This content may be freely modified and/or maintained by anyone.
Here's some walljump info taken straight from my WIP 3.0 changelog!

WALLJUMP REVAMP: (With Legend Mode OFF)
-Hold, then release spin to walljump. SMS doesn't need to face a wall. Most airborne states work, even airboost/stomp/thok/spring/falling states!

-Walljumps no longer delay before activating, inputs are buffered, travel speed is buffed, and it handles better on all control schemes.

-Cooldowns no longer exist. Your height gained is instead penalized based on repeatedly walljumping off similarly-angled walls + your action state(stomping/airboosting/thokking/etc). Penalties build up each walljump and decrease overtime. Penalties fully disappear when hitting springs/enemies/the floor.

-The direction SMS jumps into is based off the wall's angle + your movement input. (It's no longer based on camera angle!)

-Vertical momentum can both positively or negatively affect your jumpheight. Boostmode gives extra jump distance+speed.

-There's 6 walljump variations. Each offer different advantages, and you're penalized less for switching things up with each walljump chain.

__Walljump Variations__
-**Straight Jump**
: Hold forwards towards the wall in front of SMS. Gains the most height + penalty. Best used as the final walljump in a chain.
srb20622.gif


-Super Jump: Sacrifice boostmode to supercharge your Straight Jump! Ignores most of your current walljump height penalty. Strongly resembles the original SMSunleashed 2.0 walljump!
srb20625.gif
srb20644.gif


-Wall Bounce: Hold sideways from the wall in front of SMS. Has the most distance+speed, but bad height + penalty. Useful for strafing ultrafast around pillars & corners in cramped areas.
srb20645.gif


-Turnaround WallJump: Don't tilt the stick / hold the stick back from a wall in front of SMS. Useful for climbing vertically in large walljump chains. Basically an updated quicker version of the old walljump, but with the new penalty system in place.
srb20634.gif


-Side Flip / Hand Jump: Jump from a wall to SMS' side. Has highest reach towards the wall. Medium stats. Visual trick varies by height gained.
srb20627.gif
srb20632.gif


-Back Kick Jump: Jump from the wall behind SMS. Great height, medium distance, lowest penalty. Useful for recovering from harsh penalties & staying airborne. Acts the closest to the old walljump in terms of stats.
srb20633.gif



Now, a question! I want to loosen the penalty for dashing into enemies with boostmode. Should I keep the stun-blast(with reduced stun-time), or have SMS take damage and fly forward with most of his current momentum, like he currently does when boosting into spikes/cacti?
srb20663.gif
srb20646.gif
 
Here's some walljump info taken straight from my WIP 3.0 changelog!

WALLJUMP REVAMP: (With Legend Mode OFF)
-Hold, then release spin to walljump. SMS doesn't need to face a wall. Most airborne states work, even airboost/stomp/thok/spring/falling states!

-Walljumps no longer delay before activating, inputs are buffered, travel speed is buffed, and it handles better on all control schemes.

-Cooldowns no longer exist. Your height gained is instead penalized based on repeatedly walljumping off similarly-angled walls + your action state(stomping/airboosting/thokking/etc). Penalties build up each walljump and decrease overtime. Penalties fully disappear when hitting springs/enemies/the floor.

-The direction SMS jumps into is based off the wall's angle + your movement input. (It's no longer based on camera angle!)

-Vertical momentum can both positively or negatively affect your jumpheight. Boostmode gives extra jump distance+speed.

-There's 6 walljump variations. Each offer different advantages, and you're penalized less for switching things up with each walljump chain.

