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Adventure Sonic (SA-Sonic) Progress

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I hope there's a video detailing how the heck to control this guy like SMS on Shine's channel, cause my brain is too small to comprehend this.
SA1 sonic isn't that hard to understand, he's got about 5 things to remember maybe 6 if you include that short air boost. It's not that much abilities to try and remember off the back of you're head. So he should control just like how he does in the real game
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Siderailing a bit, but....

...just got done detailing a big list of debug commands for Metalwario, since it's gotten way too big for either of us to remember from memory. Look how much debugging crap we still have AFTER cleaning up. We don't even have SArun1 anymore.
SOMANYCOMMANDS.png

Release version won't have all this clutter, naturally. This is just to help Metalwario and testers test different values live mid-gameplay.

EDIT: Attachment version has full size screenshot.
huh, a list of commands and the run isn't even there. i dunno what to say about that because i've really seen such an issue
 
That's the placeholder I put in for Metal before we reached our agreement! SA-Sonic's spindash has a turn-smoothing curve with less harsh flinging in directions mid-spin. It IS still analog control, however, so I suggest wiping SRB2's default spindash from your mind, it controls nothing like that.


I said I buffed the Lightdash in multiple ways to still be useful, didn't I? Why not dial down the cynicism, and have a little faith until I tell you what it is?
Or rather...show you.
868463770723303444.png

srb20336.gif

Observant watchers will notice more than "DAT LOOKS LIEK SA1 LIGHTDESH!". An effect in front of you all this time was just given meaning. So this once, why not do the explaining for me? Guess, what mechanics do you think were introduced here?
THE SOMERSAULT JUMP?!
 
I said I buffed the Lightdash in multiple ways to still be useful, didn't I? Why not dial down the cynicism, and have a little faith until I tell you what it is?
Or rather...show you.
868463770723303444.png

srb20336.gif

Observant watchers will notice more than "DAT LOOKS LIEK SA1 LIGHTDESH!". An effect in front of you all this time was just given meaning. So this once, why not do the explaining for me? Guess, what mechanics do you think were introduced here?
I'll be honest, I'm not that observant when it comes to these things since I overthink these things. But, from what I saw, I think that after Lightdashing you are still able to use actions and it doesn't kill your momentum.
I hope that the spin control won´t be like this:
(It feels very unnatural and is too hectic to control)
I personally would suggest ffoxD's take on the spin steer. While it isn't perfect, it feels more natural and a lot less janky.
 
Wow thats a massive buff. That spin thing looks like cross momentum
......well, that was easy.

Of course we have the normal Lightdash with SA1 effects plus Mystic Melody effect but they both look very similar in general, After performing the first light dash as you go upward you do the Ramp Trick from SA2, I did notice the effect for the light dash stops early so I don't know if you stopped it yourself like canceling, or just a special animation, or even when following a ring trail upwards leads into that and gives you more height.

Second Light Dash shows that after following the trails you keep all the momentum you gained off of it, nice buff to keep some flow so it isn't full on stop and go, then stop again.

Charge also looks pretty fast in that gif, don't know if it is charging faster or if you just know the exact frame to let go on so it just seems faster.

like this the charge is clearly slower, this also shows in the gif above that Sonic can charge it and cling instantly instead of having to watch him go into the glowing state, again speeding the whole process up a bit more.

The effect changed as well to match up with Red sonic, I don't know if it's tied to that or if you can actually change it like Silv aura, Sonic boost aura, or shadow skate colour.
Interesting! It's actually SA2's Multiplayer "Speed Up" effect, applied very briefly after a Light Dash! Otherwise, you got alot correct!

The Ancient Light swirly trails change color depending on your own. This is mainly for recognizability in competitive modes. In fact, if you're on a red team, your charged state becomes red so you can't masquerade as the blue team. Maximum Heat, anyone?
srb20361.gif

It should go without saying, but your abilities are disabled with the flag, and your mobility is nerfed.

woah SA-Sonic is cool i wonder if i can play as him Tho...
We're definitely getting there! For progress...currently, Super Sonic's Falling, Spring, Running, Walking, and Idle sprites are done! We still have transformation, hanging, bubble gasp, and stun frames left. They're relatively simple, so if we end up with leftover time, we might see unique rolling sprites and teetering sprites for Super Sonic. 2021 is still the goal.

Good job to all the team that is Involved.
I hope to play soon with our good friend Sonic.
View attachment 56137
I can't believe Sonic is finally in Sonic Robo Blast 2.
881819232927637534.png


Anyway, let me explain one of the things I showed off in the last GIF!

In previous GIFs, you may have noticed a pulse coming off Sonic after charging his spindash for a while! If you assumed this meant the spindash is now at full power, you're not wrong there, BUT....!
srb20356.gif


Jump at any point after this pulse, and you'll enter the Ancient Light state early. We call it the "Quick Charge". In Sonic Adventure you cannot jump out of a charging state, but I really wanted charging to be viable next to the almighty spamdash.
srb20355.gif

I didn't want the Ancient Light to cancel your spindash early so people had time to properly aim it, but I still felt 3 seconds of charging was a long time for Sonic. Therefore, we have this "Quick Charge" compromise!

