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Alternative Sonic (v3.2) Details »»
Alternative Sonic (v3.2)
Version: 3.2, by Icezer Icezer is offline
Developer Last Online: Jun 2020

Version: SRB2 Rating: (3 votes - 3.80 average)
Released: 01-20-2020 Last Update: 06-02-2020 Installs: 4
Characters SOCs Scripts Re-Useable Content Sprites/Graphics

Hey there everyone!
Recently I was playing as Metal Sonic and then switched to Sonic since I play him instead sometimes, and instantly thought: What if Sonic had Metal Sonic's boost mode?

After some work, I have now given Sonic a new ability. The Super Dash.

To use the Super Dash, keep your dash mode going for a bit. Once you break the speed threshold, you'll start glowing and be invincible (along with being able to break spikes and item boxes.)

Along with the super dash, Sonic now has:
- Capability to charge spindash any time while grounded
- Homing Attack
- Slightly different stats than base Sonic

This is also it's own character, so no worries about vanilla Sonic getting overwritten!

I hope you enjoy!



Let's get right to the point.

Alt Sonic started as Sonic with Dash Mode, but has evolved into a completely unique experience.

Abilities:

Super Dash Mode
Spoiler:
Alt Sonic has Dash Mode, minus the badnik busting and spike breaking. This is where Super Dash Mode comes in. This is represented by a sound cue, colorization, sparkles in the color of the player, and a unique running animation. If the player builds enough speed within Dash Mode, they will enter a state where they are not only at peak speed, but can also break spikes and can't be harmed. The exception to this rule is Metal Robotnik, where getting hit by the lock-on attack while in SDM causes a damage trade to occur.


Atom Dash
Spoiler:
Instead of a regular thok, Alt Sonic has the Atom Dash. The Atom Dash is basically a chargeable thok with special properties. Upon pressing and holding a double jump, the player will be completely halted in the air, and will enter Atom Charge. Atom Charge has 3 levels, along with an under/overcharge. Each level is represented by a paraloop surrounding the player, along with a sound cue. With each level, the paraloops increase in number. Once at least 1 paraloop triggers, release the jump button to shoot forward. This also changes with Dash Mode, gaining an instant level 1 charge and higher power. If held for too long or too little, Atom Charge will instead become the Atom Cancel, which puts the player into a falling state. The player can also hold spin while they let go of jump to enter Atom Cancel.


Spindrift
Spoiler:
Replacing the Spindash there is the Spindrift, a Spindash that can be initiated anywhere on the ground. This is mainly useful for preserving Dash Mode and making sharp turns.


Miscellaneous changes
Spoiler:
- If the player presses spin while in the spring state, they will enter jump state.
- Super Sonic has all upsides of Dash Mode/Super Dash Mode, breaking spikes upon contact and having an instant level 1 Atom Charge. There is a tradeoff of having no Dash Mode, however.
- Super Sonic also has golden sparkles that are similar to those of Super Dash Mode.


This project took an astounding 4 months to fully complete, and it went through many revisions.

With all that said, Enjoy.

(Legacy Alt Sonic is also included.)

