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Sonic XG

Discussion in 'Fangaming Discussion' started by Dark_, Sep 23, 2021.

  1. Felik

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    Honestly, I think this is the best that could come out of this situation. I'd rather have something playable than the project just die and only leave a bunch of screenshots and videos as its legacy.
    I also hope that after playing this demo Sonic Legends team will include XG level(s) in their game in some capacity
     
  2. RetroRespecter

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    This was not how Sonic XG was supposed to happen.
     
  3. ScarlyNight

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    Nothing from XG stage-wise is making the cut and that's mainly due to the fact that the current iteration of XG is for the most part being worked on by people within the Legends team so it'd essentially be the equivalent of double dipping on our part and as a result I personally don't really think it's appropriate.

    Since this appears to be the go-to thread now instead of the one Taxman started, I do want to get a few things off my chest regarding the project that would probably be of some importance.

    Most notably:

    We're internally aware about the leaks that have happened and why they happened, as well as the sudden surgance of all the mods to "XG Classic" (which was done by a friend of the team with slight contributions from a few of us) and outside of that one we have had no involvement with stuff like Community's Cut or whatever other off-shoot of "Classic" exists on GameJolt or Archive nowadays. They are strictly the endeavours of the people working on those projects and are not related nor do they represent our iteration of XG on practically every front.

    The build "Classic" itself is based on was an unfinished build from that era of the project, so some Zones didn't get all that far into development and cut off prematurely, meaning creative liberties had to have been made to make them somewhat operable.

    While I'm at it I might also mention this as well regarding coherency within XG currently:

    There's a big push for current XG to dive into a bigger pool of influence, especially outside of Sonic. While not directly using them as a base, a number of things that are currently present are also influenced by the previous merger attempts during the game's romp through the Retro Engine. This is something in particular we are currently seeking to match and eventually surpass. This holds true on every front, from plot, to zone order and everything in-between.

    The best example I can give currently would be within the user interface (because it's ONE of the things we consider final at this point). In this example, we have taken the previous main menu that was shown in the older thread and applied it with proper dark-memphis aesthetics so it would better fit XG's general style. This makes it more in line with the title cards to boot!

    [​IMG]

    Pretty spiffy, huh? Obviously the rest of the UI elements follow suit in this regard, with some being brand new additions that still stay true to this aesthetic style of XG. Retro Sonic Nexus in particular seemed to had gone into a different direction, predominantly using more lighter greys for its title card for example, but we're sticking to what people know best and provide more of a "best of both worlds" scenario where applicable.

    This is basically the long version of me saying "It's still being worked on, we just have other stuff to work on as well". Joe is basically MIA as far as I know and while Euan does pop in from time to time, it's mostly in-between his job, so it's mostly down to the rest of us to finish the job. Thankfully, a good majority of us are REALLY passionate about XG and for about half of us it's part of the reason why we are standing where we are today so to just let it rot again would blow massively. I may be complete nuts for saying this but I'd take this game into my damn grave if I have to.

    Hope this answers some stuff and I REALLY hope I can get to be more transparent about the project once we've got few more pieces moving, but I suppose that's for whenever the time is more appropriate..
     
    Last edited: Apr 15, 2024
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  4. Overlord

    Overlord

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    OK, stop the shitposting please.
     
  5. Disko

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    I still look at this leak as quite embarrassing for myself.
    Yes this was my project, and it wasn't supposed to be released at all. It was something I did as a time killer since it was close to end of June and I just wanted to do smth.

    And even back then, I looked at it and wasn't all that proud. Some close by friends I know well wanted to beta-test it, so I gave it to them, and then this shit happened.
    I have talked about this situation on YouTube, and seeing as this is now on here, I wanted to clarify what the hell this monstrosity is.

    The guy that leaked it in the video is a whole another dialoge worth of explanation why he is who he is, and why he's also had a lot of behind the scenes controversy.

    I did this thing as I mentioned above, just for a time killer, and to mess around with some of the source codes that we're leaked or whatever it is.
     
  6. ScarlyNight

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    Something I should probably stress is the fact that these "XG Kids" as we've been dubbing them only appear to be aiming for nothing more than attention and acceptance by posing they had some form of involvement to XG or take pride in the responsibility they took of leaking builds of the game (Not just from the 10's era, one mfa from our era of the project managed to get into their hands by someone who is no longer involved on the project).

    The most hilarious part of all of this is that they occasionally post fake gameplay footage or screenshots meant to fool them into believing it is actual XG development material they're getting and they've been taking the bait each and every time for the past three years.

    Safe to say this type of stuff isn't happening anymore as we moved the game to Game Maker Studio 2, making it less likely for builds to get into their hands and spread it out.

    My advice, which I've been saying for years: Just ignore. Do not give them your attention or time of day.
     
