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Adventure Sonic (SA-Sonic) Progress

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PvjIEbY.gif

Just needed time to post this GIF. Was planning on doing it a little bit sooner, but I've been a little bit busy.

I also experimented with drawing a chrome effect on the A3:
t7kBgsu.gif


I am still on the fence about it. It looks really cool, and this alone wasn't much extra work, but that would eventually add up, and I worry I might burn myself out. I'm still messing around in Blender to see if I can prerender a chrome that can be overlaid and look nice.
This is awesome I'm exited to play this mod (i'm new here)
 
Ah

So again,how's Adventure Sonic gonna play


Cause again my knowledge is limited other than they apparently didn't age well at all and qlot of people want them remade
They did age well. Also why would you want to play as sa sonic here if he apparently “didn’t age well”
 
Shine won't be around for a while due to a severe Metroid addiction, but I'm sure he'll get around to it once he's 100% Dread a few times. :P
100% runs complete!! I'll do a few more playthroughs when people've made a randomizer or find some truly big-deal sequence breaks.

For what it's worth, I think the chrome looks sick. You know what it looks like in-game by now, so if you prefer it, go for it!
The only thing that comes to my head about that "obscure technique" thing, is the sonic animation while in the Casinopolis shower, but thats not a technique.. and i think that's pretty known by a lot of ppl
THE SHOWERING TECHNIQUE, AN OBSCURE TECHNIQUE KNOWN BY ONLY THE RAREST OF GAMERS.

So the accessories in SA1 are Ancient-Light Wrist Ring, Light Speed Shoes, and i think there's the SA2 accessories like the Bounce Bracelet, Flame Ring, and god knows what other accessories Sonic has in SA2 basically.
Just for the record, we're not putting in visible accessories despite Sonic's access to the Bounce Bracelet, Lightspeed Attack, Lightdash, etc etc.

Anyway, with Metroid Dread beaten a couple of times and having exhausted about every trick in that game known to man at this point....back to SA-Sonic! The spindash won the vote, so let's show off Adventure Sonic's spindash!

srb20096.gif

Using Sonic Adventure's spindash, there's quite a bit of visual feedback! The directional aiming guideline is actually a feature borrowed from SMSreborn for debugging, but I personally found it fairly useful for precision launching, so we might keep that in if desired! Metal seems to have no strong feelings one way or the other, so it'll be up to you guys.

srb20103.gif

Despite being "the spindash", this is nothing like SRB2 default spin, build from the ground up to resemble Sonic Adventure 1's world-class version of the spindash. Your controls change completely in a spin, redirecting your current momentum as if hovering over the ground. This makes it easy to precisely swerve through enemies and tight spots and return to a jog at a whim.

srb20101.gif

You may hold B(spin) anytime on the ground to charge up, sliding gradually to a halt from your original speed. Very useful for drifting around tight corners, and carefully redirecting your speed. Much nicer than coming to a jarring full stop.

srb20102.gif

You damage enemies while charging and can make quick U-turns.

srb20111.gif

A fan-favorite technique from Sonic Adventure are spindash jumps! Jump incredible distances, or launch Sonic way upwards from slopes to make all kinds of creative routes and levelskips. Being able to actually charge on slopes in the first places unlike SRB2's default spindash is quite the big help with that!



When you play SA-Sonic, you'll feel exactly why the spindash is his driving force, and how incredibly versatile it is unlike SRB2's version. There'll be a LOT to dig into, so we're gonna be on this topic for a while!
 
Didn't we talk about this already
Not the exact convo but sorta
Post automatically merged:

100% runs complete!! I'll do a few more playthroughs when people've made a randomizer or find some truly big-deal sequence breaks.

For what it's worth, I think the chrome looks sick. You know what it looks like in-game by now, so if you prefer it, go for it!

THE SHOWERING TECHNIQUE, AN OBSCURE TECHNIQUE KNOWN BY ONLY THE RAREST OF GAMERS.


Just for the record, we're not putting in visible accessories despite Sonic's access to the Bounce Bracelet, Lightspeed Attack, Lightdash, etc etc.

