- Видео 266
- Просмотров 881 863
Fishly 101
Добавлен 12 фев 2014
Rouge Tweaks
#sonic06 #sonic #modding
Working on the amigos. Shoutouts to Fen for the dive animation.
* Glide retains speed and has a hitbox
* Single air bomb throw now spawns the bomb much faster
* Blast Jump has extra height, retains speed, no longer locks input
* Rolling added
* Diving added
Working on the amigos. Shoutouts to Fen for the dive animation.
* Glide retains speed and has a hitbox
* Single air bomb throw now spawns the bomb much faster
* Blast Jump has extra height, retains speed, no longer locks input
* Rolling added
* Diving added
Просмотров: 154
Видео
Water Bounce Test
Просмотров 308День назад
#sonic #modding #sonic06 Reject running on water, embrace skipping hedgehogs like stones. Dunno if I'll include this in the final build, just experimenting with it right now. Lemme know how it looks. Fun fact, this is mostly using a Retail-06 mechanic. When you make contact with water, the game tries to reset your vertical speed and force your gravity to 1 meters/sec, presumably to let you get ...
Drop Dash Test
Просмотров 622Месяц назад
#sonic06 #modding #sonic While implementing the badnik bounce, I decided to try adding a drop dash. Due to an oversight in my code, you can store upward speed from your jump with the Dash, and that leads to some really goofy things. Bonus clip of new rolling physics at the start. Yes, this project is still alive, just been very very busy recently. Aiming to have it done by end of year, though, ...
Shadow Generations Speedrun: Kingdom Valley in 1'59"750
Просмотров 8 тыс.Месяц назад
#speedrun #shadowgenerations #sonic Aight there's the sub 2, probably won't upload another Individual Level run of this stage unless something drastic changes. Tech below, as per usual: * Chaos Spear keeps your speed in the air, so if you launch run just as you leave the ground (or do a double jump, air boost, exit a dash ring, etc.), you can keep throwing spears to go f a s t. The timing is le...
Shadow Generations Speedrun: Kingdom Valley in 2'17"470
Просмотров 6 тыс.Месяц назад
#shadowgenerations #speedrun #sonic So what if I used a new route... Tech below I'm trying not to spam uploads too much, but when a significant routing change is made, it feels worthwhile lol. * Chaos Spear and Air Slide (hold quickstep button after a jump) maintain speed, so use those liberally. * Hold the Chaos Boost button and run into a capsule to get 2 activations. * To launch off the wall...
Shadow Generations Speedrun: Rail Canyon in 3'14"810
Просмотров 1,7 тыс.Месяц назад
#shadowgenerations #speedrun #sonic Kinda fun stage honestly
Shadow Generations Speedrun: Ark 1 in 3'30"340
Просмотров 1,4 тыс.Месяц назад
#shadowgenerations #speedrun #sonic This stage can be 7 seconds faster but I have no earthly idea where. Maybe an extra Chaos Control?
Shadow Generations Speedrun: Kingdom Valley in 2'32"150
Просмотров 12 тыс.Месяц назад
#speedrun #shadowgenerations #sonic I think this can go a little lower with current route, but any significant time save from here would need a new one. Tech below. * Chaos Spear keeps air speed pretty well which is how we cross those massive gaps * If you hold the Quickstep button after jumping, Shadow will enter a special state and preserve speed. It's very similar to spear spam, and it's a l...
Shadow Generations Speedrun: Ark Act 1 in 3'49"190
Просмотров 1,2 тыс.2 месяца назад
#shadowgenerations #sonicthehedgehog #speedrun The Promised Time :tm:
Shadow Generations Speedrun: Kingdom Valley Act 1 in 2'49"770
Просмотров 7 тыс.2 месяца назад
#shadowgenerations #speedrun #sonicthehedgehog This route can go a second or two lower, but it's kinda brutal with the janky analog detection. You absolutely have to get the Chaos Control ~20 seconds in, but that's very inconsistent. Sick game tho
Sonic 06 Physics Test
Просмотров 1,5 тыс.8 месяцев назад
#sonic #sonic06 #modding Still got a long ways to go, but hey, it's flashy. So far we've got, in varying states of completion: * Gravitational acceleration (gain/lose speed on slopes.) * Speed conservation between actions (carrying speed into a jump.) * Forced slipback on steep slopes (not pictured in this video.) * Rotation deceleration & resistance. Easier to adjust the character at high spee...
