i love how the reason for replacing thok is "to make it easier for players to master" meanwhile while thok was just a double jump ability the scrapped new ability had a whole moveset itself
Hard to belive Sonic Robo Blast 2 is like decades old and is still being worked on. Most Sonic fangames from that era have either been longed abandoned or had development restarted
@@Caioviski795If I'm not mistaken, the first version of SRB2 in 3D (that means, working on the Doom Engine) was released in 1999, 1 year after the original japanese release of Sonic Adventure and in the same year (yet some time prior) to the international SA1 release, what was released in 1998 was the original 2D version of SRB2 which looked a lot like its predecessor, even using the same sprite for Sonic (earless) Plus, even if that was the case, before SA1, we had Sonic the Fighters, Sonic 3D Blast, Sonic Into Dreams (the Christmas NiGHTS mode), Sonic Jam and Sonic R, all released prior to both SA1 and SRB2, all which can be considered Sonic's first 3D game ever and there's even a considerable debate about it
Most fangames are abandoned full stop. Anytime there's a SAGE all I see are demos that gets abandoned the next day, there's too few games that continue. SRB2 one of the few rare exception that continued.
I always just wanted Sonic’s Max Control Moveset. Doesn’t really feel right for a character about Running and gaining Speed to constantly have to be spamming an air action to be at his base top speed. Pariah695’s video on SRB2 is basically my opinion on the moveset thingy.
2:14 i actually have to object here as someone who plays a lot of classic doom - a lot of srb2's momentum is actually there in the original doom engine, the top speed is just much slower in that game so it's not as noticeable (esp since very few of the vanilla maps actually require any form of speed control). a lot of the jankiness of the current system like the bezier curve is a direct result of the use of doom's physics, in fact
While some STJR members are on KKD, it's not accurate to say that many STJR members worked on Ring Racers. A large majority of KKD have never been on STJR, and the groups have differing design philosophies for their games.
I feel like those golden age minecraft people or whatever who still play beta 1.7.3 because they like the vibe and diff direction of old minecraft, but with SRB2 Not saying i dislike the new direction, but this video made me think about it and i think i vibe with the pre-2.1 one more
I think the Fang and Amy updates might come out in the next 2.2 update? The new sprites which were meant to come out a few updates ago were shelved due to "code relating to Fang and Amy not being finished" and i think this is what they meant by that
at this point, they should just make srb3 with the new physics and movesets. it would work so much better in a fresh new game than just continuously overhauling srb2. id love to see all of this in a new game, honestly
5:22 Actually. That ability was just one of our many prototypes. We have multiple different coders doing their own takes on the ability afterall. It just so happened that the ability showcased there in particular was something that some devs wanted to show off. That ability was never confirmed or set in stone internally. The showcase was just simply a dev wanting to share what they've been up to. Of course the negative attention it got made us realize how bad it is to have open discussions about what we are doing hence why the amount of stuff we discuss or show publicly has drastically decreased. :P Also 11:11 This change in particular is actually something I've wanted for a long while. It lets me make Ultimate Inazuma and silverhorned Inazuma without the need of massively bloating freeslots. XD
>The showcase was just simply a dev wanting to share what they've been up to. Of course the negative attention it got made us realize how bad it is to have open discussions about what we are doing hence why the amount of stuff we discuss or show publicly has drastically decreased. :P So it really is because you people can't take criticism LMAO
@@sonicloverlol2 it’s true though, the lack of transparency in 2.3’s dev cycle isn’t something any other version of srb2 has, and it’s quite frankly very concerning developers shouldn’t be afraid of feedback, and if srb2’s devteam refuses to take any criticism i am not hopeful for 2.3 at all
I feel like it would be imperative to allow people outside development to give their opinions on what you're working on. Whatever solution is landed on in a vacuum might not work well with most people, and in the hopes of avoiding that I think it might be best to be a bit more transparent.
I’ll just say this now, one thing I’ve wanted ever since I saw it back in OLDC 2020 was Dynamic 2D segments like those in Generations. Whether it be an updated mod or feature in 2.3, I hope it gets added for level designers.
