Sonic Triple Trouble 16-Bit updated with playable Amy & more

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Fan game author Noah N Copeland has released a major update to his revered homebrew recreation - Sonic Triple Trouble 16-Bit; a Mega Drive style makeover of the original 8-bit title Sonic Triple Trouble.

The latest update (v1.1.3) includes playable Amy Rose and super forms for all characters when in free-play mode. Also added is Japanese and Turkish language support amongst general bug fixes and performance improvements.

- Amy Rose in FreePlay!
Select from 3 movesets: Origins, Superstars, & S3 Air
- Super Forms for All Characters! (FreePlay only)
- Option to replace lives with coins ala Sonic Origins.
- Japanese & Turkish Language!
- More bug fixes, improved performance!

The game currently supports PC via Windows, MacOS and Android in both 32-bit and 64-bit flavours.

:arrow: Source & download
 

mrmagicm

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BEWARE!!! I've check the FILES with virustotal.......TROJAN lootor Seems inside detected by 3 Major Antivirus AVAST / AVG /AVAST for the Android version, normal?
 
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noahncopeland

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i know in the end they all are computing but why do these fan remakes of console games not focus on making them on consoles. Its hard to explain for me but the comfort level of gaming on a console always is more enjoyable then a game on a computer for me. Even if I am using a controller from the console.

Some of it is about hardware dedication where u dont have other background processes and other things going on within the hardware of the device that makes me feel more comfortable. even if ifs a massively fast computer i just dont get anywhere near the excitement and fun of playing on aconsole.

with that said hopefully they port this game to a console where it should be

Hello! Dev here. I created the game we are talking about. I can answer this question, as I get it a lot.

There are several reasons why fangames aren't made for consoles.

Making games for consoles is infinitely more difficult than PC and can require proprietary development kits that a non-professional fangame dev is not going to have access to. Or you use some homebrew trickery that is next level. I understand this a site with a lot of content regarding homebrew but homebrew is not always mainstream to the average dev or "person that just wants to play a video game." And let's say that as a dev, you get your fangame running on a console. What are you gonna do with it? Upload it the official store of the console? That's never gonna fly. It's a fan game. So then you that means you've gotta have a homebrew solution that requires users to crack their console. And since not everyone has the skill or time to do that, you've now greatly decreased the amount of people that are going to even be able to play your game that you worked so hard on.
What about retro consoles? Like putting it on a SEGA Genesis? Well now you are dealing with a dev environment from 1990 with an ancient console that has HARD limits of memory and processing power. I can't tell you how much easier it is to make a game in a modern IDE, especially when, as a fangame dev, when you are just doing it for free in your spare bedroom. You aren't making any money from this, it's hard to justify the amount of "banging-head-against-keyboard" time it would take to get your game running on a certain black box over a different black box. That's why any of the fangames that do run on console are usually ROM hacks of existing games, but even that is a different skillset that requires combing through someone else's code written in a coding language no game programmer is using anymore.

In other words, putting a non-licensed fan game on a console is a mega hassle that simple isn't worth it just so a small number people can feel more comfortable playing it on a certain computing machine over another computing machine. Cause that's all it is at the end of the day. Level design, controls, art, etc, are the things that make games fun. And those things are fun regardless of the machine it is played on. I prefer playing games on consoles personally, but it's just simply impractical to get fan games on consoles for so many reasons.
 
Last edited by noahncopeland,

Jayro

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I just want a 16-version of Sonic Chaos without the slowdown that the GG and SMS suffered from. It's the best sonic game ever made in my opinion, and deserves to be played at a full 60fps. 😭

(Preferably on the Genesis/Mega Drive, but I'll take what I can get.)
 
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noahncopeland

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BEWARE!!! I've check the FILES with virustotal.......TROJAN lootor Seems inside detected by 3 Major Antivirus AVAST / AVG /AVAST for the Android version, normal?

I have not put a trojan in the game. The file in question is part of GameMaker's YYC compiler for porting to Androids. To my understanding, that file is gonna appear on just any GameMaker Android apk (though I think only 32-bit?) and for some reason, it registers as a false positive on some antivirus software. It's not something I put into the game myself, it's just something that is a part of the GameMaker engine.
If you look on Youtube, you can see many people playing the android version of the game without issue. :)
If I wanted to install a trojan on anyone's machine, there would have an ALOT easier way than spending 5 years designing a video game. :lol:
 
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mrmagicm

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If you look on Youtube, you can see many people playing the android version of the game without issue. :)
I'm not saying you're a crook, just making a potential alert. A you know, games with Trojans work perfectly, and that's the "point" as a trojan, spyware or bloatware.....
Designing a nice video games ensures that the trojan could be widespread easily....Don't you think?
Just saying your arguments aren't really true arguments. Isn't there no way to enter in contact with virustotal and told them there is a false positive in their engine or try to fix something in the game so it's no detected as a trojan anymore? It's weird indeed that it concerns only the 32Bit version.
IF SOMEONE FROM VIRUSTOTAL READ THIS, PLEASE TAKE THE POINT, because that means your tool cannot be taken SERIOUSLY.
 

AndorfRequissa

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Hello! Dev here. I created the game we are talking about. I can answer this question, as I get it a lot.

There are several reasons why fangames aren't made for consoles.

