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Modern Sonic V4
Version: V4.0, by MotdSpork (Mafia? Zombies? Gold spork?) MotdSpork is offline
Developer Last Online: Jul 2020

Version: SRB2 Rating: (23 votes - 4.48 average)
Released: 02-06-2020 Last Update: Never Favourites: 40
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 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 the direction of the 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!

Rush Mode: Filling your boost meter fully will have Sonic enter Rush mode granting infinite boost and a snazzy glow effect for a short period of time. Extend the timer by destroying enemies, collecting rings, and doing tricks! Speaking of...

Tricks: Pressing toss flag after hitting springs, steamjets, and dustdevils will have Sonic start performing tricks to fill his boost gauge. Though spamming it will result in diminishing returns. Press Jump or Spin to do the trick finisher rewarding you with even more Boost Energy.



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 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.

*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.

*Pressing Jump as a trick finisher gives you bonus height.

*With SMS added, Modern can go Mystic Super. In this form you gain unlimited jumps underwater, a stronger Walljump, infinite Airboosts, and unlimited Boost Energy.


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 0-4 or the Voice actors first name. Choices are Ryan Drummond, Jason Griffith, Roger Craig Smith, or Jun'ichi Kanemaru.

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.

Supermusic: Used to choose which music plays while Super. Choose between Custom, Normal, or Off


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, you can get stuck trying to destroy them...but nothing happens

*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.
Thank you for reworking SMS' boost aura to work for Modern. It looks awesome!
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 old 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: Massive credits to pretty much doing the entire sprite remake. this wouldnt have been finished if it weren't for you...

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 Modern up until V4.

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 :)

SMS Alfredo: Made the first iteration of the Rush mode.

Bendy: Thanks for making the original design for the ...Modern redesign. it looks super rad. As well as some of the other sprites in the resprite.

Cyron: Thank you for adding I/O support into Modern. I had no idea what i was doing clearly. Also thanks for giving me the JP voices for Sonic and making my job so much easier.

Soap Surfin': Made the Smash pose trick sprite

Thank you to the Testers: DrStephen, Rumia, Emi, Zipper, and Shine

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.

Version 4:
Spoiler:
*Added new ability Rush mode. Thanks to SMS Alfredo for letting me use the original code and letting me modify it

*Code optimization for the lock on code. Thanks to Zipper

*Remade walljump entirely

*Removed the ability to fling TNT with the boost as it was buggy. Now it just blows up if you boost into it

*Added the ability to perform tricks after hitting springs, steam jets, and dust devils to gain boost energy with special fx

*Complete sprite overhaul

*Minor code cleanup...

*New Boost Aura

*I/O Support has been added

*New command "supermusic". Allows you to choose custom music for super, the default music, or no special music while Super

*Removed bot flinging for multiplayer to reduce desynch...hopefully

*Fixed springs stopping your boost

*Added more textures to the footstep list

*Added Mystic Super support. Gives Sonic Multi-Airboost, Infinite jumpes underwater, no air-friction, improved walljump, and infinite boost

*Added Jun'ichi Kanemaru as a voice actor option

*Added 2 more voice clips for Ryan Drummond

*Changed speedshoes behavior. No longer provides infinite boost but instead makes the boost faster

*Added trick animations after doing a Homing Attack

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Comments
Old 02-07-2020   #22
Chicmunk
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WOOOO! It's time boys! I got to test the beta too, this really gets you FEELING GOOD! when playing him! ^-^
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Old 02-07-2020   #23
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Quote:
Originally Posted by Sharb View Post
think I found a bug with the slide move
Is that his equivalent to the perma-rolling glitch?
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Old 02-07-2020   #24
Lamibe
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Nice mod. Some sprite look weird(even if way better than ugly renders of 2.1 version) mostly super one and controls are weird(understandable with the limited keys) but outside of that it's an interesting mod having potential. Also nice that even if ability are based on colors, sprite are still based of adventure which look better.
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Old 02-07-2020   #25
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Something that I thought about that would help out a lot would be after about a second of being in knockback frames, you gain the ability to jump out of it and try to save yourself with a double jump, homing attack, or boost. Would be really helpful in fights such as Brak Eggman and Fang, or similar situations.

Edit: I got a Sigsev error when homing attacking the long flying enemy in RVZ that drops bombs. Thought I should probably point it out. I have also experienced problems with some custom bosses breaking when hit by the homing attack.

Last edited by time gear; 02-07-2020 at 11:57 PM. Reason: Bug Report
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Old 02-08-2020   #26
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Maybe the normal air dash could be added as a toggle for those who want closer to a Sonic Unleashed/Generations feel. Or at least the option to hold jump during a homing attack to retain your momentum so you don't have to lose all of your speed when using the homing attack

Last edited by Darkboy64; 02-08-2020 at 11:37 PM.
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Old 02-08-2020   #27
Zanda_Sama
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I'd also like the normal air dash, the airboost goes super far super fast, and it is not platforming conducive. The little air dash can be used for platforming, and you stop at the end of it's duration too.

