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@  furrykef : (24 July 2015 - 11:25 AM)

Also I still have to figure out how to set up our e-mail accounts on the new host.

@  furrykef : (24 July 2015 - 08:19 AM)

As soon as I figure out how to restore it. Sorry, I know I said it'd be done by now, but I didn't expect to have to put up with this DNS crap and other issues that popped up.

@  Uncle Ben : (24 July 2015 - 07:56 AM)

So when's the black theme coming back??

@  Uncle Ben : (24 July 2015 - 07:56 AM)

"Should"

@  furrykef : (24 July 2015 - 07:27 AM)

That DNS took longer to propagate properly than I thought it would. *Now* we should be back for good, though.

@  furrykef : (23 July 2015 - 08:48 PM)

Or it might be because Bluehost *finally* got around to that server wipe (one week after we'd asked for it) and that wiped out our DNS settings. I'm not sure which and I don't really care. In any case, we've severed our last ties with Bluehost, so this will not happen again.

@  furrykef : (23 July 2015 - 08:08 PM)

Looks like Bluehost yanked our DNS since our hosting account expired. That's why the site went down a while ago. But as you can see, it's fixed now.

@  Misk : (23 July 2015 - 04:55 PM)

No, they do not.

@  furrykef : (23 July 2015 - 04:27 AM)

The goggles do nothing?

@  Misk : (22 July 2015 - 05:50 PM)

My eyes.

@  furrykef : (22 July 2015 - 12:24 PM)

Looks like forum uploads might have been broken since last night. That should be fixed now too.

@  furrykef : (22 July 2015 - 01:33 AM)

Heh, whoops! Server went down for a few mins when I borked the config. Looks like it's back up now.

@  Uncle Ben : (21 July 2015 - 09:09 PM)

It looked like a napkin

@  ILOVEVHS : (21 July 2015 - 09:04 PM)

Fan-fuckin-tastic.

@  furrykef : (21 July 2015 - 08:25 PM)

As for the beaver picture while the forum was down, I think Tim drew it. On a napkin.

@  furrykef : (21 July 2015 - 08:24 PM)

No kiddin' about that "Finally!", Shadow. I am *so mad* at Bluehost for never responding to our support ticket. I submitted it early Friday morning and they *still* haven't answered it!

@  Uncle Ben : (21 July 2015 - 06:37 PM)

Maybe he did that himself

@  Shadow : (21 July 2015 - 05:25 PM)

Say, who made the cute picture of Beaver Chief?

@  Shadow : (21 July 2015 - 05:24 PM)

Finally!

@  RedMenace : (21 July 2015 - 05:02 PM)

Woooo! The site's back up! Three cheers for Kef!


Photo

I just got this whacky idea...


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18 replies to this topic

#1 Morgan

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Posted 13 March 2008 - 08:11 AM

Pardon me if this has been mentioned before, but has anyone attempted creating a professional SatAM Sonic game? I mean...what are the odds? You get a great team together, you come up with this awesome SatAM Sonic game, maybe SEGA gives you rights to create it/sell it/etc. and it becomes a big hit and people remember SatAM again and want to see the cartoon itself? Might be a dream, might be a long shot, but it could happen if you worked your ass off for it, right?

At the same time...a lot of you talk about how Sonic is done for. This could be his chance to be saved.

#2

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Posted 13 March 2008 - 08:25 AM

Behold, my friend...http://www.satamsonic.com/epochadvance Sonic Epoch advance!

#3 Morgan

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Posted 13 March 2008 - 08:40 AM

lol I didn't mean Epoch. I've known that's been around. xD

#4 Valerie Valens

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Posted 13 March 2008 - 04:53 PM

I do have an RPG project with an original setting and timeline based on SatAM that has been in the backburner for sometime thanks to not having a team of developers at my disposal.

76561197990969478.png


#5 furrykef

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Posted 13 March 2008 - 05:07 PM

The problem is, it takes a lot of resources to make a professional-quality game, and there would be no guarantee that the whole project wouldn't be shut down with a cease & desist... let alone that Sega would even consider publishing it. There's too much risk.

Trust me, if I thought it'd be a good idea, I'd be all over it. Heck, I've had a good SatAM game design in my head for quite a while now. But I don't think it's worth it.

- Kef

#6 Morgan

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Posted 13 March 2008 - 05:10 PM

I think it could be done. It may not sound realistic, but I think all you'd really need is a team and Sega's yes. I have a lot of the top end programs but not the know-how to use it. xD

#7 Valerie Valens

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Posted 13 March 2008 - 05:13 PM

QUOTE ("furrykef":1z892v7a)
The problem is, it takes a lot of resources to make a professional-quality game, and there would be no guarantee that the whole project wouldn't be shut down with a cease & desist... let alone that Sega would even consider publishing it. There's too much risk.