Anyway, with Metroid Dread beaten a couple of times and having exhausted about every trick in that game known to man at this point....back to SA-Sonic! The spindash won the vote, so let's show off Adventure Sonic's spindash!

srb20096.gif

Using Sonic Adventure's spindash, there's quite a bit of visual feedback! The directional aiming guideline is actually a feature borrowed from SMSreborn for debugging, but I personally found it fairly useful for precision launching, so we might keep that in if desired! Metal seems to have no strong feelings one way or the other, so it'll be up to you guys.

srb20103.gif

Despite being "the spindash", this is nothing like SRB2 default spin, build from the ground up to resemble Sonic Adventure 1's world-class version of the spindash. Your controls change completely in a spin, redirecting your current momentum as if hovering over the ground. This makes it easy to precisely swerve through enemies and tight spots and return to a jog at a whim.

srb20101.gif

You may hold B(spin) anytime on the ground to charge up, sliding gradually to a halt from your original speed. Very useful for drifting around tight corners, and carefully redirecting your speed. Much nicer than coming to a jarring full stop.

srb20102.gif

You damage enemies while charging and can make quick U-turns.

srb20111.gif

A fan-favorite technique from Sonic Adventure are spindash jumps! Jump incredible distances, or launch Sonic way upwards from slopes to make all kinds of creative routes and levelskips. Being able to actually charge on slopes in the first places unlike SRB2's default spindash is quite the big help with that!



When you play SA-Sonic, you'll feel exactly why the spindash is his driving force, and how incredibly versatile it is unlike SRB2's version. There'll be a LOT to dig into, so we're gonna be on this topic for a while!
What hud is that. Also the trail seems too long. Is it not spamable? I mean sure it wouldn’t be useful in sa2 due to its linear level design but srb2 has huge levels.
 
100% runs complete!! I'll do a few more playthroughs when people've made a randomizer or find some truly big-deal sequence breaks.

For what it's worth, I think the chrome looks sick. You know what it looks like in-game by now, so if you prefer it, go for it!

THE SHOWERING TECHNIQUE, AN OBSCURE TECHNIQUE KNOWN BY ONLY THE RAREST OF GAMERS.


Just for the record, we're not putting in visible accessories despite Sonic's access to the Bounce Bracelet, Lightspeed Attack, Lightdash, etc etc.

Anyway, with Metroid Dread beaten a couple of times and having exhausted about every trick in that game known to man at this point....back to SA-Sonic! The spindash won the vote, so let's show off Adventure Sonic's spindash!

srb20096.gif

Using Sonic Adventure's spindash, there's quite a bit of visual feedback! The directional aiming guideline is actually a feature borrowed from SMSreborn for debugging, but I personally found it fairly useful for precision launching, so we might keep that in if desired! Metal seems to have no strong feelings one way or the other, so it'll be up to you guys.

srb20103.gif

Despite being "the spindash", this is nothing like SRB2 default spin, build from the ground up to resemble Sonic Adventure 1's world-class version of the spindash. Your controls change completely in a spin, redirecting your current momentum as if hovering over the ground. This makes it easy to precisely swerve through enemies and tight spots and return to a jog at a whim.

srb20101.gif

You may hold B(spin) anytime on the ground to charge up, sliding gradually to a halt from your original speed. Very useful for drifting around tight corners, and carefully redirecting your speed. Much nicer than coming to a jarring full stop.

srb20102.gif

You damage enemies while charging and can make quick U-turns.

srb20111.gif

A fan-favorite technique from Sonic Adventure are spindash jumps! Jump incredible distances, or launch Sonic way upwards from slopes to make all kinds of creative routes and levelskips. Being able to actually charge on slopes in the first places unlike SRB2's default spindash is quite the big help with that!



When you play SA-Sonic, you'll feel exactly why the spindash is his driving force, and how incredibly versatile it is unlike SRB2's version. There'll be a LOT to dig into, so we're gonna be on this topic for a while!
Holy c o w, i ADORE that movement! Now i know why you said that the spindash has a lot to unpack, and even better, its the SA1 one! Good job, i love it
 
100% runs complete!! I'll do a few more playthroughs when people've made a randomizer or find some truly big-deal sequence breaks.

For what it's worth, I think the chrome looks sick. You know what it looks like in-game by now, so if you prefer it, go for it!

THE SHOWERING TECHNIQUE, AN OBSCURE TECHNIQUE KNOWN BY ONLY THE RAREST OF GAMERS.


Just for the record, we're not putting in visible accessories despite Sonic's access to the Bounce Bracelet, Lightspeed Attack, Lightdash, etc etc.

