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My first character mod. I've been working on this for a while, and i'm pretty proud of it. It's still not 100% complete, and there are many known bugs, but I think I've gotten it to a pretty playable state. I present to you...

Spyro The.. uhh.. Hedgehog?

Yep, it's a Sonic recolor. Not because I submit bad recolors and pass them off as content, but because I have no idea how to sprite. This 'dragon' has his moveset from the original PS1 game. He can...

Charge:
If you press Spin, you will begin to charge. While charging, you will go faster, and be able to pop monitors and certain enemies. You don't jump as high while charging, though.

Flame:
When you press the Custom 1 button, you will spit out flames from your mouth. These flames can hurt certain types on enemies, and is the #1 Eggman Repellent in Mobius. Keep in mind that you can't flame underwater, and if you try, Spyro just coughs up some bubbles.

Glide:
Unlike Knuckles, Spyro's glide does not kill enemies. When you glide, you can press the Custom 2 key in midair to come to a complete stop, and fall down. You can also charge out of a glide to keep momentum.

Supercharge:
If you charge while you have Super Sneakers, you will blast off at the speed of stupid. You can use this to perform some neat slope jumps.

Invincibility:
While invincible, you turn dark red, mimicing his untouchable colors from the original game.

KNOWN BUGS:
Very sharp turning while charging, charging on a conveyor disables the run animation.

IMPOSSIBLE STAGES:
None, as of v1.1.

IMPORTANT INFO:
Yes, there are some levels with springs that bounce you a far distance, but you don't have enough speed. They are possible though, by not pressing forward or charging. Also, some levels are bugged at the moment and can't be completed. DSZ2 is replaced by an identical version, except the soft-lock room's door is always open.

PLANNED FEATURES:
Sparx, gems, and baskets/vases. Different sprites for flaming, flaming midair, chargejumping, falling while charging, gliding, and glide dropping.

MODDING SUPPORT:
If you want your enemy to be flamable/chargable, make sure to add your MT_ object to the "flamableEnemies" or "chargableEnemies" table.

CHANGELOG:
v1.0 - Initial Release

v1.1
Added the "playstyle" console variable that allows you to switch between Original and Reignited physics styles. Original makes the charge jump weaker, while Reignited makes the charge jump more powerful at the cost of a weaker glide.​
Fire breath can now be aimed vertically.​
Bug fixes, including being able to charge at the end of the level and glitches involving hang ropes.​

CREDITS TO...
Zipper, Tatsuru, Flame, CobaltBW, and Monster Iestyn, for helping me with the coding.​
SMS Alfredo, for letting me use his code for breaking bustable blocks from his Yoshi mod.​
Tempest, for helping me make the moves feel more like the original games.​
Dead, for playing through the game to tell me what levels are possible.​
Me, for actually doing something for once.​
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Radicalicious
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While this would normally be put in "obsoleted" mods, it has been left behind as an example of a recolor being acceptable if it truly has its unique qualities, in spite of its lack of original sprites. Spyro the Dragon may have surpassed it by far, but the hedgehog walked, so the dragon could fly.
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