The only other chinese song i listen to (the other is the gta chinatown wars theme 😭)
@gabrielcarvalhoseixas3112Ай бұрын
And you could join acts 3 with acts 2
@gabrielcarvalhoseixas3112Ай бұрын
You can do it for mobile when you put all the zones of the game pl
@SporerowChannelАй бұрын
i also speak fluent guitar.
@bolshaggАй бұрын
Parappa guitar voice 🤣🤣😹😹
@ratnawilis65112 ай бұрын
1:45 want coming everyone
@lauluis1mii1242 ай бұрын
What engine did you use to make this?
@josephwaters13 ай бұрын
What a fun recommendation this was :) This is amazing! Thanks so much for taking the time to do this- it feels incredible to know that people felt it was worth their time! Apologies to everyone as well for Sonic XG not quite turning out out how we would have hoped- it was such a different time back then in regards to knowledge/resources and the mindset behind what we were doing. A big part of me would love to do something with it again but it's just not enjoyable when your day job is coding and there's adulting to be done. :(
@darlexmcandothers2 ай бұрын
One of the individuals behind the backbone of one of the most anticipated Sonic fan games commented on this low viewed video? How is it possible!? I actually can't even express how I feel right now! Thank you ever so much for you're kind words :) Me and Winz took as much time to make this little project as polished, and enjoyable. And seeing you of all people notice that is kind of surreal. Besides that, no need to apologize Joe! Your dedication for continuing the project back in 2012 is probably the reason XG stands to this day! It could've ended up like Nexus, Overture, and other long anticipated Sonic fangames that either got abandoned, or we're forgotten about. While I do agree with some points in your statement, such as the "clunky" engine used back then and the story, every other major aspect of the XG that was supposed to be released I think holds up quite well! And a lot of people I know and talked with regarding SXG feel the same. And for that last statement, I can see exactly why you'd love to do something with XG again. When I was developing SXGU last year, I quite enjoyed finishing and making something that was never properly completed, and having to get creative in some instances, which while challenging, was very rewarding and turned out nicely in the end (Such as in Golden Gate, and the secret level). From my experience, I think the most rewarding part in it is using your own imagination and ideas. And there's one last fan made Sonic XG project of mine (if you're okay with it that is, Sonic Forever XG) that will take a big part in that, as most of the zones that I want to include in it (such as never fully realized Sonic Forever zones, and cut stages for the 2007 iteration), don't have much information besides a mock-up or two. But time is precious, and I wouldn't want to take a whole lot of it on something that will take up so much of it due to it's scale, that I feel like I wouldn't be able to get around to finishing, or starting for that matter a good amount of personal projects that have been in the dust for the last 4-6 years. Sorry for that blaber :S. I really just wanted to explain it all without any confusion. Anyway, one last question If I may ask you Joe. Would it be possible to ask you a few questions about Sonic XG in the future? I've had some major one's through out the years, and you are the only one that could answer them. Once again, thank you ever so much for commenting and you're kind words! And I hope you'll be able to find some free time for your passions and the things you love (even with the necessities you have).
Frankly.....this game needs a LOT of change and improvements, I wonder if there's a really Sonic XG remake?
@Ihaveyourliver5 ай бұрын
Fact: 32767 is 2^15 - 1
@VitorPlayer1925 ай бұрын
make a video about the development cancellation and also a person found the full version I'm talking about the fan game Sonic XG
@darlexmcandothers5 ай бұрын
I think you're mistaking that with Community's Cut
@just_sonic5 ай бұрын
I HAVENT PLAYED THIS GAME SINCE 2018 OH MY GODD
@Trayfellow5 ай бұрын
Where did you get the CD-style soundtrack from that was used in Golden Gate?
@darlexmcandothers3 ай бұрын
Apologies for the late reply. I acquired it from a XG archive someone sent to me a year ago, full of music, images, videos, and some builds. I don't know the origin of who made it, or where it came from, other then that archive.
@JDTORI56435 ай бұрын
Sup yall
@OuricadoTheHedgehogConta26 ай бұрын
Bro, you Need do a port for mobile, this game it's The GOAT!