Sonic 06 Restored: Idle Quotes
Просмотров 77911 месяцев назад
#sonic06 #modding #cutcontent Like the previous Adventure games, Sonic 06 had a boatload of idle quotes recorded. Every character (including Elise) has 2 generic quotes, along with at least 1 stage-specific quote (if they appear in that stage). A couple of these lines were used as standard hints in the level, but the mechanic itself was cut. I've made attempts to restore this mechanic in the pa...
[Sonic Forces Overclocked] Stolen Valley in under 2 Minutes
Просмотров 16411 месяцев назад
It's real. The One Piece is real.
[Sonic Forces Overclocked] Stolen Valley Speedrun in 2'01"570
Просмотров 17811 месяцев назад
I want a sub 2, but I'm not sure if it's doable with the current route. Music from Good Kid
[Sonic Forces Overclocked] City Siege Speedrun in 2'25"840
Просмотров 22711 месяцев назад
[Sonic Forces Overclocked] City Siege Speedrun in 2'25"840
Sonic 06 - Sonic May Cry - Mod Release
Просмотров 1,3 тыс.Год назад
Sonic 06 - Sonic May Cry - Mod Release
Gravity Circuit Speedrun - Junkyard in 1'46"53
Просмотров 371Год назад
Gravity Circuit Speedrun - Junkyard in 1'46"53
Sonic P-06: A Scuffed Silver Speedrun Tutorial
Просмотров 591Год назад
Sonic P-06: A Scuffed Silver Speedrun Tutorial
Sonic P-06: Silver's Flame Core in 2'59"100
Просмотров 182Год назад
Sonic P-06: Silver's Flame Core in 2'59"100
Sonic P-06: Silver's Story in 18 minutes
Просмотров 322Год назад
Sonic P-06: Silver's Story in 18 minutes
Project 06 Silver Speedrun: Crisis City in 1'44"874
Просмотров 175Год назад
Project 06 Silver Speedrun: Crisis City in 1'44"874
Project 06: Silver Speedrun - Flame Core in 3'09"197
Просмотров 231Год назад
Project 06: Silver Speedrun - Flame Core in 3'09"197
Project 06 Silver Speedrun: Kingdom Valley in 2'18"860
Просмотров 842Год назад
Project 06 Silver Speedrun: Kingdom Valley in 2'18"860
How are you getting to the platform in the first 11 or 12 seconds? I'm busting my butt throwing spears and can't seem to keep my speed. Switch version though. Is it version dependent due to input differences?
would giving shadow a spindash be possible?
@@heiseianimates787 Possible? Yes. Would need to resolve the issue of no particles, though
@@fishly1016 couldn’t you guys just take the cue that calls Sonic’s but make them red?
@@jhdezlol Been looking into it for a bit, but the short answer is no, it's more involved than that. Just calling the cue doesn't guarantee the particle will be loaded, even if the call is provided in the characters' PLC file. For example, I have every character set up to load the bounce attack sphere and landing particles, and they all call the appropriate cue when using the Badnik bounce/drop dash, but only the landing particle gets spawned. Particles are weird and messy
@@jhdezlol Aight got cues sorted. Yes this is doable
@@fishly1016 Let’s goooooooo
Incredible stuff, your work here does this game justice
You can't even imagine how hyped I'm for this
I had no idea blast jump was even a thing. Impressive
HOW THE HELL DID YOU DO THIS? I love Rouge in P-06, but these new additions completely overhaul her gameplay and movement to be even better!
