Ya never know

I'm pretty sure I do. It's not happening, and its very rude to assume someone would do something that takes this much work, just for the sake of completion. Someone makin something great doesn't mean they would, nor should, make more.

Hey Chenzi, I'm making an upgrade pack for Neo Sonic (via PK3 and a P_Skin) and was wondering if I could modify the Drop Dash code so that shield abilities can be used.
Edit: Just read HEY_YOU.txt in the files. I'm okay right?

If you're trying to make an edit of someone's non-reusable mod, then don't. That's against our rules. I also asked Chengi just now, and he says no.
 
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I'm pretty sure I do. It's not happening, and its very rude to assume someone would do something that takes this much work, just for the sake of completion. Someone makin something great doesn't mean they would, nor should, make more.



If you're trying to make an edit of someone's non-reusable mod, then don't. That's against our rules. I also asked Chengi just now, and he says no.
Wait, its rude to wonder if they will make something else?
 
Wait, its rude to wonder if they will make something else?
Not inherently, but you're going "well you don't know" to the perfectly reasonable assumption that someone would not repeat the process of making a character, to meet some goals that people are asking for. There doesn't have to be a chance for everything. Especially a task as large, difficult, and time consuming as character spritework.

I do apologize if I'm being a bit rude myself, but "Are you gonna do this/these character(s)?" is a real tick button issue with me. They always sound like poorly disguised Requests. Especially concerning characters.
 
Not inherently, but you're going "well you don't know" to the perfectly reasonable assumption that someone would not repeat the process of making a character, to meet some goals that people are asking for. There doesn't have to be a chance for everything. Especially a task as large, difficult, and time consuming as character spritework.

I do apologize if I'm being a bit rude myself, but "Are you gonna do this/these character(s)?" is a real tick button issue with me. They always sound like poorly disguised Requests. Especially concerning characters.
That is understandable, I know making a mod can be hard work. At the end of the day its all up to him if he wants to make more characters.
 
Idk why im writing this when we are literally almost in december but well

MAN THIS MOD IS SO COOL LITERALLY I LOVE IT

well someday i wish this sonic have a super because man the transformation sprite is so cool ngl

Well cool mod bye!
 
What you see is what you get. Just a guy that loves adventure.
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"Wait, Neo Sonic? Who and/or what's that?"

Character Trailer (Youtube)

Neo Sonic is a character that lifts several different elements and mechanics from various Sonic games; although his look is lifted straight from the Adventure/Advance/Modern era to help differentiate him from the both vanilla and add-on iterations of Classic Sonic.



He's heavier, and has incredibly poor traction in comparison to standard SRB2 Sonic, but he more than makes up for it in speed alone.


As of V2, he includes a few additional palettes that reference his appearance/colors in other games, alongside a few bonus ones I've thrown in just for fun.


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ABILITIES & OVERVIEW:

Boost Mode
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Lifted straight from Sonic Advance 2, boost mode will allow Neo Sonic to break the speed cap and begin running faster than standard Sonic ever could alone. In this state, Neo Sonic can destroy spikes, and he also gains a 75% jump boost from maintaining speed above the Boost Mode threshold.


Homing Thok
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Essentially a momentum-friendly take on the homing attack from the 3d titles. Neo Sonic locks on to the nearest target and bounces off when he lands -- you can even hold down jump button to give yourself an added vertical boost at the cost of less speed.
Drop Dash [NEW!]
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If you've played Sonic Mania, this ability needs no introduction.

Hold spin while jumping to charge an instantaneous spindash. The dash itself scales with your speed, so it can be used to extend your horizontal momentum, but also to transfer that into added vertical momentum on slopes and half-pipes.


Keep in mind that this is takes priority over shield abilities, but shield abilities can still be activated by pressing jump and spin at the same time.​
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However, if you hold jump while charging a drop dash with certain shields...
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...their effects will stack! Try out every shield with the drop dash to perform all kinds of neat tricks.


OTHER MISC GAMEPLAY TIPS:

  • Neo Sonic is able to regain control out of a mid-air spin at any time by pressing jump again. Use this to correct your trajectory if you roll off a cliff.
  • Holding jump while launching into a spring will keep you in the spin state, allowing you to chain homing attacks as much as you want.







