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- Modify: YES - Maintain: YES - I give permission for my entire submission to be modified by others or used in their own work. I give permission for my entire submission to be maintained by others as well.
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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
Sonic
Tails
Knuckles
Dynamite Amy (Inspired by Antonblast)
Flip Jump Fang
Metal Sonic
Team Combi Compatibility (ChaotixChars & Ray)
Bonus: Shadow Compatibility
Now guaranteed to work properly with Shadow.
Not tested for other Character Mods. Even so, I hope you enjoy!
Basic Changes
- Moving above max Run Speed with non-Heavy characters applies momentum. To compliment this, Run Speed is now set to the character's Normal Speed multiplied by their default Friction to show when momentum is/isn't active.
- 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.
- 3umping while Spinning no longer reduces steering.
- Spin Dash speeds are now adaptive. Min Dash is equal to the player's Normal Speed, while Max Dash is either 36*FRACUNIT when underwater or 72*FRACUNIT when not underwater.
- 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 has been halved from running while Spinning, but heavily increased when in the air to match grounded Spinning.
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.
Tails
- His Flight can now be canceled 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 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.
- TwinSpin has been expanded to essentially replace the Spinning and Spin Jump states. 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.
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 Normal Speed, just like in his boss fight.
Metal Sonic
- Float has been reworked into Jet Flight, which operates like Tails' Flight without any gravity and can be canceled the same way.
- Dash Mode no longer increases Normal Speed, instead slightly thrusting the player when on the ground.
Team Combi Compatibility (ChaotixChars & Ray)
- Espio's Wall Run now has a max speed of 20*FRACUNIT to prevent situations where trying to run on the ceiling led to launching away from the wall.
- 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 and second failed Beat Bash Bounce now put you in the Spinning animation. A known bug this causes is that it causes you to Squash&Stretch occasionally.
- 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 Compatibility
Now guaranteed to work properly with Shadow.
Not tested for other Character Mods. Even so, I hope you enjoy!