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advance sonic ( close this thread, theres a new one )

didn't you use the advance 3 cutscenes and portraits as a reference?
also did yeah
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With that said, I do think A1 still looks strange. I think it’d look better if his nose was made longer and if his muzzle was made larger.
I also think the brows are a little too defined, but that’s hard to handle considering how that’s a part of this artstyle.
Basically, the art style is a little bit different but very close to Uekawa's, i studied every cutscene and the thing is that it's pretty accurate. I have reproduced certain flaws that if the image was downscale but don't worry i'll handle those fixes (like the arms in the front for example, i took the idea of XSonic taking 2D arms for front but it doesn't look very nice on him so i'll try to make something better)
 
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hello there! my and my friends started working on an advance sonic a couple weeks back, and we finally got some progress done so that we could make a thread about it. here's a preview on how he moves in-game, code made by speedym!
View attachment 171054

View attachment 171055

View attachment 171056


and he's how we looks! sprites made by sonicspeeddash!
View attachment 171057
i hope development goes well for us.

edit - 6:50 pm, august 5th 2025
also everything here is subject to change.
Finally coming back after months of absence and I found this really enticing!

Its positives:
The movement and abilities are spot on; the sourced moves replicate even windup lag and the thrust given! I found the tricks to be pretty much perfect looking, and feel pretty nailed just from the prototype.

Critiques, and what I think should be changed:

The boostmode acceleration to max runspeed should be toned down, watching the video it feels that after breaking the barrier, acceleration gets a bit too slippery. Try toning it down just enough to draw out accelerating over a couple seconds more, and give a sense of reward for maintaining it!

Secondly, the visuals lack and even remove clarity. While I know this is a prototype, where this is low-priority for the sake of good gameplay, being able to clearly see what’s going on at hi-speed is important. Effects should not interrupt your visibility, like barrier breaking, using a camera lag and particle explosion basically exploded all visibility. I’d suggest replacing the current effect with just a simple FoV increase, and a more source-accurate version of the particles. Smaller visual changes could be limiting the number of afterimages to 5, with each consecutive afterimage being lower opacity. You could even throw in some additive blending so afterimages, with similar progression to opacity. It lets them blend (get it :3) into each other and their the surroundings better, without completely removing them visually. If you want a good example of what a good blending + transparency combo looks like, go look at SMS!

Conclusively I think other than a lack of clarity in the visuals, you guys are doing amazing and getting on point! I really am glad you guys are going for hi-accuracy.

Thank u and keep reaching new heights!!!! ^^
 
The boostmode acceleration to max runspeed should be toned down, watching the video it feels that after breaking the barrier, acceleration gets a bit too slippery. Try toning it down just enough to draw out accelerating over a couple seconds more, and give a sense of reward for maintaining it!
eyyy kazzz
yeah, i honestly do agree with the speed of the boostmode. i've told my coders to tone it down, to a point where it is fast, but not so fast that you will bump into walls.
Effects should not interrupt your visibility, like barrier breaking, using a camera lag and particle explosion basically exploded all visibility. I’d suggest replacing the current effect with just a simple FoV increase, and a more source-accurate version of the particles.
hm, you do have a point about the camera lag and the particle explosion is a place holder right now.

as for the rest about blending and things, i'll tell my coders. i don't really understand what those mean lol
and thanks for the criticism!!
 
Finally coming back after months of absence and I found this really enticing!

Its positives:
The movement and abilities are spot on; the sourced moves replicate even windup lag and the thrust given! I found the tricks to be pretty much perfect looking, and feel pretty nailed just from the prototype.

Critiques, and what I think should be changed:

The boostmode acceleration to max runspeed should be toned down, watching the video it feels that after breaking the barrier, acceleration gets a bit too slippery. Try toning it down just enough to draw out accelerating over a couple seconds more, and give a sense of reward for maintaining it!

Secondly, the visuals lack and even remove clarity. While I know this is a prototype, where this is low-priority for the sake of good gameplay, being able to clearly see what’s going on at hi-speed is important. Effects should not interrupt your visibility, like barrier breaking, using a camera lag and particle explosion basically exploded all visibility. I’d suggest replacing the current effect with just a simple FoV increase, and a more source-accurate version of the particles. Smaller visual changes could be limiting the number of afterimages to 5, with each consecutive afterimage being lower opacity. You could even throw in some additive blending so afterimages, with similar progression to opacity. It lets them blend (get it :3) into each other and their the surroundings better, without completely removing them visually. If you want a good example of what a good blending + transparency combo looks like, go look at SMS!

Conclusively I think other than a lack of clarity in the visuals, you guys are doing amazing and getting on point! I really am glad you guys are going for hi-accuracy.

Thank u and keep reaching new heights!!!! ^^
Yo, Thanks for the criticism! I was kinda going for like the accurate kind of advance sonic (2 & 3) So that's why it's the way it is. But I do plan on adding an advance menu so you can always choose ur pace in there. Pace: Fair (Default), Fast (Definitive Advance sonic and built only for big maps) Voice: ON (Default), OFF. Thinkin of more things to add for the menu (At least when I actually get started on it haha)

I also added camera lag and particle explosions and I didn't add blend mode to the boost trail cuz well... just look at sonic advance 2's boost mode lol. He's gonna have a custom skin color that also makes the boost trail color more fitting.

Yes he does have momentum, he does has a little more gravity than usual, and he does slow down when going too fast airborne like sa-sonic but does also thrust a little in the air to actually have that genesis feel.

Thanks again and I'm sure this mod will be to the roof! 😄
 
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Yo, Thanks for the criticism! I was kinda going for like the accurate kind of advance sonic (2 & 3) So that's why it's the way it is. But I do plan on adding an advance menu so you can always choose ur pace in there. Pace: Fair (Default), Fast (Definitive Advance sonic and built only for big maps) Voice: ON (Default), OFF. Thinkin of more things to add for the menu (At least when I actually get started on it haha)

I also added camera lag and particle explosions and I didn't add blend mode to the boost trail cuz well... just look at sonic advance 2's boost mode lol. He's gonna have a custom skin color that also makes the boost trail color more fitting.

Yes he does have momentum, he does has a little more gravity than usual, and he does slow down when going too fast airborne like sa-sonic but does also thrust a little in the air to actually have that genesis feel.

Thanks again and I'm sure this mod will be to the roof! 😄
Sonic Advance 2’s Boost Mode was simpler (visually) than what you’re doing, and if you’re trying to go for 1:1 accuracy, I’d reduce the number of afterimages to it’s original number (three!!!). I’d really love to see you try and go for the flickering-style afterimages along with the sudden camera jump forward like in the original.

A really good pointer for how you should make the afterimages look like should be how SA-Sonic’s uncurl boost looks (the move where you roll off an edge then uncurl for no air drag), while they do use additive, it gets a nearly identical look to the source material.
 
1755560573366.png

a bit better, don't ya' think ?
 

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