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Classic.wad - Classic Momentum and Gameplay (mostly) In SRB2!
![]() Developer Last Online: Jan 2021
Do you like the classic Sonic quadrilogy? Do you think that the thok is a horrible gameplay mechanic that should never have been implemented into a Sonic fangame?
Do you want more control over your character? Do you just hate Sonic the Hedgehog in general? Well this may fix some of your problems! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Introducing Classic.WAD! Mainly a LUA script designed to change SRB2 to see what it would be like if Sonic Team Jr. had kept going in the classic direction in terms of gameplay with a pinch of bug fixes to boot! Screenshots (because the MB's attachment system hates me Also WARNING: several large GIFs ) Here's a full list of what's been changed in the script: Spoiler: List of changes Here's the differences between this and the actual classic games, and the list of known bugs: Spoiler: ~~FUTURE PLANS~~ Here's the section where I list all the things I plan to do with the mod at a later date. Spoiler: RECCOMENDED MAPS: Spoiler: Tips and tricks! Spoiler: Changelog Spoiler: Download Now
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#2 |
ヒトデパンと奇妙なジャム
Administrator
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Welcome to Releases!
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I'm deleting WOW + FURYHUNTER your not int his BLAPCK robo ass memes because that was a bad pun MonsterIestyn hubjim |
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#3 |
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Now THIS is Classic Sonic Gameplay. The way that you guys (Yeah, i'm talking about Sonic Team Jr.) did was so broken, but i got used to that. But this wad changed everything FOREVER.
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"We're friends now." "But I want to kill Goku." "Most of my friends did." Spoiler: |
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#4 |
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Eey this is good, though I don't like the new Spindash, feels weaker than it should be.
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Also known as "RTB" on Discord |
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#5 |
ヒトデパンと奇妙なジャム
Administrator
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Have you tried jumping?
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I'm deleting WOW + FURYHUNTER your not int his BLAPCK robo ass memes because that was a bad pun MonsterIestyn hubjim |
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#6 |
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Also I just noticed Spindash keeps the same strength regardless of how long you hold down Spindash.
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Also known as "RTB" on Discord |
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#7 | |
Backseat Developer
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Oh yeah, I forgot to mention that, it's due to the fact that I felt it would be easier for people getting used to the way it works.
I shall now update the first post.
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#8 |
Super Neko~
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Try mashing the jump button while spindashing, the spindash should get stronger as you mash said button then.
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Got any spare headpats left? |
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#9 |
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I think you should make the player transform against their will when they jump in the air with 50 or more rings
good ol' Sonic The Hedgehog 2 <3
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Certified Emerald Hunter for online matches -Oldbie that still sucks- Still waiting for Controller Support to be fixed... |
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#10 |
Permanently Banned
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If it should go by any example. it should be Sonic 3&K and Sonic Mania, as they have successfully brought in the speed, the gameplay, and the good options for the most part. If you're using Vanilla SRB2, you can go super via double jumping like the S3K/Mania on console pre-patch/Sonic 4, but if you want Sonic Mania/Modern Sonic(Don't forget they kinda did this first in Sonic Colors) way of doing it... there's a mod to give you exactly that
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#11 |
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Ah this is neat, it takes time to get used to, one thing I also like about this mod is gaining speed for running down slopes, Chemical Plant Zone Remake when ?
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Also known as "RTB" on Discord |
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#12 | ||
Backseat Developer
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Though that does sound like fun.
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Last edited by Rumia1; 11-11-2017 at 09:15 AM. |
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#13 |
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So, I took a quick little playthrough of some Subarashii levels with this, and I guess I'll throw in my two cents, for whatever that's worth.