I'm not going to lie, the momentum changes worry me. It sounds and looks like it's going to adopt a lot of design decisions I personally don't like about most 3D fangames, which to me feel like they're more interested in being physics sandboxes than good platformers.
Some of the changes make me a bit anxious that they'll make the game worse, but you know what? I trust Sonic Team Jr. They've been at this for years, and grow more experienced by the day. I have faith they'll pull through and give us something good for even the most contentious decisions.
I feel as though at this point if theyre making this many changes that 2.3 should be entirely separate from 2.2, almost like a sequel. I think SRB2 in its current form, while flawed, is still fun and it uses the Doom engine's quirks to its advantage.
I doubt that updated MP special stages will be NiGHTS themed. Multiplayer used to just use the singleplayer ones, but being in multiplayer absolutely _broke_ them.
I don't really think that putting more stages to SRB2 is something that I want, aside from Red Volcano 2+Boss. Having 7 Zones with matching Special Stages adds alot to the overall charm, and more Zones seem like it would just add bloat. I don't really get wanting to make massive changes at this point either to the engine and design. Those are things I would rather expect a potential Robo Blast 3 to make. I kinda would love it if the new physics, Grand Eggship, Dark City, and unused level design philosophy + gimmicks would be put in a sequel instead. There is probably enough ideas to make it work, rather than replacing what has already been shipped. And I don't think they need to make everything from scratch, they could make the Bonus Zones (Frozen Hillside, Haunted Heights, Azure Temple etc) into full Zones for a full set of 7. I would be cool with it at least.
Also- I think that fans might just respond better to a sequel rather than overhauling what is already feature complete. There might be more room to be exited over new stuff rather than anxious over changes. The team could enjoy a comfortable distance when working on their new design, since it would be separate but updated from SRB2. Less burdened to stay within the old lines and player familiarity.
@@backlogpanicwho said they were making a sequel? They'd have to make a whole fleet of new zones, enemy designs, bosses, music and rtc just to implement ideas that they wanted to see in this game specifically.
@64bitmodels66 The point I was making was more about that the updates Jackalman brings up in the video sounds more like sequel innovations. And that filling SRB2 with more stuff wouldn't add anything necessary. The game already plays well, is content packed, and has a decent length, certainly good for a Sonic game. The work already made for the updates could be put into a distinct follow-up though, and that might be my preference.
@@backlogpanic and i think that's too much work. The game was always planned to have these zones so it should be finished before any sequel discussion gets thrown around. Especially since the game itself getting finished is already something that feels like it's years away, even in current year 5+ years after 2.2
I don't really like the direction the game is taking for 2.3. Can we just finish the levels and remaining stuff before thinking of changing GFZ again and even the physic engine? I mean it would be like making an entirely different game (or just a remake of itself) instead of a proper update. I feel the same regarding Terraria with the Journey's End update that basically created a soft remaster of itself than a conclusion like 1.3 was. PS: I also dislike loops in 3D Sonic games, these were obstacles that worked in 2D, in 3D they are merely automated section (that could glitch sometimes) and are a chore to see in third person camera (like in Sonic R) so they pan back to the side to show the loop like in a 2D game (ever since SA1).
GREAT VIDEO!!! As always. Anyway, I don't think Red Volcano should get ANOTHER act. Like, the track sounds good, but RVZ 1 was ALREADY a pain, I don't want another whole act. Besides, not every zone should have two acts and a boss, a bit of variety would be nice. Maybe GEZ and RVZ could have one act where the rest are normal? Also, the "prototype" menu design resembling Mania's looks ugly. I don't like it at all.
