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Found 15 results

  1. This was a shower thought i had last night. What if there was a Sonic where you had to choose a play style at the beginning of the game, between the Boost, Adventure, and classic/advance style gameplay. Once you pick one, the other two are locked. Then, as the game goes on, you unlock the other playstyles as the story progresses. I feel like I should explain the classic/advance idea. I was thinking Sonic would have the drop and spin dash, along with advance 2's gimmick of after running fast and long enough he sort of "boosts" with the after images and the increased top speed. And maybe unlocking some brand new moves. One idea i Had would be where Sonic preforms a move similar to his down air from Smash and when he hits the ground, he rolls into a ball, and depending on whether you have the boost or spin dash equipped, you would either continue rolling or just do a somersault and start running when he lands. I would love to hear your guy's other ideas! Post them in the comments!
  2. https://www.sonicfangameshq.com/forums/showcase/sonic-the-hedgehog-dvd-mod.747/
  3. I'm putting this here as it's doesn't quite fit with art, and it's a mod and not a fan game or a full rom hack or anything big like that. Rather just a link to a release vid for a revamped version of Hyper Sonic for Sonic Generations I have been putting together. It's a reworking of JoeTE's version, and I did get his permission to release it, and I give him credit as well. I made some major changes. He now hovers when idle, has much brighter colors that are more saturated in the shade and he glows white in the bright sun with color aura around him. New stars aura. Major physics changes, all of the original Hyper Sonic moves from S3&K, including a double jump, an area effect attack that kills all the enemies on the screen including ones you normally cannot reach, he can breathe under water, and even fly. I hope you guys like it. https://youtu.be/fQ1sqUjgljs
  4. Hello, my name is Jonathan and late last year I decided I'd cope with depression and unemployment by being creative. I have recently been accepted into university to study 2D Animation and Stop Motion. I love to draw, and while I was putting my portfolio together I found a piece of art I made using Art Academy on the Wii U, Scrambled Egg Zone and the Silver Sonic fight. Sonic 2 for the Master System, what a game! I grew up with this one and didn't get to play the Megadrive trilogy until I got Sonic Jam for the Saturn. I love the art style, the strange level tropes, the music and the variation. It's a punishing game but I still enjoy to complete it in about 40 mins from time to time. I've been quietly appreciating SAGE and the wonderful efforts that have come out of our fandom. I am especially excited for the Sonic Chaos and Triple Trouble remakes! But what about MY favourite game? Well I'm doing something about that. Using the Open Surge engine that debuted at SAGE 2019, with the co-operation of it's community, my partner, who is a programmer, I am remaking the 8 Bit version of Sonic 2! I aim to: - Recreate the game's unique art style using digitised hand drawn assets coloured using the original game's palette - "Modernise" the original experience (for example, 2 acts per zone each with bosses, special stages, drop dash, cutscenes) - Make the level design fun and in line with Sonic 3 and Mania standards - Have fun and put a new spin on my favourite title - Have a demo of Under Ground Zone release in 2020 Finally, I am looking for anybody who also loves this game, and wants to remix it's soundtrack! The more people want to contribute the better! Thank you for reading this post, may you have a happy new year and keep on expressing yourself!
  5. Hi everyone, I'm new here. I'm interested in making my own levels for one of these Sonic titles - 1, CD, 2, 3, S&K, which ever one is easiest will do for now. As in modding the rom, preferably. I've been looking around and I can't tell which is the best level editor, or are they all bad and the only real way to do it is to edit the Assembly code? I don't know. I'd also like to edit tiles so that I can make my own sprites, but that's a second question really, the level editing question is the important one for now. Any advice would be great, thank you for your time.