Trust me, if I thought it'd be a good idea, I'd be all over it. Heck, I've had a good SatAM game design in my head for quite a while now. But I don't think it's worth it.

- Kef


Sega is nothing like SquareEnix, I mean if SAGE is allowed to exist for so many years...

76561197990969478.png


#8

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Posted 15 March 2008 - 03:00 PM

It's in how you phrase the proposal. You can probably get permission if you put it to them right.

Say, "An exploratory project to determine the viability of a comercial product based upon the 1980's Sonic cartoon series produced under your company's licence by the ABC television network prior to being bought by the Disney corporation. Wherin the sucess of said project being found to be indicative of a reasonable market demand for such a product would be considered as sufficient grounds for the licencing and development of a comercial product to be marketed based upon the same."

Continue in beaurocrateese for long enough and people not only stop understanding what you said, but their eyes glaze over too.

#9 Morgan

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Posted 15 March 2008 - 05:36 PM

QUOTE ("Kefke_Wren":16evg61e)
It's in how you phrase the proposal. You can probably get permission if you put it to them right.

Say, "An exploratory project to determine the viability of a comercial product based upon the 1980's Sonic cartoon series produced under your company's licence by the ABC television network prior to being bought by the Disney corporation. Wherin the sucess of said project being found to be indicative of a reasonable market demand for such a product would be considered as sufficient grounds for the licencing and development of a comercial product to be marketed based upon the same."

Continue in beaurocrateese for long enough and people not only stop understanding what you said, but their eyes glaze over too.


Right. I don't know why someone would refuse something that looks like it could bring in more cash.

#10 Xian Shade

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Posted 15 March 2008 - 06:35 PM

Getting SEGA's approval would be the clincher there. We're talking about their mascot... it's not like they can fall back on their console for a while until the idea passes. Despite the legalese, SEGA will figure out that the very image of their company would be put in the hands of (in their eyes) amateurs, and would CERTAINLY refuse the project.

Now don't get me wrong, I like the idea as much as the next person, and I'm rarely a nay-sayer, but take it from someone who works for a city government's law offices, and often deals with big corporations: They're not about to hand over the rights to just anybody. Need I point out how long it took them to release the SatAM DVD's for production? (And please, nobody hijack the thread because of that particular discussion, I'm just making a point).

Personally I have game design projects in my head as well (not necessarily for SatAM stuff tho), and also have no idea how to go about making said project happen. Doing it all yourself demands a lot of time and patience, as well as skill and knowhow, but doing it in a group can spawn creative differences (let's take the Sea3on comic as an example). The team of developers would have to know each other, work well in other projects, and be recognized for their value before SEGA would even glimpse consideration for allowing such a project. My own project would also tap SEGA, as well as a few other companies, if I wanted it real, and legal... and knowing I would be barred from releasing it on such grounds, I'm not going to tell them. It won't gain enough popularity to garner their attention anyway.

So should you make the project? Sure. Why not? If they find out about it, and demand you cease, THEN you cease. You may have wasted time, but you'll have done something you wanted, and lived your dream for a bit. It's not the products you create in life that have value, but the experiences you encounter in their production.

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#11 Morgan

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Posted 17 March 2008 - 06:17 AM

QUOTE ("Xian Shade":1jhbursy)
Getting SEGA's approval would be the clincher there. We're talking about their mascot... it's not like they can fall back on their console for a while until the idea passes. Despite the legalese, SEGA will figure out that the very image of their company would be put in the hands of (in their eyes) amateurs, and would CERTAINLY refuse the project.

Now don't get me wrong, I like the idea as much as the next person, and I'm rarely a nay-sayer, but take it from someone who works for a city government's law offices, and often deals with big corporations: They're not about to hand over the rights to just anybody. Need I point out how long it took them to release the SatAM DVD's for production? (And please, nobody hijack the thread because of that particular discussion, I'm just making a point).

Personally I have game design projects in my head as well (not necessarily for SatAM stuff tho), and also have no idea how to go about making said project happen. Doing it all yourself demands a lot of time and patience, as well as skill and knowhow, but doing it in a group can spawn creative differences (let's take the Sea3on comic as an example). The team of developers would have to know each other, work well in other projects, and be recognized for their value before SEGA would even glimpse consideration for allowing such a project. My own project would also tap SEGA, as well as a few other companies, if I wanted it real, and legal... and knowing I would be barred from releasing it on such grounds, I'm not going to tell them. It won't gain enough popularity to garner their attention anyway.

So should you make the project? Sure. Why not? If they find out about it, and demand you cease, THEN you cease. You may have wasted time, but you'll have done something you wanted, and lived your dream for a bit. It's not the products you create in life that have value, but the experiences you encounter in their production.