Anyway, with Metroid Dread beaten a couple of times and having exhausted about every trick in that game known to man at this point....back to SA-Sonic! The spindash won the vote, so let's show off Adventure Sonic's spindash!

srb20096.gif

Using Sonic Adventure's spindash, there's quite a bit of visual feedback! The directional aiming guideline is actually a feature borrowed from SMSreborn for debugging, but I personally found it fairly useful for precision launching, so we might keep that in if desired! Metal seems to have no strong feelings one way or the other, so it'll be up to you guys.

srb20103.gif

Despite being "the spindash", this is nothing like SRB2 default spin, build from the ground up to resemble Sonic Adventure 1's world-class version of the spindash. Your controls change completely in a spin, redirecting your current momentum as if hovering over the ground. This makes it easy to precisely swerve through enemies and tight spots and return to a jog at a whim.

srb20101.gif

You may hold B(spin) anytime on the ground to charge up, sliding gradually to a halt from your original speed. Very useful for drifting around tight corners, and carefully redirecting your speed. Much nicer than coming to a jarring full stop.

srb20102.gif

You damage enemies while charging and can make quick U-turns.

srb20111.gif

A fan-favorite technique from Sonic Adventure are spindash jumps! Jump incredible distances, or launch Sonic way upwards from slopes to make all kinds of creative routes and levelskips. Being able to actually charge on slopes in the first places unlike SRB2's default spindash is quite the big help with that!



When you play SA-Sonic, you'll feel exactly why the spindash is his driving force, and how incredibly versatile it is unlike SRB2's version. There'll be a LOT to dig into, so we're gonna be on this topic for a while!
OMG. How cool can this mod get. The effect is spot on! I don´t know how I can get more excited after such news. Just incredible.
 
If the spamming isn't in a GIF, its cuz Shine doesn' want to show it yet, or idk, but im pretty sure you can kinda spam it
It's an SA2 based ability, it's supposed to be like "push the roll button to do a spindash, otherwise pressing it only spins you."
Post automatically merged:

100% runs complete!! I'll do a few more playthroughs when people've made a randomizer or find some truly big-deal sequence breaks.

For what it's worth, I think the chrome looks sick. You know what it looks like in-game by now, so if you prefer it, go for it!

THE SHOWERING TECHNIQUE, AN OBSCURE TECHNIQUE KNOWN BY ONLY THE RAREST OF GAMERS.


Just for the record, we're not putting in visible accessories despite Sonic's access to the Bounce Bracelet, Lightspeed Attack, Lightdash, etc etc.

Anyway, with Metroid Dread beaten a couple of times and having exhausted about every trick in that game known to man at this point....back to SA-Sonic! The spindash won the vote, so let's show off Adventure Sonic's spindash!

srb20096.gif

Using Sonic Adventure's spindash, there's quite a bit of visual feedback! The directional aiming guideline is actually a feature borrowed from SMSreborn for debugging, but I personally found it fairly useful for precision launching, so we might keep that in if desired! Metal seems to have no strong feelings one way or the other, so it'll be up to you guys.

srb20103.gif

Despite being "the spindash", this is nothing like SRB2 default spin, build from the ground up to resemble Sonic Adventure 1's world-class version of the spindash. Your controls change completely in a spin, redirecting your current momentum as if hovering over the ground. This makes it easy to precisely swerve through enemies and tight spots and return to a jog at a whim.

srb20101.gif

You may hold B(spin) anytime on the ground to charge up, sliding gradually to a halt from your original speed. Very useful for drifting around tight corners, and carefully redirecting your speed. Much nicer than coming to a jarring full stop.

srb20102.gif

You damage enemies while charging and can make quick U-turns.

srb20111.gif

A fan-favorite technique from Sonic Adventure are spindash jumps! Jump incredible distances, or launch Sonic way upwards from slopes to make all kinds of creative routes and levelskips. Being able to actually charge on slopes in the first places unlike SRB2's default spindash is quite the big help with that!



When you play SA-Sonic, you'll feel exactly why the spindash is his driving force, and how incredibly versatile it is unlike SRB2's version. There'll be a LOT to dig into, so we're gonna be on this topic for a while!
The Spin-dash is a very admirable move, also, whenever i zoom in on the gifs, i either see Sonic, or his jumpball, it's like a mind game that's used by gifs.
 
PvjIEbY.gif

Just needed time to post this GIF. Was planning on doing it a little bit sooner, but I've been a little bit busy.

I also experimented with drawing a chrome effect on the A3:
t7kBgsu.gif


I am still on the fence about it. It looks really cool, and this alone wasn't much extra work, but that would eventually add up, and I worry I might burn myself out. I'm still messing around in Blender to see if I can prerender a chrome that can be overlaid and look nice.
ONG!!!!1!1!1!1!1 SUPER STND SPROTES ARE FINISHED IT WELL BE RELESZED IN 1 PICOSECOND!1!1!1!1!1!!1 OMG
 
100% runs complete!! I'll do a few more playthroughs when people've made a randomizer or find some truly big-deal sequence breaks.

For what it's worth, I think the chrome looks sick. You know what it looks like in-game by now, so if you prefer it, go for it!