Making games for consoles is infinitely more difficult than PC and can require proprietary development kits that a non-professional fangame dev is not going to have access to. Or you use some homebrew trickery that is next level. I understand this a site with a lot of content regarding homebrew but homebrew is not always mainstream to the average dev or "person that just wants to play a video game." And let's say that as a dev, you get your fangame running on a console. What are you gonna do with it? Upload it the official store of the console? That's never gonna fly. It's a fan game. So then you that means you've gotta have a homebrew solution that requires users to crack their console. And since not everyone has the skill or time to do that, you've now greatly decreased the amount of people that are going to even be able to play your game that you worked so hard on.
What about retro consoles? Like putting it on a SEGA Genesis? Well now you are dealing with a dev environment from 1990 with an ancient console that has HARD limits of memory and processing power. I can't tell you how much easier it is to make a game in a modern IDE, especially when, as a fangame dev, when you are just doing it for free in your spare bedroom. You aren't making any money from this, it's hard to justify the amount of "banging-head-against-keyboard" time it would take to get your game running on a certain black box over a different black box. That's why any of the fangames that do run on console are usually ROM hacks of existing games, but even that is a different skillset that requires combing through someone else's code written in a coding language no game programmer is using anymore.

In other words, putting a non-licensed fan game on a console is a mega hassle that simple isn't worth it just so a small number people can feel more comfortable playing it on a certain computing machine over another computing machine. Cause that's all it is at the end of the day. Level design, controls, art, etc, are the things that make games fun. And those things are fun regardless of the machine it is played on. I prefer playing games on consoles personally, but it's just simply impractical to get fan games on consoles for so many reasons.
understood. as a programmer i do understand the technical difficulties going from language to language and how devs get used to and prefer certain language where they can shine and focus on development over language learning.

once works are complete it would be cool if fans united and there were dev team specialists to convert PC to console or console to PC etc. that would be the ultimate gamer expierence. choice. i know i have played quite a few of my favorite games multiple times on different consoles to get just a slightly different experience because of console differences.
 

nl255

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Hello! Dev here. I created the game we are talking about. I can answer this question, as I get it a lot.

There are several reasons why fangames aren't made for consoles.

Making games for consoles is infinitely more difficult than PC and can require proprietary development kits that a non-professional fangame dev is not going to have access to. Or you use some homebrew trickery that is next level. I understand this a site with a lot of content regarding homebrew but homebrew is not always mainstream to the average dev or "person that just wants to play a video game." And let's say that as a dev, you get your fangame running on a console. What are you gonna do with it? Upload it the official store of the console? That's never gonna fly. It's a fan game. So then you that means you've gotta have a homebrew solution that requires users to crack their console. And since not everyone has the skill or time to do that, you've now greatly decreased the amount of people that are going to even be able to play your game that you worked so hard on.
What about retro consoles? Like putting it on a SEGA Genesis? Well now you are dealing with a dev environment from 1990 with an ancient console that has HARD limits of memory and processing power. I can't tell you how much easier it is to make a game in a modern IDE, especially when, as a fangame dev, when you are just doing it for free in your spare bedroom. You aren't making any money from this, it's hard to justify the amount of "banging-head-against-keyboard" time it would take to get your game running on a certain black box over a different black box. That's why any of the fangames that do run on console are usually ROM hacks of existing games, but even that is a different skillset that requires combing through someone else's code written in a coding language no game programmer is using anymore.

In other words, putting a non-licensed fan game on a console is a mega hassle that simple isn't worth it just so a small number people can feel more comfortable playing it on a certain computing machine over another computing machine. Cause that's all it is at the end of the day. Level design, controls, art, etc, are the things that make games fun. And those things are fun regardless of the machine it is played on. I prefer playing games on consoles personally, but it's just simply impractical to get fan games on consoles for so many reasons.

In that case would a Linux version (ideally as a flatpak, but an appimage would be fine) be practical since the Steam Deck is getting pretty popular nowadays and it would be nice to not have to mess with lutris/bottles?
 

WhoIAm

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In that case would a Linux version (ideally as a flatpak, but an appimage would be fine) be practical since the Steam Deck is getting pretty popular nowadays and it would be nice to not have to mess with lutris/bottles?
You don't have to deal with lutris/bottles to play this game, it already runs perfectly with Proton. All you need to do is add it to Steam as a non-Steam game.
 

NinStar

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You don't have to deal with lutris/bottles to play this game, it already runs perfectly with Proton. All you need to do is add it to Steam as a non-Steam game.
Or... You could just install upstream Wine an run it like any other executable file on your computer, all package managers I'm aware of have Wine on them.
 

nl255

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Or... You could just install upstream Wine an run it like any other executable file on your computer, all package managers I'm aware of have Wine on them.

Sure, though the last time I did a "pacman -Syu" on the steam deck I had to reinstall the OS because it made it so the trackpad/mouse would stop working in desktop mode after a minute or two and no doubt a recent upstream Wine would result in several updates that have a good chance of also breaking stuff. I am also not about to wipe it and install ChimeraOS just to use regular upstream Wine either.
 

MightySashiman

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I'm not saying you're a crook, just making a potential alert. A you know, games with Trojans work perfectly, and that's the "point" as a trojan, spyware or bloatware.....
Designing a nice video games ensures that the trojan could be widespread easily....Don't you think?
Just saying your arguments aren't really true arguments. Isn't there no way to enter in contact with virustotal and told them there is a false positive in their engine or try to fix something in the game so it's no detected as a trojan anymore? It's weird indeed that it concerns only the 32Bit version.
IF SOMEONE FROM VIRUSTOTAL READ THIS, PLEASE TAKE THE POINT, because that means your tool cannot be taken SERIOUSLY.
I doubt someone from Virustotal will read this comment thread...
 
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Luke94

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I think I would rather like to see Tiara Boobowski in original Sonic Triple Trouble which should be done in the first place…etc. so she could be feline royal damsel in distress.
 

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