Rumia1
Backseat Developer
I really like that we now have a real honest to goodness Modern Sonic sprite in SRB2! The gameplay is fun and I like that you've added a rolling effect when you miss your homing target.
I love all the little dust effects as well as the speed lines and air wave that come up when you start and stop boostmode. The little squish of his spinball when he connects with a homing attack also looks very nice!
When I first saw the running animation I was a little put off by the fact that his fingers point downwards instead of inwards, and after playing it and actively looking at the sprite, it still does. I know some Modern Sonic art does that, even officially (Sonic Unleashed boxart and also Super Smash Bros.), but when I try to replicate it myself I feel strained and I don't think I could keep it up for very long. I would instead rotate them so the fingers point inwards towards his body instead as the in-game models do. I know I'm complaining about a fictional hedgehog and a pose that doesn't actually make you run any faster but dang does it look weird to me.
Another thing that came off as slightly sloppy to me is the fact that the 2/8 and 4/6 rotations on his running frames are specifically tilted manually in the sprite data itself, and he has no real diagonal running frames. I understand that this is a stylistic choice to replicate Sonic Colors, but the same effect could be pulled off in lua while the frames could be proper rotations. One way you could do it is checking if the player is in their run animations, that player.drawangle is the front or back of the sprite, and that they're holding up/down (player.cmd.forwardmove) and left/right (player.cmd.sidemove), and then changing player.mo.rollangle depending on the value of sidemove.
It reminds me of how SMS had a drift animation as his 2/8 sprites and that was like 10 years ago now? I know this puts a little more work on you after having finished the character but I would really like to see this change. The same can be said for the hurt animation. It looks fine when you're actually being hit by an enemy, but really strange when you're in a waterslide and Sonic is just flailing his arms at you for no reason. You could make a simple script that makes it play another animation instead of the normal one when getting hit by an enemy.
Overall I'm really amazed that this was finished as quickly as it was compared to when I first heard about it, but I would like to see some improvements in terms of character rotations.
EDIT: I just realised this character has lua and doesn't have the L in the filename. I'm surprised the judges didn't catch that
I love all the little dust effects as well as the speed lines and air wave that come up when you start and stop boostmode. The little squish of his spinball when he connects with a homing attack also looks very nice!
When I first saw the running animation I was a little put off by the fact that his fingers point downwards instead of inwards, and after playing it and actively looking at the sprite, it still does. I know some Modern Sonic art does that, even officially (Sonic Unleashed boxart and also Super Smash Bros.), but when I try to replicate it myself I feel strained and I don't think I could keep it up for very long. I would instead rotate them so the fingers point inwards towards his body instead as the in-game models do. I know I'm complaining about a fictional hedgehog and a pose that doesn't actually make you run any faster but dang does it look weird to me.
Another thing that came off as slightly sloppy to me is the fact that the 2/8 and 4/6 rotations on his running frames are specifically tilted manually in the sprite data itself, and he has no real diagonal running frames. I understand that this is a stylistic choice to replicate Sonic Colors, but the same effect could be pulled off in lua while the frames could be proper rotations. One way you could do it is checking if the player is in their run animations, that player.drawangle is the front or back of the sprite, and that they're holding up/down (player.cmd.forwardmove) and left/right (player.cmd.sidemove), and then changing player.mo.rollangle depending on the value of sidemove.
It reminds me of how SMS had a drift animation as his 2/8 sprites and that was like 10 years ago now? I know this puts a little more work on you after having finished the character but I would really like to see this change. The same can be said for the hurt animation. It looks fine when you're actually being hit by an enemy, but really strange when you're in a waterslide and Sonic is just flailing his arms at you for no reason. You could make a simple script that makes it play another animation instead of the normal one when getting hit by an enemy.
Overall I'm really amazed that this was finished as quickly as it was compared to when I first heard about it, but I would like to see some improvements in terms of character rotations.
EDIT: I just realised this character has lua and doesn't have the L in the filename. I'm surprised the judges didn't catch that
Last edited: