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None of this is complex at all. You dont even need to do this stuff. if you played the adventure games you would get all of this. He's showcasing stuff that was in the adventure games. Not new features
Finally, the "spindash hover". And no, it's not the obscure technique mentioned before! SOON™
Hold jump when spinning off edges, you'll stay airborne a little longer. This is a trick in the Adventure games. Is it useful when spindash jumping exists? Maybe not, but it's here. If we include weird mechanics from the Adventure games, we'll check if it doesn't break the balance or controls, then add some flair to show you're doing it right!
With Spindash Hover:
Without Spindash Hover:
With a Spindash Jump:
Remember, we're not emulating EVERY trick, this is Sonic Adventure remastered for SRB2, not Sonic Adventure emulated in SRB2. The Spindash Hover just seemed fairly harmless.
It's a trick typically done in speedruns, as it can let Sonic bypass certain areas and make much longer leaps! It's really fun to pull off. And dang, there goes my guess for Obscure Sonic Adventure Technique™. I wonder if super bouncing will be possible too, thinking about speedrun tricks...?
I'm also super excited seeing how well this is all coming along!! I never mentioned how cool the squash/stretch effect looks on the spindash's charge, and I love seeing the SA1 Ancient Light too!
There was no feedback for it other than Sonic feels a little floatier for "no reason" in Adventure. Thankfully, if someone doesn't know about this, they're not missing out. I haven't found a single use for Spindash Hovering other than style points.
what upgrades from sa1 and sa2 will sa sonic have?
yeah things like the light speed dash are very likely to be implemented
and the bounce move has already been shown off but
something like the magic hands would be unexpected
Visually, none. Otherwise, we're only leaving out Somersaults and Magic Hands. We'd like to keep Sonic's actions on Jump & Spin.
Before we move onto to the Obscure Sonic Adventure Technique™, let's talk ledges. If Sonic's momentum would've send him sliding off a high-up platform but you're not holding a direction...you'll be safeguarded from falling off like in Sonic Adventure 2.
Hold towards a ledge and Sonic will pull himself up like in Sonic Adventure 2! Another useful safeguard. To improve the flow of parkour, it's made super quick and snappy! Which has NOTHING to do with saving Metal time on making getup animations.
Sonic Adventure introduced triple-width springs you can hold jump on to bounce higher with a roll. Metal liked to see this mechanic in action despite the lack of these springs existing in SRB2. But it turned out ridiculously OP for SA-Sonic's playstyle. Since SA-Sonic jumps/bounces higher without blue springs, however, I left the mechanic in for blue springs only, making them a little less worthless.
Now about the most famous speedrun technique in SA2. The Super Bounce. It would break the game balance and widen the gap between casuals and tech junkies. They could consistently take shortcuts others couldn't, so we decided it shouldn't be in.
...under normal circumstances.
Only Super Sonic and Runshoes Sonic can do this! The SuperBounce! Speed towards a wall (preferably with a spindash), then quickly jump and bounce right before you hit that wall. The faster you are hitting the wall bouncing, the higher you go!
Your spindash is the main driver of your speed anyway, and SA-Sonic gains zero speed from runshoes in midair, so a buff like this gives more purpose to runshoes. Here's a slowed version.
Super Bouncing doesn't work on slopes, and with the Runshoes/Super requirement I feel we hit a good compromise. You won't be playing SA-Sonic "wrong" if you can't do it or have to learn it for races, while speedrunners/tech junkies still get fancy advanced moves/routes accurate to good ol' Sonic Adventure 2.
And no, NO gravity shifting bs from Adventure 2, you absolute degenerates. You'll take what you get and praise Metalwario for it.
Only Super Sonic and Runshoes Sonic can do this! The SuperBounce! Speed towards a wall (preferably with a spindash), then quickly jump and bounce right before you hit that wall. The faster you are hitting the wall bouncing, the higher you go!
Your spindash is the main driver of your speed anyway, and SA-Sonic gains zero speed from runshoes in midair, so a buff like this gives more purpose to runshoes. Here's a slowed version.
Super Bouncing doesn't work on slopes, and with the Runshoes/Super requirement I feel we hit a good compromise. You won't be playing SA-Sonic "wrong" if you can't do it or have to learn it for races, while speedrunners/tech junkies still get fancy advanced moves/routes accurate to good ol' Sonic Adventure 2.
And no, NO gravity shifting bs from Adventure 2, you absolute degenerates. You'll take what you get and praise Metalwario for it.
Sorry dude but do you not know how long it took for them to complete Base-Sonic? I'm pretty sure they got most bugs for Base-Sonic down, and considering Super Sonic they are going to take a very long time.
Hey hey now, only my last post actually mentions tricks, my man. Mercy on the messenger.
There was no feedback for it other than Sonic feels a little floatier for "no reason" in Adventure. Thankfully, if someone doesn't know about this, they're not missing out. I haven't found a single use for Spindash Hovering other than style points.
Visually, none. Otherwise, we're only leaving out Somersaults and Magic Hands. We'd like to keep Sonic's actions on Jump & Spin.
Before we move onto to the Obscure Sonic Adventure Technique™, let's talk ledges. If Sonic's momentum would've send him sliding off a high-up platform but you're not holding a direction...you'll be safeguarded from falling off like in Sonic Adventure 2.
Hold towards a ledge and Sonic will pull himself up like in Sonic Adventure 2! Another useful safeguard. To improve the flow of parkour, it's made super quick and snappy! Which has NOTHING to do with saving Metal time on making getup animations.
Sonic Adventure introduced triple-width springs you can hold jump on to bounce higher with a roll. Metal liked to see this mechanic in action despite the lack of these springs existing in SRB2. But it turned out ridiculously OP for SA-Sonic's playstyle. Since SA-Sonic jumps/bounces higher without blue springs, however, I left the mechanic in for blue springs only, making them a little less worthless.
Now about the most famous speedrun technique in SA2. The Super Bounce. It would break the game balance and widen the gap between casuals and tech junkies. They could consistently take shortcuts others couldn't, so we decided it shouldn't be in.
...under normal circumstances.
Only Super Sonic and Runshoes Sonic can do this! The SuperBounce! Speed towards a wall (preferably with a spindash), then quickly jump and bounce right before you hit that wall. The faster you are hitting the wall bouncing, the higher you go!
Your spindash is the main driver of your speed anyway, and SA-Sonic gains zero speed from runshoes in midair, so a buff like this gives more purpose to runshoes. Here's a slowed version.
Super Bouncing doesn't work on slopes, and with the Runshoes/Super requirement I feel we hit a good compromise. You won't be playing SA-Sonic "wrong" if you can't do it or have to learn it for races, while speedrunners/tech junkies still get fancy advanced moves/routes accurate to good ol' Sonic Adventure 2.
And no, NO gravity shifting bs from Adventure 2, you absolute degenerates. You'll take what you get and praise Metalwario for it.
Sorry dude but do you not know how long it took for them to complete Base-Sonic? I'm pretty sure they got most bugs for Base-Sonic down, and considering Super Sonic they are going to take a very long time.
Hold towards a ledge and Sonic will pull himself up like in Sonic Adventure 2! Another useful safeguard. To improve the flow of parkour, it's made super quick and snappy! Which has NOTHING to do with saving Metal time on making getup animations.
Pretty sure that players gonna have fun along with speedrunners abusing this move on taking huge leaps if the edge is reachable making this definitely a fan favorite.
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