rocklight124
An Avenger
I'm sorry, but the "Who is the Bad Guy"? Nope that creeped me out.
IS THAT HECKING SONIC SCHOOLHOUSE???The Crisis-City looking one is Annihilated city. The rest are different OLDC maps. It's always worth trying out OLDCs and ULDCs (Official/Unofficial Level Design Contest), they're all big HUB levelpacks with plenty to see.
"Mystic Super" SA-Sonic when controlled properly. The whole spiel of SMS' powershare is giving other characters a taste of SMS-style gameplay. Basically what the whole overpowered alt characters on the MB ended up doing. (SMS-style usually means ridiculously fast and exaggerated versions of their usual gameplay style.)
Super Sonic is a hell of a lot easier to pick up, control, and kick ass with, though. Think of Super Sonic as "all purpose superpower" and "Mystic Super" Sonic as "speed speed speed speed speed!"
What kind of tricks, though? Oh well, wheeeeee!!
Ahh. No Katosky Kick(At least, I can't see Metal wanting to make stuff like that), but a frozen sprite already exists.(Mainly to stop Sonic from lying down dead inside the ice cube)
Mystic Super only works with SMS anyway. But even then, it won't cause lag. It's usually humongous sprite spam or large-scale mobj checks(Black Hole) causing issues. Those little electric sparks and optional client-side screen effects barely contribute.
Right? Metal's addicted to adding frames. I've never seen him settle for 2 frames of animation when vanilla SRB2 would've done that.
I still have to do "the big netgame strain test", but so far with up to 6 players, not a shred of lag at any point!
No Persona support on release, we'd rather work on polishing the base release, but I'm definitely considering it for a patch.
----------
We are nearing release, so we've gone back and started polishing stuff! Actually, Wario felt all his sprites could use polishing, so how about we start from scratch and release this NEXT year's christmas season? ...no? Okaaay then.
Super Sonic's placeholder life icon has been updated to the real deal! Kind of small for a GIF, so have the pic itself as well!
Our spindash has a new revving aura and unique spinball sprites to be more accurate to Sonic Adventure! That weird shakey aura was rather tricky to get looking right!
I've visually updated midair uncurling! This is no new last-minute skill, just some visual flair to highlight the different behavior from Sonic Adventure. (You'd stop dead in your tracks if you uncurled in midair in SA1, or bounce in SA2.) The Sonic Advance-2 styled afterimages help indicate that this briefly cuts through SA-Sonic's usual air drag!
A comparison to NOT uncurling, which leaves you experiencing air drag the entire time. (Why I keep saying air drag is a huge deal)
The fact we're going back to update things that could've been passable should give a good indication of our progress! I know release dates mean alot to everyone, so I'll talk things over with Metalwario. Then next post I'll announce our exact release date!
One more thing. With SRB2 2.2.10 bots can soon be added without selecting Sonic & Tails, then swapping with a botskin lua script. SA-Sonic works too differently for a vanilla bot to understand, however, so I went and added bot support!
To lazily copy from my own changelog....
BOT SUPPORT:
-Bounces, spindashes, and thoks when you do.
-Keeps LSA charged and unleashes it in your chosen direction when you let go of spin.
-Will try bouncing and ledge-grabbing if he can't reach you with a normal jump.
-Encourages you if you're flying him and are tired.
-You can vault-jump off him when he charges his spindash.
-Starts screwing around when you are too, or when he gets bored.
-Can turn super when you are super.
-Can carry you while he's super and then be steered by you. Press Custom3 to have him take off if he's grounded.
Looking good as always! Can't wait to see the release date next post! Oh, and i adore how SA-Sonic bot transforms as you do, i always loved that lolThe Crisis-City looking one is Annihilated city. The rest are different OLDC maps. It's always worth trying out OLDCs and ULDCs (Official/Unofficial Level Design Contest), they're all big HUB levelpacks with plenty to see.
"Mystic Super" SA-Sonic when controlled properly. The whole spiel of SMS' powershare is giving other characters a taste of SMS-style gameplay. Basically what the whole overpowered alt characters on the MB ended up doing. (SMS-style usually means ridiculously fast and exaggerated versions of their usual gameplay style.)
Super Sonic is a hell of a lot easier to pick up, control, and kick ass with, though. Think of Super Sonic as "all purpose superpower" and "Mystic Super" Sonic as "speed speed speed speed speed!"
What kind of tricks, though? Oh well, wheeeeee!!
