Adventure Sonic (v1.8b)

Adventure Sonic (v1.8b) v1.8b

I love this addon to death, Its an incredible tribute to the adventure series. Though it has some issues that I believe need could be a bit better with a few tweaks.
These are some nit picks of mine, but might be worth knowing:

#1: the homing attack range + homing attack bounce height.
The homing range recently has felt a bit unsatisfying to me, I feel I can BARELY reach any enemies in front and if enimies are just slightly above a already small height limit, I can't home onto them, and after the homing attack bounce sonic doesn't really go very high upwards, which typically doesn't give you any special advantage over the level design. Not that I want Adventure to be a superoverpowered character he's already powerful enough. but I feel he's lost a bit of replayability because these issues. A slight buff to the range would really help this character. and MAYBE a buff to the HA bounce height, or acceleration. So you can actually move after a homing attack besides just a air dash. speaking of...

#2: The air dash (not far-thok, that part is fine):
My main issue with the main air dash, is that its complete over shadowed by the far thok.
The far thok is a really good tool, it goes straight forward. which actually is helpful in a lot of situations with adventure sonic surprisingly, considering you'd do a lot of curved motions with this character.
Meanwhile the base airdash doesn't have something like the orignal momentum of SA2 making it pointless over not as fun to use as the original.
only thing that stayed from SA2 was the bounce to airdash combo to skyrocket down.
But you can't do a bounce up into airdash combo the same way, you simply just don't travel upwards enough from the momentum.
and overall just doesn't feel all that great honestly, Maybe look at P06's "legacy" air dash? I love the way that one feels, minus the 06 physics.

#3: The bounce.
The second bounce could simply have a slight height boost.
along with a snappier feel. I think its a tad to floaty and should fall, and bounce back up a little faster



That's all really, not dunking on the mod, but I believe it should revisit some balancing stuff. I know that V2 is getting closer, still far but close.
Have a good one!
 
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does anyone think that rush mode could feel amazing with a weak ring attraction when boosting as a QOL and the idea i was having was something that wasn't as strong as like some super transformations or Modern Sonic's R.A when they boost so it can still feel unique and just more fun when doing so.
 
does anyone think that rush mode could feel amazing with a weak ring attraction when boosting as a QOL and the idea i was having was something that wasn't as strong as like some super transformations or Modern Sonic's R.A when they boost so it can still feel unique and just more fun when doing so.
Live attraction shields reaction: And this maybe could be put in as a toggle in sa-menu. (Or a cheat/command bacause I heard somewhere that rush mode doesn’t have R.A by design.)
 
Live attraction shields reaction: And this maybe could be put in as a toggle in sa-menu. (Or a cheat/command bacause I heard somewhere that rush mode doesn’t have R.A by design.)
yea cuz like in other thing I've seen when they got rush mode revived like that for advance it had some attraction it would make sense for the og's since they're 2d(unless that's the attended formula for revivals) but the Sonic rush 3d demo does have it if I'm correct. And Srb2 is srb2, which is always known for its 3d design or mods.
 
does anyone think that rush mode could feel amazing with a weak ring attraction when boosting as a QOL and the idea i was having was something that wasn't as strong as like some super transformations or Modern Sonic's R.A when they boost so it can still feel unique and just more fun when doing so.
I'm ngl that would defeat the whole point of being a rush mode
Since in sonic rush(and rush adventure) boost never had ring attraction
 
Yeah but it's still fun to chuck robots, also you could just add the base summersault intsead, it has it's uses, like makimg the jump slower so you could properly adjust
At the time I mostly wanted to save Metalwario64 having to make a ton more sprites for an ability that wouldn't really do much. I'm sure 99% of you prefer SA1's spindash over SA2's, so I couldn't really put it on the same button either.

Since it has no real purpose besides styling, maybe one day I could just have Sonic do somersaults by pressing Custom3/Toss Flag while rolling or something? Just don't hold your breaths, it'd require alot of spriting on Metalwario's end.

My main issue with the main air dash, is that its complete over shadowed by the far thok.
The far thok is a really good tool, it goes straight forward. which actually is helpful in a lot of situations with adventure sonic surprisingly, considering you'd do a lot of curved motions with this character.
Meanwhile the base airdash doesn't have something like the orignal momentum of SA2 making it pointless over not as fun to use as the original.
only thing that stayed from SA2 was the bounce to airdash combo to skyrocket down.