  7. hiadlzupfer

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    Could we please lock this thread? The game is dead and those "updates" stress my "WANT A NEW FANGAME" muscles :D
     
  8. Dark_

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    Who said XG is dead?
     
  9. Beamer the Meep

    Beamer the Meep

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    While we've gotten no updates from the new iteration of the project, it seems they're still working on it and haven't declared it dead...
     
  10. Jammin'

    Jammin'

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    Your only basis for it not being dead is a lack of someone involved saying it is indeed dead.
    A lot of Sonic fangames die out this way. I wouldn't count on the project still being alive.
     
  11. Beamer the Meep

    Beamer the Meep

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    Well fair enough, but if there's still discussion to be had over the game, I think it's unnecessary to lock the thread.

    That said, there was a post from their Twitter a month ago, even if it was a simple "hi". I'd say give it a few months before writing them off.
     
  12. ScarlyNight

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    I don't think I made myself clear enough considering how my messages got ignored so let me make it loud and clear.


    XG is Forever.


    [​IMG]

    [​IMG]

    [​IMG]

     
  13. Dark_

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    Welcome to GameMaker Studio 2 dimension!
     
  14. Jammin'

    Jammin'

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    This is just irony in it's purest form.
     
  15. Sparks

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    Maybe I need to see it in motion, but that new sprite feels like a downgrade from the older sprites. The older ones were a bit clunky and awkward at times, but their attempts to look different added to the quirks of XG. The original did heavier editing of the Sonic 2 walk cycle to look unique, while these frames look like the Sonic 2 walk cycle verbatim.

    That's really my only complaint though; the updates to the level assets look very clean. Maybe change the lighting on the grey blocks to be darker if they aren't elements that can be stood on?
     
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  16. Sally Rose

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    awesome hope sonic xg (next) comes out, claic was great, but it felt like it lacked a proper final zone, it had this strange unfinished half zone, then kicked you right to the super sonic fight. the super fight was awesome AF no complaint. but the final zone felt underbaked. everything else was kick ass tho in clasic
     
  17. ScarlyNight

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    No yeah I can see that. Some of the animations we got at the moment are merely placeholders to test the new look we've been giving the cast so not everything is really final. A new version of the walk is currently being worked on that looks closer to what you'd imagine XG's walk to look like. I could share that once it's done so we can get more pointers if needed.
     
  18. Sally Rose

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    i wonder in sonic XG (NEXT) just a repackged and updated (clasic) or is it a fully new game with its own stuff?)
     
  19. DarkVDee

    DarkVDee

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    Still looking forward to the final product here.
     
  20. ScarlyNight

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    XG currently (Or Forever, as we've dubbed it internally) is closest in comparison to the previous merger attempts; Retro-Sonic XG, as well as Retro Sonic Nexus. So back when the game was being made within the Retro Engine.

    Compared to Classic, we have shuffled the zone order almost entirely and cut down on some zones in the form of an elimination round by removing the XG Zones that didn't make it into RSN. From there we replaced the ones that were exclusive to it and/or we didn't have acces to (Nexus' Cosmic Chaos and Opal Outback, which was a zone exclusive to RSN) with two of the previous XG Zones that would fit in for our new scope of the project.

    Golden Gate has been added back in the zone lineup as it was removed during the 10's iteration of the project and three story-significant zones are now a longer, single act Zone as opposed to having two acts. Making the total Zone count 9, with six 2-act Zones.

    While XG Classic in particular was based on an source build from when Joe was still actively working on the game, it wasn't the latest version of the game he was working on. The menu that was posted in the thread Taxman started originated from what we've dubbed the "Time Attack Build", which saw a shift to update the game to Worlds Delta. It was effectively being redone from scratch. This build in particular was also leaning to an aesthetic design that was closer in-line with Retro-Sonic XG, with assets from it being used and updated.

    With Forever, we are basically continuing from what "Time Attack" was aiming to do, taking the art and ideas established within RSXG and RSN and expand upon them from there. Looking at the inspirations people working on previous incarnations of XG had in mind (a lot of PSX-era stuff like Jumping Flash and Bomberman World).

    Our goal is to really make it look and feel like it came out of that era of XG and is sort of meant to be a bit of an unpausing of the type of artistic culture that circulated in the fan gaming scene before the release of Generations, which is also why the game will be in 4:3 at all times. I've noticed this can be a bit of a controversial opinion, but I see it more as a painter picking out their canvas. You aren't always going to be using the same one, much like how 4:3 is sometimes a better option to have for a game as opposed to making it 16:9.

    In think I might be rambling for a bit too long in this instance but if anyone has any more questions, I'm very much willing to answer them!
     
    Last edited: Jul 23, 2024