No. an air dash is an air dash. thok is from srb2.... A Thok is an Air Dash....
There was always a Thok
If the jumpball overlap and high framecount wouldn't get in the way, maybe. It'd be more fitting to use the SA2 model, though.So far, SA-Sonic looks as if he can use Modern/Neo Sonic's Model till Jeck Jim makes one. Cause the death animations are one thing that can break the model.
I initially wondered if it was possible to have just JUMP & SPIN without sacrifices. But all we really lost from that choice was the Somersault. I doubt it would've served much purpose in SRB2 besides breaking Knux blocks and Egg Guard shields. People called SMSreborn' Triple Footsweep useless and that's a more powerful, faster, flying AoE somersault.All the info coming out really makes this mod feel massive, in a relatively small package.
all the moves are the same but they have so many extra variations and as far as I can tell with no clutter, instead all being input sensitive, the one thing I was worried about was the layout would be just like SA2 but with the issues of having three different actions on one button but that hasn't been so far.
Nothing wrong with trying to be simple but you shouldn't sacrifice controls to keep that simplicity, like Balan WonderWorld.
The upper GIF is Sol Sestancia. The lower is my random WIP level I haven't touched in a while and may not complete.I was wondering if these were gonna be in the addon and I'm glad it is for the immersive SA sonic experience
I can't believe this is *W.I.P*. It looks so finished!Uhh, so I last showed SA-Sonic casually jumping through Knux blocks like butter. FYI, I edited those blocks to be generic shatter blocks for completability's sake. Our boy was not in-fact actually Knuckles all along!
If the jumpball overlap and high framecount wouldn't get in the way, maybe. It'd be more fitting to use the SA2 model, though.
I initially wondered if it was possible to have just JUMP & SPIN without sacrifices. But all we really lost from that choice was the Somersault. I doubt it would've served much purpose in SRB2 besides breaking Knux blocks and Egg Guard shields. People called SMSreborn' Triple Footsweep useless and that's a more powerful, faster, flying AoE somersault.
We do, however, have Custom3 for Super Sonic. No character should be hindranced by their superform. We might have a spin-for-super option if people are REALLY into that...but generally, the JUMP & SPIN only thing is simply for digestible controls. If we lost something big for it, I would've ditched the idea.
The upper GIF is Sol Sestancia. The lower is my random WIP level I haven't touched in a while and may not complete.
Parkour like this may as well be flight, except you're using your environment rather than ignoring it!
I should stress again we're no 1-to-1 SA1 or SA2 emulation. The goal's to handpick Adventure era elements and fit them in SRB2's environment. To accomodate this, some aspects are nerfed from Adventure (SuperBounce is shoes-only, Lightdash isn't instant, less jumpheight, no Magic Hands/Somersault), while others are buffed. (Stronger Lightdash+LSA, quick ledgegrab, less airdrag, lenient inputs) We're aiming to make it feel like Adventure, but things are prone to tweaking if we feel it'll translate better to SRB2.
Make it be like In SADX/SA1That IS next on the menu. I'll probably show some random stuff first, though!
This right here already feels like the summersalt, but better, it's a neat move in SA2 and it can break things, but it more often then not cuts your speed down and feels like a slog at times this is basically a spiritual successor to itI initially wondered if it was possible to have just JUMP & SPIN without sacrifices. But all we really lost from that choice was the Somersault. I doubt it would've served much purpose in SRB2 besides breaking Knux blocks and Egg Guard shields. People called SMSreborn' Triple Footsweep useless and that's a more powerful, faster, flying AoE somersault.
A quick tap on spin makes Sonic instantly roll with a small microburst of speed. This gives you fantastic control over your speed at all times, and can compensate for his abysmal acceleration. Although these bursts give diminishing returns as you move faster, the spindash never slows Sonic (unless you're going uphill) and charges relative to his current speed, so never fear you'll lose the momentum you had.
Sol Sestancia has to be one of my favorite mod packs, really fun to use with every character, I love the opening stage, but when I was replying to the gif I was talking about the ledge grabbing and ledge stopping, which I should have made a little more clear.The upper GIF is Sol Sestancia. The lower is my random WIP level I haven't touched in a while and may not complete.
