so how about 2.2.14????

is great, i just have some problems, a bunch of mods are bugged, the 2006 level pack looks ugly as heck (look at wave ocean), mario bros and step chars oc crash the game, but without talking about mods, the update is awesome, i love the complete change done to pipe towers and techno legacy and the new ctf and match maps look beatiful, and the retexturing in some maps are like a fever dream
 
They implied the removal of ringslinger gamemodes in a future update, so that's interesting. I hope they keep the new ctf and match maps though, they're so cool!
 
I love a lot of it, but it clearly needed just a bit more time in the oven.

I presume most of the reason it took so long was because of the new sprites, but it seems like, as soon as those new sprites were finished, the update was shipped out without the testing needed to make sure those last changes were fully baked. As such, we've got a lot of weird bugs, like Fang's bounce animation being in the wrong order, Amy's stand animation being way slower than intended, freeslots (an extremely vital element of many if not most mods) being broken, and the like.

I feel like 2.2.15 is going to be coming sooner than intended, and we're going to get a 2.2.16 that's going to be what 2.2.15 was meant to be, just to more quickly put out a fix for the sheer amount of weird bugs resulting from the parts of 2.2.14 that were clearly rushed. Hopefully 2.2.16 doesn't make the same mistakes and require a 2.2.17 patch on top of all of that - I'm sure STJr would prefer to get 2.3 properly into production.

On the plus side, I love Amy's new sprites! Aside from the bug I mentioned before, her sprites have a lot more personality than before. I've never really liked how Amy has been characterized in SRB2 and its surrounding works, and her new sprites (particularly her walking sprite) seem to point towards something more resembling her portrayal in modern mainline media, which I vastly prefer. All of the characters' new sprites are great - Metal Sonic in particular looks a billion times cooler - but Amy was the one I noticed the most stark positive difference with.

Oh, also, Fang's new running sprite. It honestly might be the nicest looking animation in the game now. Something about the bouncy and fluid motion of it is just so satisfying.

And now it's time to bitch again because I remembered something I didn't like. Why is palette rendering on by default in OpenGL? The more diverse colors of OpenGL are one of the biggest reasons I prefer it to the Software renderer, alongside the ability to actually look up and down (which is also off by default, by the way!). If the washed out colors was what they were trying to fix, they could have done that by just tweaking a few numbers - the palette mod I use, VibrantPal, basically does that, although I do use a slightly toned down version that I made.

Did I really just state how much I love it, and then spend 3 paragraphs out of a 5 paragraph post complaining about it? God, I really am a Nintendo fan...
 
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I love a lot of it, but it clearly needed just a bit more time in the oven.

I presume most of the reason it took so long was because of the new sprites, but it seems like, as soon as those new sprites were finished, the update was shipped out without the testing needed to make sure those last changes were fully baked. As such, we've got a lot of weird bugs, like Fang's bounce animation being in the wrong order, Amy's stand animation being way slower than intended, freeslots (an extremely vital element of many if not most mods) being broken, and the like.

I feel like 2.2.15 is going to be coming sooner than intended, and we're going to get a 2.2.16 that's going to be what 2.2.15 was meant to be, just to more quickly put out a fix for the sheer amount of weird bugs resulting from the parts of 2.2.14 that were clearly rushed. Hopefully 2.2.16 doesn't make the same mistakes and require a 2.2.17 patch on top of all of that - I'm sure STJr would prefer to get 2.3 properly into production.
they wont do 2.2.16 it will jump to 2.3 as its confirmed
 
they wont do 2.2.16 it will jump to 2.3 as its confirmed
That's the plan, but depending on how much is slated for 2.2.15 and how long it'll take, it might be wise to backpedal on that. Completely breaking every mod that uses custom sprites is not exactly the mark you want an update to make. Maybe they'll have another subversion, 2.2.14.1? Or maybe they really will have us wait another year and a half. I hope not.
 
Or maybe they really will have us wait another year and a half. I hope not.
I hope so too... I mean, this update is SO GOOD, and then these glitches just bring it down so much! (also because Reveries is going to be updated after 2.2.15/2.2.14.1 releases, and that's my preferred way to play the game)
 
why are they gonna remove it its so good
Probably to focus more time into the singleplayer campaign. Ringslinger is fun, yes, but maintaining it also takes up development resources that could instead be put into making the main game more fun and polished.
 
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That's the plan, but depending on how much is slated for 2.2.15 and how long it'll take, it might be wise to backpedal on that. Completely breaking every mod that uses custom sprites is not exactly the mark you want an update to make. Maybe they'll have another subversion, 2.2.14.1? Or maybe they really will have us wait another year and a half. I hope not
i hope by 2.14 already they jump to 2.3 bc i really want the movesets
 
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i hope by 2.14 already they jump to 2.3 bc i really want the movesets
Having the new movesets would be pretty nice, yeah, but not as nice as being able to use custom... actually, what was it from the Mario Bros and StephChars mods that makes them just completely break in the new update? I know it isn't custom sprites, because several of the mods I've made use custom sprites, and they work just fine in 2.2.14. Well, whatever it is that actually broke, I'm sure it was important for them. And also the Fang and Amy animation bugs, but those can be worked around using custom addons for now.
 
Having the new movesets would be pretty nice, yeah, but not as nice as being able to use custom... actually, what was it from the Mario Bros and StephChars mods that makes them just completely break in the new update? I know it isn't custom sprites, because several of the mods I've made use custom sprites, and they work just fine in 2.2.14. Well, whatever it is that actually broke, I'm sure it was important for them. And also the Fang and Amy animation bugs, but those can be worked around using custom addons for now.
I think it's the freeslot bug. If not, then I don't know. It's not just those two mods like you talked about.
 
