Adventure Sonic (v1.8b)

Adventure Sonic (v1.8b) v1.8b

Not automatically. But the rails are easy enough to place it'd only take a few hours at most to make an SRB2rail.pk3, the vanilla campaign but with rails placed over midtextures that make sense to grind to on, or even have a few rails scattered around.

It sure would be cool if SRB2 kept rings around for every individual player rather than make them disappear for everyone after the first player snatches them.


Okay, now for a big progress update!
First, people requested Rush Mode's Humming Top bounce off enemies, and that's been implemented. But I thought of an original mechanic where Sonic can perform ANOTHER humming top after a successfully bounce. This isn't accurate, I just figured it'd be fun, like how the bounce attack in SRB2 lets you bounce up from enemies unlike in SA2.

Here's a quick mockup of the idea. What do you gals and guys think? Yay or nay?
dbUhRfI.gif
dbgElTl.gif


I've teased them before, but lets go into specifics about the Flame and Bubble shield's new abilities!

Main Mode:
Flame Shield
: Grants a momentum stacking Far Thok, much like Sonic Advance 2's airdash.
Bubble Shield: Grants ability to charge a Megabounce by holding SPIN when bouncing.
dbrf0nS.gif
dbrfEP9.gif


Rush Mode:
Flame Shield
: Grants a fixed longer boost to the airdash & airboost. The airboost also deals 2x damage!
Bubble Shield: Grants unimpeded underwater boost speed!
dbrJFYQ.gif
dbgVxhQ.gif

Rush Mode also adds any shield's elemental properties to its Humming Top kick, as I've shown before!
dbgSylf.gif
dbgU9S4.gif
dbgSpKG.gif


The Fiery Spirit of Competition:
Racing against Modern? SA-Sonic now starts with a Flame Shield to even the odds! (Or a bubble shield underwater)
dbrUFQ1.gif


We all saw this coming:
SA-Sonic can now gift Power Rings to X Sonic.
dbr6nVI.gif


Attraction and Thundercoin shields
Attraction and Thundercoin shields let SA-Sonic hold JUMP to perform Homing Attack variations. Speed for the Attraction Shield, height for the Thundercoin Shield. They didn't need a buff, I just felt a need to make the two shields a bit more distinct.
dbUU1YQ.gif
dbUUGyB.gif



Upgraded Slope Physics
Lastly, I'm revamping slope physics! Coming up, SA-Sonic's slope physics act much more like Adventure's. The new acceleration curve at higher speeds could be considered a mild nerf, but Sonic keeps momentum longer from steep slopes, loses speed less abruptly going up slopes, and can "struggle" against upwards slopes more when losing too much speed running.

New physics:
dDQ8SO7.gif
srb20227.gif



Old 1.8b physics:
dbgH0F4.gif
dbg2ESR.gif


Slope Struggling, New vs Old:
dbgTM1p.gif
dbgTGBR.gif
Yay!
 
Not automatically. But the rails are easy enough to place it'd only take a few hours at most to make an SRB2rail.pk3, the vanilla campaign but with rails placed over midtextures that make sense to grind to on, or even have a few rails scattered around.

It sure would be cool if SRB2 kept rings around for every individual player rather than make them disappear for everyone after the first player snatches them.


Okay, now for a big progress update!
First, people requested Rush Mode's Humming Top bounce off enemies, and that's been implemented. But I thought of an original mechanic where Sonic can perform ANOTHER humming top after a successfully bounce. This isn't accurate, I just figured it'd be fun, like how the bounce attack in SRB2 lets you bounce up from enemies unlike in SA2.

Here's a quick mockup of the idea. What do you gals and guys think? Yay or nay?
dbUhRfI.gif
dbgElTl.gif


I've teased them before, but lets go into specifics about the Flame and Bubble shield's new abilities!

