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There were a few major bugs in v2 (and maybe some banana peels) so I've removed them. Here's a changelog:
  • Corrected an error in the friction calculations which made everything far more slippery than intended
  • Fixed a few level gimmicks not launching you high enough
  • Fixed conveyor belts, currents, and polyobject pushers being way too strong
  • Mario will no longer cause a massive explosion of lua warnings when loaded
  • Amy tweaks:
    • Hammer jump now requires you to keep holding spin to activate
    • Fixed the cyclone hammer not bouncing off enemies
    • Extra momentum will make the hammer jump a bit stronger
  • Metal Sonic tweaks:
    • If you're still holding jump, Rush Thruster will not cancel
    • Reduced the minimum time to cancel Rush Thruster
  • Fixed 2d mode still using v1's movement
  • Some other stuff I forgot about
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(ignore the spin trail, the green screen messed with it)

For some reason I decided to turn this throwaway experiment I made in 2 days into an actual mod. Many things have been changed and added, some features new and others ported from reveries. Here's the list:

Entirely rewritten acceleration, friction, and slope physics:
  • Acceleration, friction, and slope physics are all linear rather than multiplicative
  • Ice increases acceleration but reduces ability to turn and brake
  • v1's slope modifications have been improved upon
  • The player will come to a more natural stop on the ground
  • Control in general should be much better with most of the jank eliminated
Added spring spark mechanic:
  • For a limited time after hitting a spring, allow ability use in air regardless of jump state (signified by a sparkle trail)
  • Horizontal spring enable this too if you run off a ledge quickly enough
There is now only one exe, featuring a new uncapped implementation by Eidolon & Sal
  • If you prefer playing without interpolation, just type fpscap 35 in the console to disable it.
Sonic ability Trick Spin imported from reveries with some changes:
  • Is now the primary ability
  • Upon use, enter a drop dash with 4 functions:
    • Release the jump button midair for a speed boost
    • Keep holding the jump button until you land to gain a larger speed boost
    • Collide with a wall to spin up the wall
    • If in range of an enemy, automatically activate an instashield with an expanded hitbox
    • After spinning up a wall, you'll get a short spring spark period to use the ability again
Tails flight timer increased, Sonic 3 style flight speed mechanic added

Knuckles glide control increased

Amy has two new features:
  • New primary ability (cyclone hammer)
    • Hold jump to reduce fall speed at the cost of control
    • If you also hold spin, fall speed will increase instead
  • Added a hammer jump onto running ground hammer
    • The new acceleration physics make having to build up run speed an actual thing
Fang may now shoot in the air
  • Also added the shooting/cork mechanics from reveries
Metal Sonic's moveset was entirely revamped:
  • Primary ability: Rush Thruster (from reveries)
    • Rockets forward at a high speed, but trajectory is fixed for the duration
    • If you hit a wall, you'll rebound off it
  • Ground spin ability trio: Dash Charge / Quick Roll / Speed Booster
    • If you hold spin at a standstill, you'll begin charging power to enter dashmode
    • Press spin while moving or release the charge early to perform a rolling attack
    • In dashmode, hold spin to boost acceleration and top speed
Various custom character compatibility fixes

Minecarts jump higher so ACZ2 is possible to complete

GFZ2's spring chain works again

You can speed up by holding forwards on water slides

Several minor changes I won't bother listing
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