Golden Shine
Speeding Gleam
Free-Aim makes things SO much easier in Metroid Dread/Samus Returns. In older Metroids you had to aim 45-degrees angles while jumping and shooting with exact timing. Though they did increase the damage bosses do by ALOT to compensate. Maybe too much.Oh I didn't know metroid could aim.
A'ight, so I'm gonna have to teach you guys how to butter up your Sonic for prom. Make sure you compliment his natural make-up, his luscious blue fur, how round his jumpball looks tonight, how well-polished his shoes looks, and most of all, his smile. Say it with a dead-serious face in front of your PC. He'll feel your aura and know you mean business.On a forum, you need to actually talk about the topic, that's why they're called topics.
Anyway, messing around aside, we're now at 55 sprites remaining!
Good question! Flight speed is soft-capped, but you can technically uphold speeds beyond Sonic's speed cap. So flying out of water? Boost of vertical speed. Hitting a floating horizontal booster ring or horizontal red spring? You'll go faster than usual until you turn. Switching from SA1 mode isn't gonna cut it, though, the switch nulls out your speed!I wonder, if one were to build up speed in super form, in SA1 super mode, then switch to SA2 mode quickly, would the speed stay as long as they go straight, would it slowly go down to the SA2 mode speed cap, or would the speed be instantly decreased to the SA2 speed cap?
Sonic didn't magically get these abilities and physics changes without them being coded. Most of it is indeed already implemented, though in need of optimization and still being heavily changed even now. Wario requested new physics changes as recent as yesterday. So expect things to be different on release compared to the GIFs.After the sprites isn't coding next or is that been done already? Because if not Golden going to need just as much energy as Metal. Oh also just when back to your video of how sms was made and got to say when u said it could be adventure sonic its kinda funny how a year later you working on one.
Before we delve into Super Sonic's SA1 gameplay style, let's show off the 3rd style. NiGHTS! We got some unique sprites for the drill and a shortened transform animation due to the existence of multiple laps in some stages.
The Sonic Adventure era had loads of references to NiGHTS. Sonic Shuffle's whole theme is basically NiGHTS, so I figured SA-Sonic deserves special NiGHTS treatment. In place of a brake, you'll charge a spindash instead! The further you charge, the more drill-meter it'll consume. This playstyle is more energy intensive and makes precision weaving hard, but you'll be WAY faster than anyone else. Especially those early emerald stages will be finished quick!
Your controls change while spinning, so keep that in mind before you mash! Spamdashing won't stack like usual, but it's still useful for turning around or forcing back your control or speed for a tiny bit of drill meter!
Successfully finish the stage for a glorious dream exit! Hopefully the gameplay changes make special stages more interesting for those who've played them a hundred times already!