Adventure Sonic (v1.8b)

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

I'm not sure SRB2 could handle that many polygons, but if it could, then I suppose it's possible to get rigged for SRB2 purposes! It's publicly usable, so anyone's welcome to try.


You probably meant either Q6's HUB city (an WIP unreleased levelpack by OrdoMandalore), or my old (perhaps indefinitely) on-hiatus Chao City map. I've made a big old post about the maps I've been questioned about alot here!
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As I've said in the update post, v1.9 or v1.8c (haven't decided yet) will be released sometime alongside GS GrindRails! Adventure Sonic is practically the rail grinding posterboy, being the chad to introduce it in Sonic Adventure 2, so extra care was taken to make his rail interactions feel natural for Adventure players.
2Ten2na.gif
2TenF6v.gif

2Ten3MJ.gif
2TenfFR.gif

There's lots of SA2 mechanics like...

Final Rush-style vertical rails with well-timed airdashes granting crazy speed.
Loops with SA2-style cameras and speedtrails
SA2-esque slope physics
Sidehops for rail switching
Rail balancing and "focus grinding" (SA2's crouch feature that trades balance for speed. Some characters auto-balance!)
Crazy Gadget-esque hangrails
Cool SA2 ramp jump tricks
Every single rail included in Sonic Adventure 2
And yes, Rush Mode's boost mechanics work perfectly well while grinding!
2Te57ln.gif
2TenB8N.gif
2Tenn9I.gif
2TelkMl.gif


None of this is restricted to just SA-Sonic, and there's tons of additional rail features not necessarily Adventure-based, but I'mma keep posts here primarily Adventure focused! Expect SRB2 to soon feel a whole lot more adventurous going forwards!

Though...the grind rail menu feels pretty Sonic-Adventurey, doesn't it? Even has a Dreamcast Controller with SA2's logo!
2TeNkV1.gif
View attachment 147481
Holy shit that's a CLEAN af menu right there
 
I'm not sure SRB2 could handle that many polygons, but if it could, then I suppose it's possible to get rigged for SRB2 purposes! It's publicly usable, so anyone's welcome to try.


You probably meant either Q6's HUB city (an WIP unreleased levelpack by OrdoMandalore), or my old (perhaps indefinitely) on-hiatus Chao City map. I've made a big old post about the maps I've been questioned about alot here!
___________________________________________________________________________________________

As I've said in the update post, v1.9 or v1.8c (haven't decided yet) will be released sometime alongside GS GrindRails! Adventure Sonic is practically the rail grinding posterboy, being the chad to introduce it in Sonic Adventure 2, so extra care was taken to make his rail interactions feel natural for Adventure players.
2Ten2na.gif
2TenF6v.gif

2Ten3MJ.gif
2TenfFR.gif

There's lots of SA2 mechanics like...

Final Rush-style vertical rails with well-timed airdashes granting crazy speed.
Loops with SA2-style cameras and speedtrails
SA2-esque slope physics
Sidehops for rail switching
Rail balancing and "focus grinding" (SA2's crouch feature that trades balance for speed. Some characters auto-balance!)
Crazy Gadget-esque hangrails
Cool SA2 ramp jump tricks
Every single rail included in Sonic Adventure 2
And yes, Rush Mode's boost mechanics work perfectly well while grinding!
2Te57ln.gif
2TenB8N.gif
2Tenn9I.gif
2TelkMl.gif


None of this is restricted to just SA-Sonic, and there's tons of additional rail features not necessarily Adventure-based, but I'mma keep posts here primarily Adventure focused! Expect SRB2 to soon feel a whole lot more adventurous going forwards!