To be honest, the new physics is interesting but it will be significantly less versatile (But the physics involved in making the loop work are pretty amazing) I've experienced this with another game, but the extremely slow updates may be due to the game's long history, and the development team may unconsciously deify it and be afraid of releasing updates without thinking carefully. They don't want to touch the "legacy" (ah I can't speak English so use Google Translate. may bad english sry)
bro this goes so hard, like they're adding more speed to srb2, mixed with platforming, like how a sonic game should be, speed mixed evenly with platforming, rather than cramped spaces where you can easily bump into walls and loose all your speed and then also the slow platforming sections then and there
The issue is that they are turning SRB2 into a _Modern_ Sonic game where speed is put first. Cramped spaces where you need more precise jumps has been a thing since the Genesis days because Sonic is about momentum, not speed. Speed was merely the marketing gimmick of the game but in term of game design they wanted you to have speed only as a reward for playing well, not instantaneously. PS: Check the score attack mode videos because you are quite wrong about "easily bump into walls and loose all your speed and then the slow platforming sections there and there".
@@ikagura I was mostly talking about how speed and platforming should be used together, rather them clashing each other, and the "cramped spaces" I was referring to were mostly the ones in frozen hillside, there can be platforming sections but they don't need to be long and tedious (that disappearing platform section from eggrock 2). Though I'm not sure if they are planning on making the game more speed based rather than a mix of platforming and speed since we only have a few short videos about the new level designs. But tbh I'm fine with a tiny bit of complex platforming as long as it isn't too tedious or annoying. And tbh I like the open world feeling that they are going with tbh
I wouldn't mind aerial garden or azure temple being gone, they were added because of being a contest winner (as far as i remember) desp8te how bad they are. 1 example on 1 of the worst paths in the game, the knuckles path on azure temple has you glide past badniks that give bubble in fou destroy them. The problem is that there is as good as no ground meaning that if you get hit or hit 1 & take a bubble, you drop out of your glide & fall into the bottomless pit, not to mention that these badniks move when you get even somewhat close to them, making it so bad that it's practicly unbeatable, definitely as base knuckles, extremely likely as super knuckles. This means that you pretty much HAVE to get the first bubble shield to cheese your way into the path that everyone else takes as knuckles
11:10 Sprite2s/spr2s (they are for in-game sprites) will be removed sprite flags were going to be replaced with a .json-based animation system akin to .xml files
Any version post the change in soundtrack and addition of "Momentum" aren't even good. Leave momentum in the 90s like Sonic 4 showed us. And the remixed soundtrack may have some decent tracks, but Greenflower act 2 and Egg Rock were completely murdered, and they used to be the best tracks not just in this fangame but the entirety of the Sonic franchise, official or otherwise.
@@genyakozlov1316 Mate, you say that: - SA1's original lighting was worse than SADX - Only good 2D sonic games are 1 and CD, and if you disagree you're not a fan? And even other bad takes I'm not thinking of rn. No one should take ANYTHING you say seriously lmao
What future? They've done basically no work on 2.3 for just about a year now. Pretty cool that the Thok video got mentioned though. I like the neutral, objective summary you gave of it (even though I'm not particularly proud of how I approached some of it, the follow-up video is better in that regard).
I check on this comment after watching this video and see 3 likes, 5 minutes later i see 5 likes ohh boy, take a bet on how much more thisll get in a few hours
@@Newbie_hiblitz You do know what Sandwichface has done right? He literally tried to get some hackers to leak private info about the SRB2 Devs, but told the wrong person which eventually led to him getting banned
@@FluppietheRockruffFani do know that im literally just saying im surprised how quickly this comment is getting likes so maybe i worded it wrong in a way that its too vague and im sorry if it was rude …and it has 20ish likes currently as of commenting so uhhhhh
11:02 - The idea that they're going over to JSON for animation coding makes me wonder if they're ditching SOC entirely. I can't imagine they're going to implement yet another scripting language on top of Lua, SOC and Ring Racers' ACS.