__Walljump Variations__
-**Straight Jump**
: Hold forwards towards the wall in front of SMS. Gains the most height + penalty. Best used as the final walljump in a chain.
srb20622.gif


-Super Jump: Sacrifice boostmode to supercharge your Straight Jump! Ignores most of your current walljump height penalty. Strongly resembles the original SMSunleashed 2.0 walljump!
srb20625.gif
srb20644.gif


-Wall Bounce: Hold sideways from the wall in front of SMS. Has the most distance+speed, but bad height + penalty. Useful for strafing ultrafast around pillars & corners in cramped areas.
srb20645.gif


-Turnaround WallJump: Don't tilt the stick / hold the stick back from a wall in front of SMS. Useful for climbing vertically in large walljump chains. Basically an updated quicker version of the old walljump, but with the new penalty system in place.
srb20634.gif


-Side Flip / Hand Jump: Jump from a wall to SMS' side. Has highest reach towards the wall. Medium stats. Visual trick varies by height gained.
srb20627.gif
srb20632.gif


-Back Kick Jump: Jump from the wall behind SMS. Great height, medium distance, lowest penalty. Useful for recovering from harsh penalties & staying airborne. Acts the closest to the old walljump in terms of stats.
srb20633.gif



Now, a question! I want to loosen the penalty for dashing into enemies with boostmode. Should I keep the stun-blast(with reduced stun-time), or have SMS take damage and fly forward with most of his current momentum, like he currently does when boosting into spikes/cacti?
srb20663.gif
srb20646.gif
A?
Jdjdksmdjeismdhdskdhxkxkehfkcdjeinsdnfjrieosmjfxkdkzkdndksn yep?
 
Here's some walljump info taken straight from my WIP 3.0 changelog!

WALLJUMP REVAMP: (With Legend Mode OFF)
-Hold, then release spin to walljump. SMS doesn't need to face a wall. Most airborne states work, even airboost/stomp/thok/spring/falling states!

-Walljumps no longer delay before activating, inputs are buffered, travel speed is buffed, and it handles better on all control schemes.

-Cooldowns no longer exist. Your height gained is instead penalized based on repeatedly walljumping off similarly-angled walls + your action state(stomping/airboosting/thokking/etc). Penalties build up each walljump and decrease overtime. Penalties fully disappear when hitting springs/enemies/the floor.

-The direction SMS jumps into is based off the wall's angle + your movement input. (It's no longer based on camera angle!)

-Vertical momentum can both positively or negatively affect your jumpheight. Boostmode gives extra jump distance+speed.

-There's 6 walljump variations. Each offer different advantages, and you're penalized less for switching things up with each walljump chain.

__Walljump Variations__
-**Straight Jump**
: Hold forwards towards the wall in front of SMS. Gains the most height + penalty. Best used as the final walljump in a chain.
srb20622.gif


-Super Jump: Sacrifice boostmode to supercharge your Straight Jump! Ignores most of your current walljump height penalty. Strongly resembles the original SMSunleashed 2.0 walljump!
srb20625.gif
srb20644.gif


-Wall Bounce: Hold sideways from the wall in front of SMS. Has the most distance+speed, but bad height + penalty. Useful for strafing ultrafast around pillars & corners in cramped areas.
srb20645.gif


-Turnaround WallJump: Don't tilt the stick / hold the stick back from a wall in front of SMS. Useful for climbing vertically in large walljump chains. Basically an updated quicker version of the old walljump, but with the new penalty system in place.
srb20634.gif


-Side Flip / Hand Jump: Jump from a wall to SMS' side. Has highest reach towards the wall. Medium stats. Visual trick varies by height gained.
srb20627.gif
srb20632.gif


-Back Kick Jump: Jump from the wall behind SMS. Great height, medium distance, lowest penalty. Useful for recovering from harsh penalties & staying airborne. Acts the closest to the old walljump in terms of stats.
srb20633.gif



Now, a question! I want to loosen the penalty for dashing into enemies with boostmode. Should I keep the stun-blast(with reduced stun-time), or have SMS take damage and fly forward with most of his current momentum, like he currently does when boosting into spikes/cacti?
srb20663.gif
srb20646.gif
these new walljumps looks so damn cool!!!
i think he should take damage and fly forward with most of his current momentum
 