The nice part about spending months writing systems is that once they're in place, you can do stuff like this pretty easily lol
so you did do it lol, it looks sooooooo good!
I've run into an unfortunate recurring theme with this project where almost every time I say, "I will absolutely not be doing this", it ends up happening
lol man, ya gotta keep an open mind
blast jump will finally be good? every new video of this mod makes me more excited for it
Time excluding Chaos Control: 3:17
Sorry if I come off impatient but when’s it getting released and also are the pkkpop account on twitter?
@@lex_4242 Pkkpop is me, yeah. I'm giving myself a soft deadline for end of year, but we'll see if that gets met. This time of year gets pretty busy lol. At the moment, I'm going through all the amigos and tweaking their movesets to play better. Mechanically it isn't too hard to program, but it'll take some time to make sure everything feels good. At minimum, I need to finish that and get 9 more animations (though ideally 18) for rail grinding. I also need a small update to the DLL so that I can ship without forcing certain debug information, and I plan to add a config system to all the physics properties in this thing. Other things I'd very much *like* to do are overhaul the snowboard, re-examine my code for Running, and have the mod manager rewrite out (as that will make configs way easier), but that last one isn't my project, and I'm not sure of its current status. Progress is still being made, at any rate. There will be another update vid on the mod soonish, just gotta make sure I've got enough mechanics in a state I'm happy with
@ Yoo that sound so sick man! take as much time as you need to configure everything love what you and rei are doing <3
Hello! I noticed you are one of the few mod creators who still work on Sonic 06 to this day, and I was wondering if you're willing to answer this question for me. I want to know if it's feasible to create a mod that stores your current score on a stage once you hit a new zone (loading screen transition). I figure it will make it more convenient (and enjoyable) for new players to get S-Rank on levels, instead of having to start the entire level over again due to a screw-up in a mach-speed section (for example).
@@BooshinatorAbdou Yeah it's pretty simple to do with the DLL system
@@fishly1016So I was trying to search up online how to access the DLL system, but I received zero results in my search. For reference, I have zero experience with modding in general, but I am interested in learning. Is there any good tutorials or forums out there that teaches newbie how to mod Sonic 06?
IMMM DON'T CARE WHAT ANOYONE SAID....1:56 TOWER SKIP 2 IS SICKEST AND CRAZIERRR SKIP IN ANY SONIC GAME...PERÍOD!!!!!!!!!!
So who else sung the lyrics to i'm here when watching this?
How tf does someone come up with things like this
@@otommoto7280 A community with addictive personalities and a whole lotta free time
@fishly1016 losers?
@@otommoto7280Hobbyists?
Bro are you sure that momenturm is not r i p p i n g o f the level design? Not fair, only speedrunners would like this
Does anyone want to think about the level design? :(
@@deckoo64 Ahh good point, mod's cancelled
@@fishly1016 Bro I didn't mean it in that way, I'm just asking seriously; Is this mod only looking for speedruners or general public?
@deckoo64 Oh sorry, didn't think that was a genuine question lol. Yeah it's for general public, undecided on including this water bounce for obvious reasons, but it's not absurdly broken. Levels themselves work so much better with momentum and proper physics
@@fishly1016 can you make water bouncing something that only happens if youre going past a certain speed threshold?
I honestly can’t wait to fling myself around in the hub and get to places I shouldn’t be at (without the overpowered ahh gems)
If only particle effects could be added to help the effect further.
@@XTHHedgehog They can
looks overpowered but fun
It looks like your turning the original 06 into p06.
How do you skip the first hawk and get to the highest path?
welcome back SA1 skips
eagle: "Am I a joke to you?"
White acropolis gonna be fire with this mod
もう何でもありだな!凄まじいやり込み、ただただ圧巻の一言です。
could we see more gameplay of this?
I give up trying to beat this under 3 minutes. Those STUPID robots in the first 20 seconds can never give me a consistent Chaos Control no matter what angle I tilt Shadow or whether I use the booster on the ground or not. I’ve followed every tip I see from the comments of every video speedrunning this. And even when I do get them, something random happens that messes up my run. The most I got was 3’06.
