Rivals of Aether

Rivals of Aether

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SSF1 Sonic
   
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29 Aug, 2022 @ 6:56pm
22 Sep, 2022 @ 4:05pm
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SSF1 Sonic

In 1 collection by Zyphyris
Project Backlog
10 items
Description
SSF1 Sonic

Just your ordinary Sonic workshop mod... except we've, gone back in time?

No taunts, no parries, no specials, no nothing! Just a simple walk, jump, crouch, and attack. Your jump even deals damage! All with some crazy knockback multipliers to boot.

Heavily recommend using keyboard controls for the best experience. Just use arrows keys along with O for jump and P for attack, and you won't need to worry about the rest.

(you can go with WASD + G and F too for all you og P2s)

About

This was my attempt at recreating Super Smash Flash 1's rendition of Sonic within RoA's engine. It's not an *exact* copy, especially not with the knockback and hitboxes, but I did try my best to imitate all its quirks.

If you hold run while falling, your running animation will continue until you jump again. Rather than a damage indicator, a player tag will follow above your head just like the game. Sound effects have also been replaced, and there's even a unique death effect using the exact same effect from SSF1.

I originally wasn't going to make this as my first (complete) workshop mod, but after reading some workshop articles by Mawral on Ko-fi (which you should totally check out!), I decided to take the advice from one of their articles regarding starting off with smaller scale projects before immediately working on your "dream" character. I was a bit stubborn at first and brushed aside the advice admittedly since I felt it wouldn't need to apply to me, but I decided to take a step back later on and take it to heart, and I'm really glad I did.

I actually had this idea a couple years ago back when workshop was more recent, but I never ended up really working on it until now when I stumbled on the old folder in my local folder for the workshop. Was working on a mod for a different character I wanted to create, but was using the workshop folder with the subscribed items to work on it and completely forgot you were supposed to use your local folder until a week in. Then I found the folder for this idea again and decided to pick it back up as a "smaller" scale project since the general premise was pretty simple. A lot less attacks to worry about and I'd just be using straight sprite rips too with no edits or original animations to worry about.

I learned a lot working on this, and it gave me some good practice too as someone who's still new to programming and wanted to branch out to different languages. (GML's not exactly something I'll be using in school, but it's nice to get accustomed to using a different language at least. Finding out about the lack of data type declarations was madd weird at first lol) Would love to try out some other smaller-scale projects as well after this.

Known Issues

Outside of deliberate offset placements and this character being... very broken, there's only a couple known issues that I didn't get to investigate further on how to fix:
  • Forward special brings the player to a immediate halt after execution, as opposed to the other inputs for the side attack (f-tilt, fair, f-strong 2, etc.) which maintain Sonic's air friction. It has the same exact code as the other so I'm not entirely sure why it does this.
  • Jump hitbox can lead to an infinite combo(?) at high percentages. Not entirely sure what the proper term is, but if you hit a player with the attack at a high percentage and it triggers the purple camera zoom-in effect where the enemy's stuck in hitpause for a while, it loops there unless you press another input to break out of it. Likely due to me using the create_hitbox function since that can get pretty wonky but I'm not entirely sure how to fix this.
  • Character -might- crash in Boxing Ring and Mt. Dedede Stadium. (i was going to add support for them and miiverse before uploading but i completely forgot by the time i was uploading)
  • Computer player is able to roll. So I was able to somewhat disable rolling on the player's end, however computers are still able to roll, which displays the Sandbert rolling animation since I didn't replace the animations for that. As long as you're playing as the character or against other players using the character, it should be fine.
  • Custom blast zone effect is delayed in versus matches. I mostly tested in practice mode so it didn't occur to me until while I was testing out matches after uploading as well.

To Do
  • Add workshop support for other stages like the boxing rings and Miiverse
  • Add an announcer call for the CSS. (I saw this was possible after playing a couple mods but wasn't entirely sure how it worked when I looked at the code, and I... also just wanted to finish this project asap so i could stop procrastinating on school work)
  • Extra To-Dos (09/02/2022):
  • Edit in some of the visual quirks of the original sprites + offsets. (e.g. stray white pixels on one frame of the down aerial, rotated hurt sprite, etc.)
  • Further adjust knockback/hitboxes, along with the player character's own knockback and hurtboxes as well.
  • Add in a "Teammate" tag that displays on the character, only if they're on the same team as Player 1 (regardless of the character.)
  • Possibly add in an animated CSS sprite? (I saw animated victory renders were possible so I wonder if a similar technique can be applied to the CSS as well.)

Editor's Note (09/02/2022): I'll probably work on these some time later after I finish my next small-scale mod. I mostly just made this for experimental purposes so I could get acquainted with the character creation process, and just so I could explore an idea I thought would be really cool to see. Admittedly, I rushed this out the day I uploaded so I could start focusing on school work again, but I'm very happy to see there's been some positive reception regardless. Thank you all very much for taking interest in this!!

Credits
  • quzzquimby's Rivals Workshop Community Library (Guides/References)
  • Rivals of Aether Unofficial Workshop Manual (Guides/References)
  • Rivals of Aether Workshop Fandom - Modding Utilities Page (Specifically the Useful Undocumented Things Document)
  • Mawral's RoA Workshop Articles on Ko-fi (Guides/References)

Credits Credits
  • Cleod9 (Creating the "source material" this was based on + likely the blast zone vfx along with other graphical elements)
  • Kagome (Original announcer voice in SSF, which was used for the victory sfx)
  • QuadFactor from Spriters Resource (Ripping the Sonic sprites from Sonic Battle)
  • Victory theme is "Stage Clear 2" from the Super Smash Bros. Melee soundtrack (The original composer is likely either Hirokazu Ando or Shogo Sakai)
  • Pokemon-Diamond on Font Meme (For the Smash font used for the SSF-style RoA logo in the preview)

Extra
While you're here, go check out webbtail245's SSF1 stages! I used them a lot while play testing and they really helped to set the mood.
34 Comments
Vibey 3 Feb @ 8:12am 
tap jump makes him walk upwards instead of spinjumping, other than that great mod
ToxicBronyRose 13 Jan @ 12:55pm 
The accuracy is uncanny. Great job!
Zyphyris  [author] 19 Jun, 2023 @ 5:18am 
@Squid no plans unfortunately, but would be cool to see
Squid Daddy 17 Jun, 2023 @ 2:37pm 
Do you plan to make Blade and Blue?
hydra 15 Feb, 2023 @ 4:39pm 
thanks for this! hopefully one day i can make some of the ssf1 roster myself, but for now i still have a lot of learning to do lol
wTeej 29 Dec, 2022 @ 11:47am 
i like it. He's not perfect, but is still very faithful. i wouldn't recommend using him in any serious matches though. He's kind of just something to mess around with.
Zyphyris  [author] 25 Nov, 2022 @ 11:38am 
appreciate the note! I'll add it onto the list of things I need to do for the next update as well.

I actually did think about that before but wasn't sure how to implement it at the time. think I might have an idea now though.
Nepharite 25 Nov, 2022 @ 1:04am 
It's a nice faithful recreation, the main problem with it is when you go off a ledge or you're knocked in the air, you should have 2 midair jumps. In SSF1, if you leave the ground without using your first jump, you can use it in midair along with your second jump.
Zyphyris  [author] 24 Nov, 2022 @ 7:08pm 
@Nepharite that's the workshop experience™

still need to finish the update for this at some point :grief:
Nepharite 24 Nov, 2022 @ 3:24pm 
I can't believe some mad lad on Steam would recreate SSF1's janky, nostalgic controls.