First, I'll say that this is pretty impressive, technically. I imagine it involves a lot of workarounds and fighting the game's natural physics. Beyond that, as far as things I liked go, the ability to control yourself when jumping out of a spin absolutely needs to be in vanilla. It just feels better than the alternative, in general. Being able to land into a roll is nice, though obviously conflicts with using shield abilities. There's not really anything you can do about that one though, so it's fine. The physics changes are interesting, though at the same time it's somewhat hard to really notice them. Probably a combination of the fact that they're often slight tweaks, and that none of the levels that currently exist were designed in such a way that really allows you to take advantage of them (that I know of, anyways). I wonder if a small list of "recommended levels" might be a good idea. I did notice that it seemed like Sonic was subject to more "realistic" momentum, as it were? It seems like when you go to turn, you still keep just a tiiiiny bit of momentum in the direction you were originally moving. It might be in my head, but whatever's going on, turning feels a little bit nicer, really. The other thing that I took notice of was the fact that you keep your momentum more easily when running. It's not only useful for running down slopes, but also for when you jump out of a spindash. ...That said though, I have to wonder what the point of spinning is, then? It seems like you not only get plenty of momentum from running down slopes, but that you actively gain more than you would have spinning down them! At the very least, the fact that you lose momentum much slower (if at all) when running means you'll end up going faster in the end. An easy place to test this is right around the start of Subarashii's Sunlit Cavern, right past the first set of jumps. And I guess that's as good of a segue as any into the things I'm not so keen on here. For one, I feel like you should have kept Sonic's thok around until at least the point you added in the drop-dash to replace it. Keep it at half power if you want or whatever, but not having any means of redirecting your momentum kind of hurts. I have my thoughts on the idea of removing the thok anyways, but since you do plan to have an options menu for this kind of stuff it doesn't matter. Aside from that, can you legitimately tell me why you removed water skimming and the falling animation from springs? Other than "well it wasn't in the classic games!"? Not only does removing the falling part of the spring animation look dumb and bad, but it actively reduces compatability! Oh, and it looks even worse with fans to boot. But at least you could make some kind of "preferences" case for that one, there's legitimately no reason to remove water skimming. Has anybody ever thought it was some kind of problem that needed to be removed? I guess it could maybe be annoying if you're trying to spin into water for whatever reason, and I'll give you that it's not very reliable as to whether you'll actually land on the other side of the water or fall in, but surely the solution isn't just to trash it entirely? It was always one of those things I found cool about SRB2 in particular, even if it wasn't really useful. |
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#14 | ||||||||
Backseat Developer
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Spinning ends up being more useful for carrying your current momentum UP slopes. If you find yourself coming up short on your slope launches from running, try rolling at the end! I would like to nerf running a bit more and put more emphasis on rolling but considering I do not know how to alter the rolling physics (Which probably also requires access to info on slopes which I can not access until 2.2) that isn't going to happen any time soon, I'm afraid. Quote:
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Thank you for the constructive criticism and I'll attempt to fix these issues in the future! ^^
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#15 |
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With this mod that is think is very cool, i just wonder how can be srb2 with the classic sonic of sonic forces' physics ?
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#16 | |
Backseat Developer
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After a long wait, the script has finally been updated to version 1.1!
----------------------------------- Here's what's changed and new in this version! -Fixed a bug where Dirk could spin while using ice surf -Fixed a bug where Silver could still be put into a rolling state after slide jumping -Added some new compatability toggles -Removed the old spindash behavior entirely, making it so after the race countdown you can charge a spindash -Fix bug where people playing with skins with a custom spindash animation affected people who weren't -Disabled new spindash behavior for Greeneyes -Fixed steam vent/fan animations -Fixed size/gravity related speed checks
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#17 | |
Backseat Developer
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Well! It turns out I forgot to actually test a few of the fixes I actually made before pushing that update out.
How embarrassing. Therefore! Classic.WAD is now updated to 1.1.1! I'm terribly sorry for double posting. Here's what's been (actually) fixed and changed this time around: -The gravity and scale checks have been removed for this release until I get around to ACTUALLY fixing them, sorry. (Thank you Lach for all the help you've given me so far with this!) -Fixed a typo where I put in 5*TICRATE instead of 4 for the countdown, making it so you couldn't spindash on "GO" and if you jumped during that time, you would do a non-spin jump. -Fixed a bug with the new spring/steam animation fix where the game could not discern between players if they were "sprung" (Thank you Lach and Wolfy for helping me with this!)
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#18 | |
Backseat Developer
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No update today but there I DID update the first post! There's now a reccomended maps section at the bottom as well as a tips and tricks section for some tips to optimize your Classic play!
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#19 | |
Backseat Developer
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Hi there everybody! I know I promised this a little while ago and here it finally is!
The Classic.WAD - EBT Edition update! (No that doesn't mean the mod is now below the poverty line, what are you thinking?) -------------------------------------------- 1.1.2 (A.K.A. Everything Breaks Toei Edition) -Fixed a bug where TSonic could move while using his peel-out -Fixed a bug where TSonic had a fully charged peelout instantly -Fixed a bug where TSonic entered his run animations too soon -Fixed a bug where TSonic had an OP as hell thok -Fixed a bug where TSonic could turn super -Fixed TSonic -Only TSonic
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#20 | |
Pyro the Setsuna Fan
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TSONIC *glitchy noises*
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O kurwa! |
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