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now this is defo one of the best thoks out there. its for vanilla and momentum mods AND balanced.
Pyrakid Wolfo
Pyrakid Wolfo
Thank you so much! <3
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una palabra es god
Jesus.B
Jesus.B
gracias!
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I know this mod is very good but I have a problem with it, when I load it on mobile version of srb2 the mod close my game
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This mod is GREAT! I've been playing more and more with it for the last couple days, although I did notice one thing, its not really ADVENTURE sonic anymore, its more like 2000's Sonic. Still, great mod!
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As somebody who has an unhealthy obsession with quake this is... pretty good. My biggest gripe is how bhopping works, you aren't able to buffer like you can in quake. I guess this would be hard to implement due to the way that srb2's abilities work, but I don't know, maybe there could be a way to implement it.

(rerated to bump to 4 stars, no clue why it was 3 before)
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You know, this is a pretty neat pack of levels, specially the fact that it's got Emerald Coast, which it honestly reminds me of the Christmas Versions of SRB2 that came out between 1999 and 2000, which it also featured Emerald Coast as well, which honestly it's pretty neat considered the fact that they look impressive for recreations of Sonic Adventure and Sonic and the Black Knight Levels in SRB2.
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the moveset is the same as v1, but the sprites are awesome
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This pack blew my mind playing through it, because of how you managed to perfectly capture the essense of the original stages using strictly vanilla assets. These levels don't force themselves to be Another Game But In SRB2, they're not 1:1, but adapted very stylistically within srb2s vanilla texturesets.

There's a lot of jank in this pack when it comes to scale and flow, but that's just because modern sonic level design doesn't always lend itself perfectly into SRB2s controls (without adding custom characters, that is). And there's a bit of editor jank that I assume comes from learning the program as you go, but as it stands these are extremely well crafted levels from a zone-builder standpoint, and I was very impressed by a lot of the structures.

Great job, looking forward to where you go from here. Welcome to Releases!
Upvote 2
This addon should not be used by anyone.
As a result of bad scripting practices (in particular, it overwrites various basic Simple AnimaL hooks for its exclusive use), this character pack breaks compatibility with trick addons that are already supported by Simple AnimaL, and depending on load order it either forces significant changes onto other creators' characters, or the intended behavior breaks.
Orbid
Orbid
As of the latest update all incompatibilities with other characters caused by me lazily changing Simple AnimaL hooks for my own use have been removed, and the whole trick mod issue has been solved. In the future I'll be more careful about messing with those kind of things without consulting you first.
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Now this is lost media
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The ability itself is creative and fun to use. It's a bit unwieldy at first, but when you become better at utilizing it you can do some pretty cool stuff. The physics mod is the real issue I feel. It feels far too heavy and sensitive to slopes leading to unexpected launches. I wouldn't mind if there were a version with and without the physics because I don't prefer the one used here.
PerfectSystemDX
PerfectSystemDX
i can understand that, but the physics are partially there for balancing reasons.
i am, also, partial to very snappy platformers, but a huge part of it is that i don't want the player to stay in the air *too* long. the gravity when falling is exponential for a reason and it's not just because of feel

just for a tangible example, despite the increased verticality, it's pretty difficult to make that one skip at the start of acz1. that's intentional, i tuned the physics partially around that jump
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i want to see where this goes. something that actually plays with the early 2000's blending of canons that srb2 had, and something that harnesses old srb2 ideas, sounds really fun.
i get what you're going for. i love scarlet canyon, and boost characters in general need levels suited to them.
but if you're playing with characters who can go fast, these levels are over before they begin.
i'll take this as a public preview of level design style and judge from there, so...

greenflower is just *boring*. i get the idea but it almost feels like you found vanilla greenflower too hard, which is an absolutely insane position to take if true. there should be some amount of having to align your character right to not lose your speed.

i do actually quite enjoy the sense of pressure in robotnirock. it's a pretty simple mix, crumbling platforms and a time limit, but the spacing and amount of time you *have* makes it feel like it's beckoning you to keep your speed across the platforming sections, which is a very real yet fair challenge. stuff like this was my favorite part of doomship from this oldc. unfortunately, i think if this is as hard as the level really *gets*, it's boring.

you might need some lua to do this (happy to provide some), but look to the actual boost games for some level design ideas if you're taking that approach, even if this takes things like, say... axis2d-specific physics and an all-characters version of modern sonic's rail grinding. which again, i'd be happy to have a crack at.
PowerCD
PowerCD
i get that a lot: more challenge and stuff, but ive never heard anyone talk about robotnirock as a pressuring level at all. thanks for the review. ill make sure to keep that in mind when mapping and remapping the stuff.
Upvote 1
a bit cumbersome, but i know that's probably partially the point. reminds me of celeste 64, with a wallbounce instead of climb, so suited to more generally difficult levels
much like brc, i recommend you play this with a dynamic fov mod (speed effects) and a generally higher fov if you want it to feel fast but you don't want to break the balance. if this was part of a full overhaul, i'd complain about dynamic fov not being there already, but it's not.

4/5
as it stands, it's only suited to specific mod setups, but it can be really incredible under the right circumstances. might work better bound to its own button, like celeste 64's dash, so you can have a speedier option (jumping out of grounded dashes) and leave the comet dash for precision. i can see that being vanilla-unfriendly as much as it *would* resemble thoksurfing, though, so i don't know.
Upvote 0
Funny joke...
what I can say more?
KyRAAAAAA
or what Red talks?
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This is fabulous! As someone with a fondness for boost characters, I truly appreciate the spacious, curvaceous level design! They have a nice, organic layout that doesn't seem locked to a grid, there's a nice sense of verticality, and it just feels good to blast through the levels when you're done exploring them. You really nailed it, I wish people would design levels like this more often. I'd love to see more levels added to the pack, but I understand that working for so long on these things can get draining mentally and emotionally. Either way, great work, and I hope you feel better soon!
PowerCD
PowerCD
thats what its meant for, but i was told later on making smaller levels would be better; idk what would really benefit both audiences
Upvote 0
Not gonna lie this was fun to use; but the things you have to type are kinda too specfic and annoying to remember especially in chat where you need to be quick to type of this stuff on .

Maybe a command line where it shows all of the test commands would be nice that or remove the "..." or caps on certain sentences = ) .
SSNeoMint
SSNeoMint
i'll look into that
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I love this new ability, It doesn't make sonic overpowered and it help with platforming, just an idea though; It would be cool if we could use a shield after using the ability since in the games sonic could only use the shield, this way it could be more unique and something else that can be cool is if the ability refreshes after hit a Badnik or monitor so we can chain attacks.
But like I said I love it and it give my thumb a break from trying to dropdash and climb dash from a fast motion.
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It's a joke mod. It is S U P R E M E
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