  6. So, a certain status update around here as well as a tweet thread (that I can't find right now) got me thinking about this. About ten years ago, this site lost it's collective hivemind when "Classic" Sonic popped into focus alongside "Modern" Sonic to announce the celebration of Sonic's 20th Anniversary. Sonic fans cried. No, literally, some of you posted about how emotional this made y'all. No shame in it, my jaw dropped too! Ten years later, we've gotten Sonic Mania and a whole smorgasbord of Classic-esque fangames and proofs of concept to toy around in, and the argument has arisen that the Classic Sonic universe (in terms of gameplay and world-building) is effectively tapped out. What exactly does this mean? It may depend on who you ask, but the main argument I've heard is that aside from new levels and perhaps reintroducing classic era characters, there's not much more that can be done for a new game that wouldn't involve pushing that branch of the series beyond the tenants of "Classic Sonic", whatever those tenants are. Given this perspective, what else can be done with Classic Sonic either as a character, a game or a story? At what point are we pushing things too far? Sonic Mania is generally seen as a true classic era game in spirit, yet you'll find no shortage of complaints over the reuse of old stages or the choice to stick to pixel graphics. Is a 3D modelled side-scroller in the vain of New Super Mario Bros or Donkey Kong Country Returns acceptable or not? Can we never return to Green Hill, or do we have to have some kind of callback in each game? Was the addition of the drop-dash good (yes) or did it change the formula in a negative way (no), or should we give Classic Sonic a homing attack to shake things up (NO)? Y'know, before Generations dropped and people were clamoring for Classic Sonic to return, it was in a very specific context: SONIC 4. That was really it. People had a conviction that if Sonic was going back to his 2D roots in the context of being the fourth game in the "classic" saga, he ought to resemble that design. But even then, that mindset wasn't universal. There were just as many fans telling other fans to shut up about Classic Sonic, that it was just an older design. Maybe an alt skin would've been fine, but no need to pander to such a small subset of a fandom, right? Obviously, history proved differently and the reintroduction of the retro Sonic design won fans over pretty hard for Sonic Generations, and we saw the little blue booger in everything from merchandise to mobile games and eventually in Sonic Mania and Sonic Forces (to the chagrin of literally everyone). For a while, the Sonic Advance saga was effectively seen as the continuation of the classic 2D series. Advance 1 was certainly of the 16-bit Sonic mold, but what happened was it slowly evolved into Sonic Rush as the high-speed gameplay was overemphasized, then brought into 3D with Sonic Unleashed's daytime levels in a marriage of the inevitable conclusion of speed-emphasis 2D Sonic (Advance 2, Rush) and speed-emphasis 3D Sonic (Sonic 06 mach speed areas, Secret Rings, etc). The point in bringing this up is to emphasize that going back to the Classic series with Sonic 4 was sort of a novelty to capitalize on the nostalgic side-scroller trend going on in the late 2000s with New Super Mario Bros, Megaman 9 and the like. The desire for Classic Sonic may have been based off of association; Sonic 4 had the generic Sonic design, and along with it we had poor physics, uninspired level design, gaudy and phoned-in graphics and just... an overall subpar experience. I guess Classic Sonic was sort of seen as a beacon of hope to pick apart what was going on with Sonic at the time? I felt that. Thing is, the design of Sonic shouldn't have had any bearing on gameplay. There's nothing inherently wrong with the Modern Sonic design; it's all association, which is subjective. Again, Sonic Advance was hitting many of the right targets for a genuine retro Sonic experience, and that featured green-eyed lanky leg Sonic. Sonic Mania could have easily featured Modern Sonic and still play the exact same and be just as objectively good... but it wouldn't have been as loved without that pudgy, adorably smarmy git. With that all said...... ..... I don't think "Classic Sonic" needs to be anything more than an alternate skin at this point. There's talk about the unnecessary division of the franchise and while a part of me is fine with there being a separate "universe" of just Classic Sonic themed worlds, levels, characters and gameplay, I don't know if that's what's best for the franchise moving forward. The real issues aren't about the design of Sonic but the way the games are crafted, the gameplay, the level design, the worldbuilding: nothing about Classic Sonic as a design or character is going to inherently make the game better or worse. Turning Classic Sonic into a separate entity may have been one of the worst well-intentioned mistakes that SEGA has made, and I can't believe I'm saying that ten years after praising the Good Lord for the existence of our black-eyed baby bouncing blue boy. So is Classic Sonic tapped out? It depends on how you frame it. The design? That's probably an irrelevant factor, but if we're talking core gameplay alterations, we probably can't do much more. It's not impossible, but if we're going to stretch things out any farther, why bother arbitrarily sticking to the vague notion of "Classic Sonic"? ...at this point I've typed Classic Sonic so much my fingers are faster at typing that than my own name. Yikes. Anyway, wrappin' this up. What are your thoughts here? Is there anything more that can be done with that Classic Sonic universe, or should he be relegated to merch and cameos? I'm wanting to collect everyone's thoughts here and stew it over for something later, potentially.
