What you see is what you get. Just a guy that loves adventure.
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"Wait, Neo Sonic? Who and/or what's that?"

Character Trailer (Youtube)

Neo Sonic is a character that lifts several different elements and mechanics from various Sonic games; although his look is lifted straight from the Adventure/Advance/Modern era to help differentiate him from the both vanilla and add-on iterations of Classic Sonic.



He's heavier, and has incredibly poor traction in comparison to standard SRB2 Sonic, but he more than makes up for it in speed alone.


As of V2, he includes a few additional palettes that reference his appearance/colors in other games, alongside a few bonus ones I've thrown in just for fun.


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ABILITIES & OVERVIEW:

Boost Mode
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Lifted straight from Sonic Advance 2, boost mode will allow Neo Sonic to break the speed cap and begin running faster than standard Sonic ever could alone. In this state, Neo Sonic can destroy spikes, and he also gains a 75% jump boost from maintaining speed above the Boost Mode threshold.


Homing Thok
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Essentially a momentum-friendly take on the homing attack from the 3d titles. Neo Sonic locks on to the nearest target and bounces off when he lands -- you can even hold down jump button to give yourself an added vertical boost at the cost of less speed.
Drop Dash [NEW!]
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If you've played Sonic Mania, this ability needs no introduction.

Hold spin while jumping to charge an instantaneous spindash. The dash itself scales with your speed, so it can be used to extend your horizontal momentum, but also to transfer that into added vertical momentum on slopes and half-pipes.


Keep in mind that this is takes priority over shield abilities, and will not allow you to use them.

OTHER MISC GAMEPLAY TIPS:

  • Try to let friends trail behind you in boost mode! They can't clear the level as fast as you can, so try running in lines that'll easily let them catch the turbulence you leave behind and enter shared boost mode. Or try running in circles to guarantee people passing through a certain route will exit with an added boost!
  • Holding jump while launching into a spring will keep you in the spin state, allowing you to chain homing attacks as much as you want.







CURRENT BUGS/ISSUES:
  • Homing Thok doesn't cooperate well with shielded Egg Guards and Fake Sea Eggs. As of right now I'm trying to fix this, but for now the timer to reset your state afterwards should work as a failsafe and allow you to break free.




CREDITS/MISC:

TESTERS:
  • Chromatian
  • CrappyBlue
  • Gunla
  • Mad
  • Jeck Jims
  • TAG

SPECIAL THANKS:

  • Clay - For being my personal calculator
  • Dimpsuu - Megamix Themes
  • james - For digging into the code and finding out stuff about the attraction shield homing attack, and also for fixing the spike break for 2.2.1
  • Lach - Original Toei Sonic homing attack script
  • Lat - For telling me how to do those sweet sweet sa2-style afterimages
  • TehRealSalt - Additional afterimage/fx stuff
  • Virt - For originally helping me with the facelift for my SRB2Kart Modern Sonic (which would eventually become the basis for Neo Sonic)
  • Wolfy - ditto @James
  • CobaltBW - Original drop dash script
  • VelocitOni - Original speed lines sprites




CHANGELOG:

[2.2 Changelog]

  • NEW ABILITY: Turbulence
When running, Neo Sonic now leaves behind a trail of wind for players to funnel down and obtain boost mode when they pass over it!
  • MAJOR FIX: Fixed an issue where if multiple people were playing Neo Sonic, they would not be able to Drop Dash.

  • Re-balanced Neo Sonic's overall stats so that he's more rewarding in single player, and friendlier in co-op play.
    • Acceleration has been reduced, but his top speed/speed cap have been increased. Spindash speed cap has also been increased, but takes longer to charge. Intended to buff committing to the spindash state itself.
    • Weak Homing attack now carries you further, at the cost of less verticality + more committment. Strong Homing attacks now carry you higher at the cost of less speed, but more air control.
    • Shield abilities have been removed.
  • New Boost Mode animation + Particle visuals.
[2.11 (hotfix) Changelog]

  • Fixed a bug that caused thok trails to render for too long.