Another thing is like you jump higher when jumping after stomping... if that's possible. Idk if that was in any Sonic game though.
I'd also like being able to jump right after a stomp, since you can do that in Generations / Unleashed... i'm pretty sure.
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Old 02-09-2020   #28
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My one problem is a very small nitpick, but in the modern games he starts the map with full boost, and if he dies, then he starts with no boost.
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Old 02-09-2020   #29
MRoach
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Quote:
Originally Posted by Lamibe View Post
Nice mod. Some sprite look weird(even if way better than ugly renders of 2.1 version) mostly super one and controls are weird(understandable with the limited keys) but outside of that it's an interesting mod having potential. Also nice that even if ability are based on colors, sprite are still based of adventure which look better.
They look weird because they are actually really old. I think I've seen it in 2.0.
I can't tell, but I can at least say it's not the first time I see these sprites.
"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."
I didn't need to read this before hand, but I did and found out those are the sprites I were talking about from 2.0.X... Whatever, not everyone knows how to make sprites and those look pretty cool and only need some polishing for my liking.
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Last edited by MRoach; 02-09-2020 at 04:33 AM. Reason: *Cough cough* Adding more info about the scheme.
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Old 02-09-2020   #30
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Wow, this is amazingly fun, though utterly breaks the game at times. It's also a testament to how difficult a Boost Sonic is to control in levels meant for a slower Sonic. Two observations:


-The double jump is reaaaaaaaaaaaaaally weak. I dunno if that's intentional or not. Also, I wish there were a way to separate doublejumping and the homing attack as I cannot even begin to describe the amount of times I homing attacked some random thing instead of double-jumping. Unleashed did this and the justified critique led Sonic Team to give homing attacking its own dedicated button in every later game.



-I probably shouldn't tell you this, given how nice basically free energy is, but if you pop open a 10-ring monitor, your energy meter constantly increases until you get hit. You have effectively infinite boost energy until then. Unless this has to do with the natural energy recharge you mention?
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Old 02-09-2020   #31
Zanda_Sama
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Sonic doesn't need a strongf double jump. And what are you even talking about with the homing attack being it's own button. This game does homing attack how literally every other game does this. The "complaint" was that Unleashed's homing attack button was the same as the "airboost" button, but that's COMPLETELY different from this, and generations, and every other game. As the homing attack button is the same as the "air-dash" button.
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Old 02-09-2020   #32
Simon_T
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Quote:
Originally Posted by TrustyGun View Post
My favorite detail: the boost aura becomes orange when you have the elemental shield.
But not with the S3&K Flame Shield
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Old 02-09-2020   #33
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Why is it using different HUD/GUI?
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Old 02-09-2020   #34
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Quote:
Originally Posted by TehPuertoRicanSpartan View Post
Why is it using different HUD/GUI?
It's a part of the mod. Other characters still keep the normal hud. Tbh, it'd be pretty cool to have a version of the hud for other characters
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Old 02-09-2020   #35
TehPuertoRicanSpartan
 
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I want it with normal HUD instead.
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Old 02-09-2020   #36
time gear
 
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Quote:
Originally Posted by TehPuertoRicanSpartan View Post
Why is it using different HUD/GUI?
Because the custom HUD/GUI makes use of the character specific abilities, such as the boost and homing attack.
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Old 02-09-2020   #37
Zanda_Sama
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It also fits in and looks really good. Really nice HUD.
I think Modern's character select should have more of a pose, right now he's kinda just standing there, with a smile. Maybe have him wave/point his finger? And maybe him slightly face the side? just some ideas
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Old 02-09-2020   #38
Dage4
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Spent about a couple hours doing a playthrough with this guy, and he's really fun. The abilities really allowed for some creative movement opportunities, and being able to fly up high in the air with a boost-jump or climbing up to grab a Knuckles specific emblem by walljumping was some of the most fun stuff I've done in this game yet. The footsteps and the HUD were also really nice touches that drove that Unleashed vibe home.

The homing attack halting your momentum whenever you used it did start annoying me, though. Maybe that's just because I saw a GIF of another Modern-ish Sonic on Twitter, but it would be so cool if I could preserve the momentum I get while doing a homing attack, especially when homing onto springs and such (although that might make it hard to control in the long run).

Also, I stumbled upon this in AC2 by accident, lol:
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Old 02-09-2020   #39
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I think straight up keeping all the momentum after a homing attack would make him too hard to control in tandem with every other feature, but having a small boost forward if you're holding a direction would be fine. It'd be accurate to Unleashed at the very least.
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Old 02-09-2020   #40
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That's actually a bug with SRB2 and not with ModernSonic. as for the homing attack coming to a stop after hitting a spring again, its an SRB2 bug as well. Though for enemies I don't get what the big deal is. It's like that in almost any game to feature the homing attack.
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Old 02-10-2020   #41
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I suppose little to none of my scrapped wisps mod back in 2.1 helped out in this. Correct me if I'm wrong, but didn't you come to me for anything? Even if all I did was either help, give advice, did neither, or both.

Either way, I dunno if this'll give me any motivation to revive that old project, but at least we got something modern to play with! (man, SonicCE dates back to 2.0.6/7)
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