Main Mode:
Flame Shield
: Grants a momentum stacking Far Thok, much like Sonic Advance 2's airdash.
Bubble Shield: Grants ability to charge a Megabounce by holding SPIN when bouncing.
dbrf0nS.gif
dbrfEP9.gif


Rush Mode:
Flame Shield
: Grants a fixed longer boost to the airdash & airboost. The airboost also deals 2x damage!
Bubble Shield: Grants unimpeded underwater boost speed!
dbrJFYQ.gif
dbgVxhQ.gif

Rush Mode also adds any shield's elemental properties to its Humming Top kick, as I've shown before!
dbgSylf.gif
dbgU9S4.gif
dbgSpKG.gif


The Fiery Spirit of Competition:
Racing against Modern? SA-Sonic now starts with a Flame Shield to even the odds! (Or a bubble shield underwater)
dbrUFQ1.gif


We all saw this coming:
SA-Sonic can now gift Power Rings to X Sonic.
dbr6nVI.gif


Attraction and Thundercoin shields
Attraction and Thundercoin shields let SA-Sonic hold JUMP to perform Homing Attack variations. Speed for the Attraction Shield, height for the Thundercoin Shield. They didn't need a buff, I just felt a need to make the two shields a bit more distinct.
dbUU1YQ.gif
dbUUGyB.gif



Upgraded Slope Physics
Lastly, I'm revamping slope physics! Coming up, SA-Sonic's slope physics act much more like Adventure's. The new acceleration curve at higher speeds could be considered a mild nerf, but Sonic keeps momentum longer from steep slopes, loses speed less abruptly going up slopes, and can "struggle" against upwards slopes more when losing too much speed running.

New physics:
dDQ8SO7.gif
srb20227.gif



Old 1.8b physics:
dbgH0F4.gif
dbg2ESR.gif


Slope Struggling, New vs Old:
dbgTM1p.gif
dbgTGBR.gif
Nice update
 
Not automatically. But the rails are easy enough to place it'd only take a few hours at most to make an SRB2rail.pk3, the vanilla campaign but with rails placed over midtextures that make sense to grind to on, or even have a few rails scattered around.

It sure would be cool if SRB2 kept rings around for every individual player rather than make them disappear for everyone after the first player snatches them.


Okay, now for a big progress update!
First, people requested Rush Mode's Humming Top bounce off enemies, and that's been implemented. But I thought of an original mechanic where Sonic can perform ANOTHER humming top after a successfully bounce. This isn't accurate, I just figured it'd be fun, like how the bounce attack in SRB2 lets you bounce up from enemies unlike in SA2.

Here's a quick mockup of the idea. What do you gals and guys think? Yay or nay?
dbUhRfI.gif
dbgElTl.gif


I've teased them before, but lets go into specifics about the Flame and Bubble shield's new abilities!

Main Mode:
Flame Shield
: Grants a momentum stacking Far Thok, much like Sonic Advance 2's airdash.
Bubble Shield: Grants ability to charge a Megabounce by holding SPIN when bouncing.
dbrf0nS.gif
dbrfEP9.gif


Rush Mode:
Flame Shield
: Grants a fixed longer boost to the airdash & airboost. The airboost also deals 2x damage!
Bubble Shield: Grants unimpeded underwater boost speed!
dbrJFYQ.gif
dbgVxhQ.gif

Rush Mode also adds any shield's elemental properties to its Humming Top kick, as I've shown before!
dbgSylf.gif
dbgU9S4.gif
dbgSpKG.gif


The Fiery Spirit of Competition:
Racing against Modern? SA-Sonic now starts with a Flame Shield to even the odds! (Or a bubble shield underwater)
dbrUFQ1.gif


We all saw this coming:
SA-Sonic can now gift Power Rings to X Sonic.
dbr6nVI.gif


Attraction and Thundercoin shields
Attraction and Thundercoin shields let SA-Sonic hold JUMP to perform Homing Attack variations. Speed for the Attraction Shield, height for the Thundercoin Shield. They didn't need a buff, I just felt a need to make the two shields a bit more distinct.
dbUU1YQ.gif
dbUUGyB.gif



Upgraded Slope Physics
Lastly, I'm revamping slope physics! Coming up, SA-Sonic's slope physics act much more like Adventure's. The new acceleration curve at higher speeds could be considered a mild nerf, but Sonic keeps momentum longer from steep slopes, loses speed less abruptly going up slopes, and can "struggle" against upwards slopes more when losing too much speed running.

