Game: Shadow of Chaos
Release Date: July 3rd, 2005
Author: BlazeFire Productions (BlazeHedgehog)
Application: Multimedia Fusion Stand Alone Application
Version: Demo
(Screenshots)
Release Date: July 3rd, 2005
Author: BlazeFire Productions (BlazeHedgehog)
Application: Multimedia Fusion Stand Alone Application
Version: Demo
(Screenshots)
(System Information)
OS: Windows 7 Compatible
Resolution: Windowed/Fullscreen - 320x200 / 667x400 / 960x600
(Story)
OS: Windows 7 Compatible
Resolution: Windowed/Fullscreen - 320x200 / 667x400 / 960x600
(Story)
Less than a week after posting at MFGG that MarioWeen DX was still in the works and was still very close to being finished, while watching the backwash of E3 videos over at Game Trailers, I managed to catch a glimpse of Sega's E3 booth, and subsequently, another video of everybody's love-to-hate-it PS2/Xbox/GC game, Shadow the Hedgehog.
Without thinking, I picked up a Sonic Battle Shadow sprite from Fireball20xl's sprite section and began working on something.
In about three hours I had a pretty respectable movement engine going on.
Nothing fancy, mind you, but different. I was always a big fan of how Shadow controlled in Sonic Battle, and the moment I played as him I dreamed of a platform game that utilized that sort of skill set.
When I first heard of Shadow, the console game, there was a sliver of hope deep inside of me, that beyond the stupid concepts I had seen, they would make use of the groundwork Sonic Battle had laid before them.
It appears I wasn't so lucky.
After about a day and a half, the engine began to take shape. The strange control scheme began to work out and the game mechanics began to really come together.
Initially, to justify the three days of work I put into it, I was going to make a one level parody of Shadow the Hedgehog, and slip it in to MarioWeen DX as a very deep unlockable.
The basic idea was, it wouldn't be an unlockable at all - you'd find a password prompt somewhere in the game, and type in - of course "MARIA".
This would "Unlock" the one and only Shadow level.
Unfortunately, the engine test quickly ballooned in size.
With MarioWeen DX already approaching 20mb in itself, adding 5mb more (figuring in a full level) was not going to be an option.
So, I kind of sat there, not know what I was going to do with this 95% complete Shadow Engine.
So where am I going with this?
I was sitting around talking to my friends about the engine, "Maybe once MarioWeen is done I could rope you mooks into designing some levels for me.".
As I mulled over the idea, I came upon SAGE.
And the light bulb appeared over my head.
A Level Design Contest.
Without thinking, I picked up a Sonic Battle Shadow sprite from Fireball20xl's sprite section and began working on something.
In about three hours I had a pretty respectable movement engine going on.
Nothing fancy, mind you, but different. I was always a big fan of how Shadow controlled in Sonic Battle, and the moment I played as him I dreamed of a platform game that utilized that sort of skill set.
When I first heard of Shadow, the console game, there was a sliver of hope deep inside of me, that beyond the stupid concepts I had seen, they would make use of the groundwork Sonic Battle had laid before them.
It appears I wasn't so lucky.
After about a day and a half, the engine began to take shape. The strange control scheme began to work out and the game mechanics began to really come together.
Initially, to justify the three days of work I put into it, I was going to make a one level parody of Shadow the Hedgehog, and slip it in to MarioWeen DX as a very deep unlockable.
The basic idea was, it wouldn't be an unlockable at all - you'd find a password prompt somewhere in the game, and type in - of course "MARIA".
This would "Unlock" the one and only Shadow level.
Unfortunately, the engine test quickly ballooned in size.
With MarioWeen DX already approaching 20mb in itself, adding 5mb more (figuring in a full level) was not going to be an option.
So, I kind of sat there, not know what I was going to do with this 95% complete Shadow Engine.
So where am I going with this?
I was sitting around talking to my friends about the engine, "Maybe once MarioWeen is done I could rope you mooks into designing some levels for me.".
As I mulled over the idea, I came upon SAGE.
And the light bulb appeared over my head.
A Level Design Contest.
(Passwords)
N/A
N/A
(Music Credit)
Robert Allen & Joshua Jensen - Tracks 2
solo - Tracks 1
XeeGee - Tracks 1
solo - Tracks 1
XeeGee - Tracks 1
(Version History)
SAGE2005 Demo v1.60 - Archived
Uber Demo - Archived
Xmas Demo v10 - Archived
Xmas Demo V0.9 BETA - Archived
Xmas Demo v1.01 - Archived
Engine SDK - Archived
Test Level - Archived
Uber Demo - Archived
Xmas Demo v10 - Archived
Xmas Demo V0.9 BETA - Archived
Xmas Demo v1.01 - Archived
Engine SDK - Archived
Test Level - Archived
Other Games by: BlazeFire Productions (BlazeHedgehog)