16/07/2005 - Back down to Earth Well, SAGE has come to an end after a week of frantic activity. Apparently it was very successful this time round, which is definitely a good thing. Hell, I know I enjoyed it. If you missed the event, do not worry - there's always next year! Just kidding...some Sonic sites will most likely be talking about the event, and recordings of all the SAGEcasts were made - handy if you missed a load of them due to time differences. My own game in progress, Sonic Powerdrift, will also be updated here when a proper demo is ready.
Oh...and yes, I'm aware that it's a week late to talk about this in general =P.
02/07/2005 - Updates and announcements abound There's a few things to discuss here - the first of which is that SAGE is set to open very soon. For those not in the know, it's like one of those games expos, such as E3 (but online, of course). It will be open from July the 3rd to July the 9th. There will be around 45-50 booths this time round, which is a good turnout, all things considered. I'll have a booth there too, so don't forget to take a look ;). Besides the booths, there will be a ton of other activities going on - SAGEcasts, live chat, workshops and more. So, if you're a Sonic fan in any kind of way (and I presume so, if you've stumbled upon this site =P) then be sure to hop on for the ride.
Next up, It's about damn time I said something here. No doubt, I've disappointed a lot of people, Sonic DIY is canned, and probably wont be seeing the light of day again. The game really was a mess on the inside, and I was finding it increasingly difficult to work with. Also...to be honest, nobody really used the level design feature much anyway, so I wonder whether it would have been worthwhile. That was the idea behind Sonic DIY, after all - allowing those people who were good at level design but unable to make their own engines stand out.
Now I've got that out, it's time for a real update - head over to the tutorials section for a fully commented beat-em-up example, taken more or less directly from a certain game (gee, I wonder =P). Turns out some people from The Daily Click were very interested in seeing an article or tutorial on the methods I used, so here's the result. I reccommend taking a look at the engine if you're stuck on things like combination attacks, enemy AI or hit detection for your own fighting game. It can be opened in TGF too, so that'll be a bonus for some.
06/04/2005 - Let's get it on! Excuse the Viewtiful Joe reference =P. More importantly, One Girl Army is now complete! Go check it out in the games section. If you have even a passing interest in the old-skool beat-em-ups like Streets of Rage, you wont be disappointed.
21/03/2005 - One last thing Just a small update, but it might come in handy for some people. You can never seem to find a tutorial for the Direct Play extension on the Internet, so I've just uploaded one that I made not so long ago. As usual, it's in the 'Tutorials' section.
20/03/2005 - Something big is coming... ...or to be precise, One Girl Army is very nearly complete! All that's left to do is a few cutscenes (two of them being the game endings) and the final boss. Unfortunately, I have to go for something important on Tuesday 22nd and wont be able to finish the game until at least a week after...possibly up to two weeks. Sorry peeps :/ but I wouldn't want to rush-release the game in a buggy or unfinushed state. In the meantime, I uploaded a new demo (one full stage) in the past couple of weeks for you to try out.
Well...all that remains to say is, see you in a couple of weeks with the complete version of OGA ;)
16/01/2005 - 2D is the new 3D! ...and a very belated happy new year. There's a small update this time (less than 100k!), but it's a good one. Head over to the tutorials section if you're interested in an isometric engine/tutorial that includes raised platforms (of different heights) with walls and platforms that float in mid-air.
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