[/0.02]


Right. I think I have it in mind to at least attempt it but not right now...that and the game I'm working on are to be put off until I have pretty good name recognition and experience. I'd hate to butcher something I know could be a huge success.

#12

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Posted 17 March 2008 - 02:06 PM

Standard MO, friend. Get big, then talk big....'cuz you would not believe how hard you get smackethed down if you try it the other way around. *rubs face tenderly*

#13 Morgan

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Posted 17 March 2008 - 05:12 PM

QUOTE ("Kefke_Wren":1pbj42ve)
Standard MO, friend. Get big, then talk big....'cuz you would not believe how hard you get smackethed down if you try it the other way around. *rubs face tenderly*


Ahaha what the hell. xD Yeah, I meant getting big then talking big. I thought I said that? *confused*

#14 Guest_Miko_*

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Posted 17 March 2008 - 08:35 PM

Your best bets may be in joining a development company that's already popular or join SEGA.

#15 E-Master

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Posted 17 March 2008 - 09:13 PM

If a proffesional video game on SatAM was reality. Then I would expect the game play to be different from the traditional Sonic games.

If I were to do one it would be a cross between Splinter Cell and any one of those other big third person shooters/role play game.

What would make this game worth buying is to include all Freedom Fighters playable, even portray as the villians, SWATBots, & Robotropolis robots at one point. A huge level where you can roam around Robotropolis(like how you can roam 1980 Miami in the Scarface Video Game) with many missions and challenges. That and a few other familiar locations of Mobius with some mission and side missions to them. While Knothole would be the only location that isn't filled with enemies. Knothole would feature all the huts and recognizable parts from the series, and a place to make village/Freedom Fighter meetings. As well as suplying on accersories and power rings.

I could go on, on what a successful SatAM Game should be like. But that would take up too much of a post. In my opinion, if it has a lot of gameplay(the kind that makes you play it for more than 2 weeks) and reliable to the series itself. Then it be buyable.

I could just imagine my own version of the game being "way past cool".
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#16 Morgan

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Posted 19 March 2008 - 10:47 AM

QUOTE ("Miko":h80x9oex)
Your best bets may be in joining a development company that's already popular or join SEGA.


I already had that idea. I was going to join Nintendo, then decided I wanted to join SEGA, then decided I wanted to join Ubisoft...then I just couldn't pick. That's when I decided it's better off to just start my own.

QUOTE ("E-Master":h80x9oex)
If a proffesional video game on SatAM was reality. Then I would expect the game play to be different from the traditional Sonic games.

If I were to do one it would be a cross between Splinter Cell and any one of those other big third person shooters/role play game.

What would make this game worth buying is to include all Freedom Fighters playable, even portray as the villians, SWATBots, & Robotropolis robots at one point. A huge level where you can roam around Robotropolis(like how you can roam 1980 Miami in the Scarface Video Game) with many missions and challenges. That and a few other familiar locations of Mobius with some mission and side missions to them. While Knothole would be the only location that isn't filled with enemies. Knothole would feature all the huts and recognizable parts from the series, and a place to make village/Freedom Fighter meetings. As well as suplying on accersories and power rings.

I could go on, on what a successful SatAM Game should be like. But that would take up too much of a post. In my opinion, if it has a lot of gameplay(the kind that makes you play it for more than 2 weeks) and reliable to the series itself. Then it be buyable.

I could just imagine my own version of the game being "way past cool".


I actually thought of two ideas for the game....either to make it basically as Seasons 1 and 2 or base it off of what we have for the comic...kind of the idea of what happens in Season 3.

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Posted 19 March 2008 - 08:37 PM

It would really help you in the future if you could get a concept down for how the game would actually play. Do you think it will play like an RPG, or some sandbox style game, or what?

#18 JayFoxFire

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Posted 29 March 2008 - 12:21 PM

A 3D SatAM game would have been very cool 8D
SatAM rocks my socks

#19 Morgan

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Posted 30 March 2008 - 04:19 PM

Oops. I missed this post...

QUOTE ("HazyAssaulter":2rtf1d8b)
It would really help you in the future if you could get a concept down for how the game would actually play. Do you think it will play like an RPG, or some sandbox style game, or what?


Uhm, I'm not even sure what some of those are mate lol

QUOTE ("JayFoxFire":2rtf1d8b)
A 3D SatAM game would have been very cool 8D


Yeah, you know those games like Devil May Cry 4, Assassin's Creed, hell even Heavenly Sword? I want to attempt to create a SatAM game with the same kind of ehhh...graphics/gameplay I guess? Sort of like how Sonic '06 was only in design...except as SatAM and with less bugs. ^^




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