But you can't do a bounce up into airdash combo the same way, you simply just don't travel upwards enough from the momentum.
and overall just doesn't feel all that great honestly, Maybe look at P06's "legacy" air dash? I love the way that one feels, minus the 06 physics.
I agree the Far Thok's useful in more situations. Thankfully the base airdash is preferable enough times to matter. It offers much more control, retains fallspeed, homes in, and gives more boost than Far Thoks when used from a bounce. Bounce > Airdash down slopes is a really strong move!

srb20211-gif.143672

#2: The air dash (not far-thok, that part is fine):
only thing that stayed from SA2 was the bounce to airdash combo to skyrocket down.
But you can't do a bounce up into airdash combo the same way, you simply just don't travel upwards enough from the momentum.
and overall just doesn't feel all that great honestly, Maybe look at P06's "legacy" air dash? I love the way that one feels, minus the 06 physics.
Not sure what you mean? You can do that, I even build in a 2-frame buffer to make it a bit simpler. It's super useful in Mystic's more sadistic stages.
srb20203-gif.143671
srb20214-gif.143673


Live attraction shields reaction: And this maybe could be put in as a toggle in sa-menu. (Or a cheat/command bacause I heard somewhere that rush mode doesn’t have R.A by design.)
Ring attraction is a very irritating mechanic to other players in multiplayer. Rush Mode also retains Adventure's superfluid control and it's an extra simple playstyle, so I don't feel it's too necessary, personally? You can't do anything like this in Unleashed or Gens.
srb20215-gif.143674

I could implement some short ring attraction at the start of boosts, but I wouldn't like that in multiplayer. Maybe an original mechanic rewarding a moment of ring attraction if you crash through multiple enemies in a row?

how do I change my sa model on chomebook?
It should work the same way as on all PCs, so the wiki article should be fine for you! https://wiki.srb2.org/wiki/Model


By the way. For those who wondered why SA-Sonic randomly got grinding sprites which he only used for a surfboard easter egg, I wanted to make a reusable grindrails mod for mappers to use, which I'm now developing as X Sonic is complete.
srb20114-gif.143744
srb20170-gif.143745

If all goes well, that should release by the end of the month. (And yes, it supports all characters, not just Adventure Sonic.)
 

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At the time I mostly wanted to save Metalwario64 having to make a ton more sprites for an ability that wouldn't really do much. I'm sure 99% of you prefer SA1's spindash over SA2's, so I couldn't really put it on the same button either.

Since it has no real purpose besides styling, maybe one day I could just have Sonic do somersaults by pressing Custom3/Toss Flag while rolling or something? Just don't hold your breaths, it'd require alot of spriting on Metalwario's end.


I agree the Far Thok's useful in more situations. Thankfully the base airdash is preferable enough times to matter. It offers much more control, retains fallspeed, homes in, and gives more boost than Far Thoks when used from a bounce. Bounce > Airdash down slopes is a really strong move!

srb20211-gif.143672


Not sure what you mean? You can do that, I even build in a 2-frame buffer to make it a bit simpler. It's super useful in Mystic's more sadistic stages.
srb20203-gif.143671
srb20214-gif.143673



Ring attraction is a very irritating mechanic to other players in multiplayer. Rush Mode also retains Adventure's superfluid control and it's an extra simple playstyle, so I don't feel it's too necessary, personally? You can't do anything like this in Unleashed or Gens.
srb20215-gif.143674

I could implement some short ring attraction at the start of boosts, but I wouldn't like that in multiplayer. Maybe an original mechanic rewarding a moment of ring attraction if you crash through multiple enemies in a row?


It should work the same way as on all PCs, so the wiki article should be fine for you! https://wiki.srb2.org/wiki/Model


By the way. For those who wondered why SA-Sonic randomly got grinding sprites which he only used for a surfboard easter egg, I wanted to make a reusable grindrails mod for mappers to use, which I'm now developing as X Sonic is complete.
srb20114-gif.143744
srb20170-gif.143745

If all goes well, that should release by the end of the month. (And yes, it supports all characters, not just Adventure Sonic.)
for ra ig smashing some badnicks for ra is a good reward and one thing i wanted to mention is that when i brought up ra i had the idea for a weak one so in multi they drop behind if too fast and or not have where its just grabbing all the rings and it attracts fewer compare to like a normal one or magnet shield
 
At the time I mostly wanted to save Metalwario64 having to make a ton more sprites for an ability that wouldn't really do much. I'm sure 99% of you prefer SA1's spindash over SA2's, so I couldn't really put it on the same button either.