I think it's the freeslot bug. If not, then I don't know. It's not just those two mods like you talked about.
I know there's a freeslot bug that affected several mods, I'm just not clear on what exactly causes it. Is it when you go over a certain threshold of freeslots?
 
I know there's a freeslot bug that affected several mods, I'm just not clear on what exactly causes it. Is it when you go over a certain threshold of freeslots?
I think so, because we all know that the popular character mods are freeslot resource heavy. So, it might be that the freeslot limit on a certain modding thing that I don't even know about. Who knows?

Hopefully, we'll get 2.2.15 and this problem will be fixed.
 
the new ringslinger maps are literally the most peakest thing ive ever seen

anyway the update is good i just only like the ringslinger maps (new sprites are sick too)
 
I know there's a freeslot bug that affected several mods, I'm just not clear on what exactly causes it. Is it when you go over a certain threshold of freeslots?
I believe this caused by the fact that UglyKnux in Final Demo Zone takes up basically every freeslot somehow. But that's just what I heard, take it with a grain of salt.
 
Haven't seen anyone mention it, but they also changed the way shields work, giving them their own button instead of being activated by an aerial spin. This is obviously great for a lot of modded characters who have jump spin abilities, though I don't like that spin and shield are different by default, since the conflict doesn't affect the vanilla cast and it goes against the classic 2 button design. The only reason I see for them to do this is because they plan on giving some of the vanilla cast jump spin abilities (likely amy, maybe fang and sonic), though I hope they don't TBH
 
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Haven't seen anyone mention it, but they also changed the way shields work, giving them their own button instead of being activated by an aerial spin. This is obviously great for a lot of modded characters who have jump spin abilities, though I don't like that spin and shield are different by default, since the conflict doesn't affect the vanilla cast and it goes against the classic 2 button design. The only reason I see for them to do this is because they plan on giving some of the vanilla cast jump spin abilities (likely amy, maybe fang and sonic), though I hope they don't TBH
Giving Fang an air spin ability would probably mean letting him use his popgun in the air, which I'm all for! If anything, I'm almost expecting them to do that, considering the air fire sprites from Battlemod are in the vanilla game now.

My opinion on the shield button change is that... I didn't like it at first, but at this point, I've realized that I just kinda don't use the shield abilities in the first place. Half of them are near useless in exchange for the really good passive abilities that accompany them (i.e. Force and Elemental shields), and the other half, I just don't really bother with. I prefer to just use my character's built in abilities over temporary ones from power-ups. It's a good idea to make it so that modded characters that use Spin in the air for other things can still use shield abilities, but I probably still won't use them anyway.

That said, moving Super transformation onto a different button was an excellent idea. I played through the game going out of my way to go Super as much as possible once, and since then I've only ever gone Super accidentally. I don't like the music as much as most of the level themes (a rare downside to how good SRB2's OST is overall), and I prefer to just play through levels normally, not to mention the more precise platforming that is made genuinely harder by having your top speed and acceleration supercharged. Why did they scrap the Cancel Super feature at the last minute, anyway? Whatever, at least we've still got MMT for that.

Also, another thing I don't think anyone here has mentioned is the new music! I don't think any of it was necessary, per se, but they're all welcome additions. The tense silence before the CEZ1 bridge scene was a nice thought, but maybe not quite as effective as it could have been, particularly since there's still platforming going on during it that you could conceivably mess up, particularly if you're trying to get fancy and skip parts of it. Having a more slow-paced, ambient-ish piece play there instead is a good idea, though I wish it was called something that wasn't already taken by another track (Anticipation - which, actually, there are probably better names for both tracks, that's a bit generic).
 
Giving Fang an air spin ability would probably mean letting him use his popgun in the air, which I'm all for! If anything, I'm almost expecting them to do that, considering the air fire sprites from Battlemod are in the vanilla game now.

My opinion on the shield button change is that... I didn't like it at first, but at this point, I've realized that I just kinda don't use the shield abilities in the first place. Half of them are near useless in exchange for the really good passive abilities that accompany them (i.e. Force and Elemental shields), and the other half, I just don't really bother with. I prefer to just use my character's built in abilities over temporary ones from power-ups. It's a good idea to make it so that modded characters that use Spin in the air for other things can still use shield abilities, but I probably still won't use them anyway.

That said, moving Super transformation onto a different button was an excellent idea. I played through the game going out of my way to go Super as much as possible once, and since then I've only ever gone Super accidentally. I don't like the music as much as most of the level themes (a rare downside to how good SRB2's OST is overall), and I prefer to just play through levels normally, not to mention the more precise platforming that is made genuinely harder by having your top speed and acceleration supercharged. Why did they scrap the Cancel Super feature at the last minute, anyway? Whatever, at least we've still got MMT for that.

Also, another thing I don't think anyone here has mentioned is the new music! I don't think any of it was necessary, per se, but they're all welcome additions. The tense silence before the CEZ1 bridge scene was a nice thought, but maybe not quite as effective as it could have been, particularly since there's still platforming going on during it that you could conceivably mess up, particularly if you're trying to get fancy and skip parts of it. Having a more slow-paced, ambient-ish piece play there instead is a good idea, though I wish it was called something that wasn't already taken by another track (Anticipation - which, actually, there are probably better names for both tracks, that's a bit generic).
i think it would be very interesting to give fang an airspin ability, cuz hes moveset is mostly useless.
 

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