Now, a question! I want to loosen the penalty for dashing into enemies with boostmode. Should I keep the stun-blast(with reduced stun-time), or have SMS take damage and fly forward with most of his current momentum, like he currently does when boosting into spikes/cacti?
srb20663.gif
srb20646.gif
I'd say let SMS ram through an enemy without knockback, but at the cost of losing boostmode and losing one third of your rings. It's a good middle ground between these two gifs.
__Walljump Variations__
-**Straight Jump**
: Hold forwards towards the wall in front of SMS. Gains the most height + penalty. Best used as the final walljump in a chain.
srb20622.gif


-Super Jump: Sacrifice boostmode to supercharge your Straight Jump! Ignores most of your current walljump height penalty. Strongly resembles the original SMSunleashed 2.0 walljump!
srb20625.gif
srb20644.gif


-Wall Bounce: Hold sideways from the wall in front of SMS. Has the most distance+speed, but bad height + penalty. Useful for strafing ultrafast around pillars & corners in cramped areas.
srb20645.gif


-Turnaround WallJump: Don't tilt the stick / hold the stick back from a wall in front of SMS. Useful for climbing vertically in large walljump chains. Basically an updated quicker version of the old walljump, but with the new penalty system in place.
srb20634.gif


-Side Flip / Hand Jump: Jump from a wall to SMS' side. Has highest reach towards the wall. Medium stats. Visual trick varies by height gained.
srb20627.gif
srb20632.gif


-Back Kick Jump: Jump from the wall behind SMS. Great height, medium distance, lowest penalty. Useful for recovering from harsh penalties & staying airborne. Acts the closest to the old walljump in terms of stats.
srb20633.gif
I love the new system compared to the old! A lot more reminiscent of how sonic actually walljumps in animations/other media, plus it's really good as a move to redirect from mistakes!
 
Does anyone know how to download the graphics that way?
SMSreborn v3.0 isn't out yet! Hold on a little longer, it can only take a couple weeks more at most.

Here's a couple new GFX I've worked on today.

srb20643.gif

SMS' stomp can now be rapidly activated in the air to sacrifice horizontal speed into for greater vertical speed!

srb20648.gif

This Dodge Leap move will look familiar to the real SMS veterans! It's now an official tech, being easier to perform and can be executed in any direction with it's own animations.

srb20644.gif

The footsweep's gotten fancier too. You have a bit more control now and can act out of it more freely.
 
Here's some walljump info taken straight from my WIP 3.0 changelog!

WALLJUMP REVAMP: (With Legend Mode OFF)
-Hold, then release spin to walljump. SMS doesn't need to face a wall. Most airborne states work, even airboost/stomp/thok/spring/falling states!

-Walljumps no longer delay before activating, inputs are buffered, travel speed is buffed, and it handles better on all control schemes.

-Cooldowns no longer exist. Your height gained is instead penalized based on repeatedly walljumping off similarly-angled walls + your action state(stomping/airboosting/thokking/etc). Penalties build up each walljump and decrease overtime. Penalties fully disappear when hitting springs/enemies/the floor.

-The direction SMS jumps into is based off the wall's angle + your movement input. (It's no longer based on camera angle!)

-Vertical momentum can both positively or negatively affect your jumpheight. Boostmode gives extra jump distance+speed.

-There's 6 walljump variations. Each offer different advantages, and you're penalized less for switching things up with each walljump chain.

__Walljump Variations__
-**Straight Jump**
: Hold forwards towards the wall in front of SMS. Gains the most height + penalty. Best used as the final walljump in a chain.
srb20622.gif


-Super Jump: Sacrifice boostmode to supercharge your Straight Jump! Ignores most of your current walljump height penalty. Strongly resembles the original SMSunleashed 2.0 walljump!
srb20625.gif
srb20644.gif


-Wall Bounce: Hold sideways from the wall in front of SMS. Has the most distance+speed, but bad height + penalty. Useful for strafing ultrafast around pillars & corners in cramped areas.
srb20645.gif