Since it has no real purpose besides styling, maybe one day I could just have Sonic do somersaults by pressing Custom3/Toss Flag while rolling or something? Just don't hold your breaths, it'd require alot of spriting on Metalwario's end.


I agree the Far Thok's useful in more situations. Thankfully the base airdash is preferable enough times to matter. It offers much more control, retains fallspeed, homes in, and gives more boost than Far Thoks when used from a bounce. Bounce > Airdash down slopes is a really strong move!

srb20211-gif.143672


Not sure what you mean? You can do that, I even build in a 2-frame buffer to make it a bit simpler. It's super useful in Mystic's more sadistic stages.
srb20203-gif.143671
srb20214-gif.143673



Ring attraction is a very irritating mechanic to other players in multiplayer. Rush Mode also retains Adventure's superfluid control and it's an extra simple playstyle, so I don't feel it's too necessary, personally? You can't do anything like this in Unleashed or Gens.
srb20215-gif.143674

I could implement some short ring attraction at the start of boosts, but I wouldn't like that in multiplayer. Maybe an original mechanic rewarding a moment of ring attraction if you crash through multiple enemies in a row?


It should work the same way as on all PCs, so the wiki article should be fine for you! https://wiki.srb2.org/wiki/Model


By the way. For those who wondered why SA-Sonic randomly got grinding sprites which he only used for a surfboard easter egg, I wanted to make a reusable grindrails mod for mappers to use, which I'm now developing as X Sonic is complete.
srb20114-gif.143744
srb20170-gif.143745

If all goes well, that should release by the end of the month. (And yes, it supports all characters, not just Adventure Sonic.)
the rail grinding looks soo cool! tho i have a question will there be any way for like non mappers to use this on release? maybe like the vanilla campaign with some rail grinds added?
 
the rail grinding looks soo cool! tho i have a question will there be any way for like non mappers to use this on release? maybe like the vanilla campaign with some rail grinds added?
Not automatically. But the rails are easy enough to place it'd only take a few hours at most to make an SRB2rail.pk3, the vanilla campaign but with rails placed over midtextures that make sense to grind to on, or even have a few rails scattered around.
for ra ig smashing some badnicks for ra is a good reward and one thing i wanted to mention is that when i brought up ra i had the idea for a weak one so in multi they drop behind if too fast and or not have where its just grabbing all the rings and it attracts fewer compare to like a normal one or magnet shield
It sure would be cool if SRB2 kept rings around for every individual player rather than make them disappear for everyone after the first player snatches them.


Okay, now for a big progress update!
First, people requested Rush Mode's Humming Top bounce off enemies, and that's been implemented. But I thought of an original mechanic where Sonic can perform ANOTHER humming top after a successfully bounce. This isn't accurate, I just figured it'd be fun, like how the bounce attack in SRB2 lets you bounce up from enemies unlike in SA2.

Here's a quick mockup of the idea. What do you gals and guys think? Yay or nay?
dbUhRfI.gif
dbgElTl.gif


I've teased them before, but lets go into specifics about the Flame and Bubble shield's new abilities!

Main Mode:
Flame Shield
: Grants a momentum stacking Far Thok, much like Sonic Advance 2's airdash.
Bubble Shield: Grants ability to charge a Megabounce by holding SPIN when bouncing.
dbrf0nS.gif
dbrfEP9.gif


Rush Mode:
Flame Shield
: Grants a fixed longer boost to the airdash & airboost. The airboost also deals 2x damage!
Bubble Shield: Grants unimpeded underwater boost speed!
dbrJFYQ.gif
dbgVxhQ.gif

Rush Mode also adds any shield's elemental properties to its Humming Top kick, as I've shown before!
dbgSylf.gif
dbgU9S4.gif
dbgSpKG.gif


The Fiery Spirit of Competition:
Racing against Modern? SA-Sonic now starts with a Flame Shield to even the odds! (Or a bubble shield underwater)
dbrUFQ1.gif


We all saw this coming:
SA-Sonic can now gift Power Rings to X Sonic.
dbr6nVI.gif


