Super Sonic

Super Sonic 2.2

Let's go! First Super Sonic Generations, now Super Sonic in SRB2!
GamerLuna Happy.png
But before all that, we got an Almost Super Sonic! Don't forget about SMS!
 
Okay I love this mod so far, but…can you please make optional those "chirp" and "ding" sound effects that accompany [Pop] and [Machine Damage]? I get that you want players to know they are gaining rings when they strike enemies and bosses, but they sound really arcade-y and I'd personally prefer to turn them off.
 
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Icezer updated Super Sonic with a new update entry:

Version 1.0.1

Heya! This update was pushed as a general hotfix to fix 2 pesky bugs that got past testing.
- In netgames tokens will no longer create an error in console for players that aren't Super Sonic.
- Badnik rings should only activate for Super Sonic now.

Also, originally planned to release along with v1 but barely wasn't done in time... A race with Super Metal Sonic! 2 things to know are that compatibiltiy with netgames currently doesn't exist (unless playersforexit gets set...

Read the rest of this update entry...
 
cool character addon i guess, except for super metal sonic race which looks like he instantly wins if you do one mistake, but i can't really say anything else about it since i am a loser
 
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Looking at that new image: why is Super Metal Sonic yellow? IIRC his in-game super form is gold/orange, so shouldn't your mod match?
Super Rust is Metal Sonic's vanilla super color, but I decided to use a custom one I made (Topaz) since I like how it looks on him better (and I've used it on Metal for another mod I've made.) If enough people want me to change it, though, I certainly can.
 
Is there a way to use the vanilla super sonic model with this mod? I considered modifying sonic.md3 so that the animations names matched the sprites, but since jeckjim's models aren't reusable i'm not sure id be allowed to do that
 
Not sure if this was intentional, but in single player at least, the ring drain only stops once you lose control at the end of a level. This leads to Kaizo-style situations where the player defeats a boss and the timer stops, but the player's rings run out before they can actually finish the level. Example provided for the worst place for this to happen, BCZ2, in the GIF below (I used the destroyallrobots cheat in case you're wondering about the low time).

srb20016.gif
 
Not sure if this was intentional, but in single player at least, the ring drain only stops once you lose control at the end of a level. This leads to Kaizo-style situations where the player defeats a boss and the timer stops, but the player's rings run out before they can actually finish the level. Example provided for the worst place for this to happen, BCZ2, in the GIF below (I used the destroyallrobots cheat in case you're wondering about the low time).

View attachment 52878
This is a hurdle that was not avoidable with v1, which is why I made it so any instance with Metal Sonic (Boss) drops 10 rings per hit instead of 5, since all of that waiting does take a notable toll on your ring count. I will mention that in the future this hopefully won't be an issue since I plan on trying to come up with a solution.
 
are you thinking of an egg reverie way of having rings come from the ground so that waiting is less punishing on certain bosses or something?
 
The new supercolors don't fade in the Multiplayer menu when playing with TitlePicsMode set to "Old".
 
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Icezer updated Super Sonic with a new update entry:

Version 1.1

Heya! While bigger things are still being prepared, I thought I'd release a smaller update!
A bug was fixed in relation to shield visibility and Super, but also...

Super Sonic now receives buffs from super sneakers and invincibility! The duration may be cut in half from 20 to 10 seconds, but both powerups give pretty meaningful effects!

View attachment 53136
Invincibility will nullify ring drain, and can be very useful for scenarios where your ring count is a bit low...

Read the rest of this update entry...
 
What do you think each shield should do to Super Sonic? Especially shields that don't have a passive ability (such as ring attraction).

Force Shield:
Decreases rate of ring drain to 8/10 (80%) of the normal ring drain. (i originally thought 3/4 but that'd be op)

Armageddon Shield:
Next time you use the Speed Thok, the Armageddon Blast activates.

Attraction Shield:
Doesn't need an extra ability, the passive ring attraction is useful enough.

Elemental Shield:
Probably also doesn't need an extra ability, it makes you unable to drown underwater or in space. But that does mean that it would be useless above water.

Whirlwind Shield:
Decreases Super Sonic's gravity... or increases his jump height and makes him fall slightly slower.

Flame Shield:
I have no idea, flame trails??? I really have no idea.
Bubble Shield:
Unable to drown when underwater or space passive.
Lightning Shield:
Ring Attraction passive.
 

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