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Sonic Gemini by DM Ashura

Discussion in 'Fangaming Discussion' started by Sonic Warrior TJ, Jul 14, 2009.

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  1. Good afternoon, I hope all are well and everything is going smoothly in the final days before SAGE!

    I'm here to announce Sonic Gemini, a fangame from the mind of DM Ashura. For those that don't know me, I'm the guy behind a lot of the game's artwork, and DM Ashura's go-to guy for this kinda stuff.

    What am I wasting my time here for? You're already here, so you must be somewhat interested: Come visit our game site!

    We're still putting finishing touches on our demo, but no worries! We'll have something ready for SAGE!

    TTFN, ta ta for now, and good luck to everyone else contributing; it's looking to be quite a show this year!
     
  2. Ell678

    Ell678

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    To me, anything with Metal Sonic in gains my interest. But this definitely does more than that. It looks fantastic so far.
     
  3. Well, I'm glad our comments have been positive so far. It's been slightly difficult to promote ourselves before SAGE with no trailer or release... I tried before to get TSSZ to run a story about us, but that kinda went over their heads, most likely due to our lack of public content at the time.

    Oh well. You'll all have something to play come SAGE. We pinky swear.

    Just know that I've played the most current engine build and it's a lot of fun (even with a keyboard; The SAGE demo should have gamepad support). The switching mechanic works better than you'd think, mostly because you can pretty much do it whenever you want. Sonic's moveset is about what it was in Sonic CD, with added Shield abilities (Fire, Water, Lightning, and Gold). Metal's projectile attack changes depending on your shield as well.

    On a personal note, I'm thrilled Metal Sonic is here, and isn't just a skin swap of sorts.
     
  4. Shibunoa

    Shibunoa

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    In any case if this is not written in an actual programming language this topic doesn't belong in this forum, more like gaming discussion.
     
  5. Sonic 65

    Sonic 65

    Tech Member
    Obviously this is written in an "actual" programming language! (What else would he use, HTML?)

    In any case, this fangame looks pretty interesting, and the art looks great.
     
  6. DM Ashura's been adding elements to the Sonic Worlds engine via straight up code I personally cannot read. Like...I kinda get what's going on, but it's not my thing. I know he's using flags or something. It's also being developed in GameMaker 7.

    Wow, I feel stupid.
     
  7. MykonosFan

    MykonosFan

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    I checked the website out the other week from your sig. It sounds pretty good. Wish I could come to SAGE and give it a whirl.

    Is there any news of a demo released online coming up?
     
  8. When the demo is ready it's going to be available on the website in the downloads section. We're doing our best to include at least one full Act, bonus stages made exclusively for Sonic and Metal, and an original boss. Or should I say, a tag team of original bosses.
     
  9. Overlord

    Overlord

    Now playable in Smash Bros Ultimate Moderator
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    I think he's talking about something like Games Factory. =P
     
  10. As long as this doesn't run into the Heroes problem (one path, have to switch off constantly to overcome obstacles instead of offering choice), I eagerly await this.
     
  11. Dr. Kylstein

    Dr. Kylstein

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    I was working on that very gameplay gimmick (but with Tails), under the very same name, as a hack of Sonic 2. I guess great minds do think alike! :thumbsup:
     
  12. Hey, keep at it, I personally think that's how Sonic Advance 3 should've been.

    God dammit, my 1,000th post was about Sonic Advance 3? What a fucking waste.
     
  13. m1ket

    m1ket

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  14. Matwek

    Matwek

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    Just out of interest are we the only game for SAGE thats attempting 100% custom art?
    EDIT: For 2D games at least
     
  15. Well, now that Sonic Attitude is out of the race, then maybe... It's kinda weird, huh?

    In case anybody's still wondering, we just got our first level mostly implemented. We'll definitely have something ready for everyone to play by Saturday.
     
  16. Ayla

    Ayla

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    were there any complications on the act 1 design? Did it all work well? I'm allowed back online now, so I should be more useful from here on out. Sorry I let everyone down on that second act. I have something really cool looking, but I lost the other four pages to act 2 >.> but I have the first one still in the notebook and it looks really cool and stuff and I'm rambling.
     
  17. Chimpo

    Chimpo

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    Please tell me there is a window mode for this.

    It won't let me go to the option screen to see if there is. Fullscreen just looks awful since it's blurry to hell and the demo is running at a whooping speed of 35 frames per second. (Holy shit, really?)

    I apologize if I sound like a dick here, but did you guys rush to get this out? Because it's clearly showing.
     
  18. Ollie

    Ollie

    DIGGY DIGGY HOLE Member
    F4.

    :)
     
  19. Chimpo

    Chimpo

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    Thank you.

    Visuals don't look blurry now, so they're at least decent looking, although incredibly small.

    ...but the frame rate didn't improve at all.

    ------

    Frame rate improves dramatically during Bonus Stage but....

    [​IMG]

    You might want to fix the entrances after you get out.
     
  20. Paps/KKM

    Paps/KKM

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    I went the whole demo on the speed of 11 frames per second.
     
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