[2.1 Changelog]

  • Fixed Neo Sonic's friction change from thrusting the player forward uncontrollably when braking on slippery surfaces/conveyor belts.
  • The camera now zooms out when in boost mode to accommodate for the speed change.
  • Particle visuals have been improved.
    • Added a Sonic 4-esque smoke ring when doing a thok.
    • Improved thok trails when doing a homing attack.
    • Improved boost mode particles.

[V2 Changelog]

  • NEW ABILITY: Drop Dash
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Charge spin mid-air to perform an instantaneous spindash.​

  • OTHER GAMEPLAY CHANGES:
    • Neo Sonic can now cancel the control lock when spinning off of a cliff or in the air by pressing jump again.
    • Homing attack animation cooldown has been drastically reduced.
    • Neo Sonic can now properly stand on spikes and get hurt now. Oops.

  • VISUAL CHANGES:
    • The strong homing attack, dashmode buildup, and spinning have all been given fancy new effects/sprites to designate when they're active.
    • Added new skincolors:
      • Adventurous
      • Advanced
      • Petit
      • Twilight
      • Laser
      • Cosmic

[V1.14 hotfix notes]

  • Fixed collision behavior for objects containing the MF_SOLID flag.



[V1.13 hotfix notes]

  • Falling animation state improvements/fixes, RVZ Rollout rock state fix.


[V1.12 hotfix notes]

  • Added the proper VCL prefix.
  • Removed a conflicting function name that would break the thok if certain characters were loaded in.

[V1.11 patch notes]
  • Homing Thok tweaks
    • Now has two strengths! Holding down the button as you land a homing thok results in a stronger bounce, at the cost of less speed.
    • Checks now rely on a more netplay-safe variable rather than clientside variables (oops I wasn't aware of this, this is what was probably causing the syncbombs)
    • Improved overall reliability/accuracy
  • Animation/Spritework tweaks
    • Added a set of diagonal running frames to help improve visual feedback to indicate the direction the player is moving.
    • Tilt running frames have been repurposed and only show if the player is moving slightly to the right/left.
    • Reduced the stiffness of the jump/homing attack by adding additional states to help improve overall animation flow.
    • Improved the look of the Boostmode particle, making it visible from multiple angles.




Supporters / CoAuthors



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Author
Chengi
Downloads
34,922
Views
34,922
Extension type
pk3
File size
675.4 KB
MD5 Hash
8de0a83ff86e2cc35696cd560d35daa6
First release
Last update
Rating
4.19 star(s) 16 ratings

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Latest updates

  1. 2.2 - Turbulence, Singleplayer + Co-op Balance changes.

    [2.2 Changelog] NEW ABILITY: Turbulence When running, Neo Sonic now leaves behind a trail of...

Latest reviews

I love this, but I have a suggestion.

Rebind the key used in midair for dropdash to custom 1, so Neo can use shield abilities AND maybe even have a super form. Just a suggestion, but it would definitely be cool.
Upvote 0
@SRB2SuperSonic review I quote:

"This is a fun mod to use, but there's a lot I have to say about it. And not much of it is nice. First off, I like how fast he goes, but he's a little too fast in my opinion. Second, his moveset can be expanded to include more modern abilities like the Light Dash and Bounce Bracelet and even the sweep kick from Sonic 06. Also, this is probably the first modded Sonic in SRB2 to not include a Super form. If you can implement that, it'd be appreciated a little more. Also, there's either incompatibility with BuddyEX, or I just don't know how to spawn a Neo Sonic bot. I hope this gets looked over and some of these changes I mention actually happen. Thank you."

1. He does have compatibility with BuddyEX. His spawn code is "addbot msonic color", and if you don't know Greeneyes, it's "addbot greeneyesonic color", with Modern Sonic being "addbot modernsonic color".
2. Yeah I agree, he could use a bit more moves, with (most of) them being the ones you suggested. I'm not criticizing him, but still. I only suggest a few extras: Super Peelout, some sort of combat like ability, and a double jump.