-Turnaround WallJump: Don't tilt the stick / hold the stick back from a wall in front of SMS. Useful for climbing vertically in large walljump chains. Basically an updated quicker version of the old walljump, but with the new penalty system in place.
srb20634.gif


-Side Flip / Hand Jump: Jump from a wall to SMS' side. Has highest reach towards the wall. Medium stats. Visual trick varies by height gained.
srb20627.gif
srb20632.gif


-Back Kick Jump: Jump from the wall behind SMS. Great height, medium distance, lowest penalty. Useful for recovering from harsh penalties & staying airborne. Acts the closest to the old walljump in terms of stats.
srb20633.gif



Now, a question! I want to loosen the penalty for dashing into enemies with boostmode. Should I keep the stun-blast(with reduced stun-time), or have SMS take damage and fly forward with most of his current momentum, like he currently does when boosting into spikes/cacti?
srb20663.gif
srb20646.gif

I love what you did with the walljump! In hindsight i find that the og wall jump was a tad hollow, So now?
Now its a way to Super duper cheese levels! And I really enjoy how it looks so far!


As for the Boostmode changes:
I personally Suggest the second... But with some changes,
Like with sms ramming into a enemy-- and instead of the enemy shattering into dust on impact, And and Instead of sms shattering into dust on impact with a enemy,
Maybe have it when sms Boost-mode's into a enemy they lose speed and maybe a bit of boostmode, Maybe with a bit of ring drain?
Also maybe only in the transform state with sms too! As that would give some reasons to play with a transformed sms outside of the two different sonic's bonus.
Post automatically merged:

Also... Iirc a little while ago i saw something along the lines of
"A ancient power wells up from a memory" Appear on the screen while the screen turned white, I had SaS+Sms Enabled so i assume that has something to do with this...
I don't know-- And I cant get it to happen again.
Who knows. maybe every copy of SmsReborn publicbeta5 is personalized?
 
Last edited:
I love what you did with the walljump! In hindsight i find that the og wall jump was a tad hollow

As for the Boostmode changes:
Thanks for the suggestions! I believe even if the new walljump is more punishing, it'll still gel well with more inexperienced players too. SMS is alot more controller friendly in 3.0, and this walljump is no exception.

Also... Iirc a little while ago i saw something along the lines of
"A ancient power wells up from a memory" Appear on the screen while the screen turned white, I had SaS+Sms Enabled so i assume that has something to do with this...
I don't know-- And I cant get it to happen again.
Who knows. maybe every copy of SmsReborn publicbeta5 is personalized?
The ancient power memory is for SA-Sonic's Hyper Sonic ability. I know Mystic Realm CE has a special script that forces it to happen if you didn't beat the Black Hole zone. SMS has nothing to do with that.


I intended to work on new Stomp GFX today, but got sidetracked trying to fix some of SRB2's minecart jank and made new ragdoll physics instead???
srb20652.gif


Ah well, everything's better when you can ragdoll, amirite?
srb20668.gif

Just have a couple more things to do for Hyper Mystic Sonic, then I'll show him off too!
1116810521648304319.webp



(And we all know when HMS appears I can truly let loose, so prepare thy virgin eyes!)
 
Thanks for the suggestions! I believe even if the new walljump is more punishing, it'll still gel well with more inexperienced players too. SMS is alot more controller friendly in 3.0, and this walljump is no exception.


The ancient power memory is for SA-Sonic's Hyper Sonic ability. I know Mystic Realm CE has a special script that forces it to happen if you didn't beat the Black Hole zone. SMS has nothing to do with that.


I intended to work on new Stomp GFX today, but got sidetracked trying to fix some of SRB2's minecart jank and made new ragdoll physics instead???
srb20652.gif


Ah well, everything's better when you can ragdoll, amirite?
srb20668.gif

Just have a couple more things to do for Hyper Mystic Sonic, then I'll show him off too!
1116810521648304319.webp



(And we all know when HMS appears I can truly let loose, so prepare thy virgin eyes!)
OK FIRST OF ALL I AM HYPED FOR ALL THE NEW ABILITIES, Just watching the GIFS really makes me thinking how skilled SMS players will speedrun levels.
Keep on shining.
 
