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Modern Sonic V3.1
Version: V3.1, by MotdSpork (Mafia? Zombies? Gold spork?) MotdSpork is offline
Developer Last Online: Apr 2020

Version: SRB2 Rating: (11 votes - 4.27 average)
Released: 02-06-2020 Last Update: Never Installs: 13
Characters SOCs Scripts Sprites/Graphics



It's been a long 2 months working on Modern Sonic. What was originally going to just be a port of ModernAbilities turned into an entire rewrite. With brand new effects, sounds, commands and more. It's been a blast making him and I really tried to make Modern Sonic feel authentic without changing his physics to feel out of place for SRB2. Without further ado, Here's ModernSonic!

Abilities:
Spoiler:
HomingAttack/DoubleJump: Sonic's midair ability is determined by if he has something to home in on or not. When near Enemies/Monitors/Springs, Sonic will launch at it with precision. Otherwise, Sonic will preform a second jump which is handy for gaining a bit of extra height or for platforming.

Boost: While on the ground, pressing and holding the Custom 1 button will allow Sonic to boost forward at breakneck speeds plowing and sending badniks flying into the air. You are invulnerable to enemies in this state however spikes, crushers, and deathpits can still harm you.

AirBoost: The air equivalent of the Boost. Use this to gain more distance in the air than you could with the doublejump.

Stomp: Pressing Spin anywhere off the ground will cause Sonic to plummet down to the ground creating a shockwave at the point of impact. This can be used to stop on a dime for platforming and damage enemies, and monitors alike.

Slide: While moving at just about any speed, press and hold spin while on the ground to perform a slide in the direction you are moving. It's essentially a replacement to the spin so use it to get under small gaps that only spinning players would be able to access.

Light Speed Dash: Using Custom 2 OR Toss Flag near a trail of rings allows Sonic to travel along the trail at "Light Speed". Useful for precise ring collecting or for levels that support the ability for alternate paths.

WallJump: Pressing jump and holding forward against a wall while Sonic isn't on the ground allows Sonic to leap from the wall in the opposite direction gaining extra height and allowing for continued walljumps to gain heights only Knuckles and Tails can.

Super Sonic!: Using Custom 3 with all emeralds and 50+ rings will transform Sonic into Super Sonic. What new abilities will he have? It's up to you to find out!



Tips:
Spoiler:
*The Boost relies on Sonic's Boost Energy which can be seen in the meter at the bottom left of the screen.

*Replenish your Boost Energy by collecting rings and destroying/damaging enemies/bosses.

*Holding Spin above a certain speed while stomping will cause Sonic to transfer into a Slide, otherwise it acts as a normal Stomp.

*Holding Custom 1 after Boosting/AirBoosting will decrease the boost drain over-time.

*Boosting or Stomping into breakable FOF's will break them.

*Pressing Custom2/Toss Flag while LightDashing will cause Sonic to cancel the ability.

*While crouching or refraining to boost for 5+ seconds, Sonic will start to gain Boost Energy back. This is especially useful for levels that don't have too many rings or enemies to help replenish the Boost Energy normally.

*Gaining speed shoes doesn't increase Sonic's Boost speed, it instead gives him access to unlimited Boost Energy!

*Jumping and holding the Jump button while Boosting will slow Sonic's midair speed. Use the Airboost to counteract this!

*The Doublejump slows Sonic's movement speed slightly.

*Stomping onto a spring will yield greater height similar to Amy's hammer.

*The Whirlwind Shield negates the slowdown effects of the Doublejump
and the boost while in the air. It also increases Sonic's Doublejump height.


Commands:
Spoiler:
FootSteps: Toggles the custom footstep sounds as well with the custom landing/skidding sounds. Use On/Off

Voices: Used to Toggle/Choose the voice actor Sonic uses. Use 0-3 or the Voice actors first name. Choices are Ryan Drummond, Jason Griffith, or Roger Craig Smith.

