Have been using this for around a year now I think on both Steam Deck and Windows. By far the best way to play the game for those who prefer using a controller. The revamped bosses have also been VERY fun! Physics feel amazing as well. TYSM for this mod!
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i like it but the camera spindash lag thing forces camera spatial speed to cap at 0.4??? so it's just extremely awkward. i can't really downgrade or anything. especially because i'm on flatpak. cool that there's a flatpak btw thank you for that
candelavla
candelavla
should be fixed as of f7b
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So, after being tired of the usual SRB2 physics and experience, I decided to give a try to this SRB2 Build, and give a general review on this.

I could just choose an addon that modifies vanilla characters and call it a day, but this one gives an even more complete experience in my opinion, so why not? I decided to replay SRB2 campaign with this one!

I've been playing in 2 ways: Keyboard only and Keyboard + Mouse.

At start, I got a hard time because I was very used to SRB2 physics for many many years. So I decided to clear my mind on this one. Through the main Campaign as Sonic, at the end I mostly got used to it. Of course there were some trips in the way, mostly of how the momentum behaves here.

Keyboard only with my usual bindings felt 10 times better, mostly with the air control and redirection.

Aside from that, it was truly a fresh experience, I recommend this build for those who want something different from the usual SRB2. maybe through the time I could complete the main campaign with all characters or play with level packs and see how it turns out.
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I was wondering what all the hype was about with Reveries, so I cloned a copy of the source and compiled it, and honestly... wow. This build feels so much better to control. Everything about this build just feels so much smoother, and since the better physics are already pre-included, I can even remove a Lua script off my autoexec. This has truly been a Sonic Robo Blast.
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I love this. It makes the vanilla characters compare to modded characters that are trying to be vanilla, like Ray the Flying Squirrel or The Chaotix. Speaking of which, when I load The Chaotix, Metal Sonic's dash charge doesn't work. No clue why that would happen. I know that might not be too important to fix, but The Chaotix are right there on top of the resources. I can live without that; it doesn't affect my rating since it's an external issue and not an issue with the addon itself. Anyway, everything else in this build is amazing! Very good air control; characters feel accurate to their speed (what I mean by that is Sonic feels fast, Metal Sonic can keep up with Sonic, while Tails and Knuckles are slower, as they should be). And the gameplay flow is just very smooth overall.
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I can't use the mod. Every time I use it, a dark screen saying "WRONG EXE" pops up and I can't do anything, which leads me to quit the game and rejoin.
I am on Macbook Air btw. Can anyone please help me.
candelavla
candelavla
You should never ever add reveries.pk3 manually, the build adds it automatically. The supplied build in the downloads is only for Windows, to install on mac you need this: https://mb.srb2.org/addons/srb2bld-srb2-build-package-manager-cli.3727/
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I really love what you did for this version of the mod. At first it was hard to get used to be with some practice it's really nice to move around and have GOOD movement than the physics we got in vanilla!

The tricks were probably my fav part of the mod tho since it feels so good to do and junio sonic cutscene like manuver and shot down and hit an enemy to fly up with speed!

The thing I find a bit werid is the shields don't render when super so unless you have the shield hud on you can't see the shield you have which I feel would have been a really cool thing to see. And another thing but mostly a inconvince is I'm the type of person to turn off the jump abilites just cause it feels better to just rely on level design and the physics to play, but to type the commands over and over again is such a pain and feel like there should be a toggle for each jump ability since the build has a new config just like the palette rendering toggle or model toggle.

This is awesome to play with and I don't think I'll stop playing it anytime soon!
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I really enjoy this mod more than vanilla. This really feels like a Sonic game compared to Vanilla. Since Sonic Team Jr. added a shield button themselves, I don't think the srbr.exe file is needed anymore. If you could change the code to be compatible with both EXEs, then that would be great. Otherwise, it is still a cool mod.
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awesome, imagine if you could mix this and TSoURDt3rd, tho i dont really like how it changes some not physics based stuff like make bubbles forever stay in the ground instead of waiting for it, i mean it is helpful i hate water levels so its very helpful, but i just dont think it should be changed, also i have an idea, yk coyote time and jump leniency? what if you add those to everything, like speed so when you slightly hit a wall, you are forgiven for like 1 or 2 frames so you still have your speed even tho you hit that wall, like, you hit a wall but its like the corner or edge of the wall so you hit it barely and you just stop, that doesnt feel very fun, but with uhh speed coyote time and leniency whatever, you will still have, a little bitty itty whitty time where your speed is stored, yk? i dont know where else to suggest ideas/thing to this mod, the github has only pull requests
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I really like the basic movement changes, but I feel like the actual movesets themselves are a bit...lacking. Not because they don't work or they aren't useful, far from it, they do exactly what they're meant to do and are fun to use. It's just that there are a lot of situations where you can't really do anything. To show what I mean, I'll give a few examples.

Rolling - Pressing Spin or Shield does nothing when Rolling (with the exception of using the Whirlwind Shield in the air). When in the air, pressing Jump also does nothing.

Spring Curl - You can cancel the Spring animation into the Jump animation, but for some reason you can't use your Jump Action or Shield Abilities afterwards.

Tails - Pressing Spin or Shield during Flight does nothing, which is especially weird for Spin since that used to be the descent button. Pressing Shield on the ground also does nothing, and pressing Spin in the air does nothing as well.

Knuckles - Pressing Spin or Shield while Gliding does nothing, as do both pressing Shield on the ground and pressing Spin in the air.