Understandable, as long as hits the core notes, and fleshing it out more always good.I should stress again we're no 1-to-1 SA1 or SA2 emulation. The goal's to handpick Adventure era elements and fit them in SRB2's environment. To accomodate this, some aspects are nerfed from Adventure (SuperBounce is shoes-only, Lightdash isn't instant, less jumpheight, no Magic Hands/Somersault), while others are buffed. (Stronger Lightdash+LSA, quick ledgegrab, less airdrag, lenient inputs) We're aiming to make it feel like Adventure, but things are prone to tweaking if we feel it'll translate better to SRB2.
Heh, I have an edit of MSonic I got from the internet...If the jumpball overlap and high framecount wouldn't get in the way, maybe. It'd be more fitting to use the SA2 model, though.
I would like to know what is the pack of levels that are shown in those clips
This is the Sonic Heroes pack from an older version of Srb2, but Golden Shine has ported it to 2.2 not public.I would like to know what is the pack of levels that are shown in those clips
the thok was just a name that the air dash was given by some devs iirc, when actually playing they function the same.No. an air dash is an air dash. thok is from srb2
Air dash goes downthe thok was just a name that the air dash was given by some devs iirc, when actually playing they function the same.
Sonic could beat golu?This right here already feels like the summersalt, but better, it's a neat move in SA2 and it can break things, but it more often then not cuts your speed down and feels like a slog at times this is basically a spiritual successor to it
Sol Sestancia has to be one of my favorite mod packs, really fun to use with every character, I love the opening stage, but when I was replying to the gif I was talking about the ledge grabbing and ledge stopping, which I should have made a little more clear.
Hopefully you find some reason to complete the stage it looks really interesting, but I think you have your hands tied right now with this current project.
Understandable, as long as hits the core notes, and fleshing it out more always good.
F Magic Hands, Sonic's Factually most useful ability in game that had to removed for how game breaking it was within the entire franchise, and a shining example of how sonic would easily beat Goku.
Air dash goes down
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Sonic could beat golu?
If shadow helps sonic,yes he could beat gokuAir dash goes down
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Sonic could beat golu?
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*goku
No he fucking can’t you haven’t watched dragon ball were going offtopic. Don’t want the moderater to lock the thrradIf shadow helps sonic,yes he could beat goku
I'll be honest, If you were to show me these gifs out of context, you could probably trick me into thinking it's finished. Also...Uhh, so I last showed SA-Sonic casually jumping through Knux blocks like butter. FYI, I edited those blocks to be generic shatter blocks for completability's sake. Our boy was not in-fact actually Knuckles all along!
If the jumpball overlap and high framecount wouldn't get in the way, maybe. It'd be more fitting to use the SA2 model, though.
I initially wondered if it was possible to have just JUMP & SPIN without sacrifices. But all we really lost from that choice was the Somersault. I doubt it would've served much purpose in SRB2 besides breaking Knux blocks and Egg Guard shields. People called SMSreborn' Triple Footsweep useless and that's a more powerful, faster, flying AoE somersault.
We do, however, have Custom3 for Super Sonic. No character should be hindranced by their superform. We might have a spin-for-super option if people are REALLY into that...but generally, the JUMP & SPIN only thing is simply for digestible controls. If we lost something big for it, I would've ditched the idea.
The upper GIF is Sol Sestancia. The lower is my random WIP level I haven't touched in a while and may not complete.
Parkour like this may as well be flight, except you're using your environment rather than ignoring it!
I should stress again we're no 1-to-1 SA1 or SA2 emulation. The goal's to handpick Adventure era elements and fit them in SRB2's environment. To accomodate this, some aspects are nerfed from Adventure (SuperBounce is shoes-only, Lightdash isn't instant, less jumpheight, no Magic Hands/Somersault), while others are buffed. (Stronger Lightdash+LSA, quick ledgegrab, less airdrag, lenient inputs) We're aiming to make it feel like Adventure, but things are prone to tweaking if we feel it'll translate better to SRB2.
Now I'm curious. What were some other things from Advance that ended up being shelved?There was going to be way more Sonic Advance stuff, but things that work in 2D didn't necessarily translate well to 3D.