  7. (Video title and description available in English, though Spanish is default, and I added English subtitles) "El Akelarre de Lola" is a platform video game starring Spanish singer and dancer Lola Indigo and with gameplay largely inspired by the classic Sonic the Hedgehog games. A crazy crossover between a music star and a video game series made in Lua using framework LÖVE2D as a base. By the way, the title is in Spanish and "akelarre" is a Basque word meaning "witch reunion" or "witch ritual". This is my first ever complete video game, starting as an academic project. I recreated most of the classic Sonic physics (except slopes) from the ground up, as well as some collectibles, spikes, springs and powerups. All pixel art was done by me, but not without using other sprites I found as a base to teach myself. The game's story and settings are all about Lola Indigo, so nobody from outside her fandom will understand certain decisions such as the enemy design -nevertheless, I dare you to find out each enemy's significance. This first version (v1) contains three levels plus a final boss, and is available in both Spanish and English. It's still missing some featues such as particle effects, moving platforms, level scenery and other powerups, which I plan to add later. Check the video description for a download link! The font is not the most legible, I'm aware of that, but I chose it because of how it fits the witch theme. Feel free to notify me of any other problems you find. Also check out this game's forum thread at SonicFanGamesHQ! By the way, I'm very proud of the final boss! I managed to make it very close to my ideal Sonic vs Metal Sonic battle, with very simple AI code too! Music by Shane "CobaltBW" Ellis, taken from the SRB2 OST. "Little Witch" font by Brythos Type. And if you want to check out Lola Indigo's music, here's her YouTube channel.
  8. I dont know about you but there have been some moments when i made the stupidest mistakes(screw-ups) and i always remember them afterward because of how much of an amutuer i was. One time i screwed up was when i was playing Ocarina Of Time at age 8. it was supposed to try to sneak into the castle and get in but i didnt know how i went to the side of the castle but i didnt pay any attention to it because of my little brain and pride. It took me 3 days to finally move that crate and boy did i feel stupid. So what moments in your life did you screw up and have a good laugh about it?
  9. It's been a very long time since I posted something on the forum, and I really wanted to go back to the community, been kinda off for some time, just doing my stuff without a care in the world... From that time on, a lot of stuff happened... but... I'm posting this on the forum because last time posted it over here I got some heavy criticism, Not that that's a negative thing. In fact, I'd like to see what some people think of my latest abiliites and share their thoughts on my art and help me get better, simple as that. If you have something constructive or would just like to troll me or just ignore me, go ahead. It's more of a "asking for criticism because I got nowhere else to go but don't wanna be rude to the community for having no place else to take honest criticism" kinda thing. I'm pretty sure a lot of you know of my art and that's great... so... As usual... Enjoy 😃
  10. Sonic Smackdown Trailer https://sonicfangameshq.com/forums/showcase/sonic-smackdown.341/ The Sonic fighting game heavily inspired by Ultimate Marvel vs Capcom 3. It was created by ArcForged and has 10 playable characters (as of now) along with gameplay features such as Arcade Mode, Versus Mode, and Training Mode. The games community thrives in its discord server where all the updates and extra information is.In the game you get to use fast paced combos to knock the living rings out of your enemies. If you use the right combo you even get to use super forms! The game design is phenomenal and they are still planing on coming out with new designs chosen by fans, along with 4 new characters leaked in its discord server.The creator of the project even says he plans to make the game officially licensed by Sega!
  11. Link to Download https://sonicfangameshq.com/forums/showcase/sonic-chaos-turquoise-hill-demo.228/ OST Playlist:
  12. Hey there! I've been having so many thoughts for about four years...How can I improve Sonic R? Well I've got it, but I would need a team. Coders, Concept Artists, Musicians, a team to help make Sonic R the game it should have been. If you'd be interested please let me know! Unfortunately, I may be a bit under experienced in coding, and my art isn't good like lots of other people, but I can still try, and I enjoy music a lot as well, so I can help arrange songs! Please let me know if you'd be interested! Thank you so much!
