What you see is what you get. Just a guy that loves adventure.
"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.
"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.
ABILITIES & OVERVIEW:
Boost Mode
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
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!]
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:
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
- 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
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.