The jump should be a lot more floaty for that real adventure feel. Holding down a for a higher, floaty jump really felt good during platforming in SA1 and SA2.
Just like the they say, it's all about the little things, if they fixed the control like this, have Generations level design but a bit longer like Unleashed and make the 2D minimal, then the Boost gameplay could absolutely reach it's fullest potentiel. Great job :)
Well with Forces, the thing is; the director for Sonic and the Black Knight (you know, that game that had Sonic running automatically in a straight hallway for a couple of minutes with some occasional cinematic QTE's) was also the lead level designer for Forces which explains why most of the levels in Forces were: straight hallways that you ran through for a couple of minutes with some occasional cinematic QTE's..... lol Why Sonic's controls got downgraded so badly in Forces idk, one possible explanation is that the director for Colors and Lost World was also the director for Forces... I think I'm starting to see a pattern at Sonic Team 😂
I might have to give this a shot, looks interesting! I still dream of one day seeing a proper 3D Sonic game again, hopefully like Utopia. We'll just have to wait and see.
Outstanding! I was so excited to see that you'd done an update video. I just had a playthrough on the Vanilla Gens. I can say that you have perfected the formula! You've taken every comment I made onboard. I really wish Sega would hire you. I love the fluidity and control from this physics mod. The homing attack recoil is great now. The homing attack distance is perfect now too. The 2D jump physics feel much better and much less moon-like, unlike before, where you would jump way too far unexpectedly. Perfection! I love your work! I look forward to playing more in the future.
Edit: I just tried to play the Unleashed Project (both with and without the new patch files) and couldn't get it to work properly, even with MAST and MA at the top priority. It crashed when trying to enter a stage from the hub world. I then removed the patch files for Unleashed, and still didn't load levels. I figured that it must be something to do with the MAST or MA mod itself, as it loads the Unleashed Project when I play without any other mods. Not sure what is happening or whether it is just my PC. This is still outstanding stuff you're doing. Don't let it get you down. Sorry if it sounds like I'm being negative. I really love this mod.
@@Dazoxa Try removing regular MAST when using Unleashed Project. MAST is only for vanilla stages, and since Unleashed Project uses the vanilla stages level slots the game might be getting conflicting info that is causing it to crash. Give it a try and let me know if that fixes it!
@@TheKazeblade Thank you! Yes. I knew I was doing something dumb. I had both MAST and Modern Adventure ticked in SonicGMI. I played it without MAST, just Modern Adventure, and it played like a dream in the Unleashed Project. It works pretty much perfectly! My only issue in this playthrough was one spring in Arid Sands that instead of launching you to the higher route, you are forced to go the lower route, as he ends up launching into the wall and stomping the boxes below. Otherwise, it feels so fluid and so precise. I hope SEGA finds you and hires you. Just like they did with Tee Lopez and people like Christian Whitehead. You are very talented. I hope it doesn't sound like I'm being mean. I really love your channel. This is not me playing in this clip for reference, but it's the one at 2:14 th-cam.com/video/klQ2K1iZkgM/w-d-xo.html
The work you've done with this mod is incredible. The higher jump and smoother movement really make the game a blast. I do have three issues though: 1. The overall acceleration for sonic is a bit too sluggish. This also effects how sonic recovers from a homing attack (EX: In the first 2d section of Sky Sanctuary, when I homing attack an egg robo to land on the cloud, I just barely made the landing on the cloud, which threw me off). When I put the Acceleration skill on, it did help somewhat, but now It hurts on ground movement. Is there any way you can find a middle ground between Modern Adventure's acceleration and the Acceleration skill? 2. Super Sonic still consumes 2 rings per second. There's a mod that fixes this (th-cam.com/video/EVQed5vhDgY/w-d-xo.html) Can you make this compatible with that mod? 3. I'm not sure how I feel about Sonic turning smoothly while boosting. There's a point in Sky Sanctuary where I flew off to the side to my death because the turning is the same as when he's not boosting (though that could be more my fault). Maybe widen sonic arc for turning when boosting? Something like this: th-cam.com/video/JVKFRxgwSWE/w-d-xo.html There's also a glitch in Rooftop Run after grinding down the tower. Your controls get locked for a moment for whatever reason. Just fix those things and we'll have the perfect sonic control for the boost gameplay!
