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?
pastel
pastel
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
pastel
pastel
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.
pastel
pastel
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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This feels great to play! While not perfect, it definitely feels more natural to control than vanilla SRB2. If you liked reveries, you'll like this mod too. I love the new physics including the new acceleration and slope physics. Version 3 in particular feels great compared to the previous versions. Version 2 was fun but a bit too slippery, and Version 1's abilities weren't exactly my favorite. That's why I bumped the rating up from three stars to four.

However, there are still issues I currently have:
- The characters can jump unnaturally far which makes it harder to control. Try adding some sort of air drag (even if it's weaker than the classics).
- I'm worried that rolling may be too powerful. Try adding rolling friction back to nerf it.
- With Sonic's new trick spin, you can easily lose control since there is no limit to how powerful the ability is. Try adding some sort of cap, even if it's very high.
- I'm not sure if Fang's pop gun is fun enough to use, mostly because it slows you down when you use it. Try making it so that using the pop gun doesn't slow you at all.
- I'm not a fan of Metal Sonic's Rush Thruster at all. I'd rather have some sort of vertical thrust to compliment Metal Sonic's boost mode.

Overall, I think this mod deserves more attention and praise for what it sets out to do. Good luck to you in the future!
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The mod doesn't work
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Interesting momentum mod with new abilities.
Although physics itself is slippery, everyone's getting a little uncontrollable with high speed, so it kinda spoils the impression.

Abilities also interesting enough, I like Sonic's abilities the most, that's a really cool idea to mix Thok and Drop Dash at one ability.

Fang is also fun enough, this Bounce Tail's buff is awesome.

Amy's abilities is weird, but it has good potential with her Athletics-ish tricks. That is really weird that she can't do good badnik bounce at all, Ig that's for balance, so that she couldn't OP badnik bounce with her cyclone hammer.

Metal's abilities is interesting one, I like more controllable version of boost mode, but again, it all spoils slippery controls because of physics.
Rush Thruster is also weird, quite a risky ability to make any mistake like fall to pits, spikes and so on. I can't even cancel this ability, although I think it would be very useful and make Metal more fun.

Tails and Knuckles just have good balance buffs, I can't say anything about that.

Overall, definitely interesting mod with some good ideas, but this physics isn't really good enough to play comfortably.
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The abilities are not working please help
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Some of the physics changes are nice, like the slope momentum and linear acceleration changes, but the air and rolling control puts me off of it. When you make spinning and jumping physics just as snappy as the ground physics, it makes it really hard to jump or roll into enemies at high speeds, since you can't make fine adjustments. Also I just don't really like the idea of sonic having a double jump. It just feels wrong for some reason, like its some b-grade 3d platformer from the early 2000s or something.

There's a lot of potential here, though. I feel like a middle-ground between how this and vanilla SRB2's physics work would be perfect.
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Welcome to releases!
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