LockOn: Used to toggle the reticle between ModernSonic's custom reticle or SRB2's build in reticle. Use ModernSonic/SRB2

Actionswap: Used to switch the Custom1 and spin actions.


Adding Footsteps to Custom Textures:
Spoiler:
Add this bit into any Lua script that you have in your addon

if not ModernSonic_FlatSounds
rawset(_G, "ModernSonic_FlatSounds", {})
end

ModernSonic_FlatSounds["CUSTOMTX"] = "grass"
ModernSonic_FlatSounds["CUSTOMT2"] = "wood"

Replace "CUSTOMTX" with the name of the texture you want it to work for.
and replace "grass" or "wood" with any of the following sound types:

"grass", "dirt", "metal", "concrete", "wood"

Do note that Solid FOF's with a translucency will automatically use the glass sfx and liquids use the water sfx.


FAQ:
Spoiler:
Q:Why does Sonic DoubleJump instead of an airdash?
A:Because I wanted to implement Sonic Colors into this and the Doublejump is great for platforming. Something SRB2 has a lot more of than the modern games.


Known Bugs:
Spoiler:
*Stomping into a "bouncy" sector will cause Sonic's stomp to get stuck. Though it will cancel itself after 3 seconds.

*Sometimes when homing in on an enemy, they wont get flung into the air.

*Sometimes while boosting on certain Slopes, Sonic can get stuck until you stop boosting.

*Not all textures in the game are indexed for the footsteps. I tried to get all of the ones you happen to "run" into in the main campaign at least.

*Splitscreen is not fully supported.


Credits:
Spoiler:
Man...I Have a lot of people to thank for Modern Sonic being possible this time around.
No longer is he the shitty/buggy version he was in 2.1.
now with new effects, sounds, functions, commands, sprites AND more.
He's more than I ever expected him to be. Especially since he was originally going to just be a direct port from 2.1

Ahem- let's not get carried away.

Golden Shine: Thank you for helping me figure out how to make a lot of the effects look pretty good.
Bug testing early on.
Being a HUGE support when there were times I honestly wanted to give up.
Lending bits and pieces of your own code as well as helping with sounds, knowing you didnt have to but you did to help me succeed.
Seriously this wouldnt have been possible without you.

MF_NOB(LACH)MAP: Thank you for helping me with so many of my Lua questions.
Special thanks for showing me how to use tables and use rawset among other things.
HUGE thanks for writing the sounds functions (The Footsteps/Voices)

Chrispy: Special thanks to creating and letting me use your SonicCE. A lot of people dont seem to like it but it's one of the better old Modern Sonic's
in my opinion.

Doom Flare: A personal friend. Thank you for making the sliding frames and the original crouching frames.
Even though you were not getting anything in return, you did it because we're friends...I really appreciate that.

DrStephen: Even though you came a long later in the developement cycle of Modern Sonic.
It was thanks to you making the necessary edit's to the crouching frames as well as making new boost running animations
that even got him into a netgame ready beta test. I appreciate that a lot. Special Thanks for making the new Character select art.

Inuyasha/K.S.: Thank you for letting me use and modify the transformation script and the laser wisp script from your Sonic Colors Blast 2 script.
This was my solution to not having transformation sprites in the CE Style. Thanks again for the original boss hud script
which this boost meter was heavily edited from.

Badz and Hitcoder: Thank you both for your own renditions of the lightdash and giving permission to use them.
I merged both together for a pretty fluent LSD....at least in my opinion

ManicTH14: Thanks for the original walljump SOC used from your Mighty you were working on. It was used in the 2.1 ModernAbilities
but repurposed and refined for 2.2.

Purpsky: Thank you for making the original script that became the catalyst that is now flinging enemies away while boosting and etc.
Aswell as fixing a few bugs for me early on.

