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The Return of Sonic XG?

#121 User is offline Black Squirrel 

Posted 27 May 2015 - 06:59 AM

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As nice as that soundtrack might be - it takes, like, a minute to get into any sort of melody. If it's built anything like the official games, the level could be over by then.

Also that Palm Paradiso Zone track sounds out of tune and awkward. But maybe that's just me.

#122 User is offline GeneHF 

Posted 27 May 2015 - 11:35 AM

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I don't particularly care for any of them, but it could also be because I'm burnt out on "Sonic CD inspired" tracks. Seems like that's just an easy way for someone to say "I got a KORG and I'm not afraid to use it!"

A lot of the tracks just feel like noise after a bit despite having decent back tracks. It's weird because Lone there has made some really nice sounding stuff without sounding so busy.

https://soundcloud.c...gamixsunset-mix

Mind you, Woofle is also just fantastic.

#123 User is offline Black Squirrel 

Posted 27 May 2015 - 03:05 PM

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I've been keeping track of fangames for 12 or 13 years now, and I can confidently say that nobody has done it perfectly. Or sadly even "mostly-perfectly" - we're talking two or three good tracks tops (although in fairness that's often because the game hasn't been finished... and because brand new soundtracks were unthinkable in the early 2000s).

Half of that is because there is no official "style" for a series like Sonic (unlike say, Mario which has retained the same composers for 30 years). They were hindered by Mega Drive hardware and then dicked around on CDs, so there's no precident to what a good "retro" Sonic game should sound like.

The other half is just general inexperience, but it feels wrong to criticise to the same extent as sprites and artwork because composers are a rare breed. With music I think I roughly know what I'm talking about, but because I can't make fancy tracks myself I feel unqualifed to complain most of the time.



I think the clue is to focus on a catchy melody and then add in the effects afterwards (e.g. early 90s-style Sonic 3-esque samples). But because it's a Sonic game and you want the music to match what's on screen, it needs to be relatively upbeat, and not take forever to get into the main thrust of the tune, and not be flooded with weird ambiance and crap. And it needs to be late-80s/early-90s inspired - as in... a few years before when you'd expect a "Sonic 4" to be released because these things take time to trickle into the mainstream and it's really complicated.


Although since you mention it - I do like this take on Launch Base, except for the odd bits that sound like the keyboard fell on the floor. But it's difficult because I still probably prefer the original more?

#124 User is offline GeneHF 

Posted 27 May 2015 - 04:21 PM

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Her pieces for Hydrocity and Icecap won me over pretty quickly. Launch Base is rough, but I like the nod to Death Egg.

#125 User is offline SpeedStarTMQ 

Posted 28 May 2015 - 01:54 AM

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I've been following this game since like... 2007, and barely anything has happened with it. I think it's taken so long to release that I fear by the time it does that my excitement would have diminished.

I look forward to it though - it's what I felt Sonic 4 should have been, and probably why I was all the more disappointing when it released, as it played like a dumbed-down rehash of the first two games.

#126 User is offline Icewarrior 

Posted 29 May 2015 - 08:59 AM

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Well the theoritical OST is no longer available. Hope it's for good reasons.

#127 User is offline 360 

Posted 29 May 2015 - 09:54 AM

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View PostIcewarrior, on 29 May 2015 - 08:59 AM, said:

Well the theoritical OST is no longer available. Hope it's for good reasons.


Word has it Nitemare reached out to the composer. If we impressed by the tracks I'd say it's highly likely Nitemare was too. Nitemare if you're reading this I wish you'd post more! Would love to see you in this thread maybe even posting updates? As for Sonic XG I'm more hyped for the game than I ever was for Sonic 4. There's just something about the level art that mimics the Genesis style so successfully the game looks like a true sequel to the Genesis games much like its name. Obviously praise like that needs to be reserved for when we play the final game but everything Nitemare has released thus far looks extremely promising. The game's legacy is legendary and I'm glad the game's finally going to be finished now.

