Sonic Advance 2: Boostmentum

Sonic Advance 2: Boostmentum 2.0 - Big Rework (Aerial Preservation & More!)

Star

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Star submitted a new resource:

Sonic Advance 2: Boost-mentum - Sonic Advance 2 Boosting! Earn your speed and be rewarded for playing well!



[INFO]
This mod is based off of the Sonic Advance 2 boost and is also a momentum mod.

Unlike the modern Sonic boost where you just press a button, instead you have to earn your boost! You get it by either charging up from sustained speed, or from huge speed increases (slopes, etc.).
This mod rewards players who can run fast without stopping, so there's a lot of skill involved in keeping your boost active. The better you get at...

Read more about this resource...
 
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pretty cool, fun mod! though i've got a lot of thoughts about how this mod feels in comparison to advance 2...

is there any way to make the camera zoom further back before settling into the zoomed-out view the mod currently has? to replicate the camera effect from advance 2, how the character'd get near the edge of the screen they're running at, almost leaving behind the camera for a moment- it provides a much greater sense of speed when you trigger boost mode that i feel is a bit missing from the mod at the moment (momentum aside). of course, this is a 3D game rather than a 2D one, so i don't know if it'd work as well, or even look good, let alone be good for the player! but if it hasn't been considered or tried, i feel like it might be worth seeing how or if it works out.

after taking a gander at how exactly advance 2's momentum works, I have a couple other nitpicks- namely, boost mode doesn't provide nearly the speed/acceleration gain it gives in advance 2. Though, you can't really even see how acceleration is affected in this mod- there are many cases in advance 2 where you'd be halted by a vertical set piece- namely off a spring, or those strings in music plant- but you wouldn't lose boost mode, even if you ended up bumping into a wall. As far as I can tell, you simply can't lose boost mode in the air in advance 2 unless you get hit. but that's not the case here- i.e. the tornados in arid canyon strip it from you. I feel it'd make boost mode flow and feel a lot better, in vanilla levels in particular, if the mod mimicked advance 2 more exactly in this detail.

re: speed, meanwhile, I feel like it doesn't need a huge bump, but somewhere around the 50-55 mph area could be good. This may also just be an issue compounded by the aforementioned lack of additional camera movement making boost mode feel a lot less fast. in fact, the camera zooming out as it does may also make the feeling of speed lesser- camera angles in general play a lot into how fast it feels like you're going, when it comes to a 3D game. all things to consider in my eyes.

second nitpick- the slope influence in the mod is way stronger than advance 2's, boost mode or no. Granted I only tested on GF2 and AC1, but i feel confident in saying it certainly felt too strong. Now saying this, I know the momentum mod is a placeholder at the moment, but if you are aiming for sticking close to advance 2's feel, slope influence definitely needs something of a nerf. Not even the most vertical downward runs in advance 2 can shoot you to 100 mph like AC1 can. Of course, SRB2 can't even do super-sharp slopes in its current form, and high speed (and the feeling of it) is naturally different between 2D and 3D games... but still!

third nitpick's a smaller one- red springs should probably launch you into boost mode instantly, since similarly strong springs would do that in advance 2. The one in AC1 I tried got me to it quick, but, just another detail to consider for closer advance 2 accuracy, really.

fourth, the way ring gain in advance 2 affects your speed/speed of boost mode gain. granted i don't remember the details of this mechanic, or even if it's an actual thing?? i'm pretty sure it is. nonetheless! another thing to put in mind.

all this said... take everything i'm saying with a grain of salt! any of this mattering mostly depends on how close exactly you want to get to advance 2- and if it's even doable in lua. it's your mod, and if more precise accuracy isn't your aim, that's just fine! plus, really, exact accuracy shouldn't be the aim at all- like i've said, things, and the feel of things, work very differently between 2D and 3D. what works in advance 2 may not in SRB2!

either way, good luck on the mod! i'm looking forward to updates!
 
This is really cool, tho kinda wish modern sonic was compatible, maybe with how blaze works, like seal off the boost until you reach max speed, so then using the boost on modern sonic will feel earned. And maybe if the mario bros are compatible update the desc of the mod to recommend them on vanilla stages because of their wall jump(but its just a suggestion not forcing you to do it) its still cool either way tho!
 
pretty cool, fun mod! though i've got a lot of thoughts about how this mod feels in comparison to advance 2...

is there any way to make the camera zoom further back before settling into the zoomed-out view the mod currently has? to replicate the camera effect from advance 2, how the character'd get near the edge of the screen they're running at, almost leaving behind the camera for a moment- it provides a much greater sense of speed when you trigger boost mode that i feel is a bit missing from the mod at the moment (momentum aside). of course, this is a 3D game rather than a 2D one, so i don't know if it'd work as well, or even look good, let alone be good for the player! but if it hasn't been considered or tried, i feel like it might be worth seeing how or if it works out.