Ahh. No Katosky Kick(At least, I can't see Metal wanting to make stuff like that), but a frozen sprite already exists.(Mainly to stop Sonic from lying down dead inside the ice cube)
Mystic Super only works with SMS anyway. But even then, it won't cause lag. It's usually humongous sprite spam or large-scale mobj checks(Black Hole) causing issues. Those little electric sparks and optional client-side screen effects barely contribute.
Right? Metal's addicted to adding frames. I've never seen him settle for 2 frames of animation when vanilla SRB2 would've done that.
I still have to do "the big netgame strain test", but so far with up to 6 players, not a shred of lag at any point!
No Persona support on release, we'd rather work on polishing the base release, but I'm definitely considering it for a patch.
----------
We are nearing release, so we've gone back and started polishing stuff! Actually, Wario felt all his sprites could use polishing, so how about we start from scratch and release this NEXT year's christmas season? ...no? Okaaay then.
Super Sonic's placeholder life icon has been updated to the real deal! Kind of small for a GIF, so have the pic itself as well!
Our spindash has a new revving aura and unique spinball sprites to be more accurate to Sonic Adventure! That weird shakey aura was rather tricky to get looking right!
I've visually updated midair uncurling! This is no new last-minute skill, just some visual flair to highlight the different behavior from Sonic Adventure. (You'd stop dead in your tracks if you uncurled in midair in SA1, or bounce in SA2.) The Sonic Advance-2 styled afterimages help indicate that this briefly cuts through SA-Sonic's usual air drag!
A comparison to NOT uncurling, which leaves you experiencing air drag the entire time. (Why I keep saying air drag is a huge deal)
The fact we're going back to update things that could've been passable should give a good indication of our progress! I know release dates mean alot to everyone, so I'll talk things over with Metalwario. Then next post I'll announce our exact release date!
One more thing. With SRB2 2.2.10 bots can soon be added without selecting Sonic & Tails, then swapping with a botskin lua script. SA-Sonic works too differently for a vanilla bot to understand, however, so I went and added bot support!
To lazily copy from my own changelog....
BOT SUPPORT:
-Bounces, spindashes, and thoks when you do.
-Keeps LSA charged and unleashes it in your chosen direction when you let go of spin.
-Will try bouncing and ledge-grabbing if he can't reach you with a normal jump.
-Encourages you if you're flying him and are tired.
-You can vault-jump off him when he charges his spindash.
-Starts screwing around when you are too, or when he gets bored.
-Can turn super when you are super.
-Can carry you while he's super and then be steered by you. Press Custom3 to have him take off if he's grounded.
The Crisis-City looking one is Annihilated city. The rest are different OLDC maps. It's always worth trying out OLDCs and ULDCs (Official/Unofficial Level Design Contest), they're all big HUB levelpacks with plenty to see.
"Mystic Super" SA-Sonic when controlled properly. The whole spiel of SMS' powershare is giving other characters a taste of SMS-style gameplay. Basically what the whole overpowered alt characters on the MB ended up doing. (SMS-style usually means ridiculously fast and exaggerated versions of their usual gameplay style.)
Super Sonic is a hell of a lot easier to pick up, control, and kick ass with, though. Think of Super Sonic as "all purpose superpower" and "Mystic Super" Sonic as "speed speed speed speed speed!"
What kind of tricks, though? Oh well, wheeeeee!!
Ahh. No Katosky Kick(At least, I can't see Metal wanting to make stuff like that), but a frozen sprite already exists.(Mainly to stop Sonic from lying down dead inside the ice cube)
Mystic Super only works with SMS anyway. But even then, it won't cause lag. It's usually humongous sprite spam or large-scale mobj checks(Black Hole) causing issues. Those little electric sparks and optional client-side screen effects barely contribute.
Right? Metal's addicted to adding frames. I've never seen him settle for 2 frames of animation when vanilla SRB2 would've done that.
I still have to do "the big netgame strain test", but so far with up to 6 players, not a shred of lag at any point!
No Persona support on release, we'd rather work on polishing the base release, but I'm definitely considering it for a patch.
----------
We are nearing release, so we've gone back and started polishing stuff! Actually, Wario felt all his sprites could use polishing, so how about we start from scratch and release this NEXT year's christmas season? ...no? Okaaay then.
Super Sonic's placeholder life icon has been updated to the real deal! Kind of small for a GIF, so have the pic itself as well!
Our spindash has a new revving aura and unique spinball sprites to be more accurate to Sonic Adventure! That weird shakey aura was rather tricky to get looking right!
