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Adventure Sonic (SA-Sonic) Progress

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Progress it looking good guys! I hope this mod releases around the end of november.
And I'm the 1000th reply! Nice! Annyways I love this mod, I wish you luck! Because its really been an adventure seeing this.
 
1,004 also is golden shine gonna post about the other moves we voted on from most voted on to least voted on? I was writing this when you said that, and just saying you're "1,003rd" is kinda pointless, eh?
 
You may! And Super Sonic will come in time. Right now I'd basically only have the standing sprites to show off, so I may as well show off all the moves I've been holding back until now.


Right now he has an option for an SA1 style jump, and that's...basically it. Maybe I can make the directional spindash guide line from SMS an toggle-able command, but that'd still only be 2 options. A bit overboard for a whole menu, and I can't imagine either option would be a cause for servers to refuse to add SA-Sonic.


A quick tap on spin makes Sonic instantly roll with a small microburst of speed. This gives you fantastic control over your speed at all times, and can compensate for his abysmal acceleration. Although these bursts give diminishing returns as you move faster, the spindash never slows Sonic (unless you're going uphill) and charges relative to his current speed, so never fear you'll lose the momentum you had.
srb20115.gif



Quickly tapping into the spindash' momentum redirection allows zigzagging like THIS with good reflexes.
srb20116.gif



That said....any time spend slowing down from charging will be paid off later with a larger burst of higher-precision speed. Being fast and methodical is an unlikely but very real combo.
srb20114.gif


Stacking spinbursts is what fans dubbed the spamdash in Sonic Adventure 1. Incase you're worried about spin-mashing fests, don't be. You'll uphold your current speed when uncurling for a while before Sonic actually begins to gradually slow down. Therefore, doing a quick spin every few seconds when you feel you're at max speed gives the same result as mashing like crazy.
srb20123.gif

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The spamdash turning SA-Sonic's gameplay into a mashing fest was a big concern, so there are many situations when spamming spinbursts isn't optimal. There'll be times when charging is preferred, when you'll wanna spamdash, stay rolled up or even simply run. More on that later!
That spindash looks overpowered as heck! i can already see how good the progression is going for this mod:wonderful:
 
I can't wait for this mod. It's almost out, I can feel it! How? I am getting to that phase where everytime I start up SRB2, I go like "I'mma play with SA-Sonic!", Then realize he's not available, yet.

Same pain with Inazuma & Aether.
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That spindash looks overpowered as heck! i can already see how good the progression is going for this mod:wonderful:
Fun Fact: The SA1 Spindash and it's power only appeared twice in the Sonic Series. In SA1 (Yeah, DX patched it), and Sonic Generations.... As Classic Sonic's only vanilla secondary move. I accidentally encountered 5 different Speedrun glitches and got stuck in 7 different walls.
 
Right now he has an option for an SA1 style jump, and that's...basically it. Maybe I can make the directional spindash guide line from SMS an toggle-able command, but that'd still only be 2 options. A bit overboard for a whole menu, and I can't imagine either option would be a cause for servers to refuse to add SA-Sonic
I personally would suggest making the guide line toggle-able. Other than that, the spindash looks great!
 
SA-Sonic's slope physics are stronger when rolling than anyone else's. You'll lose more speed spinning up-hill. Here's a good example.
srb20142.gif


But then there's the opposite end of the spectrum!
srb20143.gif


In both cases, spamdashing works against you. Uncurl or leap off when ascending slopes, stay rolled up when you're descending! It's also smart idea to deliberately charge spindashes if you need the extra control. SA-Sonic is by far the fastest character compared to the vanilla cast on the ground, so that may be more often than you think.

There's more reasons to stay rolled up beyond it's slope, control and attack properties. Like in Sonic Adventure, you can slide across walls losing no speed on contact. Ideal in tight corridors where you're worried you'll bump into walls.
srb20147.gif


I think it's like Signposts and Colored Characters. Like how Sonic's signpost background is Yellow, but if I were to play as a Yellow Sonic, the background would be Blue. Get what I'm saying?
Something like that. Technically right now there IS a command to customize trails. Make it shiny or taper off like is very popular in fangames. It's just a debug command rather than optimized for easy user access.

What are those maps in the gifs btw
A Hangout Maps compilation from the Spectrum server/Google Drive. Great for dicking around in and testing characters.

and im the 1,003rd reply
lol, cut this shit out, angry mods will spoil everything thanks to you jerks. KEEP PRAISING METALWARIO, DAMNIT

That spindash looks overpowered as heck! i can already see how good the progression is going for this mod:wonderful:
It certainly FEELS powerful, which is what we're going for. In my speedrun attempts, SA-Sonic is either just a little faster than vanilla characters or less so depending on stage's demand for airtime. But there's surprisingly rarely an overwhelming difference. His aerial speed truly keeps him in check. "THE LONGER ADVENTURE SONIC STAYS ON THE GROUND, THE STRONGER HE BECOMES"
 
I can't wait for this mod. It's almost out, I can feel it! How? I am getting to that phase where everytime I start up SRB2, I go like "I'mma play with SA-Sonic!", Then realize he's not available, yet.

Same pain with Inazuma & Aether.
That's some true pain right there.
This one time, I was having a really weird dream, and I remember playing as SA-Sonic being a part of it. It felt so real, like he was already finished and finally dropped onto the MB for everyone else to try out.
Needless to say, that dream has done nothing but fueled my hype. Can't wait to put the guy up against many other mod characters in Record Attack!

oh and uh the spindash looks sick too i guess
 
That's some true pain right there.
This one time, I was having a really weird wet dream, and I remember playing as SA-Sonic being a part of it. It felt so real, like he was already finished and finally dropped onto the MB for everyone else to try out.
Needless to say, that dream has done nothing but fueled my hype. Can't wait to put the guy up against many other mod characters in Record Attack!

OH and uh the spindash looks sick too i guess
Woah, i didn't know you were actually gonna simp so hard you dreamt about it. Anyways, i hope that hypes fueling up to your expectations with the other abilities.
 
Say,will Adventure Sonic have a custom super track or will he just use the normal one
 
SA-Sonic's slope physics are stronger when rolling than anyone else's. You'll lose more speed spinning up-hill. Here's a good example.
srb20142.gif


But then there's the opposite end of the spectrum!
srb20143.gif


In both cases, spamdashing works against you. Uncurl or leap off when ascending slopes, stay rolled up when you're descending! It's also smart idea to deliberately charge spindashes if you need the extra control. SA-Sonic is by far the fastest character compared to the vanilla cast on the ground, so that may be more often than you think.
I like how slopes actually punish you for spamdashing! It also eases my concern about people mashing the spindash.
 
Im still wondering if warios idea from the early days of the thread of him doing his winning animation from adventure 1 will still be added , it kinda would feel like some wasted potential if that wasnt included in this already massive character
 
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