• Do not use Works in Progress as a way of avoiding the releases system! Works in Progress can be used for sharing early betas and for getting suggestions for improvement. Releases of finished content are not allowed in this forum! If you would like to submit a finished addon, click here for instructions on how to do so.

Adventure Sonic (SA-Sonic) Progress

Status
Not open for further replies.
I have said multiple times to stay on topic. This has little to do with the discussion.
Look guys, it's Sonic Colors. Bots don't spawn any jump effects or jumpballs, unfortunately.
srb21604.gif

srb20007.gif
Unlimited Earless Colors! Red! Orange! Yellow! Gold! Lime! Green! Cyan! Blue! Lavender! Purple! Magenta! Rosy! Pink! FINAL EARLESS COLOR BLASTER! HA!
 
I have said multiple times to stay on topic. This has little to do with the discussion.
I delete comment. Rather than making a new one I'm replacing this off-topic one with something I was going to say.

I'm super psyched that SA-Sonic is almost complete, and I wish the devs luck! Again, I can't wait! :wonderful:
 
Last edited:
I have said multiple times to stay on topic. This has little to do with the discussion.
Unlimited Earless Colors! Red! Orange! Yellow! Gold! Lime! Green! Cyan! Blue! Lavender! Purple! Magenta! Rosy! Pink! FINAL EARLESS COLOR BLASTER! HA!
better name, "Sonic Robo Blaster"
 
srb21603.gif

srb21600.gif

SA2 and SA1 jumps respectively! SA1 jump has a different sound and uses the spinball all the time. Also note how Sonic is faster on the ground compared to mid-jump. We keep the jump-aura to distinguish between jumping and other states like bouncing and other animations that use the jumpball as well.
I just can't decide what jump is better, they BOTH look phenomenal, i think im gonna try the two just to see when it releases, love the effects.


srb21603.gif

Look guys, it's Sonic Colors. Bots don't spawn any jump effects or jumpballs, unfortunately.
i love how you can take sharp turns and not crash like a truck going at full speed, i love how fricking responsive he looks and i can't imagine the feels im gonna get when i get to play this, This...This may be my new favourite character AND I HAVEN'T PLAYED HIM YET! Good Job you two!! :wonderful:
 
I am eating this development up, it's phenomenal. Too bad I won't be able to play around in SRB2 as SA-Sonic, though; my SRB2 is busted. I made a post on the help forum a while back wondering if I could get some answers to my problem. [this] I apologize for the self promotion but I really need help on this; I haven't gotten any help ever since I put the post up on the forum.
 
I am eating this development up, it's phenomenal. Too bad I won't be able to play around in SRB2 as SA-Sonic, though; my SRB2 is busted. I made a post on the help forum a while back wondering if I could get some answers to my problem. [this] I apologize for the self promotion but I really need help on this; I haven't gotten any help ever since I put the post up on the forum.
There's a guy that helped me to install it on Linux some months ago....Maybe he can help you? He's "Fafabis" IIRC, he sure is a great dude, im pretty sure he can help you if you put your problem one #Linux-Help channel on the Official Discord of SRB2, or someone else can.
 
srb21603.gif

srb21600.gif

SA2 and SA1 jumps respectively! SA1 jump has a different sound and uses the spinball all the time. Also note how Sonic is faster on the ground compared to mid-jump. We keep the jump-aura to distinguish between jumping and other states like bouncing and other animations that use the jumpball as well.


srb21603.gif

Look guys, it's Sonic Colors. Bots don't spawn any jump effects or jumpballs, unfortunately.
srb21604.gif
o

Literally running circles around him....show-off. Then again, everyone else there uses the default 36 maxspeed.
how did you get that one sonic to flash hyper like colors
 
Alright, this is the last time I am warning all of you.

Stay on-topic. If the topic derails just one more time, I am banning all responsible, and locking this topic up. This is completely unfair to the folks working on this mod, but this is the most constantly derailed topic in this subforum. If you post here, it has to actually be about Adventure Sonic.

No more warnings beyond this point.
 
Reading through this entire thread was like a journey and seeing this project near completion with only one piece remaining its amazing, i thank you two for bringing this beauty of a character into this game with all your heart and effort put into it, yall are truly incredible
 
srb21603.gif

srb21600.gif

SA2 and SA1 jumps respectively! SA1 jump has a different sound and uses the spinball all the time. Also note how Sonic is faster on the ground compared to mid-jump. We keep the jump-aura to distinguish between jumping and other states like bouncing and other animations that use the jumpball as well.
That's honestly super brilliant to use the aura / trail to help show that Sonic's in his jump state and can do more actions! I would never have thought of it myself. Also related to jumping, I'm super happy to see both SA1 and 2 representation (complete with sounds!!), and I have to set my SA1 bias aside to say that SA2 jump animation is absolutely stunning to look at! Smart to lead the post off with it as it's just so smooth. I wonder what other moves might have optional SA1/SA2 counterparts or settings? It's a-okay if this is the only one! The spindash could have it's infamous spammable nature from SA1 for instance, and...
I really, really appreciate how the Homing Attack doesn't send you fucking careening into the horizon when hitting an upwards spring. I find it immensely hard to control in Simple Mode and often hurt or kill myself when using other characters' homing attacks. I think people out there who really want to push their speed limits might want an option to use that other behavior?

Also, I'm happy to see the shields getting a unique touch! Having their abilities alongside Adventure Sonic's controls really would be too much, but I'm curious- will there be any way to set off the Armageddon shield with Sonic's normal moves? A bunch of levels use it for style or quickly clearing tough rooms, and I'd want to set it off myself rather than run into an enemy or hazard- which is impossible to do to clear out that GFZ1 cage, for instance.