Rumia1: Thanks for making the new underwater curl up sfx. It sounds more...echoy

Zipper: Thank you for reducing some code length in the Hud

TrickyTex: Added the new Ring engine sounds. Sounds super cool :)

AAAND Last but not least

My sweet and loving girlfriend: For being supportive and lifting me up to finish this and helping me test early netgames and iron out some of the original larger bugs.
Special thanks for helping me with the new speedometer colors.


Changelog:
Spoiler:

Version 1:
Spoiler:
Initial Release

Version 2:
Spoiler:
*Fixed bug where you would have full control while sliding

*Added the ability to jump out of the initial slide and right after stomping

*Added new sfx for the underwater jump and a new boost sound based on Sonic Unleashed

*The Boost and the AirBoost have seperate sfx

*Adjusted the sfx for the walljump

*Slight code optimization

*Fixed a bug that allowed the homing attack to do double damage to bosses

*Removed Boss flinging as it was too buggy. You will be missed :(

*Increased the range to the lightdash to make activating it more consistent

*New underwater echos for all the sfx except the slide because it barely sounded any different

*New colors for the Speedometer

*Removed duplicate reticle graphics

*Fixed Hudname(which is pointless with the custom HUD) and SpecialStage names

*Buffed acceleration coming out of a homing attack

*Added Actionswap command allowing players to switch the Boost button and the Slide/Stomp button

*Fixed a minor animation bug for SuperSonic on rising platforms

*Fixed an animation bug where getting crushed while crouching didnt change your state to the death state

*Changed the airboost behaviour slightly so if you hold the button to go into the normal boosting, it will continue producing the aura effect as well as start playing the "Jet" sound

*Tweaked some of the ways Modern Sonic interacts with shields

*Made the enemy flinging a lot more consistent

*Flinging enemy directions are randomized

*Added a screenshake effect when boosting or homing into enemies and breaking bustable walls

*The Lightdash can now break monitors too

*Breaking FOF's with the boost now properly restores Boost Energy

*Fixed a bug where enemies would die instead of getting flung

*You now start a level with a full Boost Meter, but dying will reset it back to empty.

Version 3:
Spoiler:
*Some minor bug fixes

*Fixed Super flying not working correctly with Actionswap enabled

*Fixed being able to walljump while lightdashing

*Added BattleMod support! Pressing the fire button will lets Sonic use the Cyan Wisp

*Added the ability to jump out of a painstate if knocked off the edge of a platform

*Fixed a bug with the homing attack that let bounce off of enemies nonstop without killing them

*Adjusted boost regen times slightly

*Changed the end level sign sprite

*Renamed the SPR2_SRUN to SPR2_DASH for compatibility with Jeck's low poly Modern Sonic model

*New character select art thanks to DrStephen

*Sliding gives boost energy properly

*Can no longer doublejump after homing in on a boss

Version 3.1:
Spoiler:
*Removed support for Cobalt's battlemod...it was causing more issues than it was worth. I'll re add it in the future after I recode it.

Download Now

File Type: pk3 VCL_ModernSonic-v3.1.pk3 (2.11 MB, 5612 views)

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Comments
Old 02-06-2020   #2
Zipper
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Ladies and gentlemen. The modern experience. Enjoy.
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Old 02-06-2020   #3
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It's him- the boy!!!!
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Old 02-06-2020   #4
DiamondYT
 
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Testing the Beta version of this was awesome, seeing this now on the MB is very epic, good job!
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Old 02-06-2020   #5
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It was a great deal of fun to help out with the sprites and trying to adjust to the CE Art style, and I'm super glad to have helped. Modern is such a blast to play, definitely one of my favorites.

I can see myself returning to this character many times for a very long time. Congrats on the release!
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Old 02-06-2020   #6
Golden Shine
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Crazy to think you were this far off from just settling for a 2.1 Modern Sonic port. Clearly this has taken a lot longer than planned, but you've definitely got the best custom character 2.2 has to offer so far as a result imo.

Good job!

