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Sonic Incursion Beta now available!

#166 User is offline Ell678 

Posted 28 January 2018 - 08:26 AM

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New version up.

Various bugs are fixed, like checkpoint / spawning issues, and some bad splines.

#167 User is offline Ell678 

Posted 23 June 2018 - 11:02 AM

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Still going!



Yeah, I know, a pretty pointless upload. I'll show something a bit more substantial soon, like a devblog or something.

#168 User is offline Ell678 

Posted 02 July 2018 - 01:30 PM

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Basically, I talk while screenshots roll. I'm still looking for help with that menu guys...

#169 User is offline LordOfSquad 

Posted 04 July 2018 - 08:57 AM

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Now that I have a computer that could actually run this, I'm gonna have to give it a spin. I've had my eye on it this whole thread and been looking forward to giving it a try.

#170 User is offline Ell678 

Posted 04 July 2018 - 11:14 AM

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Thank you! Keep in mind that all the previous demos or the beta are now really out of date.

#171 User is offline Ell678 

Posted 14 July 2018 - 06:20 AM

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I made a Facebook page for the game. Hope to see you there!

#172 User is offline Ell678 

Posted 28 September 2018 - 12:48 PM

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Second devblog is up!



#173 User is offline Ell678 

Posted 17 November 2018 - 05:02 AM

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Obligatory space level pic

Posted Image

#174 User is online Dark Sonic 

Posted 17 November 2018 - 10:48 AM

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Oh very nice!

#175 User is offline Ell678 

Posted 08 December 2018 - 08:12 AM

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Hello everyone! It's been a while since I've made an update. Here are some recent changes / additions -

- NEW Act 3 for Ruined Relic Zone, exclusively for Sonic. The original Act 3 is now for Metal Sonic only.
- Tails is now animated for his brief appearences.
- Further work on the "main" intro (as in, before the menu).
- A bucket load of animation improvements for Metal Sonic, Metallix Sentinel and Metallix with some cutscene improvements.

In other news, I've decided to go all out with splitting up the Act 3's. Except for Sunkissed Shore, each Act 3 will now be unique for each character. This was almost the case anyway, and I explained away the characters doing the same thing as "video game logic" in the few areas they did so (Hex Heights being an example).

Considering the "3D Blast" gimmick seemed popular for that stage, I'll be utilising it again for that Act 3, just with a new layout.

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