Just played the unleashed project with it. Seems that the acceleration and turning are very different. I suppose it works for Unleashed's level design.
Love this mod, but whenever sonic does his short hop, he levitates in the air for longer than he should and it can mess up the flow of the game, any way to fix this?
thank you for the mod! but i have a question.. which item in prm is non homing air dash if i wanna revert.. also do you know of an exhaustive descriptive list regarding the prm files catagories?.. am new to modding XD thanks in advance if i havnt figured it out by when/if you respond XD
Ok so quick update on the thing I was working on, your advice worked and it helped a lot! Thanks! However I got another question. Where in the XML for Sonic do you go to edit the speed of his homing attack? I've already tried editing the homing attack section, but it isn't the exact result I was looking for. I'm trying to get a speed similar to that one light speed homing attack mod.
I have a question. Would it be possible to do something similar for Classic Sonic for his 3D movement? I'm trying to recreate the Adventure gameplay as closely as possible, and with the recent 3D spindash for Classic Sonic, this would be very useful.
Modern Adventure physics is actually derived from Classic Sonic's movement parameters! I think to do what you are referring to is basically already in place with Classic Sonic already. You would just need to tweak the parameters to increase movement speed to be comparable to Modern Sonic to get the effect you are looking for.
First of all I wanna say that I really appreciate all the work you did with this mod. It always bothered me that Sonic couldn't really turn in the boost games. That being said...for some reason when I load this mod into HedgeModManager. I get an alert from my antivirus about it blocking a "survey-smiles.com" address, which to me would imply some sort of adware. Not sure what this is about, and if it's a mistake. Please fix it. This really sucks, because I really like the new physics, but I don't want to feel like my computer might be compromised by using it.
I may be crossing boundaries but can u combine this with: heros physics, unleashed physics, and faster sonic edit: can u also turn off non automated super sonic?
It's been a while since I've played SU and SG, and I'm currently replaying SA1 and will do SA2 next, but I bet playing w/ this mod is going to feel weird AF. Lol.
The mod wasn't built with anything in mind besides vanilla Gens stages and the Unleashed project unfortunately, sorry! It does work at least with older versions of STH2006 as well, but beyond that I can't say what it will and won't work with. Try potentially not using the MAST portion with Adventure Generations and see if that helps. That said, there have been newer mods that have far eclipsed this one that will definitely be a better pick nowadays :)
@@TheKazeblade man that's a shame. It works beautifully when it does lol it's so good, I wish it worked with everything. It completely transformed the game for me, especially with double jump added with it haha. do you think you could link me where I could find the other mods you've mentioned?
I don't know them by name unfortunately! I have only seen videos on Twitter that include adding the spindash to Modern Sonic and other things like that! I'm not actually sure if there are any complete ones out there that have been released haha
It gives me this message btw: The file you have selected (MODERN_ADVENTURE_MOD_BUNDLE.1.zip) is not available via any mirrors. Please check back shortly as our servers update every 5 minutes. I have checked back many times, but I still can't
I just tested it, and by pressing the link to the zip file in the window, it let me download it just fine! Not sure what caused what you ran into. Let me know if that works!
Ruined super sonic. Ruined 2D sections and ruined the 3D physics entirely. This is what happens when you let a Sonic fan that doesn't understand good game design make mods.. Fucking hell the 2D sections were not over abundant and I think they added necessary and fun variety to the 3D sections which can become dull if over utilized. Why does no one realize this???
The jump should be a lot more floaty for that real adventure feel. Holding down a for a higher, floaty jump really felt good during platforming in SA1 and SA2.
Just like the they say, it's all about the little things, if they fixed the control like this, have Generations level design but a bit longer like Unleashed and make the 2D minimal, then the Boost gameplay could absolutely reach it's fullest potentiel. Great job :)
Just imagine on how they could have improved on this if they didn't do whatever they did with Forces.