  13. Special care has been taken to stay as a faithful as possible to the limitations of the Genesis hardware and the standards of the Genesis Classic Sonic games. For starters, there is no more than 64 colors on screen, spread across 4 swatches. 5 FM music channels, a DAC channels, and additional PSG channels. Much research went into this side of the development. Genesis games both popular and obscure were used as reference points. I spoke with industry professionals that shipped official Genesis games in the 1990's as well as modders/hackers familiar with Genesis hardware (including some people in this community). The story is being reworked from the original to take place after Sonic 3 & Knuckles. The original Game Gear games seem to take place on a timeline separate from the main Genesis Sonic Team games. Since this remake brings the Game Gear game to the style of the Sonic Team games, I've made an effort to find a way to include it in the timeline, without changing the spirit of the original. (Yes, Knuckles is still an antagonist) Current Team: Noah N. Copeland (myself) - Director / Lead Developer, Level Designer, Programmer, Music and Sound Designer https://twitter.com/NoahNCopeland D. Zocker - Pixel Artist https://twitter.com/RealDerZocker Dolphman - Pixel Artist https://twitter.com/Dolphman2017 DarkVampireDee - Pixel Artist https://twitter.com/DarkVampireDee Anonite - Additional Music https://twitter.com/anonite_ Special Thanks to D.A. Garden, Team Time Twisted, Mr. Poe, Redhotsonic, and Heragaaa (additional sprite sheets used from CyberShadow, MisterMain) CURRENT DEMO: Play two acts of Great Turquoise Zone right now! Plus, a prologue stage. Download the demo at the GameJolt Sonic Triple Trouble 16-Bit Page PLAY THE DEMO: https://gamejolt.com/games/sonictripletrouble16bit/322794 DEFAULT CONTROLS: A - Jump S - Switch Arrow Keys - Move Enter - Start 1,2,3 or 4 - Change screen resolution This is the first game (demo) I've released where I wasn't just doing sound and music. If this brings you fun and joy, then I'll be very happy.
  14. Volcan Pacaya

    Sonic TCG

    Fifteen years ago, there was a forum based Sonic TCG that I used to play after school called the USTCG. When I got back into card games a few months ago I started thinking about it and how it's effectively been lost to time. So I remade the original cards and rewrote the rules (and retroactively got the original creator's permission to do so). The result is a higher quality, printable version of all 158 cards from the Sonic Adventure set that remains 99% faithful to the originals. (Design aside, the biggest change I made to a single card was changing SA Knuckle's ability to search for the Treasure Goggles upgrade [from the SA2 set] into the ability of that upgrade.) I had planned to finish this by the end of March/early April but Animal Crossing happened. www.ustcg.ca The blurriness is the result of my camera. I also created a play field for it because the original was a forum game and didn't have one: Original Knuckles: & Knuckles: *Knuckles Wearing A Hat is Ken Penders OC. Do not steal.
  15. ...

    Sonic GDK

    I'm sure all of you have probably not heard of this. But Sonic GDK is a engine that allows you to make your own Sonic The Hedgehog games. GDK stands for Game Development Kit. The engine compared to others, such as Sonic Freerunner, and Blitz has higher standards, graphics, and a higher consistency and framerate. You can do anything with the engine, add rings, power ups, badniks, character models from Sonic games, and design your own fan made levels. You can also construct 2.5D, and 3D sections in your level, similar to the gameplay of Unleashed's day stages, Colors, and Modern Sonic's gameplay in Generations. Sonic also has all the same moves from the games, including the spin dash, boost, stomp, jump, homing attack, and all the others. Super Sonic can also be used in the engine through a specific code in the code inserter of the engine. These are some levels made with SonicGDK, demonstrating it's power. If you want to learn more info about Sonic GDK, and download the engine. Click here: http://info.sonicret...64&oldid=177106 What do you guys think of this engine? Is it well made, does it need tweaks? Can it have the potential to make a great Sonic fan game?
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