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This mod is an edit to the controls of every character with the main design philosophy of "If pressing a button in a situation does nothing, something should be added!" The changes are listed below.

Basic Changes

  • Reworked the way momentum works using ApplyMomentum by ThatCartridgeGuy (https://mb.srb2.org/addons/apply-momentum.7741/) as a base. Instead of changing the player's friction, momentum now changes the player's normalspeed up to a max of 120*FRACUNIT (which also applies to Max Spin Dash Speed and Max Air Action Speed). Unlike the original ApplyMomentum, however, it now properly affects being in the air, being underwater, being Super / having Speed Shoes, or any combination of those states. It's also no longer linked to the player's Run Speed, instead directly applying when above the speed threshold. Lastly, the "actualSpeed" variable is now used across every instance of speed being set, since the default "player.speed" variable left a large margin of error.
  • Conversely, the "No Acrobat Thok" build has been replaced by a version without momentum. It keeps the Acrobat Thok / (Flight/Glide) Cancel ability, but reduces the speed cap to 60*FRACUNIT and makes the abilities of Sonic & Amy automatically set speed to max. It also makes normalspeed for Metal Sonic's DashMode the same as Speed Shoes instead of gradually increasing. The two new builds are named "NewMomentum+" and "NoMomentum+" respectively, the "New" suffix added to the former make them closer together in load order.
  • Entering the Spring/Fall states allows you to use your Air Action. To compliment this, leaving the ground while standing/walking/running/skidding will put you in the Spring/Fall states.
  • Jumping while Spinning no longer reduces steering.
  • Min Dash speeds are now adaptive to the player's Normal Speed.
  • Water Running has been implemented, but only if previously on the ground.
  • Landing on an enemy after using an Air Action when in the Jump state resets your Air Action, allowing you to use it again. This also works with Shield Actions, which now always put you in the Jump State to prevent taking damage during use.
  • Tails, Amy, and Fang can now turn Super.
  • The Spin/Thok Trail has been changed to the Ghost trail for characters that use differently shaped Spinning animations.
  • Landing after an Air Action when in the Jump state allows you to begin Spinning upon landing.
  • You can now Spin Dash while Skidding.
  • You can now cancel Spinning by pressing the Spin button. This doesn't apply to Amy, Fang, Charmy, Vector, Heavy, or Bomb since they use their own actions while Spinning.
  • Thrust Factor in the air and when Spinning have been increased to be closer to grounded Thrust Factor.

Sonic

  • Sonic's Thok has been reworked into Acrobat Thok. Press Jump in the air to perform a Jump Thok that scales with current speed like Amy's Hammer. Unlike Amy's Hammer, however, this horizonal speed also converts into vertical height, allowing speedy players to take shortcuts not otherwise accessible when using the Thok. If you're holding the Spin button before using it, however, it instead reverses the vertical height you would've gained into falling speed. This allows users to reach the ground faster when Spinning and gain speed faster than using the Jump variant.
  • His Super Sonic Float has been reworked into Egg Reverie Flight, which operates like Tails' Flight without any gravity and can be canceled the same way.

Tails

  • His Flight can now be canceled into a pseudo-Acrobat Thok by pressing Spin & Jump together.
  • Holding Jump now ascends rather than needing to tap it repeatedly.
  • Max Flight Time has been reduced from 8 seconds to 3 seconds in order to incentivize using Flight Cancel to bounce on enemies and refresh it.

Knuckles

  • His Glide can now be canceled into a pseudo-Acrobat Thok by pressing Spin & Jump together.
  • His Glide Speed has been increased (from 25*FRACUNIT to 36*FRACUNIT).
  • Exiting a Glide now enters the Jump state instead of the Fall state.
  • Landing while Gliding now immediately enters Glide Landing instead of Skidding, which also no longer reduces speed if below Normal Speed.

Dynamite Amy (Inspired by Antonblast)

  • Amy's Hammer has been reworked. If current speed is below Normal Speed, then using Melee while holding a direction Thrusts you in that direction at normal speed. After reaching Normal Speed, using Melee repeatedly allows you to build up speed before capping out at 72*FRACUNIT. It can also now be used in the air. Holding Spin after landing from a Hammer allows you to Twin Spin Roll, while holding Jump after landing from a Hammer allows you to Twin Spin Jump. If not holding either when landing, it just cancels into normal movement, allowing you to activate Hammer again with good timing.
  • TwinSpin has been expanded to essentially make Amy a Spin Jump character, with pressing Jump in the air instead performing a Double Jump.

Flip Jump Fang

  • Popgun has been reworked. It no longer limits movement, can be used while moving / in the air, and cancels into normal movement after Weapon Delay has ended.
  • Holding Spin after exiting Popgun allows you to start Spinning, while holding Jump after Popgun allows you to Spin Jump. When used in the air, it just enters Spin Jump regardless of input to prevent spamming.
  • Entering/Exiting Bounce no longer cuts horizontal momentum, and exiting Bounce even enters the Spin Jump state to not leave Fang vulnerable.
  • Landing during a Bounce now drops a Bomb and allows you to thrust in any direction at your current speed, just like in his boss fight.