I've visually updated midair uncurling! This is no new last-minute skill, just some visual flair to highlight the different behavior from Sonic Adventure. (You'd stop dead in your tracks if you uncurled in midair in SA1, or bounce in SA2.) The Sonic Advance-2 styled afterimages help indicate that this briefly cuts through SA-Sonic's usual air drag!
A comparison to NOT uncurling, which leaves you experiencing air drag the entire time. (Why I keep saying air drag is a huge deal)
The fact we're going back to update things that could've been passable should give a good indication of our progress! I know release dates mean alot to everyone, so I'll talk things over with Metalwario. Then next post I'll announce our exact release date!
One more thing. With SRB2 2.2.10 bots can soon be added without selecting Sonic & Tails, then swapping with a botskin lua script. SA-Sonic works too differently for a vanilla bot to understand, however, so I went and added bot support!
To lazily copy from my own changelog....
BOT SUPPORT:
-Bounces, spindashes, and thoks when you do.
-Keeps LSA charged and unleashes it in your chosen direction when you let go of spin.
-Will try bouncing and ledge-grabbing if he can't reach you with a normal jump.
-Encourages you if you're flying him and are tired.
-You can vault-jump off him when he charges his spindash.
-Starts screwing around when you are too, or when he gets bored.
-Can turn super when you are super.
-Can carry you while he's super and then be steered by you. Press Custom3 to have him take off if he's grounded.
Buddy EX doesn't use real bots I don't thinkAlso Also,I wonder if the bot support applies to BuddyEX too
Yeah but eh,still deicded to askBuddy EX doesn't use real bots I don't think
Those spindash ball frames are messing with me, it's possible because it's just in a small .gif, but they look like a 3d model. I even had to printscreen the frames myself to check if they actually were!Our spindash has a new revving aura and unique spinball sprites to be more accurate to Sonic Adventure! That weird shakey aura was rather tricky to get looking right!
Hype time! The light speed dash better than ever!
The fact we're going back to update things that could've been passable should give a good indication of our progress! I know release dates mean alot to everyone, so I'll talk things over with Metalwario. Then next post I'll announce our exact release date!
Bot support?! Huuuh? Anyways-The Crisis-City looking one is Annihilated city. The rest are different OLDC maps. It's always worth trying out OLDCs and ULDCs (Official/Unofficial Level Design Contest), they're all big HUB levelpacks with plenty to see.
"Mystic Super" SA-Sonic when controlled properly. The whole spiel of SMS' powershare is giving other characters a taste of SMS-style gameplay. Basically what the whole overpowered alt characters on the MB ended up doing. (SMS-style usually means ridiculously fast and exaggerated versions of their usual gameplay style.)
Super Sonic is a hell of a lot easier to pick up, control, and kick ass with, though. Think of Super Sonic as "all purpose superpower" and "Mystic Super" Sonic as "speed speed speed speed speed!"
What kind of tricks, though? Oh well, wheeeeee!!
Ahh. No Katosky Kick(At least, I can't see Metal wanting to make stuff like that), but a frozen sprite already exists.(Mainly to stop Sonic from lying down dead inside the ice cube)
Mystic Super only works with SMS anyway. But even then, it won't cause lag. It's usually humongous sprite spam or large-scale mobj checks(Black Hole) causing issues. Those little electric sparks and optional client-side screen effects barely contribute.
Right? Metal's addicted to adding frames. I've never seen him settle for 2 frames of animation when vanilla SRB2 would've done that.
I still have to do "the big netgame strain test", but so far with up to 6 players, not a shred of lag at any point!
No Persona support on release, we'd rather work on polishing the base release, but I'm definitely considering it for a patch.
----------
We are nearing release, so we've gone back and started polishing stuff! Actually, Wario felt all his sprites could use polishing, so how about we start from scratch and release this NEXT year's christmas season? ...no? Okaaay then.
Super Sonic's placeholder life icon has been updated to the real deal! Kind of small for a GIF, so have the pic itself as well!
Our spindash has a new revving aura and unique spinball sprites to be more accurate to Sonic Adventure! That weird shakey aura was rather tricky to get looking right!
I've visually updated midair uncurling! This is no new last-minute skill, just some visual flair to highlight the different behavior from Sonic Adventure. (You'd stop dead in your tracks if you uncurled in midair in SA1, or bounce in SA2.) The Sonic Advance-2 styled afterimages help indicate that this briefly cuts through SA-Sonic's usual air drag!