CHANGELOG:
Spoiler:
v1.0 - Release
v1.1 - Slightly increased jump height, Acceleration heavily decreased, Running speed increased
V1.2 - Dash mode overhaul, Added the Super Dash, Running speed slightly decreased
V1.3 - Fixed up for 2.2.1, Dash Mode/Super Dash tweaked
V1.4 - MANY changes. Super Dash was reworked yet again, bye bye Custom 1! Jump cancel, Homing Attack, and Adventure spindash added.
v1.5 - Adventure spindash fully implemented. Bugfixes from past version.
v1.5.1 - Fixed a bug where Sonic could stand in spikes. Also slightly buffed Super Dash Mode. Homing Attack has been slowed down, as well. Kirby support was also added.
v1.5.2 - New Character art.
v1.6 - Rolling was given back it's tanky nature due to way too many coding issues with it's movement. Spindash was also overhauled to flow better by allowing the player to act upon becoming airborne mid roll. The bug with spindash charging into springs was also fixed.
v2.0 - Final overhaul. Spindash can now charge normally, Added the Atom Dash, slightly nerfed Super Dash Mode, and scrapped Homing Attack/Jump Cancel.
v2.0.1 - Fixed a bug with the Atom dash triggering when whirlwind jumping and a bug where Atom dashing on specific frames caused the code to freak out. Also fixed Dash mode being kept when charging the Atom Dash.
v2.1 - Majorly buffed charge speed for the Atom Dash. Atom Dash now instantly hits level 1 if in Dash Mode. Atom Dash now slowly charges Dash mode if charged at the same time. Super Sonic now has Dash Mode's Atom Dash buff. Slightly nerfed total speed of the Atom Dash.
v2.1.1 - Spindash nerfed.
v2.1.2 - Refixed the bug with spindash charging into springs.
v2.1.3 - Tweaked Spindash to stop much more quickly, rebuffed charging. Final planned update.
??? - Added Legacy Alt Sonic.
v2.1.4 - Fixed up Sound cues.
v2.1.5 - Several small bugfixes.
v2.1.6 - Fixed up soundcues better and added some unique sprites for standing as well as the Super Dash. Special thanks to Crum for the Super Dash sprites.
v2.2 - Added to the visual flair and gave new sprites for super walking, super standing, and spring/skid sprites that both have super variants. Most likely final update.
v2.2.1 - Super Sonic can now float similarly to base Sonic.
v2.2.2 - Fixed a bug where using a shield power always put the player in falling state.
v2.2.3 - Changed Super Sonic's running sprites and added custom super music (MIDI support included.)
v2.2.4 - Completely fixed all bugs related to shields. Coding for custom super music was overhauled, eliminating all past bugs for that as well.
v2.3 - Final planned update, for real this time. Fixed up spike breaker coding to work much more fluidly, removed dash mode from Super Sonic (but also gave him constant spike breaker powers), added special sparkles to Super Sonic, and changed the midi for Super Sonic.
v2.3.1 - Hotfix for a hiccup in the Atom Dash code.
v2.3.2 - Final planned update, no japes. Fixed a bug where charging Atom Dash in dash mode caused the player to slightly move. Removed jump state behavior from rolling into the air. Made the spring spin "glitch" a full on feature, where pressing spin in the spring animation now puts you in jump state instead. COMPLETELY reworked Super Dash's invulnerability so that it no longer overrides regular invincibility behavior. Added super sparkle graphics to Super Dash, which share the color of the player. Removed super music, since it caused many issues. Fixed a bug with Super Dash behaving strangely on goop.
v2.3.3 - ???
v.2.3.4 - Fixed a bug where you could get shot while in super dash.
that's all
bye
v2.3.5 - Fixed all known major bugs. Metal Robotnik will now take damage upon using the lock-on attack against Super Dash (given he isn't electrified), but the player will also take damage and lose any dash mode they currently have.
v2.3.6 - Final planned hotfix. Fixed a bug where getting picked up by a flying character/grabbing a rope during Atom Dash didn't reset the timer, making it unusable until landing. Fixed a bug where turning super during Atom Charge skipped the transformation sequence and broke the timer. Added the ability to Atom Cancel any time by holding spin and letting go of jump during an Atom Charge.
v2.3.7 - Fixed an error that came back from testing because Slade decided to undo more than it should have.
v2.3.8 - Ditto the above.
v3 - Added some flair to the super transformation. Fixed the checks made upon Atom Cancelling. Made all custom sound effects built into Alt Sonic rather than pulling from the game. Fixed a bug where landing onto a moving platform during the Atom Charge glitched the animation. Added sound cues to Springspin and Atom Cancel. Changed the Spindash SFX.
v3.1 - Fixed a bug related to the super transformation.
v3.2 - Changed the style of the Super Transformation flair, and fixed a bug within it.

Download Now

File Type: pk3 VCL_AltSonicLegacy.pk3 (363.7 KB, 80 views)
File Type: pk3 VCL_AltSonic-v3.2.pk3 (527.6 KB, 102 views)

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Comments
Old 2 Weeks Ago   #22
Daviroll_Limit
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I tried your character, I must say that it reminded me a lot of Neo Sonic from the gameplay style, but otherwise I liked it, even if... i have a small question: is this momentum stop after pressing spin in air on purpose?
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Old 2 Weeks Ago   #23
Pyrakid Wolfo
 
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You know, jumpcancels were super useful in sonic adventure and i'm glad to see them return! This is like sonic adventure sonic, but not really!

Anyway the homing attack is probably Neo's homing attack, person who is reminded of neo sonic.
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Old 2 Weeks Ago   #24
Amphany
 
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wow, this is really better then before, im impressed.
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Old 2 Weeks Ago   #25
Icezer
 
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Quote:
Originally Posted by Daviroll_Limit View Post
I tried your character, I must say that it reminded me a lot of Neo Sonic from the gameplay style, but otherwise I liked it, even if... i have a small question: is this momentum stop after pressing spin in air on purpose?