New physics:
dDQ8SO7.gif
srb20227.gif



Old 1.8b physics:
dbgH0F4.gif
dbg2ESR.gif


Slope Struggling, New vs Old:
dbgTM1p.gif
dbgTGBR.gif
YAYYYY
 
Okay, now for a big progress update!
First, people requested Rush Mode's Humming Top bounce off enemies, and that's been implemented. But I thought of an original mechanic where Sonic can perform ANOTHER humming top after a successfully bounce. This isn't accurate, I just figured it'd be fun, like how the bounce attack in SRB2 lets you bounce up from enemies unlike in SA2.

Here's a quick mockup of the idea. What do you gals and guys think? Yay or nay?
dbUhRfI.gif
dbgElTl.gif
Even more shmovment? In MY SA Sonic? (Yipee!)
Rush Mode also adds any shield's elemental properties to its Humming Top kick, as I've shown before!

dbgSylf.gif
dbgU9S4.gif
dbgSpKG.gif
I absolutely love the concept of Sonic being able to use nature’s main elements. (I even conceptualized an idea of Sonic being able to use nature’s elements to fuel his boost energy which would create such monstrosities as water-bubble boost, or wind boost. I love nature in my sonic‼️)
Upgraded Slope Physics
Lastly, I'm revamping slope physics! Coming up, SA-Sonic's slope physics act much more like Adventure's. The new acceleration curve at higher speeds could be considered a mild nerf, but Sonic keeps momentum longer from steep slopes, loses speed less abruptly going up slopes, and can "struggle" against upwards slopes more when losing too much speed running.

New physics:
dDQ8SO7.gif
srb20227.gif



Old 1.8b physics:
dbgH0F4.gif
dbg2ESR.gif


Slope Struggling, New vs Old:
dbgTM1p.gif
dbgTGBR.gif
I actually kinda dislike spam dashing as SA.S in srb2 because it just feels cheap to me. And I instead do a fully charged spindash and then I instantly uncurl which keeps my speed from the S.D stable until I start to deacelerate. And it’s already pretty powerful in 1.8 and to see that 1.9 will buff this quirk, highers my rating for SA.S from 10/10 to PEAK/10. (And this makes my concepts for my dream sonic physics partially playable! :wow:)
 
Y'know, I didn't intend to add loop support to Grind Rails, but with the current version of the auto-rendering rails it's getting pretty close to a reality. Physics-wise it already works perfectly, so you could easily pull off perfect-looking loops in SRB2 easily with the invisible rail variants.
dmp72Ns.gif


Welcome to the end of the Zoomtube loop era!
 
Y'know, I didn't intend to add loop support to Grind Rails, but with the current version of the auto-rendering rails it's getting pretty close to a reality. Physics-wise it already works perfectly, so you could easily pull off perfect-looking loops in SRB2 easily with the invisible rail variants.
dmp72Ns.gif


Welcome to the end of the Zoomtube loop era!
Guys, I’m not sure if that could even count as a game even loosely based off doom engine at this point anymore. :oh:
 
keep cooking man
Post automatically merged:

Y'know, I didn't intend to add loop support to Grind Rails, but with the current version of the auto-rendering rails it's getting pretty close to a reality. Physics-wise it already works perfectly, so you could easily pull off perfect-looking loops in SRB2 easily with the invisible rail variants.
dmp72Ns.gif


Welcome to the end of the Zoomtube loop era!
we can finally make sonic frontiers in srb2?!
 
Last edited:
Okay, I take back what I said about "theoretically being able to create real loops with invisible rails"

Because I can confirm you absolutely can.
dpVv8fn.gif

dpVvkiX.gif
This makes me wonder if the rails work more similarly to modern rails or rails in recent sonic games. Because I they these could best attempt at manual loops in 3D
 

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