(PS, highly recommend running through Omega's 2006 mod from 2.1 in this. Best experience I've had so far.)
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Old 02-07-2020   #7
CyberKnux
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Cool Its So Good!
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Old 02-07-2020   #8
TrustyGun
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God I love the new visual and sound effects. It just makes him so satisfying to play! My favorite detail: the boost aura becomes orange when you have the elemental shield.
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Old 02-07-2020   #9
Jacen'99
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Very nice.
Pretty good character.
Good job on making him as accurate to the modern games as possible.
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Old 02-07-2020   #10
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His eyes looks like he has no soul.
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Old 02-07-2020   #11
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This is absolutely phenomenal! This can function as working proof that the boost formula can work in more open ended environments. I've been playing around with this for hours, and it just blows me away how much fun it is.

I do have some criticisms though at least in regards to the sprites, first of which is that despite the fact this is "Modern Sonic" his body proportions in the sprites feel more akin to Classic Sonic. This causes him to feel rather off model, which is slightly distracting in a nitpicky sort of way. Another criticism is that something feels off about his running sprites.

All that aside though, this is absolutely incredible. It almost makes me wish Modern Sonic could be a secret unlockable character in the vanilla game, perhaps a reward for getting all the emblems or something.
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Old 02-07-2020   #12
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I remember messing around in 2.1 with the original mod. Glad he's back!
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Old 02-07-2020   #13
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Quote:
Originally Posted by time gear View Post
This is absolutely phenomenal! This can function as working proof that the boost formula can work in more open ended environments. I've been playing around with this for hours, and it just blows me away how much fun it is.

I do have some criticisms though at least in regards to the sprites, first of which is that despite the fact this is "Modern Sonic" his body proportions in the sprites feel more akin to Classic Sonic. This causes him to feel rather off model, which is slightly distracting in a nitpicky sort of way. Another criticism is that something feels off about his running sprites.

All that aside though, this is absolutely incredible. It almost makes me wish Modern Sonic could be a secret unlockable character in the vanilla game, perhaps a reward for getting all the emblems or something.
Do you mean like he doesn't pull his body straight like modern sonic does?
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Old 02-07-2020   #14
time gear
 
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Quote:
Originally Posted by Lolour View Post
Do you mean like he doesn't pull his body straight like modern sonic does?
It's actually hard for me to put my finger on it exactly, but I think it might be something to do with the legs, or it might be what you said. Either way that running animation just feels off to me, at least from behind.
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Old 02-07-2020   #15
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Quote:
Originally Posted by time gear View Post
It's actually hard for me to put my finger on it exactly, but I think it might be something to do with the legs, or it might be what you said. Either way that running animation just feels off to me, at least from behind.
I mean, it's an old sprite after all, it's still a good sprite but yeah.
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Old 02-07-2020   #16
Draykon
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There are so many little details here that make him feel good to play. Even just boosting around is satisfying.

My one complaint is that the walljump can feel a little disorienting. I think it's the instant 180 camera turn. It might be better if the camera just stayed put- especially with 2.2's new drawangle stuff.



Penny Parker voice option when?
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Old 02-07-2020   #17
Lolour
 
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Quote:
Originally Posted by Draykon View Post
There are so many little details here that make him feel good to play. Even just boosting around is satisfying.

My one complaint is that the walljump can feel a little disorienting. I think it's the instant 180 camera turn. It might be better if the camera just stayed put- especially with 2.2's new drawangle stuff.



Penny Parker voice option when?
i mean, if there was a way to make the camera snap literally instantly it would be better wouldn't it?
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Old 02-07-2020   #18
Zippy_Zolton
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The sprites used for the character REALLY bother me but that didn't stop me from having the most fun I've ever had in weeks! We now have the best boost game ever...
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Old 02-07-2020   #19
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I had a lot of fun playing this! The footsteps are the best feature for me, but I was pleasantly surprised with how fun the homing attack and boost turned out to be! The slide/crouch is also really unique and fitting for the moveset. I think this lightdash is going to require stages built around the mechanic, though. Great work!
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Old 02-07-2020   #20
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think I found a bug with the slide move
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