

I also checked in with Atkinson and he’s okay with me posting our full interview.

That alone makes the article worth checking out, if you ask me. That’s a name I haven’t heard in a very, very long time. Give it a read! I’m actually genuinely impressed the author (Ryan Atkinson) managed to track down Aytaç Aksu. I was interviewed to be part of this article over at Cultured Vultures! It talks about the history of Sonic fan games in the wake of Sonic Mania. Update: Download links have been moved to Google Drive.LINK: The Weird and Wonderful History of Sonic Fangames | Cultured Vultures 19/04/15 Build 288: Fixed major error involving ceiling collision, added presets for various objects. 19/04/15 Build 287: Made various changes to the code structure and fixed the missing objects from 286. 25/12/14: Christmas update! : D Just demo though, source coming soon. 15/12/14: Build 272 was completely broken, I think I fixed it, also added Sonic and Knuckles AI. 14/12/14: Fixed multiple bugs, added improved debug mode. 13/12/14: Fixed many bugs, improved EHZ masks. 05/12/14: Final demo before source release, just a few minor bugs fixed. 29/11/14: Various fixes, and polish improvements. Huge camera improvements, corrected Super Sonic's spindash, added more options, fixed multiple bugs, and various internal stuff. 27/11/14: You can now select a level on the data select when the game is beat. 24/11/14-2: Fixed a major bug, enabled transitions. 24/11/14: Multiple bug fixes, including pause glitch. 23/11/14-2: Quicksand bugs fixed, minor changes. Fans in Test Zone act 2 are far more accurate.

23/11/14: MANY bug fixes, and polish edits. Press D to switch to object mode and back. Note: Z, X and C can be used as A, S, and D alternatively. Press 5 to record input(Recording will stop when level finishes) Press 1 to instantly go to cut-scene example Press 3 to display HD rings(For testing GUI-level drawing) Press 0 to slow down room speed(For testing) Press Up Up Down Down Left Right Left Right on Title Screen to activate level select and sound test Press D on Title Screen to activate Debug mode Press CTRL to switch between Floor and 360 angle modes. Caverns0 (Ikey Ilex) - Accuracy & Testing Sonic MAX is made to be very efficient, easy to use, and can be exported for many different platforms, with an initial development time of 500+ hours, over the course of 6 months. Sonic MAX is open for anyone to contribute or help out. Sonic MAX is designed to be efficient and easy to use with many flags for changing certain aesthetics.

The main purpose with this engine is to be as accurate as possible to the classic Genesis games, while allowing for as much customization as possible. Sonic MAX is an open-source Sonic engine made in GameMaker Studio.