Now on to my actual review: He's very nice to control, albeit being slipperier and heavier, I would like it a bit more if he was less slippery and heavy, but if that's the point, that's cool. Also, he feels a bit more empty since you removed shield abilities being stacked with the Dropdash. Adding them back would be nice. But criticizing aside, He's a very good character, almost like SonicRE (with Bounce Attack replaced with Dropdash), but not nearly as complex to control as say, oh I don't know, GREENEYES? But still, this is astounding, and I give it a 10.5 out of 10.
Upvote 0
This is a fun mod to use, but there's a lot I have to say about it. And not much of it is nice. First off, I like how fast he goes, but he's a little too fast in my opinion. Second, his moveset can be expanded to include more modern abilities like the Light Dash and Bounce Bracelet and even the sweep kick from Sonic 06. Also, this is probably the first modded Sonic in SRB2 to not include a Super form. If you can implement that, it'd be appreciated a little more. Also, there's either incompatibility with BuddyEX, or I just don't know how to spawn a Neo Sonic bot. I hope this gets looked over and some of these changes I mention actually happen. Thank you.
Upvote 0
a very simple and easy to understand, but extremely versatile and fun rendition of sonic! i love his sprites and design, there's no other mod in srb2 that takes quite an approach to the style like this, and it honestly works.
in terms of gameplay it's absolutely great. the dashmode is a little bit underwhelming in everything other than presentation, it's extremely difficult to preserve if the road ahead isn't just a straight shot or wide enough to manoeuvre, which leads to the dashmode really not being as integral as you wanted it to be.
the drop dash and homing attack are great, though. both moves flow insanely well and being able to drop dash out of a thok and having two different launch options makes navigation an extremely unique experience compared to any other mod.

if i did have any issues, they would be v2.2's new additions. turbulence is a great idea in concept and occasionally in practice, but unless you have your camera zoomed out a lot, it mostly just gets in the way of gameplay. that, and the high speed spin dust takes up even more screen space than before.

overall, a great experience and one everybody should try out, but it can be improved and doesn't reach all of its potential.
Upvote 0
Oh boy, Neo Sonic. This is gonna be a wild one.

Pros:
GOD this spritework is amazing. I still cant get over it. His moveset feels like an inbetween of classic and advance, and drop dashing with him is super fun when you gain enough speed.

Cons:
I don't really get why he's missing sprites at this point. You could just use that colors turning lua (very nice addon by the way) somebody made a while ago.
Plus, holy shit I need to see that dash a2 it'd look so cool I'm BEGGING you

His dust doesn't really look like dust, rather it looks like large, white bullets.
His spin dust kinda covers my entire screen, which is really annoying.

Overall, a very, VERY nice character addon. Still holds up to this day.
Upvote 1
not quite as cool as modern but still a good sonic you could however slap soap shoes on him for a dream cast look and add a generation to the list you dont have to its just an idea
Upvote 0
Neo himself is awesome! But I feel very disappointed that the super support never came to be. I mean no offense when I say this but even though he lets other players go to boost mode it wasn't really a need for him to do that.
Upvote 0
(Review for Neo v2.2, opinion obviously subject to change)

Neo is a very fun character, and a majority of his visuals are an absolute treat to look at.

The custom homing attack goes wonderfully with his kit, and gives him something unique among all the other homing attacks. It also feels significantly more satisfying to use than most of them, as well (at least for me.) It also works pretty nicely with his dropdash since his "powerspring" lets him use it after significant air time and allows him to get right back to moving.

Dash mode is a nice touch, but unfortunately feels a bit tacked on in it's current state. If it were given aerial preservation (ala XMom/Alt Sonic, or Sonic Advance 2) and slightly better spike breaking (Neo kinda gets stuck on spikes sometimes) it would be perfect, though.

The new Turbulence gates are a pretty neat mechanic, but the visuals are just a tad too obtrusive for me. In some netgames it's even gotten so bad that people behind me actually can't see in front of them with how many gates are blocking their view.

To briefly mention, I adore the squash and stretch used here. However, sometimes it's a bit too much (jumping off of high ledges or hitting some death pits turns him into jelly upon impact.)

7 Emeralds collected within the vanilla game. Overall he's pretty solid, and I can sincerely recommend giving him a shot.
Upvote 1
Wonderful experience as usual!

The only thing is, Turbulence's dust spawns below any FOFs you're running on.
Upvote 0
best sonic mod I've seen the jump is a little short but i love it nun the less
Upvote 0
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