Hopefully we'll get some updates on the game soon either on a dedicated external site or here on Retro.
This post has been edited by 360: 29 May 2015 - 09:55 AM

#128 User is offline sonicblur 

Posted 11 June 2015 - 08:33 PM

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View PostW.A.C., on 15 May 2015 - 12:40 PM, said:

At some point, he could've gotten Clickteam Fusion 2.5 for $25 during a Steam sale, so it's unfortunate he never tried going for that then. Also, where exactly did the creator initially promote this? I couldn't even find a thread about it on SoaH City (really stupid site name compared to Sonic United).

It's currently 50% off for the Steam Summer sale, and the exporters are 33% off. I remember someone saying in this thread that the exporters are really shitty and not worth buying. Would have quoted that post, but I can't find it now. That's the "default" sale price though, it went even lower during a flash sale last year I think. Either way, at the moment, based on what he's already raised vs. the current Steam sale price he has enough for the Developer version of Fusion. If he really wants it, someone should let him know to watch the sales to see if drops even lower for a flash sale. If not, he could pick it up for 50% off during the last day of the sale.

I really liked the demo he released many years ago, but donating to his current funding campaign feels like it would be throwing money away at this point. Unlike more popular crowdfunding things, there's no incentive (right?) to doing so and he hasn't released anything aside from that really old demo. Am I wrong on this? I agree that it's wrong of him to ask for money for a Sonic fan game, but right now he doesn't seem to have any other advantage to back him up. I'd like to hear some other opinions on this. I had no problem throwing a donation at Retro when they were down last week, but I justify that because they provide this site in return. With this it kind of seems like "Well, he MIGHT use the money to make games, but we don't know that for sure."

#129 User is offline Icewarrior 

Posted 13 June 2015 - 06:46 PM

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Possible Options theme for the game?

https://soundcloud.c...inal-soundtrack

The guy also joined this forum very recently and is featured on the main Sonic Retro page with another album of his!
http://forums.sonicr...opic=34434&st=0

#130 User is offline 360 

Posted 13 June 2015 - 08:09 PM

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View PostIcewarrior, on 13 June 2015 - 06:46 PM, said:

Possible Options theme for the game?

https://soundcloud.c...inal-soundtrack


Honestly hoping that all of this music news and momentum is a positive sign that the game is reaching completion. Music is generally sourced and produced late in fangame development correct? The only other thing I have to add is that it would be great if Nitemare could host updates on the game at some kind of new external source. I think we did the right thing regarding our advice on the funding page but it did come at the cost of his dedicated space for game updates.

I for one would be super interested to have a place to monitor the game's progress at a new and consistently updated location.
This post has been edited by 360: 13 June 2015 - 08:13 PM

#131 User is offline Techokami 

Posted 21 June 2015 - 07:38 AM

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View PostHez, on 18 May 2015 - 12:38 PM, said:

At this point, I'm not even sure if mobile version of the worlds engine is possible.

For Worlds Delta: It uses extensions, which aren't ported to the other runtimes (it's not like they can't, developers of extensions just can't be assed to target more than one platform)
For older, buggier versions of Worlds that don't use extensions: It'd run like hot garbage. Seriously, I tried. (I have the Android, XNA, Flash, and HTML5 runtimes)

#132 User is offline Hez 

Posted 21 June 2015 - 05:57 PM

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View PostTechokami, on 21 June 2015 - 07:38 AM, said:

View PostHez, on 18 May 2015 - 12:38 PM, said:

At this point, I'm not even sure if mobile version of the worlds engine is possible.

For Worlds Delta: It uses extensions, which aren't ported to the other runtimes (it's not like they can't, developers of extensions just can't be assed to target more than one platform)
For older, buggier versions of Worlds that don't use extensions: It'd run like hot garbage. Seriously, I tried. (I have the Android, XNA, Flash, and HTML5 runtimes)

Did that too. Ran really well. Except for the well part.

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