Well with Forces, the thing is; the director for Sonic and the Black Knight (you know, that game that had Sonic running automatically in a straight hallway for a couple of minutes with some occasional cinematic QTE's) was also the lead level designer for Forces which explains why most of the levels in Forces were: straight hallways that you ran through for a couple of minutes with some occasional cinematic QTE's..... lol
Why Sonic's controls got downgraded so badly in Forces idk, one possible explanation is that the director for Colors and Lost World was also the director for Forces... I think I'm starting to see a pattern at Sonic Team 😂
@@islandboy9381 That's Sonic And The Secret Rings
Black Knight is not like that
@@RackerTheRascalMashup
No Black Knight is just like Forces but with more forced combat.
Well, this is a nice Christmas present! Thank you so much Kazeblade, and Happy Holidays to you!
To you as well!!
I might have to give this a shot, looks interesting! I still dream of one day seeing a proper 3D Sonic game again, hopefully like Utopia. We'll just have to wait and see.
Outstanding! I was so excited to see that you'd done an update video. I just had a playthrough on the Vanilla Gens. I can say that you have perfected the formula! You've taken every comment I made onboard. I really wish Sega would hire you. I love the fluidity and control from this physics mod. The homing attack recoil is great now. The homing attack distance is perfect now too. The 2D jump physics feel much better and much less moon-like, unlike before, where you would jump way too far unexpectedly. Perfection! I love your work! I look forward to playing more in the future.
Edit: I just tried to play the Unleashed Project (both with and without the new patch files) and couldn't get it to work properly, even with MAST and MA at the top priority. It crashed when trying to enter a stage from the hub world. I then removed the patch files for Unleashed, and still didn't load levels. I figured that it must be something to do with the MAST or MA mod itself, as it loads the Unleashed Project when I play without any other mods. Not sure what is happening or whether it is just my PC. This is still outstanding stuff you're doing. Don't let it get you down. Sorry if it sounds like I'm being negative. I really love this mod.
@@Dazoxa Try removing regular MAST when using Unleashed Project. MAST is only for vanilla stages, and since Unleashed Project uses the vanilla stages level slots the game might be getting conflicting info that is causing it to crash. Give it a try and let me know if that fixes it!
@@TheKazeblade Thank you! Yes. I knew I was doing something dumb. I had both MAST and Modern Adventure ticked in SonicGMI. I played it without MAST, just Modern Adventure, and it played like a dream in the Unleashed Project. It works pretty much perfectly! My only issue in this playthrough was one spring in Arid Sands that instead of launching you to the higher route, you are forced to go the lower route, as he ends up launching into the wall and stomping the boxes below. Otherwise, it feels so fluid and so precise. I hope SEGA finds you and hires you. Just like they did with Tee Lopez and people like Christian Whitehead. You are very talented. I hope it doesn't sound like I'm being mean. I really love your channel. This is not me playing in this clip for reference, but it's the one at 2:14 th-cam.com/video/klQ2K1iZkgM/w-d-xo.html
Just in time for Christmas! Looks awesome, can’t wait to play it!
YES! NON-AUTOMATED SUPER SONIC! THANK YOU SO MUCH!!!
Aw yeah, this is happening! Just in time for Sonic Adventure Anniversary!
is it possible to make the air dash not stop your momentum?
Making a great game even better.
The work you've done with this mod is incredible. The higher jump and smoother movement really make the game a blast. I do have three issues though:
1. The overall acceleration for sonic is a bit too sluggish. This also effects how sonic recovers from a homing attack (EX: In the first 2d section of Sky Sanctuary, when I homing attack an egg robo to land on the cloud, I just barely made the landing on the cloud, which threw me off). When I put the Acceleration skill on, it did help somewhat, but now It hurts on ground movement. Is there any way you can find a middle ground between Modern Adventure's acceleration and the Acceleration skill?
2. Super Sonic still consumes 2 rings per second. There's a mod that fixes this (th-cam.com/video/EVQed5vhDgY/w-d-xo.html) Can you make this compatible with that mod?
3. I'm not sure how I feel about Sonic turning smoothly while boosting. There's a point in Sky Sanctuary where I flew off to the side to my death because the turning is the same as when he's not boosting (though that could be more my fault). Maybe widen sonic arc for turning when boosting? Something like this: th-cam.com/video/JVKFRxgwSWE/w-d-xo.html
There's also a glitch in Rooftop Run after grinding down the tower. Your controls get locked for a moment for whatever reason.
Just fix those things and we'll have the perfect sonic control for the boost gameplay!