A comparison to NOT uncurling, which leaves you experiencing air drag the entire time. (Why I keep saying air drag is a huge deal)
The fact we're going back to update things that could've been passable should give a good indication of our progress! I know release dates mean alot to everyone, so I'll talk things over with Metalwario. Then next post I'll announce our exact release date!
One more thing. With SRB2 2.2.10 bots can soon be added without selecting Sonic & Tails, then swapping with a botskin lua script. SA-Sonic works too differently for a vanilla bot to understand, however, so I went and added bot support!
To lazily copy from my own changelog....
BOT SUPPORT:
-Bounces, spindashes, and thoks when you do.
-Keeps LSA charged and unleashes it in your chosen direction when you let go of spin.
-Will try bouncing and ledge-grabbing if he can't reach you with a normal jump.
-Encourages you if you're flying him and are tired.
-You can vault-jump off him when he charges his spindash.
-Starts screwing around when you are too, or when he gets bored.
-Can turn super when you are super.
-Can carry you while he's super and then be steered by you. Press Custom3 to have him take off if he's grounded.
It would seem that while normal SA-Sonic doesn't out pace Modern (boost) and SMS (base speed) he out paces both of them in light dash speed.
Yeah, ever since the beginning, my jumpball frames were "pre-rendered", except all done by hand, so they're very clean and optimized as sprites.Those spindash ball frames are messing with me, it's possible because it's just in a small .gif, but they look like a 3d model. I even had to printscreen the frames myself to check if they actually were!
Actually yea, those frames haven't seemed to change at all through out progress of this mod. Everything else, weather it be sprites or part of the moveset was either re-sprited, slightly edited, upgraded, downgraded, or never made it past the drawing board, but those sprites were there from the beginning. I know it's not that special, but it's a coo thing to think about. Also, are you planning on doing those Milne and Dirk sprites we were talking about earlier?Yeah, ever since the beginning, my jumpball frames were "pre-rendered", except all done by hand, so they're very clean and optimized as sprites.
this was mentioned already, on the very post you had quoted on the second-to-last post you made as of now...Also, are you planning on doing those Milne and Dirk sprites we were talking about earlier?
MAN THIS IS GONNA BE LITThe Crisis-City looking one is Annihilated city. The rest are different OLDC maps. It's always worth trying out OLDCs and ULDCs (Official/Unofficial Level Design Contest), they're all big HUB levelpacks with plenty to see.
"Mystic Super" SA-Sonic when controlled properly. The whole spiel of SMS' powershare is giving other characters a taste of SMS-style gameplay. Basically what the whole overpowered alt characters on the MB ended up doing. (SMS-style usually means ridiculously fast and exaggerated versions of their usual gameplay style.)
Super Sonic is a hell of a lot easier to pick up, control, and kick ass with, though. Think of Super Sonic as "all purpose superpower" and "Mystic Super" Sonic as "speed speed speed speed speed!"
What kind of tricks, though? Oh well, wheeeeee!!
Ahh. No Katosky Kick(At least, I can't see Metal wanting to make stuff like that), but a frozen sprite already exists.(Mainly to stop Sonic from lying down dead inside the ice cube)
Mystic Super only works with SMS anyway. But even then, it won't cause lag. It's usually humongous sprite spam or large-scale mobj checks(Black Hole) causing issues. Those little electric sparks and optional client-side screen effects barely contribute.
Right? Metal's addicted to adding frames. I've never seen him settle for 2 frames of animation when vanilla SRB2 would've done that.
I still have to do "the big netgame strain test", but so far with up to 6 players, not a shred of lag at any point!
No Persona support on release, we'd rather work on polishing the base release, but I'm definitely considering it for a patch.
----------
We are nearing release, so we've gone back and started polishing stuff! Actually, Wario felt all his sprites could use polishing, so how about we start from scratch and release this NEXT year's christmas season? ...no? Okaaay then.
Super Sonic's placeholder life icon has been updated to the real deal! Kind of small for a GIF, so have the pic itself as well!
Our spindash has a new revving aura and unique spinball sprites to be more accurate to Sonic Adventure! That weird shakey aura was rather tricky to get looking right!
I've visually updated midair uncurling! This is no new last-minute skill, just some visual flair to highlight the different behavior from Sonic Adventure. (You'd stop dead in your tracks if you uncurled in midair in SA1, or bounce in SA2.) The Sonic Advance-2 styled afterimages help indicate that this briefly cuts through SA-Sonic's usual air drag!