Yes, that's the jump cancel from Sonic Adventure
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Old 2 Weeks Ago   #26
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1.5.1 (a.k.a the hotfix version) is released. Super Dash mode tweaked to activate a tiny bit earlier, and Homing Attack now sends at a more reasonable speed. Also fixed a bug related to spikes. Kirby support also added.
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Last edited by Icezer; 2 Weeks Ago at 09:07 AM.
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Old 2 Weeks Ago   #27
Daviroll_Limit
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you should remove or change the ability of the atractive shield, because this happens
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Old 2 Weeks Ago   #28
ClassicNC
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He feels faster than everyone else, his spindash is great, his homing attack is great, his speed feels rewarding. Great job.
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Old 2 Weeks Ago   #29
Daviroll_Limit
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this character feels and play amazing, I like how the spindrift contains your momentum, so you don't lose it when you have to change direction
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Old 2 Weeks Ago   #30
Icezer
 
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Quote:
Originally Posted by Daviroll_Limit View Post
you should remove or change the ability of the atractive shield, because this happens
That appears to be a vanilla bug. Though I will look into it.
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Old 2 Weeks Ago   #31
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1.5.2 is out. This patch adds new CSS art for Alt Sonic.
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Last edited by Icezer; 2 Weeks Ago at 06:47 PM.
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Old 2 Weeks Ago   #32
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I like how this is coming together. Using the spindash as a drift to keep dash mode is really interesting, even if I feel like the default SRB2 levels are a bit confined for it. I don't really like how you can move with it though, it feels unnatural especially compared to just walking normally. Just having the uncurl is enough I think.

And it seems like that movement is causing something weird to happen when you roll into springs.


EDIT: You can also drift into a spring and you'll stay in your revving state. I don't know if that one's necessarily a bad thing but I'll say it anyway in case you don't like that or it actually doesn't work.

Last edited by Crum; 2 Weeks Ago at 11:01 AM.
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Old 2 Weeks Ago   #33
Icezer
 
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Update 1.6 (aka the final planned update) has been pushed. Spindash has been sadly nerfed, removing the free movement. This was due to abundant coding issues that constantly led to dead ends. However, the following was done:
- Spindash charging into springs now puts you into a roll.
- Spindash charging or rolling into the air now puts you in a jump state, allowing jump cancels, shield use, etc.
I probably won't update this any more, so have fun with this version of Alt Sonic!
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Old 2 Weeks Ago   #34
Daviroll_Limit
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Quote:
Originally Posted by Icezer View Post
Spindash has been sadly nerfed
finally, i was having troubles managing that weird spindash
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Old 2 Weeks Ago   #35
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Fixed a bug where spindashing into an upward spring would make you enter a fake roll.
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Old 1 Week Ago   #36
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Hotfix 1.6.1 is out. This literally just fixes the inability for Alt Sonic to destroy breakable walls while rolling in the air.
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Old 1 Week Ago   #37
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Yo, I really like the nod to the adventure control scheme he has goin' for em! I do have one request however..could y'possibly make a command option that disables the spinjump lock so that one might move freely after jumping out of a spindash?
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Old 1 Week Ago   #38
SpicyHamSamson
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I really like the idea for the Atom Dash, but goddamn, it takes far too long to charge. Like, I get making it more powerful with each charge, but unless you give it a solid 3 seconds, all Sonic does is drop to the ground, and that feels really off-putting.
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Old 1 Week Ago   #39
Snowy
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I'm sorry if I sound rude for saying this, but beyond the idea being good the atom dash is a horrible ability in it's current state. there's no recognizable reason to use it over the spamdash due to how long it takes to get even it's first charge, and it's a massive momentum killer compared to the homing attack or the thok. It just makes the only reason to use Alt Sonic the spamdash, but that's already a seperate download.
The Atom Dash either needs to charge MUCH faster, or it needs to not kill your momentum. Because roughly seven seconds are spent charging it, which nullifies it's usefulness for anything but very specific skips. It's not like the spamdash either where it's a joy to briefly pause and readjust, but you've basically just made a worse, airborne spamdash.
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Old 1 Week Ago   #40
Icarus
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I'll be honest about it: At this point you should go back to the previous version and make a new character mod instead of completely changing Alt Sonic...
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Old 1 Week Ago   #41
Snowy
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Unfortunately I agree- Atom Dash is a cool ability, but it works horribly with the rest of Alt Sonic's moveset. I think the 2.1 update has made it much better, but it's still not exactly fun to use when I know I can just do the spamdash to get around faster.

The Atom Dash would be best done for a character with a moveset based around it; at the very least the homing attack gave Alternative Sonic a means of controllin his platforming. He was perfectly fine before- but the Atom Dash does not work with Alternative Sonic at all.
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