Attraction and Thundercoin shields
Attraction and Thundercoin shields let SA-Sonic hold JUMP to perform Homing Attack variations. Speed for the Attraction Shield, height for the Thundercoin Shield. They didn't need a buff, I just felt a need to make the two shields a bit more distinct.
dbUU1YQ.gif
dbUUGyB.gif



Upgraded Slope Physics
Lastly, I'm revamping slope physics! Coming up, SA-Sonic's slope physics act much more like Adventure's. The new acceleration curve at higher speeds could be considered a mild nerf, but Sonic keeps momentum longer from steep slopes, loses speed less abruptly going up slopes, and can "struggle" against upwards slopes more when losing too much speed running.

New physics:
dDQ8SO7.gif
srb20227.gif



Old 1.8b physics:
dbgH0F4.gif
dbg2ESR.gif


Slope Struggling, New vs Old:
dbgTM1p.gif
dbgTGBR.gif
 
The new slope physics are going to fix the only problem I had with Sa-Sonic which was how long his Momentum last. I'm a strong believer that Slope physics in SRB2 doesn't work without your momentum fading after a few seconds coming of of a slope. That's why I don't use Xmom cuz I think Classic Momentum in 3D is broken, and needs to be like Sa-Sonic handles it. Like every time I see a slope with Sa-Sonic I sit up in my chair; cuz it's like being on a rollercoaster. Keep cooking man These new shield powers look dope as Hell, and I love the new slope physics.
 
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Not automatically. But the rails are easy enough to place it'd only take a few hours at most to make an SRB2rail.pk3, the vanilla campaign but with rails placed over midtextures that make sense to grind to on, or even have a few rails scattered around.

It sure would be cool if SRB2 kept rings around for every individual player rather than make them disappear for everyone after the first player snatches them.


Okay, now for a big progress update!
First, people requested Rush Mode's Humming Top bounce off enemies, and that's been implemented. But I thought of an original mechanic where Sonic can perform ANOTHER humming top after a successfully bounce. This isn't accurate, I just figured it'd be fun, like how the bounce attack in SRB2 lets you bounce up from enemies unlike in SA2.

Here's a quick mockup of the idea. What do you gals and guys think? Yay or nay?
dbUhRfI.gif
dbgElTl.gif


I've teased them before, but lets go into specifics about the Flame and Bubble shield's new abilities!

Main Mode:
Flame Shield
: Grants a momentum stacking Far Thok, much like Sonic Advance 2's airdash.
Bubble Shield: Grants ability to charge a Megabounce by holding SPIN when bouncing.
dbrf0nS.gif
dbrfEP9.gif


Rush Mode:
Flame Shield
: Grants a fixed longer boost to the airdash & airboost. The airboost also deals 2x damage!
Bubble Shield: Grants unimpeded underwater boost speed!
dbrJFYQ.gif
dbgVxhQ.gif

Rush Mode also adds any shield's elemental properties to its Humming Top kick, as I've shown before!
dbgSylf.gif
dbgU9S4.gif
dbgSpKG.gif


The Fiery Spirit of Competition:
Racing against Modern? SA-Sonic now starts with a Flame Shield to even the odds! (Or a bubble shield underwater)
dbrUFQ1.gif


We all saw this coming:
SA-Sonic can now gift Power Rings to X Sonic.
dbr6nVI.gif


Attraction and Thundercoin shields
Attraction and Thundercoin shields let SA-Sonic hold JUMP to perform Homing Attack variations. Speed for the Attraction Shield, height for the Thundercoin Shield. They didn't need a buff, I just felt a need to make the two shields a bit more distinct.
dbUU1YQ.gif
dbUUGyB.gif



Upgraded Slope Physics
Lastly, I'm revamping slope physics! Coming up, SA-Sonic's slope physics act much more like Adventure's. The new acceleration curve at higher speeds could be considered a mild nerf, but Sonic keeps momentum longer from steep slopes, loses speed less abruptly going up slopes, and can "struggle" against upwards slopes more when losing too much speed running.

New physics:
dDQ8SO7.gif
srb20227.gif



Old 1.8b physics:
dbgH0F4.gif
dbg2ESR.gif


Slope Struggling, New vs Old:
dbgTM1p.gif
dbgTGBR.gif
New update and new V6 GIF too! And thanks for getting my suggestion in! Can't wait for this update to come out!!
 

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