Try something else It's not the only way to get sub 3 minutes you know and if it's too hard try something else to do in this stage to improve you're time
Bro took "Out of my way!" a little too personal.
I was wondering why this fight felt like it was too easy 😑
how is he jumping twice at 1:59??
He just bost then jump
How to maintain so much forward air speed in the beginning? Every time I jump inbetween spears, I always seem to lose momentum😢
Just gotta Spear as soon as you do that jump
@@fishly1016 thanks, this really helped:)
Look so I thought of a few more things I wanted to ask/request, so imma just do a list. if you have a question like if I explained something badly just reply about it (also not too sure about the dive since I haven’t played in a while). 1: make everyone minus Mach speed sonic a bit faster in general. 2: make mach speed sonic slow down a bit when the joystick is pulled back and vice versa, but keep holding the stick forward during and after a light speed dash faster than pushing the stick forward in general (like p06 basically). 3: knuckles punches feel kinda awkward since they just stop you completely after a second so make them flow a bit more like the adventure versions. 4: knuckles dive is also really weird as it barely goes down fast at all and can be moved way to much, so make it like the adventure versions where they drill downward with a bit of control also make the shock wave after feel a bit more powerful. (These are less important but would make the game a lot more fun) 5: give rouge knuckles punches and dive and move the bombs to b. 6: give mach speed sonic the slide and bounce to slow you down like p06.
also since rail lean is here, is rail switching here too? And are you adding the rail crouch to go faster when it’s a downward pointing rail? Those are the last of my questions lol. I’ll be raring to see any more videos about this mod. hope I haven’t been too much of a bother, I just get exited at the prospect of fixing retail 06
@@jhdezlol Unsure if I'll adjust base character speed. I'd prefer for there to be more ways to gain speed rather than outright buffing speed. I'll mess around with some Mach Speed changes at some point, but I probably won't do much to that style. I've applied gradual speed decay to Knuckles' punches, so it feels more natural. Might experiment with letting you use them to gain speed, like in SA2 Yeah his dive sucks. Not sure if I can do much with it though lol. Existing actions will not be mapped to new buttons, and I don't have the animations for punches/kicks (the new rail anims are pretty expensive as is lol). I'm not super interested in just replicating P-06 gameplay 1:1 anyway, since at that point, why not just play that game instead? We'll see though
@@jhdezlol Yeah, crouching on rails is implemented, though rail switching is not. I don't have a good way to detect an adjacent rail, and it's shockingly hard to detach the player once they're on a rail to begin with
@@fishly1016 I understand wanting the player to gain and keep speed more so than just being faster off the get go I do still hope you at least do something to Mach speed at least to give a little more control especially with the bad hit detection in retail definitely excited to see what you do with the punches as using them to get forward momentum sounds interesting not being able to do much with the dive sucks and I have no clue as to how they messed it up so badly also nice to see a more heroes type grinding inthis game, though I heard that if you can go too fast it might glitch rails that end on springs and over shoot you and finally I wanna kinda “p06ify” retail because p06 won’t be the whole game and it’s retail is missing fundamentals of character move sets like shadow not even having spindash or rouge missing her punches and kicks or tails missing tail swipe etc etc and plus I’m not asking for something crazy like omegas fps mode but I would like a few of the move set changes so characters don’t feel like they’re missing something (namely the spin dash being basically useless/shadow not having one, rouge, tails, and I think omega)
Question, will this mod be able to work with the homing attack gravity patch in the mod manager 🤔
@@thebulbasaurchannel9905 It should be compatible
@ thank you 🙏 can’t wait for this mod to be released!
How does the chaos control buffer work? do you have to hold the button down before you grab the capsule? Or before your current chaos control ends?
