, look into that
[22:43:09] <+LoganA> ShadowHog, PPC or intel?
[22:43:25] <+ShadowHog> dunno
[22:43:27] <+ShadowHog> Ask GT
[22:43:37] <+LoganA> then your bug report is useless
[22:43:42] <+LoganA> go away
[22:44:36] <+ShadowHog> No
[22:44:43] <+ShadowHog> :<
[22:45:04] <+ShadowHog> I'll ask him myself
[22:45:12] <+ShadowHog> If you want something done right...
So yeah. PPC or Intel?
First off, you asking Alam won't do me any good, so I will explain better. I CAN'T GET ALAM'S VERSION TO RUN ON MY COMPUTER. This must easily be a performance issue on my computer's part, and the port itself needs a higher verson of mac than what I have, as similar programs do the exact same thing if they are for higher versions of mac. I am using the "unofficial" one, ie sonicblur's.
The computer I am trying it on is the strongest computer in the house, version 10.4.11 PPC.