THE SHOWERING TECHNIQUE, AN OBSCURE TECHNIQUE KNOWN BY ONLY THE RAREST OF GAMERS.


Just for the record, we're not putting in visible accessories despite Sonic's access to the Bounce Bracelet, Lightspeed Attack, Lightdash, etc etc.

Anyway, with Metroid Dread beaten a couple of times and having exhausted about every trick in that game known to man at this point....back to SA-Sonic! The spindash won the vote, so let's show off Adventure Sonic's spindash!

srb20096.gif

Using Sonic Adventure's spindash, there's quite a bit of visual feedback! The directional aiming guideline is actually a feature borrowed from SMSreborn for debugging, but I personally found it fairly useful for precision launching, so we might keep that in if desired! Metal seems to have no strong feelings one way or the other, so it'll be up to you guys.

srb20103.gif

Despite being "the spindash", this is nothing like SRB2 default spin, build from the ground up to resemble Sonic Adventure 1's world-class version of the spindash. Your controls change completely in a spin, redirecting your current momentum as if hovering over the ground. This makes it easy to precisely swerve through enemies and tight spots and return to a jog at a whim.

srb20101.gif

You may hold B(spin) anytime on the ground to charge up, sliding gradually to a halt from your original speed. Very useful for drifting around tight corners, and carefully redirecting your speed. Much nicer than coming to a jarring full stop.

srb20102.gif

You damage enemies while charging and can make quick U-turns.

srb20111.gif

A fan-favorite technique from Sonic Adventure are spindash jumps! Jump incredible distances, or launch Sonic way upwards from slopes to make all kinds of creative routes and levelskips. Being able to actually charge on slopes in the first places unlike SRB2's default spindash is quite the big help with that!



When you play SA-Sonic, you'll feel exactly why the spindash is his driving force, and how incredibly versatile it is unlike SRB2's version. There'll be a LOT to dig into, so we're gonna be on this topic for a while!
Nice! You're back! and OMG DOES THAT LOOK AMAZING AAAA
 
Since shine is back i can finally ask this question, will sa sonic have a menu like sms to configurate him?, im scared some bullshit stops servers from adding him
 
Welp, we'll probably not see Golden Shine for a week. How's progress on SA-Sonic? Also another question, is it fine for me to call Golden Shine, Shine? I'd love to see progress on Super SA-Sonic too!
You may! And Super Sonic will come in time. Right now I'd basically only have the standing sprites to show off, so I may as well show off all the moves I've been holding back until now.

Since shine is back i can finally ask this question, will sa sonic have a menu like sms to configurate him?, im scared some bullshit stops servers from adding him
Right now he has an option for an SA1 style jump, and that's...basically it. Maybe I can make the directional spindash guide line from SMS an toggle-able command, but that'd still only be 2 options. A bit overboard for a whole menu, and I can't imagine either option would be a cause for servers to refuse to add SA-Sonic.


A quick tap on spin makes Sonic instantly roll with a small microburst of speed. This gives you fantastic control over your speed at all times, and can compensate for his abysmal acceleration. Although these bursts give diminishing returns as you move faster, the spindash never slows Sonic (unless you're going uphill) and charges relative to his current speed, so never fear you'll lose the momentum you had.
srb20115.gif



Quickly tapping into the spindash' momentum redirection allows zigzagging like THIS with good reflexes.
srb20116.gif



That said....any time spend slowing down from charging will be paid off later with a larger burst of higher-precision speed. Being fast and methodical is an unlikely but very real combo.
srb20114.gif


Stacking spinbursts is what fans dubbed the spamdash in Sonic Adventure 1. Incase you're worried about spin-mashing fests, don't be. You'll uphold your current speed when uncurling for a while before Sonic actually begins to gradually slow down. Therefore, doing a quick spin every few seconds when you feel you're at max speed gives the same result as mashing like crazy.
srb20123.gif

srb20128.gif



The spamdash turning SA-Sonic's gameplay into a mashing fest was a big concern, so there are many situations when spamming spinbursts isn't optimal. There'll be times when charging is preferred, when you'll wanna spamdash, stay rolled up or even simply run. More on that later!
 
Right now he has an option for an SA1 style jump, and that's...basically it. Maybe I can make the directional spindash guide line from SMS an toggle-able command, but that'd still only be 2 options. A bit overboard for a whole menu, and I can't imagine either option would be a cause for servers to refuse to add SA-Sonic.
Fair, the character is not as complex as sms to need a whole menu to configurate him as your liking but anyway, i hope he is a popular character between servers because of how good in quality he has become to be left out like sms which you rarely actually see him in servers
 
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