I'll show some cool stuff you can do with the Lightdash and it's quirks in more detail a bit later!
srb20156.gif
 
Interesting! It's actually SA2's Multiplayer "Speed Up" effect, applied very briefly after a Light Dash! Otherwise, you got alot correct!
I never had people to play multiplayer with in SA2 so I wouldn't know that, glad I didn't make myself look like fool when typing that all out, on the internet!
In previous GIFs, you may have noticed a pulse coming off Sonic after charging his spindash for a while! If you assumed this meant the spindash is now at full power, you're not wrong there, BUT....!
srb20356.gif
Jump at any point after this pulse, and you'll enter the Ancient Light state early. We call it the "Quick Charge". In Sonic Adventure you cannot jump out of a charging state, but I really wanted charging to be viable next to the almighty spamdash.
srb20355.gif

I didn't want the Ancient Light to cancel your spindash early so people had time to properly aim it, but I still felt 3 seconds of charging was a long time for Sonic. Therefore, we have this "Quick Charge" compromise!
That's interesting, so I was on to something when sonic clinged onto those rings faster than I thought(I like the flip he does out of it.)
That does make me wonder, is the quick version strict on activation? Is it weaker than the fully charged? My theory if we have the light speed attack, the light speed attack is not usable on quick charge version.
Also noticed once you started the dash you still clung to the rings even when you started it early, which is really nice, I can already see that allowing creative ways to go through stages.
Can't wait for the next update on LightSpeed Dash, I like how it still stays true to the SA1 version of it but with it's own tweeks to give more use, I wasn't expecting to much a light speed dash, mainly because I didn't know you could do that much with it, but here you are showing me all the fun quirks of it.
 
......well, that was easy.


Interesting! It's actually SA2's Multiplayer "Speed Up" effect, applied very briefly after a Light Dash! Otherwise, you got alot correct!

The Ancient Light swirly trails change color depending on your own. This is mainly for recognizability in competitive modes. In fact, if you're on a red team, your charged state becomes red so you can't masquerade as the blue team. Maximum Heat, anyone?
srb20361.gif

It should go without saying, but your abilities are disabled with the flag, and your mobility is nerfed.


We're definitely getting there! For progress...currently, Super Sonic's Falling, Spring, Running, Walking, and Idle sprites are done! We still have transformation, hanging, bubble gasp, and stun frames left. They're relatively simple, so if we end up with leftover time, we might see unique rolling sprites and teetering sprites for Super Sonic. 2021 is still the goal.


I can't believe Sonic is finally in Sonic Robo Blast 2.
881819232927637534.png


Anyway, let me explain one of the things I showed off in the last GIF!

In previous GIFs, you may have noticed a pulse coming off Sonic after charging his spindash for a while! If you assumed this meant the spindash is now at full power, you're not wrong there, BUT....!
srb20356.gif


Jump at any point after this pulse, and you'll enter the Ancient Light state early. We call it the "Quick Charge". In Sonic Adventure you cannot jump out of a charging state, but I really wanted charging to be viable next to the almighty spamdash.
srb20355.gif

I didn't want the Ancient Light to cancel your spindash early so people had time to properly aim it, but I still felt 3 seconds of charging was a long time for Sonic. Therefore, we have this "Quick Charge" compromise!

I'll show some cool stuff you can do with the Lightdash and it's quirks in more detail a bit later!
srb20156.gif
Those a very cool looking sa2 stages, are they for a upcoming sa2 mod port or remake?
 
Anyway, let me explain one of the things I showed off in the last GIF!

In previous GIFs, you may have noticed a pulse coming off Sonic after charging his spindash for a while! If you assumed this meant the spindash is now at full power, you're not wrong there, BUT....!
srb20356.gif


Jump at any point after this pulse, and you'll enter the Ancient Light state early. We call it the "Quick Charge". In Sonic Adventure you cannot jump out of a charging state, but I really wanted charging to be viable next to the almighty spamdash.
srb20355.gif

I didn't want the Ancient Light to cancel your spindash early so people had time to properly aim it, but I still felt 3 seconds of charging was a long time for Sonic. Therefore, we have this "Quick Charge" compromise!

I'll show some cool stuff you can do with the Lightdash and it's quirks in more detail a bit later!
srb20156.gif
Sweet, more buffs! While it isn't instant, it looks (and probably feels) a lot more useful and versatile than SA1's version.
 
I got a few ideas for commands. Voices: You can swap between Jun'ichi Kanemaru and Ryan Drummed. Spindash style: You can choose between SA2 spindash and sa1's. SA2's has sa2 style light dash and maybe somersault. SA1's is spamdash and charged light speed dash. Reticle: you true the reticle on or off for the true adventure experience
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and the option for sonic to wear the soap shoes
 
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I got a few ideas for commands. Voices: You can swap between Jun'ichi Kanemaru and Ryan Drummed. Spindash style: You can choose between SA2 spindash and sa1's. SA2's has sa2 style light dash and maybe somersault. SA1's is spamdash and charged light speed dash. Reticle: you true the reticle on or off for the true adventure experience
Post automatically merged:

and the option for sonic to wear the soap shoes
I don't think there is going to be Soap Shoes.
 
I don't think there is going to be Soap Shoes.
Well

It depends on how things go post release as Metal puts it:

"It all just depends on how things go post-release. I still definitely want to, since it shouldn't take a ton of time doing drawings that only take up around 1/6 of the overall drawings of each sprite, but if I do, it won't be until some time next year at the soonest."
 
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