Metal Sonic

  • While he can no longer use Shield Abilities, he can use the Egg Reverie Flight (renamed Jet Flight) at any time. Since this makes the Float obsolete, he has been given Sonic's Acrobat Thok with the added buff of immediately entering Dash Mode (though this may be subject to change).
  • Dash Mode has been reworked. When using NewMomentum+, it slightly thrusts you in the current direction you're moving. When using NoMomentum+, it sets your Normal Speed to the same as being Super or using Speed Shoes.

Team Combi Compatibility (ChaotixChars & Ray)
  • Mighty's Hammer Drop now allows you to thrust in any direction when landing, after which the move can be re-used.
  • Vector's Beat Bash Cancel is now an Acrobat Cancel and his second failed Beat Bash Bounce now puts you in the Spinning animation instead of the Fall animation.
  • Heavy's Double Tap Dash no longer has a delay, instead putting you into the Heavy Charge state immediately.
  • Bomb can now Spam Dash if below Max Dash Speed.
  • Any character with an Action Speed lower than Knuckles besides Heavy (such as Bomb or Ray) has had it increased to match.

Bonus: Shadow & Trip Compatibility

Now guaranteed to work properly with Shadow & Trip.

Not tested for other Character Mods. Even so, I hope you enjoy!
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Author
marievpyre
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Views
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Latest updates

  1. Mighty/Trip Bounce Fix

    Mighty's Hammer Drop now always sets speed to 0 for added precision. Landing during Mighty's...
  2. Slight Trip Rework

    Trip can now Double Jump out of a Bounce. The mod no longer applies during Trip's Wall/Ceiling...
  3. No Gravity Fix

    Fixed another bug where instances of Zero Gravity other than Egg Reverie Flight were disabled...

Latest reviews

This makes all characters so much more fun to play. Thank you for this man. Would be cool if amy could bounce on the ground multiple times with her hammer, like in Anton Blast.
marievpyre
marievpyre
I did originally have Amy's Hammer Jump be spammable, but I wanted it to be consistent with Fang's Flip Jump. I can change it if you want, but I'd also have to change Fang's
Upvote 0
OK, Tails received a big nerf in her flight, and I don’t know if I should complain about ir or not, cause it pushes you to improve with Tails, and the results about that are great, reeeeally great.
Flight cancel action is a smart addition, solves several problems, especially when landing in specific places.
Metal Sonic speed now it's pretty good.
About the slipperiness, sorry, it was a lack of skill on my part.
Thanks for the addon, it’s vanilla friendly but bring features that huge complement with the whole gameplay.
Upvote 0
Is getting really cool, it let the gameplay smoother and fun, but at the same time makes the character to slip more than the usual, what make the player need more precision.

About the characters:
I think I’ve neve have so much fun playing with Knuckles, it’s become very consistent.
About Tails, the changes make all the difference, but the infinite flight it’s OP and a glitch… Probably.
Amy ended his training arc and now is more agile than ever, is cool to see the two Hedgehog having same kind of ability.
The Metal is great, but I miss the old acceleration.
Fang is spectacular, I see that your goal was to him be like in the Boss Fight… And you did it!
Comparing to Xmomentum, Momentum+ is more focused in control, mainly in the air, while Xmomentum is more focused in speed.
marievpyre
marievpyre
Thanks for the review! But you reminded me of something I forgot to implement for Tails. The Infinite Flight was somewhat intentional. I wanted to reduce the flight timer to somewhere between 1 and 3 seconds to incentivize bouncing on enemies to refresh it, which was how you got "Infinite" Flight. However, in my rush to release the mod after waiting so long between updates, I forgot to actually reduce the max flight time accordingly, so I'll fix it as soon as possible. I'll also probably increase the acceleration on Metal since you mentioned it, but could you please elaborate on the slipperiness? I've kept the acceleration values (acceleration, thrustfactor, and accelstart) the same as their default and made sure to only reduce friction when above the max grounded speed their normal friction applies. Do you want me to test reducing the acceleration?
Upvote 0
It feels awesome!! but I will say that it's hard to platform with Srb2's float nature so if you can you think you can somehow add a little weight to the characters and maybe a slighty higher jump, I think it'll go a long way to make it feel even better.

Also it's nice to see you're still here, hope it's going great for you!
marievpyre
marievpyre
I increased the characters' Fall Speed like you requested, but I kept the Jump Height the same to prevent breaking levels.
Upvote 1
A good mod that slightly improves the characters, as in the case of metal, for example.But there are two extra things for me.Firstly:the acceleration speed is too high and it sometimes gets in the way in sections with parkour.Second:Sonic's thok has become too handicapped.Even at high speed, only one name remains from the jerk.That's it for me!
Upvote 0
i finally feel like i'm playing sonic now.
Upvote 0
I like this mod, however, I feel the movement startup speed is a bit too fast and throws me off sometimes. Also, removing the flight timer on Tails seems a little much. If you were to add it back, you could extend it a little, then make it so Metal can fly freely for about the same time or slightly longer to balance it between the two. It also makes sense from a realistic standpoint because there's no way Tails could fly for an hour straight lol
Upvote 0
finally, metal sonic is useful.
Upvote 1
It feels like i am playing srb2 2.3
marievpyre
marievpyre
Is there any particular reason you rated 3 stars instead of 4 or 5? Do you have any suggestions?
Upvote 0
never mind i played it more and am starting to like it
Upvote 0
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