after taking a gander at how exactly advance 2's momentum works, I have a couple other nitpicks- namely, boost mode doesn't provide nearly the speed/acceleration gain it gives in advance 2. Though, you can't really even see how acceleration is affected in this mod- there are many cases in advance 2 where you'd be halted by a vertical set piece- namely off a spring, or those strings in music plant- but you wouldn't lose boost mode, even if you ended up bumping into a wall. As far as I can tell, you simply can't lose boost mode in the air in advance 2 unless you get hit. but that's not the case here- i.e. the tornados in arid canyon strip it from you. I feel it'd make boost mode flow and feel a lot better, in vanilla levels in particular, if the mod mimicked advance 2 more exactly in this detail.

re: speed, meanwhile, I feel like it doesn't need a huge bump, but somewhere around the 50-55 mph area could be good. This may also just be an issue compounded by the aforementioned lack of additional camera movement making boost mode feel a lot less fast. in fact, the camera zooming out as it does may also make the feeling of speed lesser- camera angles in general play a lot into how fast it feels like you're going, when it comes to a 3D game. all things to consider in my eyes.

second nitpick- the slope influence in the mod is way stronger than advance 2's, boost mode or no. Granted I only tested on GF2 and AC1, but i feel confident in saying it certainly felt too strong. Now saying this, I know the momentum mod is a placeholder at the moment, but if you are aiming for sticking close to advance 2's feel, slope influence definitely needs something of a nerf. Not even the most vertical downward runs in advance 2 can shoot you to 100 mph like AC1 can. Of course, SRB2 can't even do super-sharp slopes in its current form, and high speed (and the feeling of it) is naturally different between 2D and 3D games... but still!

third nitpick's a smaller one- red springs should probably launch you into boost mode instantly, since similarly strong springs would do that in advance 2. The one in AC1 I tried got me to it quick, but, just another detail to consider for closer advance 2 accuracy, really.

fourth, the way ring gain in advance 2 affects your speed/speed of boost mode gain. granted i don't remember the details of this mechanic, or even if it's an actual thing?? i'm pretty sure it is. nonetheless! another thing to put in mind.

all this said... take everything i'm saying with a grain of salt! any of this mattering mostly depends on how close exactly you want to get to advance 2- and if it's even doable in lua. it's your mod, and if more precise accuracy isn't your aim, that's just fine! plus, really, exact accuracy shouldn't be the aim at all- like i've said, things, and the feel of things, work very differently between 2D and 3D. what works in advance 2 may not in SRB2!

either way, good luck on the mod! i'm looking forward to updates!
Sure! Thanks for sharing your thoughts.
This is a new take that is inspired by Sonic Advance 2's boost. It isn't actually meant to replicate it and is more taylored to be its own boost unique to SRB2. It also takes a lot of inspiration from Green Hill Paradise Act 2 as well.

The camera - yeah, it might be possible but in 3D games it can result in the camera swinging around weird. Usually sounds better on paper than when executed. However, I see what you're saying and I may try it out and see how it looks.

When I trigger boost mode in Sonic Advance 2, it feels pretty subtle to me. I only notice a lot of speed when using it through a loop or something. Same with this mod. You have to earn your speed and that goes beyond running in a straight line.
This is really a hybrid between a boost and momentum mod. The boost is percentage based so the higher you can get your speed from momentum, the more you'll see its effects stack on top.

If I were to raise the base speed of the boost, then it would be uncontrollable in compact areas as well as when momentum kicks in. You can already get to insane speeds by boosting down a large hill, so anymore would be overkill.
However, momentum gain from slopes is high. That's because the method of calculating speed increase from the boost is incompatible with Cobalt's momentum mod (which is what most momentum mods use). Instead, I'm using one that Delf created. While its not ideal and the slope acceleration is a bit high at times, I still found it quite fun. However, it will be replaced eventually.
After that, I may consider buffing the speed boost. But I personally enjoy that its subtle and requires you to use momentum to see the big numbers. We'll see. With all that said, I might add a console command to raise the speed. Letting people choose how to configure the mod could please everyone.

Sideways red springs should launch you into boost immediately. Seems to always work for me.

Vertical pieces like springs stopping the boost is something I've been considering adding support for.
Ring gain is something I've thought about as well, but I'm not really sure if I want to add it. Mainly because I like that you can learn the timings of the mod and really get used to exactly how/ when it activates and how it effects movement. If ring count comes into play, it might hurt muscle memory and make it harder to speedrun through a stage the same way every time. It might be something I test out in the future. Its really just a matter of if I find it more fun or not! We'll see, but no promises!
Appreciate the feedback and suggestions! :) Some might make it into the mod at some point.
edit: fixed the red spring thing and added a new speed option. vertical springs, tornados, etc. are things I will add support for in the future.

yay it's real!!1
also boosting in strafe mode makes only the "ghosts" face where the camera is aiming at :(
This might be a limitation of the method of accelerating the character when used with strafe mode, as the character is forced to run straight. Not sure if there is a way to fix that, but if there is then I'll patch it in. (and if anyone knows, then do let me know!) I'll look into this but I'm not sure if I'll find much.
edit: I don't think this can be changed until the method used to accelerate and speed up the character are changed, which is planned in the future. When that happens, it should also fix this issue.

