S3 Sonic

S3 Sonic v1.2

i didnt even touch the code i just loaded them one at a time ingame
similar naming did the rest Stripped the ws version of its abilities and transfered them to this one
even added the sol form
 
ok speaking of mods check this out

only the top 2 are relevant to the following gif.png

i used the pitsave to instantly clear the elemental shield area of prismatic angel act 2
thx clonefighter
 
ok so apparently s3 sonics continue icon is EXTREMELY offset (look at image for what im talking about), and looking at my own mods continue icon it may be due to it being set to 0 0
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and this is how it looks with a fixed offset aka how it should look
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I just thought of something. Since this is Sonic 3 Sonic, would it be possible to give Super Sonic the option to do the bubble-bounce bug that was in Sonic 3 Alone?
 
Blacknide updated S3 Sonic with a new update entry:

QoL Update

Changelog:
  1. Springs should now hopefully be more consistent
  2. Rewritten music code
  3. 1-up and Level Results screen songs are now affected by the S3 Music option.
  4. Super Sonic's standing sprite is fixed
  5. Fixed Sonic's Continue Icon offsets (alongside a single stray pixel deleted)
  6. Fixed an warning that pops up from time to time
  7. Fixed Sonic's spindash and kick power that get affected by his...

Read the rest of this update entry...
 
The changes to how S3 Sonic interacts with springs messed up the ones at the end of DSZ2.

srb20041.gif

edit: or, some of them, at least. the set at the left-side entrance (on the amy/fang route) work, but the other two sets of springs don't. It seems like it's something to do with the height Sonic's at when he exits the water- the broken springs make it so the sound and visual effect for breaching the surface don't play.
 
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The changes to how S3 Sonic interacts with springs messed up the ones at the end of DSZ2.

View attachment 109159
ive asked around on how to fix this bug and i haven't got answers yet, the old version had them also broken and the only way to get them working is to actually jump on top of them, the patch i did ensures that the chains of diagonal yellow springs and such work better
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the spindash was broken? I thought it felt weak
it might get buffed in a later patch
 
ive asked around on how to fix this bug and i haven't got answers yet, the old version had them also broken and the only way to get them working is to actually jump on top of them, the patch i did ensures that the chains of diagonal yellow springs and such work better
underwater springs are stronger than dry ones, but the physic reworks might be ignoring the water part, making them weaker in turn
(but that's just a theory)
 
underwater springs are stronger than dry ones, but the physic reworks might be ignoring the water part, making them weaker in turn
(but that's just a theory)
when i find a fully working way to get them to properly launch you ill be putting it in the next patch asap
 
His slope angle is also very slightly off while standing on slopes angled directly towards/away from the camera, and, apparently, certain FOFs, like CEZ1's bridge.
srb20034.png
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srb20036.png
 
the spindash isn't weak lol you just have to mash space like 12 times or something to get it at full power iirc
you say that like I haven't played sonic 3 (or any of the original trilogy+knuckles for that matter)
 
you say that like I haven't played sonic 3 (or any of the original trilogy+knuckles for that matter)
i mean in the originals it was 6 charges to max speed
so you could've simply misjudged how many inputs were required to actually go max speed
 

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