discord is here Download here you can download AGES at it's booth here. Now..about the contents in this current prototype... hosting multiplayer matches. long story short, the host needs to port forward 7500 to get other people to join your room. after that, joining and hosting games is pretty much the same as Sonic Battle R. (copy your AGES code and give it to people you want to join your game) I haven't set a limit to how many people can be allowed into a game yet. i haven't had enough people for a proper stress test yet. There is one major bug in AGES where after you finish all the stages or gameover back to the main menu, you're soft locked from starting single player again. you'll have to restart the game. I'm still trying to make a solution to this, it's just taking a really long time to figure this out. This bug doesn't apply to multiplayer though. it was present in last year's build too but i just set it so people repeat the last stage over and over. but instead of confusing people. you go back to the main menu. this same bug also prevents the game from closing for some reason... this bug is fixed in the coming Build 14. Current Change log for Build 13: putting out fires edition. Spoiler Code (Text): ``` 1. Jman added AGES codes as a new way to host and join games in multiplayer. similar method as sonic battle R 2. fixed some springs in carnival speedway that doesn't give character control back. (over looked some of them previously) 3. fixed horizontal springs in carnival speed way that under weird circumstances would slap characters through the wall. 4. fixed the soft lock inside of seabed with the bouncer near the fire shield. 5. fixed a few collisions with some platforms acting funny in carnival speedway. there's many more that needs to be fixed, but i tacked the biggest problems first. 6. removed the annoying duplicate HUD on the netplay. (something weird happened and suddenly there were 2 HUDS lol) 7. tiny project fixes to some pet peeves. [IMG]//forums.sonicretro.org/public/style_emoticons/default/wink.png" class="bbc_emoticon" alt=";)">/> 8. took carnival speedway out of the single player mode. was meant to be there temporary anyway. 9. added some informative text in the multiplayer menu. 10. fixed the info text from breaking when switching menus. (wasn't a big deal, but it kept bothering me) ``` Previous changelogs: Spoiler Build 12: Barely made it to SAGE 2018 edition finally figured out that annoying control glitch. meaning i can get back to other things, like character and level art stuff AND ONLINE basically, those few people had an external app called vjoy that they used to make games without controllers work. you don't need this for my game and it just causes trouble. i will release a separate build without gamepad support if it people are so stubborn to not turn it off. Additions 1. Web Browser Build (so you can play the game through the browser. this is still very little tested so expect bugs and such (multiplayer shouldn't work with web browser build so i suggest downloading the game instead) 2. Exit game button at main menu (so for those that game over and need to restart the game, they don't have to alt+ f4) 3. Multiplayer! - this is early so there wont be too much to play on. there will be multiplayer specific stages that wont be playable in single player since i have different plans there. 4. One new Multiplayer Stage- with permission from Felik, as a milestone celebration, this stage is part of a collaboration for Sonic Fusion. expect more fusion stages in multiplayer since they're pretty fast for me to bring over. Thank you very much Felik //forums.sonicretro.org/public/style_emoticons/default/smile.png/> 5. Many Controller Supports!- supports Xbox 360, Xbox one, Nintendo switch, PlayStation 4 controllers. if you'd like a specific controller to be supported please request so and i'll look into doing it. 6. Dynamic music!: only for the main menu. this was something I've been wanting to learn how to do for the longest. you've probably noticed this in games such as Phantasy star online series and Muramasa and many racing games. As much as i love ungravity, i needed to properly test layering tracks seamlessly. which is why 7. the main menu music is Planet from ridge racer vita's menu so please enjoy that for now because it's temporary just like all the music. (ridge racer is my favorite arcade racing game other than Hang-on, and Outrun and Cruzin') 8. Pause Button: this was put together really quick, I'm sorry that it looks so basic. i'll polish it up after adding in a certain highlight to this year's sage submission //forums.sonicretro.org/public/style_emoticons/default/smile.png/> Major Changes - the things that aren't additions. 1. Ding dong the with is dead! fixed that really annoying input glitch a few players got that caused their player to move on their own. Minor Changes - the things that aren't as big as major changes... lol 1. decreased the deadzone for the 360 control stick back to 0.4 (was 0.7 temporary to find the issue with the possessed gamepad inputs) 2. the camera now snaps to the player when going through a teleport in seabed. Build 11: Current Website https://sites.google...ages/sonic-ages SAGE Booth https://www.sonicfan...-2017-alpha.43/ Notes: Theres a very small percentage of players who seem to experiencing their player moving on their own. most of my time has been into trying to research and solve this issue. Any extra info on this would be very useful. This week I've focused on mostly just fixing pretty large bugs so i can resume the art and animation bits. gameplay before art, you know? Messing around with the latest version of unity to see if everything ports over fine without bugs. seems to deliver smoother gameplay to AGES. Also preparing online multiplayer. (only racing at the moment, unless more ideas come up) Additions - Linux Builds - Max Builds Major changes - Fixed that nasty control lock glitch when players couldn't regain air control on a bouncy object after losing it. http://puu.sh/xR9Hb/01b6187df2.gif -added the basic standalone player for those that's experiencing issues with their player running around without them pressing a single button. actually this didn't fix the intended thing i was tryign to fix so im going to remove this next build. Minor changes - Moved some of the enemy placement so it isn't cheap anymore. - Increased the deadzone for the 360 control stick from 0.4 to 0.7 (for test reasons). Things you likely wont notice -Updated unity from 5.5.4 to 2017.1.1 (to take advantage of faster level creation and smoother gameplay?) Build 10 - SAGE Edition No change log here since this is the public debut.