@TTG-376 ай бұрын
Hydrocity remix sounding fire
@darlexmcandothers6 ай бұрын
It was made by Hunter Bridges for the CD Quality Nexus OST. Here's the whole soundtrack if you're intrested: archive.org/details/soundcloud-hunty-sonic-nexus-ost
@TTG-376 ай бұрын
@@darlexmcandothers thanks
@epicstar866 ай бұрын
Peak update
@SaurikSI6 ай бұрын
Hey, no offense but you really need to fix the jump physics, this would be the perfect Sonic XG project if it wasn't by it, jumping feels terrible, I don't know if it's the time it takes to get back down, or if it's too "lineal", but there's definitely something very wrong with it. I hope you can find a way to fix it, the OG Sonic XG demo and the other fan projects don't have this problem.
@darlexmcandothers6 ай бұрын
@@SaurikSI Well me and Winz decompiled the 2007 demo ourselves, and I, and many other people never had this issue. We didn't change anything, it's been kept the way it's been. It could be the animation deceiving you, especially with Sonic's jumping frames, however those we're changed because the original Unlocked was ment to have these.
@SaurikSI6 ай бұрын
@@darlexmcandothers I think you’re right, something does feel wrong with physics and movement, but I paid more attention and jumping is the same as the original. Now I think what was annoying me was movement (The character’s going left or right), I don’t know how to describe it, but it’s like it lacks momentum when you stop pressing the key (?) There’s also some details that are different, like the velocity of falling down, and the character not “bouncing” when you kill an enemy. Graphically, your project is beautiful, so kudos on that!
@darlexmcandothers6 ай бұрын
@@SaurikSI Thanks! Although I shouldn't be the one taking credit here for the graphics. All the graphical work goes to Euan Gallacher (and also Joe Waters at some points, although he was mainly the programmer) I played very little role in the graphics, only re-creating certian tiles that aren't otherwise available in the original quality / full sprite. People tend to say that the graphics in the Pre-2021 era of Sonic XG aren't anything to write home about nowadays, but I think they hold up decently and look appealing to my eyes. Some people also tend to enjoy the original engine more than the one that Joe used when he took the development into his own hands, circa 2012-2016 (atleast from the people i've talked to about XG) (oh, and it's also not just MY project. winznegative was the one that started this "recreation" idea in the first place, and he did work on a good amount of the project as well)
@SaurikSI6 ай бұрын
@@darlexmcandothers I agree, I like the art style, it holds up perfectly well. In my eyes, I believe the perfect Sonic XG project would be one with Sonic XG Classic’s physics/movement/music, and with Sonic XG Unlocked’s visuals/SFX/fidelity.
@darlexmcandothers6 ай бұрын
I honestly think that the Classic engine isn't that great in terms of physics (seeing as it Joe's original .MFA source file was used) It's definitely miles better than the 2007 engine, but I think the SXG: Classic fork, "True!XG", has probably the best physics out of any of them. So maybe using that fork's physics would make it even better. But that's just my opinion.
@optimusxg20056 ай бұрын
Nice update sonic xg
@MrSeaScorpio6 ай бұрын
Not only can we now play zones from Sonic Forever, BUT ALSO OLD SONIC XG!? HELL YEAH, I'M HYPED FOR THIS!! I'll be forever (P U N) grateful for this once it releases.
@bobanimations8086 ай бұрын
UH UH UH UH UH UH UH UH COME COME COME COME COME COME COME- parappa whatchu doin?
@PaperBoi1296 ай бұрын
Amazing!!
@Pomni.Digital.Circus-e5z6 ай бұрын
That Score Is Excellent
@greenknight90007 ай бұрын
8:25 NO PARAPPA YOU CAN'T SAY THAT WORD THAT'S RACIST
@IunahYT5 ай бұрын
It technically is saying "digging", not the N-word.
@greenknight90005 ай бұрын
Obviously, I was making a joke.
@burbplayer9604 ай бұрын
@@IunahYTyou must be fun at parties
@CoolJo248-sy1zx2 ай бұрын
well parappa's voice actor is black so he can say any wooooooooooooooooooorddd
@ezeo_o4998 ай бұрын
Eres el creador original de XG? Tengo una pregunta para hacerte.