I'm super excited to see what's upcoming and what other surprises you guys have in store! Hope it's all going well!
 
Question (Well,two)

Will Adventure Sonic have Xmomentum support

Also what are the maps in those gifs
It supports Xmom, but there's a few minor issues unless you add Xmom FIRST. I had to make a lot of Xmom-specific adjustments to the physics and Xmom likes to assert dominance and force everything it does, breaking the character. Adding SA-Sonic last gives it the ability to out-prioritize Xmom.

The map shown is Deep Sea Zone 4 from Metroid Vanguard. Part of Samus' campaign.

Actually, i have the same questions.

Except i replace the "XMomentum" with "SMS".
You mean a Mystic Super form? No, not yet. Didn't decide on what to do for that.

1. That Metroid Vanguard stage always felt like it could be an adventure Sonic level
2. Is that a team of every mod character with a moveset similar to Adventure Sonic?
3. What speeds are sms and Adventure Sonic at?
1. Metroid's surprisingly movement based, so the two go together quite well.
2. Nope, just a few non-classic Sonics I scrounged up. It's not showing off anything new, so it should be ok.
3. Adventure Sonic is 1.2x faster than vanilla when grounded and accelerates slower. SMS is 4x faster and accelerates much faster.

I'd recommend loading the HUD first, then SA-Sonic, since he has a custom Life Icon.
Nah, it works fine either way.
I just can't decide what jump is better, they BOTH look phenomenal, i think im gonna try the two just to see when it releases, love the effects.



i love how you can take sharp turns and not crash like a truck going at full speed, i love how fricking responsive he looks and i can't imagine the feels im gonna get when i get to play this, This...This may be my new favourite character AND I HAVEN'T PLAYED HIM YET! Good Job you two!! :wonderful:
B-b-b-but...I didn't take any sharp turns in that GIF.
srb21605.gif

But thanks, opening up the ability to homing attack and jump is gonna make GIFs a lot more creative from now on. :P

That's honestly super brilliant to use the aura / trail to help show that Sonic's in his jump state and can do more actions! I would never have thought of it myself. Also related to jumping, I'm super happy to see both SA1 and 2 representation (complete with sounds!!), and I have to set my SA1 bias aside to say that SA2 jump animation is absolutely stunning to look at! Smart to lead the post off with it as it's just so smooth.
SA2 actually had that idea. I'm just keeping it for the SA1 jump since SA1 also didn't have a bounce and some of the jumpball animations this Sonic does have. Unless any of you guys wanna throw a riot or something. It's not hard to turn it off, I just think it's functional personally, so protest if you want.

I love the attention to detail when he bounces, the sprite is squished. So much attention to detail Golden Shine. It's cool!
Not an actual detail in SA2, he's more like a rigid basketball in that, I just thought it was fitting and good player feedback. Again, if anyone opposes the occasional liberties I'm taking, feel free to protest.

I wonder what other moves might have optional SA1/SA2 counterparts or settings? It's a-okay if this is the only one! The spindash could have it's infamous spammable nature from SA1 for instance, and...
No gameplay elements are alterable, it's all cosmetic. But yes, we have the spamdash!

Being forced to lock onto hazards like TNT barrels sucks, so homing attacks send them flying! ...DO be careful where you knock 'em.
srb21606.gif

Oh wait, this is Adventure Sonic, he could've just.....
srb21611.gif



I really, really appreciate how the Homing Attack doesn't send you fucking careening into the horizon when hitting an upwards spring. I find it immensely hard to control in Simple Mode and often hurt or kill myself when using other characters' homing attacks. I think people out there who really want to push their speed limits might want an option to use that other behavior?

Also, I'm happy to see the shields getting a unique touch! Having their abilities alongside Adventure Sonic's controls really would be too much, but I'm curious- will there be any way to set off the Armageddon shield with Sonic's normal moves? A bunch of levels use it for style or quickly clearing tough rooms, and I'd want to set it off myself rather than run into an enemy or hazard- which is impossible to do to clear out that GFZ1 cage, for instance.
The homing attack is MOSTLY the vanilla homing attack, but with better control after hitting foes/monitors/springs, more generous hitboxes, and a different interactions with a few SRB2 objects. We can get away with this since there's still multiple ways to "careen" on purpose, so no matter which behavior you prefer you'll be fine. :P

As of right now, there's no manual detonation for the Armageddon shield. I'm not sure how I'd set it off since spin and jump are absolutely jam-packed. Maybe the Super Sonic button?

srb21612.gif
 
As of right now, there's no manual detonation for the Armageddon shield. I'm not sure how I'd set it off since spin and jump are absolutely jam-packed. Maybe the Super Sonic button?

srb21612.gif
Yeah that be cool. And maybe make other be used with Super Sonic Button but for those who are like Armaggedon and make something like Whirlwind have a passive ability
 
Being forced to lock onto hazards like TNT barrels sucks, so homing attacks send them flying! ...DO be careful where you knock 'em.
srb21606.gif

Oh wait, this is Adventure Sonic, he could've just.....
srb21611.gif
This fits really well. I always hated those barrels with characters with a homing attack. Great idea!
 
Metroid's surprisingly movement based, so the two go together quite well.
Well if that's the case, would you ever make a test stage to test out his abilities? Also, you never got back to us on some the moves you weren't sure you were including, such as hanging onto ledges, and rail grinding. Are you planning on adding those or any other SA abilities?
 
Status
Not open for further replies.

Who is viewing this thread (Total: 1, Members: 0, Guests: 1)

Back
Top