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Alternative Sonic (v6.33) Details »»
Alternative Sonic (v6.33)
Version: 6.33, by Icezer Icezer is offline
Developer Last Online: Dec 2020

Version: SRB2 Rating: (6 votes - 3.83 average)
Released: 01-20-2020 Last Update: 10-07-2020 Favourites: 16
Characters SOCs Scripts Re-Useable Content Models Sprites/Graphics


Hey there everyone!

Let's get right to the point.

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, afterimages, 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/monitors and can't be harmed.


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 suspended in the air, and will enter Atom Charge. Atom Charge has 3 levels, along with an overcharge. Each level is represented by a paraloop surrounding the player, along with a sound cue. With each level, the paraloops increase in number. You can either tap the button for a weaker dash, or hold it for a stronger one. This also changes with Dash Mode, gaining an instant level 1 charge and higher power. If held for too long, you'll overcharge it and fall helplessly.


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 and more, breaking spikes upon contact as well as having the strongest possible Atom Dash. There is a tradeoff of having no Dash Mode, however.
- Alt Sonic comes with his own color of AltBlue. He also has a custom Super Color.
- As of version 6, there is a command named "altpowercolor" which will change the color of Super for Alt Sonic Only.
- A special surprise if the player goes to overcharge an Atom Dash as Super Sonic with 100+ rings...


This project took an astronomical 8 months to fully code and finish, and it's been through more revisions than I can count.

With Jeck Jims' permission, an md3 model for Alt Sonic has been included.
If installing alongside Jeck's current models, Simply put Alt Sonic's Model files in the VDLC/PLAY+ folder and put the following text in your models.dat:
ALTSONIC VDLC/PLAY+/ALTSONIC.md3 3.0 0.0
If putting the model in any plain directory, do the following:
ALTSONIC directory relative to the models folder/ALTSONIC.md3 3.0 0.0

Now with everything out of the way, Enjoy.

CHANGELOG:
Spoiler:

Who cares about all the past versions, let's get to the present.

v6 - The "Jevil Update." Changelog is as follows.
I can do anything!
- Changed 'altsupercolor' to 'altpowercolor'.
- Added the 9 super colors from the base game to 'altpowercolor' choices.
- Changed the afterimage amount on Super Dash Mode/Super Sonic from 2 to 1.
- Added particles for when the player is running in Super Dash Mode/Super Form.
- Changed the SFX for the Instaspin, Spindash, and Spindash release.
- Fixed emerald positions for the super transformation.
- Changed sprites for transforming, super stand, and super walk. Also changed the signpost sprite.
- Most of the main code has been merged, meaning potential lag has been marginally lowered.
- Changed BT_USE and PF_USEDOWN to BT_SPIN and PF_SPINDOWN in the code.
- Fixed all inconsistencies within Super Dash Mode. It is now fully invulnerable to everything except insta-kills.
- Super Dash Mode/ Super Sonic will now break monitors upon contact.
- Fixed most, if not all issues with the Atom Dash.
- Added one more feature detailed in the spoiler below.
Spoiler:
Courtesy of Frostiikin, Hyper form includes the following features;
- Super Emeralds within the transformation
- Compatibility with 'altpowercolor' choices
- Drowning immunity
- Powered up Atom Dash, known as the Atom Crash
- Dash mode
- Custom music
- Special particles that stay near the player
- All buffs from Super Sonic/Super Dash Mode(spike/monitor breaking upon contact, etc.)
- Afterimages. A lot of them.

v6.1 - Added an easter egg that wasn't finished in time for the release of v6.
v6.2 - The Misc. Update. Changelog is as follows.
- Super Dash Mode is now timer based.
- Changed the sound for overcharging an Atom Dash.
- Another code merge, meaning more possible lag reduction.
- Changed the way Super Sonic's particles are colored.
- Dash Mode has been buffed, now building in the air as it would on the ground. It also now has spike breaking capabilities and is easier to keep.
- Gave Super Dash Mode much more visual flair, details in the spoiler below;
Spoiler:
- Changed how afterimages are spawned, giving a slightly different effect.
- When the player is nearing Super Dash Mode, afterimages will start to appear behind them.
- When entering Super Dash Mode, a light particle will spawn from the player.
- Entering Super Dash Mode will cause a screen quake.
- When the player is in Super Dash Mode, their camera will zoom out slightly.

v6.3 - Added partial XMom support and a second easter egg. The model for Alt Sonic has been updated accordingly for said easter egg.
v6.31 - Miscellaneous bug fixes related to multiplayer.
v6.32 - Hugs were "fixed". No more errors. Hopefully.
v6.33 - Hugs have been removed for the time being until the original mod is updated.

Download Now

File Type: zip Alt Sonic Model.zip (261.7 KB, 932 views)
File Type: pk3 CL_AltSonic-v6.33.pk3 (693.9 KB, 957 views)

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Comments
Old 05-15-2020   #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 05-15-2020   #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 05-15-2020   #24
Amphany
 
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wow, this is really better then before, im impressed.
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Old 05-15-2020   #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 05-16-2020   #26
Icezer
 
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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; 05-16-2020 at 09:07 AM.
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Old 05-16-2020   #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 05-16-2020   #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 05-16-2020   #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 05-16-2020   #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 05-17-2020   #31
Icezer
 
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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; 05-17-2020 at 06:47 PM.
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Old 05-18-2020   #32
Crum
 
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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; 05-18-2020 at 11:01 AM.
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Old 05-18-2020   #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 05-18-2020   #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 05-18-2020   #35
Icezer
 
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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 05-23-2020   #36
Icezer
 
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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 05-24-2020   #37
IbuiKun
 
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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 05-25-2020   #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 05-25-2020   #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 05-25-2020   #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 05-25-2020   #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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