@tschammo8 ай бұрын
Since I'm seeing this asked in the comments and I'm in nerd mode right now... 32767 is the signed 16-bit integer limit, the highest number than can be represented in the latter 15 bits (01111111 11111111, the very first bit is the sign: 0 for positive, 1 for negative). If you try to add 1 to this value with this data type, it will overflow to -32768, the lower limit. This also happens on the original Um Jammer Lammy for the PlayStation. Um Jammer Lammy NOW! runs on the Namco System 12 (1996) which spec-wise similar to the original PlayStation but with a faster CPU. Both machines, having 32-bit CPUs, are very clearly capable of working with larger values (evidenced by the final score of 98301) which have much higher limits. The potential reasons that I can think of that they used a smaller data type are [a]: as a design choice possibly to fit on the screen where it does, [b]: the PS1 and System 12 only have 2 MB of RAM and the developers needed to be frugal, [c]: whatever version of GCC they were using defaulted 'int' to a 16-bit value (this was a time before stdint.h), or [d]: the developers were inconsiderate of such a big score being possible. Why they used a signed value rather than unsigned in a place where negative scores aren't possible is beyond me. Using an unsigned value seems to me much more in line with what would probably be possible and I'd put money on it that we'd see something like a 50 000 instead
@IunahYT5 ай бұрын
They definitely didn't use GCC. Most of the old games were created using assembly code.
@tschammo5 ай бұрын
@@IunahYT Games for fifth-generation consoles were usually done in C. On the N64, SM64 and MK64 were both written in C with some C++ components. PS1 games were written similarly; SDKs exist for the PS1 in C, and questions on Reddit and the Game Development Stack Exchange confirm that devs were working with C, though some time or performance critical code would have been done in MIPS assembly. I imagine PTR1 and UJL wouldn't have needed that much ASM considering those games mostly just play prerendered(?) videos and then work with simple 3D scenes. UJL NOW I could see one using more ASM since that's much more featureful on top of limited RAM. You are probably right though about them not using GCC. An N64 developer reported using a custom compiler since GCC 2.x was apparently abysmal, and considering PS1 devs report using C+ASM vs. N64's C+CPP using GCC for the PS1 probably would've been hard. The main point is that however the game was made, that portion of the game used 16 bit values rather than 32 bit, which again considering the capabilities of the CPU strikes me as odd.
@IunahYT5 ай бұрын
@@tschammo okay so i went too old, however the point stands for not using GCC, as GCC was kinda garbage for console game development in the late 90s
@reythe99 ай бұрын
4:42 stop smacking it parappa
@Gingernugget249 ай бұрын
Howd you not get audio stuttering? Is it just luck?
@IunahYT5 ай бұрын
@@Gingernugget24 fast computer that's it
@Gingernugget245 ай бұрын
@@IunahYT fair enough
@jkveri20029 ай бұрын
I'm confused already, lmao. There's Classic, Community's cut, Unlocked, True!XG, and now Forever. idk what version should I choose.
@darlexmcandothers9 ай бұрын
Here are some of my recommendations based on different categories: If you're looking for engine playability, then I recommend True!XG. Udon did a great job on modifiying the physics in my opinion, and I would recommend it over Classic, and even Community's Cut. It controls beautifuly and even has some of the 2007 behaivors restored. And the 2nd one I would recommend is Unlocked. By this I don't mean to sound narcasisstic, but if you would want to play something in the old 2007 engine with a few bonuses on top such as extra zones and Super Sonic, then go for this version. (this doesn't mean its the full game, i've had people ask if that's the case, so i'm just pointing it out) However, if you're looking for what has the most content, then look for Classic. Sure, there's... ehm.. Community's Cut, but that is just an unpolished thing I threw together in 1 month. Classic will be finished one day, and progress on Sunken Star has begun, and I must say, it's looking pretty damn good, AND, most importantly, polished. And finally, as for story telling, then that's kind of a hit or miss. To be honest, none of the SXG versions out there have pacing in the story. You get a few beginning scenes, but the rest is basically just Zone to Zone gameplay. But, if you don't care for it, then you can go play whichever version you want. As every single one has basically the same "story".
@jkveri20029 ай бұрын
@@darlexmcandothers Thanks for your time. And don't worry about talking good things about your own projects. I've heard that "you have to believe in yourself before making the others believe on it". Yeah, you're right. For now, I don't mind too much about the story itself.
@ParappaTheRapper010 ай бұрын
4:49 why also how to use my ps4 controller in the emulator