Amy - Pressing Spin during her Hammer Twirl does nothing. For this one, I have a suggestion. Since pressing Spin is how Amy used to activate her Hammer Attack in Vanilla SRB2, and Spin is left open, it could be implemented here as a way to cancel the Hammer Twirl into the Hammer Bounce. Speaking of, pressing Shield during or after the Hammer Bounce does nothing as well.

Fang - Pressing Shield on the ground does nothing. Another suggestion for this is that you could implement Fang's Bomb Throw from his boss fight as his grounded Shield ability. Similarly, pressing Spin or Shield while Bouncing also both do nothing. Lastly, maybe Super Fang could drop Bombs when he bounces like in the boss fight too?

Metal Sonic - Pressing Shield on the ground during DashMode does nothing and pressing Spin or Shield while using Jet Boost also both do nothing. A possible solution for Jet Boost (as well as Flying or Gliding) could be to allow them to be canceled with the current version of the Spring Recurl.

Shield Abilities - The Whirlwind Shield is the only Shield that can be used while Rolling or Falling, which (while faithful to vanilla SRB2) has always confused me as to why all Shields don't do that. That could fix a lot of other instances in the Air where pressing Shield does nothing (like Flying, Gliding, Hammer Bouncing, Bouncing, or Jet Boosting). If it's a matter of wanting the Whirlwind Shield to be unique, that same goal could be accomplished by having it lower the player's gravity. Not only that, but pressing Jump still activates the Whirlwind Shield despite now having a dedicated button, which is one of the things limiting the Spinning state from being able to use Jump Actions.

One more thing as well, I occasionally get an error when starting a level along the lines of Z_CheckHeap with varying numbers after. If nothing else, could you please fix that?
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Hey this is pretty cool. But, when I downloaded F2 windows said something about it having a Trojan... is that normal?
candelavla
candelavla
Microsoft's dumb machine learning tends to false postive on unfamiliar programs. It's been a recurring problem when releases are still new. You can always upload the exe to VirusTotal if you're not sure.
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Don't got much to say. The new title cards are really nice and I ADORE the character moveset overhaul. Additionally, the Exit Game confirmation popup being some useful tips rather than a whiny guilt trip message trying to get you to play more is a really nice touch imho. My only personal gripes with this are the absence of the NPC Amy that makes a beeline for you and hugs you on sight, as well as the lack of 3d model shenanigans. Apart from that tho, a really solid overhaul
candelavla
candelavla
the amy npc should still be there, and she was when i just tested it. if you enter the map as Amy she won't spawn, but that's vanilla srb2 behaviour.

happy you enjoyed it otherwise :D
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Played around with (current version) for an hour, it feels great. A lot of nice non gameplay stuff too like the font changes and title cards.

I also appreciate the link in NiGHTS either lasting longer or freezing while the player is in an ideya capture, in Christmas chime zone the link freeze powerup is wayyyy after the Ideya Capture so having a link never break in the stage may or may not be impossible, but in this build I was able to get the chips before my link broke.

Anyway the physics changes are nice and the ability changes are fun too. I think Amy being able to spin is an odd choice considering she has specific paths made for her abilities and now she can just go under spin gaps. I suppose there’s also Knuckles jump height increase allowing him to take Sonic’s path too but I don’t blame you at all for that, the levels would have to be remade to account for the increased height and gravity.
I also find the decision to give Amy the hammer twirl odd, not only can it not be steered whatsoever, you also can’t jump out of it, there’s no reason why you wouldn’t just spin instead. You also can’t use it in midair if that’s the supposed use of it. You can use it to hit springs and that’s it… and with the momentum that this game has Amy doesn’t need a spin to keep her speed from hammering a spring… which makes me think that really you could just replace her spin with a better version of the twirl that can be steered, held for longer, and jumped out of. Also she no longer has to time spin for protection so I find her having a spin jump also redundant to her new twinspin ability.
Though there’s not many parts in SRB2 where we have a character specific Amy path AND a spin gap to prevent Amy from just going Sonic’s path so it doesn’t really matter I was just giving my thoughts and plus it is used for GFZ2’s heart emblem.

Havent played Fang or Metal yet due to not having them unlocked. Yknow I find it kinda odd that Level Select is unlocked but that might be an oversight.

Well anyway yeah everything feels great Amy’s twirl seems kinda useless and bad rn I feel like just giving it the ability to be jumped out of would make it better but being able to steer it would be nice too… Everyone else’s abilities feel good and right.
candelavla
candelavla
The reason Amy's abilities are like that is because her hammer moves have a greatly extended hitbox (you can even grab rings with it), but I can see your point about the Hammer Twirl being too cumbersome to use. I'll be making a change to allow jumping out of it next patch.
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Honestly one of the best revamps of SRB2's physics to date. The controls feel more responsive and make platforming so much less of a hassle. If you could, can you add an options menu that lets you customize your move sets?
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This is a total upgrade! I love the amount of control you have and the character tweaks aren't overpowered. Amazing!
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the physics feel clunky
sonic feels unintuitive the "thok" is too slow the "drop dash" part feel like it should have been mapped to spin
tails feels stop and go
knuckles felt more clunky than usual
amy is a completely different character
metal is just old sonic w boost mode
and finally fang feels pretty good being able to shoot at any speed is nice
overall i severely disliked the addon despite the effort put in
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the mod seems to be like a classic sega official game i love the almost perfect momentum
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it is so fun launching myself into space with every character
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This is amazing, and since its hardcoded, you dont need to go through the trouble of searching for it through your addons folder.
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It's a good gameplay overhaul

Great abilities and new colors...
One thing that i found strange is that, on version 3 I'm having problems to play with my friend online, he's getting alot of resynch, when I hosted in version 2 this didn't happen.
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