Though...the grind rail menu feels pretty Sonic-Adventurey, doesn't it? Even has a Dreamcast Controller with SA2's logo!
2TeNkV1.gif
View attachment 147481
I didn't notice this was here... GoldenShine you're my Hero!(And Curse) Once Metalwario64 Releases the Sa2 HD Super Sonic and Sa2 HD Sonic models, I'm gonna make it work in game, then I'm gonna make Sa2 Tails Mech and Sa2 Knuckles for Srb2 and their HD models, which will be released with the Sa2 HD Sonic model when I get all them working. I'll even possibly throw in my own Sa2 HD level pack, with tons of improvements and maybe I will even make custom cutscenes from Sa2(Somehow..), and make a battle mode on the multiplayer modes, where I will reintroduce the abilities used from Sa2 and make my own things, like a Super Sonic battle, but for every Sa2 character. Who knows, I may even make everyone else from Sa2, even the npcs, and they will all be in their CGI HD forms that I'll make. Oh, great... well, this project will give me hell for sure:dramahog: Give me some helpfull suggestions Guys, I'll need to learn a lot to make this absolute wet dream come true for many Sonic fans. Even Loki FES Fr...
 
I didn't notice this was here... GoldenShine you're my Hero!(And Curse) Once Metalwario64 Releases the Sa2 HD Super Sonic and Sa2 HD Sonic models, I'm gonna make it work in game, then I'm gonna make Sa2 Tails Mech and Sa2 Knuckles for Srb2 and their HD models, which will be released with the Sa2 HD Sonic model when I get all them working. I'll even possibly throw in my own Sa2 HD level pack, with tons of improvements and maybe I will even make custom cutscenes from Sa2(Somehow..), and make a battle mode on the multiplayer modes, where I will reintroduce the abilities used from Sa2 and make my own things, like a Super Sonic battle, but for every Sa2 character. Who knows, I may even make everyone else from Sa2, even the npcs, and they will all be in their CGI HD forms that I'll make. Oh, great... well, this project will give me hell for sure:dramahog: Give me some helpfull suggestions Guys, I'll need to learn a lot to make this absolute wet dream come true for many Sonic fans. Even Loki FES Fr...
A lil ambitious, aren'tcha?
Maybe you should pipe down a bit. I tried doing 2 mods at once, and INSTANTLY crumbled down.
But if you're sure, maybe ask GoldenShine or MetalWario64 for both help and permission to do certain things, such as looking into SA-Sonic's .pk3, and use it as a reference for both animation and getting the thing to work. And JUST maybe take it one thing at a time.
In my opinion, the lua abilities would probably be easiest, but that's me. And who knows, maybe I could help. (Probably not much, but ehhhhh...I mean, I've positioned models for people in class, I'd probably stop being useful there. :oh: ) But I could maybe gather some tips from other people and rally em to ya. Other than that, PLEASE try to do one at a time.
 
I didn't notice this was here... GoldenShine you're my Hero!(And Curse) Once Metalwario64 Releases the Sa2 HD Super Sonic and Sa2 HD Sonic models, I'm gonna make it work in game, then I'm gonna make Sa2 Tails Mech and Sa2 Knuckles for Srb2 and their HD models, which will be released with the Sa2 HD Sonic model when I get all them working. I'll even possibly throw in my own Sa2 HD level pack, with tons of improvements and maybe I will even make custom cutscenes from Sa2(Somehow..), and make a battle mode on the multiplayer modes, where I will reintroduce the abilities used from Sa2 and make my own things, like a Super Sonic battle, but for every Sa2 character. Who knows, I may even make everyone else from Sa2, even the npcs, and they will all be in their CGI HD forms that I'll make. Oh, great... well, this project will give me hell for sure:dramahog: Give me some helpfull suggestions Guys, I'll need to learn a lot to make this absolute wet dream come true for many Sonic fans. Even Loki FES Fr...
what are you yapping about? also you misspelled "helpful" 🤓
 
wait so the chaotix chars are getting support too. wait a second... he's gonna take a long time making support for all characters. this might likely come out in a few years bruh.
GS grindrails already "supports" every character, the only thing you need is sprites. if a character doesn't have custom grinding animations, they just use their rolling sprites.
 
is it just me or does pressing spin in special stages break the game? i can literally tap it and i just go zooming to god knows where and i usually clip outside of the special stages so i have to just quit bc i cant get back to where im trying to go
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im on 2.2.13 by the way
 

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