So I heard a re-sprite was happening for this character, is this true?
Yeah, the character's actually getting way more content alongside that, including (but probably not limited to):
- A proper super transformation animation (bars)
- More fancy-looking Boost FX
- Wisecracks after beating a boss
- New CSS art
- And a few other things I can't remember at the moment
 
- A proper super transformation animation (bars)
- More fancy-looking Boost FX
- Wisecracks after beating a boss
- New CSS art
- And a few other things I can't remember at the moment
Actually if a recall there's a lot more from what I've seen, so let me slam em down here.

Complete resprite that is generally better looking, done mainly by Motorroach with contributions from Blurblur and many others
- Actually is as tall as Neo Sonic, finally
- Has greeneyes
- Looks like post-2004 Uekawa Sonic
- Base Sonic is almost fully sprited, with the exception being Tricks


~ A new menu from the ground up that allows cosmetic, control, and audio changes without commands ~
- Text info and visual aids are everywhere, with every option having info on it at a glance

~ A new HUD has been added, with the old revamped to match the source material ~
- Welcome Unwiished HUD! With all the Action Combo spam and translucent blue flair it comes with
- Notably, the Unleashed and Colors HUDs have been heavily revamped to properly match the scaling and design of the original


~ The homing attack has been revised and bug fixed, less enemy helicoptering happens now ~
- New sweet spot homing attack ala to Colors Ultimate (uses the same execution method)
- Colors Ultimate Reticle with timing circle included


~ SS Homing works fundamentally different from it's source material ~
- Deals two hit points, making bosses and stronger enemies much more simple to fight
- Since it's stronger, it also can make any springing object spring much higher
- Has a significantly higher dash speed and catapult speed (speed post-enemy hit)
- Boost gain from the homing attack is still here, giving you 5% per attack


~ Rushglow is visually revamped with Blendmode ~
- You can toggle the blendmode though, so don't worry if you like the Fur Recolor Rushglow

~ New tricks, and new tricking effects that mimic the look of generations without spawning 20+ particles ~
~ Updates to pre-existing VFX, the addition of rundust and boost particles, plus blendmode~

~ Complete walljump revamp which revitalizes and balances out v5's mechanics ~

- Successive Walljumps seemingly no longer diminish the power output, at the cost of the walljump being slower and much floatier
- The wallcling has momentum-impacted wallslide properties, which partially fixes the sporadic grabbing on corners
- Updated effects with significantly more polish


~ Ring-based speed factor that makes getting rings increase your speed cap (ala Sonic Unleashed/Unwiished) ~
~ Can now boost through Egg Shielder shields ~
~ Lightdash is visually revamped and is more capable of handling complicated trails of rings ~


That's pretty much all I can put down as of now. Could possibly be more details that's been out in the public. Remember, out when it's done people!
 
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Actually if a recall there's a lot more from what I've seen, so let me slam em down here.

~ Complete resprite that is generally better looking, done mainly by Motorroach with contributions from Blurblur and many others
- Actually is as tall as Neo Sonic, finally
- Has greeneyes
- Currently the sprites done that are seen publicly are the idle, walking, some angles on the running for both mach and normal, walking
roll sprites, springing, falling, and stomping
~ A new menu from the ground up that allows you to change the cosmetic settings (ala Rushglow, VA, HUDStyle, etc. etc.), whether or not some mechanics are on, and a bit more.
- The secret "shit" HUD is now called Legacy
- HUDs have been adjusted and updated, excluding 06, Rush, and SRB2 (unsure about this one)
- A color selection bar and continue icon example to show and make Rushglow color selection much more streamlined (will react to
added custom colors)
~ The homing attack has been revised and bug fixed, less enemy helicoptering happens now
- New perfect homing attack ala to Colors Ultimate (uses the same execution method)
- Colors Ultimate Reticle with timing circle included
~ Perfect Homing Attack works like a stronger homing attack, dealing twice the damage of a normal homing and giving a speed bonus when done
- Instantly kills Egg Knights
- Can 3 hit any average post-2.2.5 boss, as it deals 2 hits per attack
~ Rushglow now uses addtive blendmode and fully overlays the color on Sonic, adding 99% accuracy to the original source material
- Blendmode Rushglow is optional, as you can still enable what I call "Fur Paint Rushglow" with the 'Rush Glow Blending' option ON/OFF
~ New tricks, and new tricking effects that mimic the look of generations without spawning 20+ particles
~ SMS-Style Air Particles, and a smooth additive blendmode trail when you boost
~ Rundust, not heavy, as it's more of very transparent spaced out dust clouds that appear in your running state
- Changes to the rush-style rundust after gaining rush mode
~ The jumpball now uses addtive blendmode, making it nice and shiny
~ Complete walljump revamp that includes many alterations and adjustments to make it much more consistent and usable while making it balanced
- Successive Walljumps seemingly no longer diminish the power output, at the cost of the walljump being slower and much floatier
- The wallcling can now slide across walls multiple walls, reducing the "corner grabbing" problem if you were wallclinging and had slid enough
- The walljump has better looking afterimages that are now simply a delayed image of the current player animation
- Walljump uses 4 afterimages
~ Ring-based speed factor that makes getting rings increase your speed cap (ala Sonic Unleashed/Unwiished)
~ Can now boost through Egg Scout (I Forgot the name) shield
~ Lightdash has advance-style afterimages and more papersprite effects similar to Neo Sonic when you initiate the move
- Lightdash is much more stable and deals with more complicated trails of rings better

That's pretty much all I can put down as of now. Could possibly be more details that's been out in the public. Remember, out when it's done people!
What is the "shit" hud?
 
