What do you mean by "dead" exactly? We still have an active community creating content, and the game is still slowly being worked on.
I keep seeing people go on about how the game is dead or dying, and it's the most surreal thing to me, because I'm consistently feeling like we're on the verge of a hitting a renaissance period- I guess that's just what happens when you're actively involved and creating the content you want to see. The stuff that I'm seeing and hearing on a bi-monthly basis excites the hell out of me.
It won't visibly unfuck the netcode in a timely manner, a problem if that's really what you're looking for in this game, but the best way to keep SRB2 alive is to install Zone Builder and make some maps. Use the features the coders are investing so much effort into and you'll hold their interest and prolong the development of the game. Your work will capture and inspire new players, and we'll survive another generational cycle until this decrepit engine can't go any further.
Start by doing some wiki tutorials, and making shitty maps that you keep to yourself or a few close friends; don't even bother with polish at first, you don't necessarily know where your time is best spent to improve a particular map yet, just make stuff and get a feel for what's fun. Try making a reproduction of some level from a game you like (everyone used to do peach's castle, as an example), just to expose yourself to the challenges and steps involved in making something not based on what you already know how to do. Read more stuff on the wiki, do experiments, make more levels, and eventually your maps will stop being shitty and you can start sharing them with a broader audience.I have no idea how to make maps, I'm just one of those guys who knows how to play but useless when it comes to helping out the community. Also why post SRB2 on other sites?
I also can highly agree to this statement about making levels and practicing. I just recently finished my first level to make a release here, but I still have at least a dozen other maps that will never see the light of day due to the lack of polish among other things. Just to support the main point, toy with the program, read the wiki, get a friend or two to do with along side you if you can, and just have fun with it.Start by doing some wiki tutorials, and making shitty maps that you keep to yourself or a few close friends; don't even bother with polish at first, you don't necessarily know where your time is best spent to improve a particular map yet, just make stuff and get a feel for what's fun. Try making a reproduction of some level from a game you like (everyone used to do peach's castle, as an example), just to expose yourself to the challenges and steps involved in making something not based on what you already know how to do. Read more stuff on the wiki, do experiments, make more levels, and eventually your maps will stop being shitty and you can start sharing them with a broader audience.
Mystic's first level was Arena Zone, an incredibly glitchy and hastily done modification of meadow match whose main gimmick was having 15 GFZ3 eggmobiles. Today, he's our senior level designer.
You have to practice to get good, and nobody starts good. That's just how it is.
I have no idea how to make maps ... also why post SRB2 on other sites?
Not really, the guy "responsible" for OpenGL left the team.
Not really, the guy "responsible" for OpenGL left the team.
We have slopes now, and a lot of people are making a lot of really cool things and showing them off on IRC!
Kaleron was responsible for OpenGL?
Sorry if the question is too uncomfortable.