You can hold the CC buton after grabing the capsule
@@slipnfall6182 Since it's a buffer, just hold before you grab the capsule. If you currently have CC active and pick one up, hold before your CC ends. It also won't work if you're in an inactionable state, like recovering from a homing attack or jumping on a rope
Will this have the P06-style spammable spindash, being able to bounce off enemies when jumping, making the SA2-style rail grinding optional, and sliding with the B button? (Gonna be looking forward to this mod since I'm glad my childhood Sonic game's getting fixed! =D)
@@JRSonicFan2024 Spamdash will not be added (mechanics are different anyway, though you can kinda mimic it since Roll can transition straight to it), you can bounce off of enemies, though the mechanic is a bit different (otherwise you'd destroy normal objects just by jumping), rail grinding probably won't be optional, sliding won't be rebound (the B button is currently used to trigger the Roll)
OMG😨
This game just came out and the speedrun tech is already nuts. I love this game.
I was already blown away when you used a tree to launch yourself upward, the pillar launch had me dying
How tf ? I keep tryna do that dash plus chaos spear shit and i go straight fucken down 😭😂
One more question lol, just asking if your gonna fix the homing attack dropping you like a rock right after the animation ends (if not please do so🙏🥺)
Unsure. It's an easy fix, but I'll have to see how it plays. 06 is already pretty floaty lol
Btw shadows also does it
To explain a bit better. Basically after an air dash, you have weird physics that kinda make you fall faster for some reason. the boost games with a straight air dash right after don’t do this and I was just saying to make it feel more like that
@jhdezlol It happens because the accumulated gravity doesn't reset, but doing a Homing Attack resets the upwards force from your jump. So you instantly sustain all the accumulated force of gravity, as well as an addition force (up to 9 m/s based on how long you jumped beforehand)
@@fishly1016 so your saying once the dash ends you do the opposite of your jump? That’s insane on their part since it probably wasn’t deliberate
how do people be finding half of these skips
3 things, trial and error, sharing is caring, aaand the fact its the same hedgehog engine so most of them already had an idea on how to break it.
Lol how did you stick to the tree and pillar to boost upwards? Can you just walk up them?
The tree? Yes. The pillar? You need to walk down that left side first, but afterwards you can just do whatever you want on it
I was also wondering if you were gonna add spam dash and and move the kick and slide to b (if so you should give one to shadow and move the kick to b as well)
Buttons aren't being rebound, spam dash isn't being added. The Roll is bound to B (tap to toggle it on/off), though, and most characters can perform it
by roll, you mean the drop dash right?
@jhdezlol No (though that also is bound to B)
Oh wow I didn’t notice the roll
0:16 How can I do that?
Picture a line between Sonic and the Homing Attack target. That line is (more or less) how you'll launch. Since the Reel is above Sonic, the Homing Dash goes upwards.
On a side note, but man I love this Menu version of My Destiny, it sounds so nice
does this mod affect the other characters or just sonic?
It applies to everyone (though I'll likely disable it for Omega, Elise, Mach Speed, etc.)
@@fishly1016 siiiiick
@@fishly1016why Elise?
@@jhdezlol Whoops, misread the question lol. Physics as a whole will still apply, it's just that the Badnik Bounce/Drop Dash (assuming that makes the final cut) won't apply to that gameplay style since you don't use a jump ball.
@@fishly1016 Oh ok makes sense now lol. Also just saying I would make the drop dash an option since the other adventure games don’t have it
This game really needs an real-time timer... Only counting in-game would make this a time attack.
I mean ... most of the speed runners are really loving the fact that they can use to save time, but even if there was a real-time saver somewhere i doubt it would make a different for how fast these runners are anyway and would kinda defeat the whole gimmick of Chaos control xD
@@Draxeyboi Sure, but the point is that the in-game timer doesn't track the actual time spent in the level. Therefore not being an accurate timer at all.
0:50 I wanna go down there, and on those mountains.. this shot looks so good, omg
sonic the hedgehog if it released in 07
HOW?? THIS IS NUTS?
Ok