Actually if a recall there's a lot more from what I've seen, so let me slam em down here.

~ Complete resprite that is generally better looking, done mainly by Motorroach with contributions from Blurblur and many others
- Actually is as tall as Neo Sonic, finally
- Has greeneyes
- Currently the sprites done that are seen publicly are the idle, walking, some angles on the running for both mach and normal, walking
roll sprites, springing, falling, and stomping
~ A new menu from the ground up that allows you to change the cosmetic settings (ala Rushglow, VA, HUDStyle, etc. etc.), whether or not some mechanics are on, and a bit more.
- The secret "shit" HUD is now called Legacy
- HUDs have been adjusted and updated, excluding 06, Rush, and SRB2 (unsure about this one)
- A color selection bar and continue icon example to show and make Rushglow color selection much more streamlined (will react to
added custom colors)
~ The homing attack has been revised and bug fixed, less enemy helicoptering happens now
- New perfect homing attack ala to Colors Ultimate (uses the same execution method)
- Colors Ultimate Reticle with timing circle included
~ Perfect Homing Attack works like a stronger homing attack, dealing twice the damage of a normal homing and giving a speed bonus when done
- Instantly kills Egg Knights
- Can 3 hit any average post-2.2.5 boss, as it deals 2 hits per attack
~ Rushglow now uses addtive blendmode and fully overlays the color on Sonic, adding 99% accuracy to the original source material
- Blendmode Rushglow is optional, as you can still enable what I call "Fur Paint Rushglow" with the 'Rush Glow Blending' option ON/OFF
~ New tricks, and new tricking effects that mimic the look of generations without spawning 20+ particles
~ SMS-Style Air Particles, and a smooth additive blendmode trail when you boost
~ Rundust, not heavy, as it's more of very transparent spaced out dust clouds that appear in your running state
- Changes to the rush-style rundust after gaining rush mode
~ The jumpball now uses addtive blendmode, making it nice and shiny
~ Complete walljump revamp that includes many alterations and adjustments to make it much more consistent and usable while making it balanced
- Successive Walljumps seemingly no longer diminish the power output, at the cost of the walljump being slower and much floatier
- The wallcling can now slide across walls multiple walls, reducing the "corner grabbing" problem if you were wallclinging and had slid enough
- The walljump has better looking afterimages that are now simply a delayed image of the current player animation
- Walljump uses 4 afterimages
~ Ring-based speed factor that makes getting rings increase your speed cap (ala Sonic Unleashed/Unwiished)
~ Can now boost through Egg Shielder shields
~ Lightdash has advance-style afterimages and more papersprite effects similar to Neo Sonic when you initiate the move
- Lightdash is much more stable and deals with more complicated trails of rings better

That's pretty much all I can put down as of now. Could possibly be more details that's been out in the public. Remember, out when it's done people!
Alright, I've seen more previews... so here goes.

- Normal Running is Finished, all 8 angles are there
- Jumpball has been recolored and slightly revamped
- New stomping sprites that match Unleashed (minus not being an actual mesh)
- Wallcling Sprites seemingly have all the front facing sprites finished, with back facing wallclinging sprites being unknown
- Walljump sprite is now the airboost sprite, which has been touched up and revamped, though I'm unsure if all of the angles of that is finished.
 
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Do you know what would be good? A drift button like in unleashed that you could drift put it on fire or something


Someone who obviously hasn't played the mod or checked the overview over here


He already can if you do sharp turns while boosting, and honestly?

Better it stay that way, cause Modern Sonic already has enough button as is, we don't want another SMS on our hands

(No hate on the addon or anything, it's just kinda complicated to play)
 
Someone who obviously hasn't played the mod or checked the overview over here


He already can if you do sharp turns while boosting, and honestly?

Better it stay that way, cause Modern Sonic already has enough button as is, we don't want another SMS on our hands

(No hate on the addon or anything, it's just kinda complicated to play)
true dat
 
Someone who obviously hasn't played the mod or checked the overview over here


He already can if you do sharp turns while boosting, and honestly?
I mean, when doing said sharp turns when boosting, modern already auto-drifts generations-style.
 
I mean, when doing said sharp turns when boosting, modern already auto-drifts generations-style.
it's very hard to pull off, I wish they made it so you can hold shift while boosting to drift.
I also wanted to post this since I just noticed it while re-watching the srb2 direct:
1648590493734.png


And finally, does this mod have x momentum support? Before he used to gain speed while running normally, however, he now doesn't get any of the effects from the mod at all (yes, I made sure it was active).
 
But Modern Sonic already drifts automatically when you sharp turn while boosting, a drift button is not necessary and it's not that hard to pull off the automatic drift, especially if you know when you should turn and at what angle.
 

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