A comparison to NOT uncurling, which leaves you experiencing air drag the entire time. (Why I keep saying air drag is a huge deal)
The fact we're going back to update things that could've been passable should give a good indication of our progress! I know release dates mean alot to everyone, so I'll talk things over with Metalwario. Then next post I'll announce our exact release date!
One more thing. With SRB2 2.2.10 bots can soon be added without selecting Sonic & Tails, then swapping with a botskin lua script. SA-Sonic works too differently for a vanilla bot to understand, however, so I went and added bot support!
To lazily copy from my own changelog....
BOT SUPPORT:
-Bounces, spindashes, and thoks when you do.
-Keeps LSA charged and unleashes it in your chosen direction when you let go of spin.
-Will try bouncing and ledge-grabbing if he can't reach you with a normal jump.
-Encourages you if you're flying him and are tired.
-You can vault-jump off him when he charges his spindash.
-Starts screwing around when you are too, or when he gets bored.
-Can turn super when you are super.
-Can carry you while he's super and then be steered by you. Press Custom3 to have him take off if he's grounded.
Very good elaboration. I have been impressed with your work, it is simply amazing.The Crisis-City looking one is Annihilated city. The rest are different OLDC maps. It's always worth trying out OLDCs and ULDCs (Official/Unofficial Level Design Contest), they're all big HUB levelpacks with plenty to see.
"Mystic Super" SA-Sonic when controlled properly. The whole spiel of SMS' powershare is giving other characters a taste of SMS-style gameplay. Basically what the whole overpowered alt characters on the MB ended up doing. (SMS-style usually means ridiculously fast and exaggerated versions of their usual gameplay style.)
Super Sonic is a hell of a lot easier to pick up, control, and kick ass with, though. Think of Super Sonic as "all purpose superpower" and "Mystic Super" Sonic as "speed speed speed speed speed!"
What kind of tricks, though? Oh well, wheeeeee!!
Ahh. No Katosky Kick(At least, I can't see Metal wanting to make stuff like that), but a frozen sprite already exists.(Mainly to stop Sonic from lying down dead inside the ice cube)
Mystic Super only works with SMS anyway. But even then, it won't cause lag. It's usually humongous sprite spam or large-scale mobj checks(Black Hole) causing issues. Those little electric sparks and optional client-side screen effects barely contribute.
Right? Metal's addicted to adding frames. I've never seen him settle for 2 frames of animation when vanilla SRB2 would've done that.
I still have to do "the big netgame strain test", but so far with up to 6 players, not a shred of lag at any point!
No Persona support on release, we'd rather work on polishing the base release, but I'm definitely considering it for a patch.
----------
We are nearing release, so we've gone back and started polishing stuff! Actually, Wario felt all his sprites could use polishing, so how about we start from scratch and release this NEXT year's christmas season? ...no? Okaaay then.
Super Sonic's placeholder life icon has been updated to the real deal! Kind of small for a GIF, so have the pic itself as well!
Our spindash has a new revving aura and unique spinball sprites to be more accurate to Sonic Adventure! That weird shakey aura was rather tricky to get looking right!
I've visually updated midair uncurling! This is no new last-minute skill, just some visual flair to highlight the different behavior from Sonic Adventure. (You'd stop dead in your tracks if you uncurled in midair in SA1, or bounce in SA2.) The Sonic Advance-2 styled afterimages help indicate that this briefly cuts through SA-Sonic's usual air drag!
A comparison to NOT uncurling, which leaves you experiencing air drag the entire time. (Why I keep saying air drag is a huge deal)
The fact we're going back to update things that could've been passable should give a good indication of our progress! I know release dates mean alot to everyone, so I'll talk things over with Metalwario. Then next post I'll announce our exact release date!
One more thing. With SRB2 2.2.10 bots can soon be added without selecting Sonic & Tails, then swapping with a botskin lua script. SA-Sonic works too differently for a vanilla bot to understand, however, so I went and added bot support!
To lazily copy from my own changelog....
BOT SUPPORT:
-Bounces, spindashes, and thoks when you do.
-Keeps LSA charged and unleashes it in your chosen direction when you let go of spin.
-Will try bouncing and ledge-grabbing if he can't reach you with a normal jump.
-Encourages you if you're flying him and are tired.
-You can vault-jump off him when he charges his spindash.
-Starts screwing around when you are too, or when he gets bored.
-Can turn super when you are super.
-Can carry you while he's super and then be steered by you. Press Custom3 to have him take off if he's grounded.
HEH, you'll find out soon...I'm sorry, but the "Who is the Bad Guy"? Nope that creeped me out.