Number 3 might not be the case though.
Just played the unleashed project with it. Seems that the acceleration and turning are very different. I suppose it works for Unleashed's level design.
Love this mod, but whenever sonic does his short hop, he levitates in the air for longer than he should and it can mess up the flow of the game, any way to fix this?
thank you for the mod! but i have a question.. which item in prm is non homing air dash if i wanna revert.. also do you know of an exhaustive descriptive list regarding the prm files catagories?.. am new to modding XD thanks in advance if i havnt figured it out by when/if you respond XD
Ok so quick update on the thing I was working on, your advice worked and it helped a lot! Thanks!
However I got another question. Where in the XML for Sonic do you go to edit the speed of his homing attack? I've already tried editing the homing attack section, but it isn't the exact result I was looking for. I'm trying to get a speed similar to that one light speed homing attack mod.
I wish I could help, but I haven't dug into Gens scripts in a couple of years, so I wouldn't be able to tell you off-hand, sorry!
@@TheKazeblade All good 👍
This looks beautiful
I have a question. Would it be possible to do something similar for Classic Sonic for his 3D movement? I'm trying to recreate the Adventure gameplay as closely as possible, and with the recent 3D spindash for Classic Sonic, this would be very useful.
Modern Adventure physics is actually derived from Classic Sonic's movement parameters! I think to do what you are referring to is basically already in place with Classic Sonic already. You would just need to tweak the parameters to increase movement speed to be comparable to Modern Sonic to get the effect you are looking for.
@@TheKazeblade Ah alright, thanks man 👍
First of all I wanna say that I really appreciate all the work you did with this mod. It always bothered me that Sonic couldn't really turn in the boost games.
That being said...for some reason when I load this mod into HedgeModManager. I get an alert from my antivirus about it blocking a "survey-smiles.com" address, which to me would imply some sort of adware. Not sure what this is about, and if it's a mistake. Please fix it. This really sucks, because I really like the new physics, but I don't want to feel like my computer might be compromised by using it.
I may be crossing boundaries but can u combine this with: heros physics, unleashed physics, and faster sonic edit: can u also turn off non automated super sonic?
It's been a while since I've played SU and SG, and I'm currently replaying SA1 and will do SA2 next, but I bet playing w/ this mod is going to feel weird AF. Lol.
It's just amazing.
Ahh secret and whisper... what even happened to them?
I might need to try! :)
Does this work with adventure generations levels? I tried making it work and it just crashes everytime :/
The mod wasn't built with anything in mind besides vanilla Gens stages and the Unleashed project unfortunately, sorry! It does work at least with older versions of STH2006 as well, but beyond that I can't say what it will and won't work with. Try potentially not using the MAST portion with Adventure Generations and see if that helps. That said, there have been newer mods that have far eclipsed this one that will definitely be a better pick nowadays :)
@@TheKazeblade man that's a shame. It works beautifully when it does lol it's so good, I wish it worked with everything. It completely transformed the game for me, especially with double jump added with it haha. do you think you could link me where I could find the other mods you've mentioned?
I don't know them by name unfortunately! I have only seen videos on Twitter that include adding the spindash to Modern Sonic and other things like that! I'm not actually sure if there are any complete ones out there that have been released haha
This song though.
I can't download this from the page.
It gives me this message btw: The file you have selected (MODERN_ADVENTURE_MOD_BUNDLE.1.zip) is not available via any mirrors. Please check back shortly as our servers update every 5 minutes.
I have checked back many times, but I still can't
Sorry that you ran into that! I haven't had a chance to look into this yet but if I have a chance, I'll see what I can do.
@@TheKazeblade thanks!
I just tested it, and by pressing the link to the zip file in the window, it let me download it just fine! Not sure what caused what you ran into. Let me know if that works!
Still - levels are the same.
Physics mod, not level mod.
Is that a bad thing?
Ruined super sonic. Ruined 2D sections and ruined the 3D physics entirely. This is what happens when you let a Sonic fan that doesn't understand good game design make mods.. Fucking hell the 2D sections were not over abundant and I think they added necessary and fun variety to the 3D sections which can become dull if over utilized. Why does no one realize this???
this comment is pretty toxic but whatever you say man