CURRENT BUGS/ISSUES:
  • Homing Thok doesn't cooperate well with shielded Egg Guards and Fake Sea Eggs. As of right now I'm trying to fix this, but for now the timer to reset your state afterwards should work as a failsafe and allow you to break free.




CREDITS/MISC:

TESTERS:
  • Chromatian
  • CrappyBlue
  • Gunla
  • Mad
  • Jeck Jims
  • TAG

SPECIAL THANKS:

  • Clay - For being my personal calculator
  • Dimpsuu - Megamix Themes
  • james - For digging into the code and finding out stuff about the attraction shield homing attack, and also for fixing the spike break for 2.2.1
  • Lach - Original Toei Sonic homing attack script
  • Lat - For telling me how to do those sweet sweet sa2-style afterimages
  • TehRealSalt - Additional afterimage/fx stuff
  • Virt - For originally helping me with the facelift for my SRB2Kart Modern Sonic (which would eventually become the basis for Neo Sonic)
  • Wolfy - ditto @James
  • CobaltBW - Original drop dash script
  • VelocitOni - Original speed lines sprites




CHANGELOG:

[2.11 (hotfix) Changelog]

  • Fixed a bug that caused thok trails to render for too long.

[2.1 Changelog]

  • Fixed Neo Sonic's friction change from thrusting the player forward uncontrollably when braking on slippery surfaces/conveyor belts.
  • The camera now zooms out when in boost mode to accommodate for the speed change.
  • Particle visuals have been improved.
    • Added a Sonic 4-esque smoke ring when doing a thok.
    • Improved thok trails when doing a homing attack.
    • Improved boost mode particles.

[V2 Changelog]

  • NEW ABILITY: Drop Dash
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Charge spin mid-air to perform an instantaneous spindash.​

  • OTHER GAMEPLAY CHANGES:
    • Neo Sonic can now cancel the control lock when spinning off of a cliff or in the air by pressing jump again.
    • Homing attack animation cooldown has been drastically reduced.
    • Neo Sonic can now properly stand on spikes and get hurt now. Oops.

  • VISUAL CHANGES:
    • The strong homing attack, dashmode buildup, and spinning have all been given fancy new effects/sprites to designate when they're active.
    • Added new skincolors:
      • Adventurous
      • Advanced
      • Petit
      • Twilight
      • Laser
      • Cosmic

[V1.14 hotfix notes]

  • Fixed collision behavior for objects containing the MF_SOLID flag.



[V1.13 hotfix notes]

  • Falling animation state improvements/fixes, RVZ Rollout rock state fix.


[V1.12 hotfix notes]

  • Added the proper VCL prefix.
  • Removed a conflicting function name that would break the thok if certain characters were loaded in.

[V1.11 patch notes]
  • Homing Thok tweaks
    • Now has two strengths! Holding down the button as you land a homing thok results in a stronger bounce, at the cost of less speed.
    • Checks now rely on a more netplay-safe variable rather than clientside variables (oops I wasn't aware of this, this is what was probably causing the syncbombs)
    • Improved overall reliability/accuracy
  • Animation/Spritework tweaks
    • Added a set of diagonal running frames to help improve visual feedback to indicate the direction the player is moving.
    • Tilt running frames have been repurposed and only show if the player is moving slightly to the right/left.
    • Reduced the stiffness of the jump/homing attack by adding additional states to help improve overall animation flow.
    • Improved the look of the Boostmode particle, making it visible from multiple angles.




Supporters / CoAuthors



*
 
come on I know there is super neo sonic but the transformation only changes the color
I'd imagine you didn't take the time to read through the replies a bunch, or maybe English isn't your first language?
Either way, Neo Sonic isn't going to have a super form; he has transformation sprites, but that's about it.
In order to become Super Neo Sonic, you have to enable his super form in some way. In fact, you have to force it, be it from Pandora's Box or a mod that does the job.
That's pretty much the way it goes when a mod doesn't have a Super form by default!
 
ADD NEO TAILS AND NEO KNUKLES OR ELSE
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or else i'll be sad XD

who did even made the mod :threat:

1. Don't beg

2. You looked at this thread and didn't see the name of the author below the thread title? Seriously
 

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