This is really cool, tho kinda wish modern sonic was compatible, maybe with how blaze works, like seal off the boost until you reach max speed, so then using the boost on modern sonic will feel earned. And maybe if the mario bros are compatible update the desc of the mod to recommend them on vanilla stages because of their wall jump(but its just a suggestion not forcing you to do it) its still cool either way tho!
I had a lot of issues with Modern Sonic and I've had conflicts when using him with a number of other mods as well so I'm not really sure how to fix that. Its unlikely that I'll go out of my way to add unique actions and support to mod characters, but I'll at least try to make sure they work with it but I don't think I'm going to be able to make it work with him as he uses his own dash and boost modes. This mod is really intended for the characters without one. With that said, most modded characters should be compatible.
 
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To continue what I mentioned in my review, by aerial preservation I mean any instance of being airborne (jumping, walking off of ledges, springs, you name it) being able to hold the boost (even letting you momentarily keep it off of the ground provided you're moving fast enough when you leave the ground), as not only does it give literally any form of dash/boost mode better flow but is also something that Advance 2's boost momentum outright does. I feel it would also improve the overall versatility of the ability in any level, especially vanilla ones.
(Shown here is what Advance 2's aerial preservation looks like)
booostmode.gif
 
To continue what I mentioned in my review, by aerial preservation I mean any instance of being airborne (jumping, walking off of ledges, springs, you name it) being able to hold the boost (even letting you momentarily keep it off of the ground provided you're moving fast enough when you leave the ground), as not only does it give literally any form of dash/boost mode better flow but is also something that Advance 2's boost momentum outright does. I feel it would also improve the overall versatility of the ability in any level, especially vanilla ones.
(Shown here is what Advance 2's aerial preservation looks like)
View attachment 80846
edit: will be in the next update!
 
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Star updated Sonic Advance 2: Boostmentum with a new update entry:

Boostmentum v1.1

[Boostmentum v1.1]
Added extreme mode. The mode is not recommended as it becomes difficult to control the boost and makes it too easy to fly over giant portions of stages. However, its an option for those who just want more speed. Just keep in mind its not the intended experience so I'd recommend trying standard mode first.
Removed all character restrictions.
Red springs will always launch you into boost now.
Added CrossMomentum (XMomentum) support...

Read the rest of this update entry...
 
This is EXACTLY what i've been wanting for AGES!
I've always had this idea of a mod that rewards you for both having skill AND being able to maintain your speed.
This is an amazing idea, i want actual sonic games to be based on this, like FR.
Jokes aside, thank you for making this, Star.
 
This is EXACTLY what i've been wanting for AGES!
I've always had this idea of a mod that rewards you for both having skill AND being able to maintain your speed.
This is an amazing idea, i want actual sonic games to be based on this, like FR.
Jokes aside, thank you for making this, Star.
Happy to and glad to hear! I agree. Modding lets us turn SRB2 into our dream Sonic game.
 
I know in my review I said I would add it to my match server, but I then realized how ringslinging would be miserable lmao
 
Hi! I love this mod since i played alot of Advance games when i was a kid, But it doesnt seem to support Flare the tyrannasaur that well, (Flares flamethrower doesnt make you slower, and sometimes the tailspin move breaks animationwise.) Is it okay if i suggest support for them?
 
Working on the next update. It will include things like full aerial preservation, much better control, and lots of other goodies. The mod feels much higher quality and more polished in it. Stay tuned!

I know in my review I said I would add it to my match server, but I then realized how ringslinging would be miserable lmao
Sounds hilarious XD

Hi! I love this mod since i played alot of Advance games when i was a kid, But it doesnt seem to support Flare the tyrannasaur that well, (Flares flamethrower doesnt make you slower, and sometimes the tailspin move breaks animationwise.) Is it okay if i suggest support for them?
Its fine to suggest it. I just tested it in the latest (unreleased) version. The flamethrower seems the same as it does without the mod and works while boosting. His tailspin's animations look fine. It ends the charge/ boost because it drops the speed so much when he lands, but I'm not seeing any issues at all. Wait until the new version comes out and then you can show me any issues you're having.
 
Star updated Sonic Advance 2: Boostmentum with a new update entry:

Boostmentum v2.0

Yes, 2.0 already!
This is a pretty big rework that adjusts many elements of the mod. It will play much better now!

Main Features:
• Added aerial preservation.
Boost/ charge will never end in mid-air now. You can use springs against a vertical wall without losing your boost, tornados, pulleys, even the barrels in Foliage Furnace Act 2 won't break your boost! Pretty much everything you do off the ground will let you keep your boost going, making it possible to...

Read the rest of this update entry...
 
use this with junio sonic. he is THE fastest character in the game. can't wait to see what TASers do with this.
 

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