Thanks for the suggestions! I believe even if the new walljump is more punishing, it'll still gel well with more inexperienced players too. SMS is alot more controller friendly in 3.0, and this walljump is no exception.


The ancient power memory is for SA-Sonic's Hyper Sonic ability. I know Mystic Realm CE has a special script that forces it to happen if you didn't beat the Black Hole zone. SMS has nothing to do with that.


I intended to work on new Stomp GFX today, but got sidetracked trying to fix some of SRB2's minecart jank and made new ragdoll physics instead???
srb20652.gif


Ah well, everything's better when you can ragdoll, amirite?
srb20668.gif

Just have a couple more things to do for Hyper Mystic Sonic, then I'll show him off too!
1116810521648304319.webp



(And we all know when HMS appears I can truly let loose, so prepare thy virgin eyes!)
If you soon post that update of SMS!

you need else little update the tutorial (i think)
 
Super Mystic Sonic as a transformation is "canonically" not very powerful. It's a convenient excuse to make Sonic play how he would if game designers had no need to slow everything down for game balance or the player's sake.

Hyper Mystic Sonic on the other hand erases the word humble from the dictionary, being the most powerful transformation in existence. He's been buffed further yet as is tradition every update, effects included.
srb20735.gif

I've replaced the complicated flames that each have their own collision and thinkers, making for effects that look MUCH more intense and run far better at the same time.

srb20738.gif
srb20630.gif

HMS' iconic attack, the Hypernova Blast, living up to its name! Press fire and behold as your foes are erased from reality.

srb20745.gif
srb20743.gif

Eggman trying to hide? Carpet bomb the whole stage to flush him out! Note that the fires you make normally stick around for 2 seconds, but if you're running in OpenGL, single player, and at max graphics they stay around for 20 instead.

srb20591.gif
srb20747.gif

I first truly realized Lua's limitless potential when I created the first nuclear explosion in SRB2 2.1. But needless to say, it was time to go even further beyond.


I'm only days off now. Look forward to me publishing my first book: The SMSreborn 3.0 changelog.
 
Super Mystic Sonic as a transformation is "canonically" not very powerful. It's a convenient excuse to make Sonic play how he would if game designers had no need to slow everything down for game balance or the player's sake.

Hyper Mystic Sonic on the other hand erases the word humble from the dictionary, being the most powerful transformation in existence. He's been buffed further yet as is tradition every update, effects included.
srb20735.gif

I've replaced the complicated flames that each have their own collision and thinkers, making for effects that look MUCH more intense and run far better at the same time.

srb20738.gif
srb20630.gif

HMS' iconic attack, the Hypernova Blast, living up to its name! Press fire and behold as your foes are erased from reality.

srb20745.gif
srb20743.gif

Eggman trying to hide? Carpet bomb the whole stage to flush him out! Note that the fires you make normally stick around for 2 seconds, but if you're running in OpenGL, single player, and at max graphics they stay around for 20 instead.

srb20591.gif
srb20747.gif

I first truly realized Lua's limitless potential when I created the first nuclear explosion in SRB2 2.1. But needless to say, it was time to go even further beyond.


I'm only days off now. Look forward to me publishing my first book: The SMSreborn 3.0 changelog.

HOLY RINGS!
 
