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Sonic The Hedgehog 2D
Author: Shadowfan33 Submitted: 11th December, 2011 Favourites:0
Genre: Adventure Downloads: 1212
Rated:


It's finally here!!!

As we promised, the full Sonic story is done.
STH2D (Sonic The Hedgehog 2D for those of you who didn't follow) features 9 stages and 5 bosses, new and improved animations and effects and lots of bug fixes since the demos.


Review This Download



    


http://www.filesonic.co.il/file/4177271505 (286 mb )



Posted by The Chris Street 13th December, 2011

As you promised? I've never heard of this game before! And I don't see anything at all apart from this on your profile...

Anyway, can you please add a better description, maybe of the story and how the game plays, before we accept?
 
Posted by Shadowfan33 13th December, 2011

It's Action platform 2D called STH2D (Sonic The Hedgehog 2D) is a fan game based on Sonic The Hedgehog from 2006, redone in 2D.
This game contains stages designed according to the stages played in Sonic's story of the original game (xbox 360, ps3). features 9 stages and 5 bosses.
The game have story mode and another mode is available that allows selecting a specific Acts (Action Stages)
You can see the gameplay here: http://www.youtube.com/watch?v=bDELNiml8Jk&feature=channel_video_title

Please update me when you accept my fan game so i can know that it is already in the site.
Comment edited by Shadowfan33 on 12/13/2011
 
Posted by Silveraura 15th December, 2011

No offense, but I'll need more convincing before I download a 286MB Sonic fangame from a file host that throttles my download speeds after already having to wait 30 seconds to even start downloading.

Nothing against you, of course. Could you explain why it's so big though? I mean I've made been games in the past, sure... but I've rarely breached the 70MB mark even with high resolution graphics, large level files, and uncompressed music.
 
Posted by Shadowfan33 15th December, 2011

That's because it took me 2 years to make it and a lot of effort was made into it.. It features 9 stages and 5 bosses. and most of the bosses are 3d huge 'active objects' with a lot of big frames and animations they caused most of the game size.. you didn't watched the video of my game? we have lots of sounds effects from the original game and all action stages music also.. please believe me all i want is to advertise this game because A LOT of effort has been made.. and i want to share it with the world so they can play this game. I also forgot to tell you that there are 2 mirrors in the description of the video on YouTube that allows to download the game in three separate parts from Media Fire and one file size (286mb) from FileSonic.. Video of it is here: http://www.youtube.com/watch?v=bDELNiml8Jk

Comment edited by Shadowfan33 on 12/15/2011
 
Posted by Silveraura 15th December, 2011

Your efforts don't stop at just making the game. They exceed into optimizing it too. Unfortunately, I don't hear a legitimate excuse for why you didn't do that.

I don't want to assume anything against you, but if you really care about your project - even knowing it's fighting an up hill battle, being a fangame, give me more reason to believe it's worth my time to download it.And the first step in doing that would honestly be to make the download more reasonable.
 
Posted by Hagar 16th December, 2011

Brandon it contains lots of pre-rendered animated sprites, I speak from experience when I say such animations take LOTS of space. Not much optimisation can usually be done in such situations (apart from breaking the object in parts as much as possible, and animations like that whale can hardly be optimised).

To Shadowfan33 it looks awesome for a fangame dude - although downloading it is going to be a hassle. If i was you I would find some better hosting, 300 MB is not much these days ( do not let the people still stuck in the 56k modem era mindset put you off )

I will say one thing, if you made an original game with an apparent similar quality - you would probably cause a bit of a stir .
 
Posted by Silveraura 16th December, 2011

Hagar, you're talking to someone whose last few games have been entirely pre-rendered animated sprites. It can be done. It's no superiority complex, me saying that I'm one of the last people on this site who can be convinced otherwise - I just have a lot of experience with them. You just have to put a little more time and effort into compressing them.

I'm not attacking him. You have to be able to take constructive criticism if you're going to be in this kind of field. No offense to anyone, I can assure you.
 
Posted by Jon Lambert 16th December, 2011

The video makes a good enough argument for me. I'm gonna get to downloading this right now.
 
Posted by Hagar 17th December, 2011

@ Jon thank god, someone with sense!

@ Brandon: Yeah, rotating gems . Midget machines is already over 100 MB, after plausible optimisations have been carried out. If your willing to give me some divine guidance on optimisation whilst maintaining ALL the quality and scale of the animations and objects please go ahead .
 
Posted by UrbanMonk 17th December, 2011

Lower the colors to 256?
 
Posted by Hagar 17th December, 2011

Eurgh, I think gamers want things that look as if they was made this millennia

People have broadband these days and HWA seems to have no problems delivering demanding amounts of graphics so I find it puzzling why people complain about file size (assuming the author can get a good host )

 
Posted by Ski 18th December, 2011

Just watched the video, this looks awesome for a fan game. Im sensing some jealousy here, lol
 
Posted by Bricnic 20th December, 2011
Rated :

This is very impressive. It's obvious a ton of effort went into the development. There are just a few small things that detract from the experience, and really they are rather easy to fix- much easier than implementing all the complex angular platforming / detector logic for a Sonic game! Here are my gripes:

* Losing all of one's lives should result in a "Game Over" screen, instead of just immediately going to the main start-up screen. To be a little less punishing, consider having a "Continue" option, where the player's score is reset as a punishment, but their progress is at least preserved.

* Remove the default F2 option to restart the game. It isn't correctly implemented (the number of lives isn't reset, for example). If you want to keep this undocumented reset feature, you should at least reset the state completely (lives, score, etc.)

* Occasionally, there are small bugs where Sonic's animation can get stuck, particularly around the rounded edge at the ends of rails. He can also start turning in weird directions. Not a big deal really- I'm overall very impressed by the accuracy of the simulation, it's quite faithful to the authentic experience.

* Sonic is a bit slow coming off the springs, and can look a bit odd as a result (he actually slows down a lot of the time rather than speeding up). This is very minor though.

I can't comment on the length of the game, because I only beat one boss, and eventually died one too many times in the Desert levels (many areas will suddenly lead you from springs / fast sections into death traps, with the evidently instantly lethal sand). I think gamers are less patient these days than they were back in the early Sega console days; so having to restart from the beginning of a game after having died just a few times is pretty much a deal-breaker.

Anyway, overall- congratulations on an excellent project, and from what I can tell this looks like a "completed" game of significant quality, size and complexity- an accomplishment to be proud of.
 

 



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