(This is hard to show in GIFs...) I've created non-intrusive HUD aids displaying context sensitive inputs the player might be not be aware! It also shows off your current "walljump penalty" and "boostlevel". Most info is on the bottom left, with info sometimes appearing in the middle of the screen for immediately relevant things.
srb20754.gif
srb20758.gif


Ragdoll-style damage now always occurs when hit at high speeds, retaining more speed at the cost of stability and rings. The original behavior still exists for airboosting into an enemy point-blank, or now also when footsweeping into certain indestructibles.
srb20762.gif
srb20768.gif


Here's the new slow dash GFX for HMS!
srb20769.gif
srb20750.gif


As for the FAST version...HMS can now infinitely stack airboosts for infinite speed, just like he could with his spamdash. Doing one in front of a wall bounces you off. Practical? No...not even in huge stages. But we've long abandoned pragmatism.
srb20771.gif
srb20772.gif


Here's what that looks like from another player's perspective. (in an older version before the new Dash GFX)
srb20729.gif
 
Super Mystic Sonic as a transformation is "canonically" not very powerful. It's a convenient excuse to make Sonic play how he would if game designers had no need to slow everything down for game balance or the player's sake.

Hyper Mystic Sonic on the other hand erases the word humble from the dictionary, being the most powerful transformation in existence. He's been buffed further yet as is tradition every update, effects included.
srb20735.gif

I've replaced the complicated flames that each have their own collision and thinkers, making for effects that look MUCH more intense and run far better at the same time.

srb20738.gif
srb20630.gif

HMS' iconic attack, the Hypernova Blast, living up to its name! Press fire and behold as your foes are erased from reality.

srb20745.gif
srb20743.gif

Eggman trying to hide? Carpet bomb the whole stage to flush him out! Note that the fires you make normally stick around for 2 seconds, but if you're running in OpenGL, single player, and at max graphics they stay around for 20 instead.

srb20591.gif
srb20747.gif

I first truly realized Lua's limitless potential when I created the first nuclear explosion in SRB2 2.1. But needless to say, it was time to go even further beyond.


I'm only days off now. Look forward to me publishing my first book: The SMSreborn 3.0 changelog.
(This is hard to show in GIFs...) I've created non-intrusive HUD aids displaying context sensitive inputs the player might be not be aware! It also shows off your current "walljump penalty" and "boostlevel". Most info is on the bottom left, with info sometimes appearing in the middle of the screen for immediately relevant things.
srb20754.gif
srb20758.gif


Ragdoll-style damage now always occurs when hit at high speeds, retaining more speed at the cost of stability and rings. The original behavior still exists for airboosting into an enemy point-blank, or now also when footsweeping into certain indestructibles.
srb20762.gif
srb20768.gif


Here's the new slow dash GFX for HMS!
srb20769.gif
srb20750.gif


As for the FAST version...HMS can now infinitely stack airboosts for infinite speed, just like he could with his spamdash. Doing one in front of a wall bounces you off. Practical? No...not even in huge stages. But we've long abandoned pragmatism.
srb20771.gif
srb20772.gif


Here's what that looks like from another player's perspective. (in an older version before the new Dash GFX)
srb20729.gif
OHHHHHHHHHHHH!!!!!!!!!!!
 
Super Mystic Sonic as a transformation is "canonically" not very powerful. It's a convenient excuse to make Sonic play how he would if game designers had no need to slow everything down for game balance or the player's sake.

Hyper Mystic Sonic on the other hand erases the word humble from the dictionary, being the most powerful transformation in existence. He's been buffed further yet as is tradition every update, effects included.
srb20735.gif

I've replaced the complicated flames that each have their own collision and thinkers, making for effects that look MUCH more intense and run far better at the same time.

srb20738.gif
srb20630.gif

HMS' iconic attack, the Hypernova Blast, living up to its name! Press fire and behold as your foes are erased from reality.

srb20745.gif
srb20743.gif

Eggman trying to hide? Carpet bomb the whole stage to flush him out! Note that the fires you make normally stick around for 2 seconds, but if you're running in OpenGL, single player, and at max graphics they stay around for 20 instead.

srb20591.gif
srb20747.gif

I first truly realized Lua's limitless potential when I created the first nuclear explosion in SRB2 2.1. But needless to say, it was time to go even further beyond.


I'm only days off now. Look forward to me publishing my first book: The SMSreborn 3.0 changelog.
[Robot gore]

My sides.
 

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