How can the development be a financial issue if it is free? I heard the developers can't be paid to work on the game, but money would mainly help the website and servers. Not for working on the game's development.
i love how the reason for replacing thok is "to make it easier for players to master" meanwhile while thok was just a double jump ability the scrapped new ability had a whole moveset itself
Hard to belive Sonic Robo Blast 2 is like decades old and is still being worked on. Most Sonic fangames from that era have either been longed abandoned or had development restarted
nope, srb1 was made after sa1, it was the idea that was made(?) before sa1@@Caioviski795
@@Caioviski795If I'm not mistaken, the first version of SRB2 in 3D (that means, working on the Doom Engine) was released in 1999, 1 year after the original japanese release of Sonic Adventure and in the same year (yet some time prior) to the international SA1 release, what was released in 1998 was the original 2D version of SRB2 which looked a lot like its predecessor, even using the same sprite for Sonic (earless)
Plus, even if that was the case, before SA1, we had Sonic the Fighters, Sonic 3D Blast, Sonic Into Dreams (the Christmas NiGHTS mode), Sonic Jam and Sonic R, all released prior to both SA1 and SRB2, all which can be considered Sonic's first 3D game ever and there's even a considerable debate about it
Most fangames are abandoned full stop. Anytime there's a SAGE all I see are demos that gets abandoned the next day, there's too few games that continue. SRB2 one of the few rare exception that continued.
@@midorifoxsonic momentum and sonic Rush 3D
@Encore2017 sonic utopia, one build.
Sonic rush 3d still hasn't had an update.
I must admit, its impressive how far theyre able to, and continue to push the doom engine, despite how it gets in the way with development
I just realized that more time has passed since the release of 2.2 than there was time between the release of 2.1 and the release of 2.2
And 2.1-2.2 wait was pretty long in of itself
@ it’s also around the same length as the wait between 2.0 and 2.1
thanks for the clarification of SRB2 in the title, almost didn't think it meant Sonic Robo Blast 2
oh neat, they're finally adding green flowers to greenflower
I always just wanted Sonic’s Max Control Moveset. Doesn’t really feel right for a character about Running and gaining Speed to constantly have to be spamming an air action to be at his base top speed.
Pariah695’s video on SRB2 is basically my opinion on the moveset thingy.
Then get MC sonic (Max Control Sonic)
2:14 i actually have to object here as someone who plays a lot of classic doom - a lot of srb2's momentum is actually there in the original doom engine, the top speed is just much slower in that game so it's not as noticeable (esp since very few of the vanilla maps actually require any form of speed control). a lot of the jankiness of the current system like the bezier curve is a direct result of the use of doom's physics, in fact
begging srb2 fans to actually play doom before commenting on it yet again
@@jess648 EXACTLY
yeah, doom physics have a bezier curve because of the way stuff like Thrust works. weird stuff
@@jess648Literally
While some STJR members are on KKD, it's not accurate to say that many STJR members worked on Ring Racers.
A large majority of KKD have never been on STJR, and the groups have differing design philosophies for their games.
what's KKD?
@aerodynamo4874 Kart Krew Development, the name of the group who made Ring Racers.
4:03 This clip gives me so much joy.
I feel like those golden age minecraft people or whatever who still play beta 1.7.3 because they like the vibe and diff direction of old minecraft, but with SRB2
Not saying i dislike the new direction, but this video made me think about it and i think i vibe with the pre-2.1 one more
I think the Fang and Amy updates might come out in the next 2.2 update? The new sprites which were meant to come out a few updates ago were shelved due to "code relating to Fang and Amy not being finished" and i think this is what they meant by that
at this point, they should just make srb3 with the new physics and movesets. it would work so much better in a fresh new game than just continuously overhauling srb2. id love to see all of this in a new game, honestly
Get ready for 2.2 addons not working in 2.3, since the devs are replacing the SPR2 system.... Yippie.
wait...do the recent mods again? Ugh...it must be horrible...
this happens every major update though? 2.1 mods don't work on 2.2 either.
Happens every major update.
Someone might make a thing where you can convert a SRB2 v2.2 add on to a 2.3 format
@@FluppietheRockruffFan It would be very hard to do that. That's a reason there is also no 2.1 to 2.2 converter.
5:22
Actually. That ability was just one of our many prototypes. We have multiple different coders doing their own takes on the ability afterall. It just so happened that the ability showcased there in particular was something that some devs wanted to show off. That ability was never confirmed or set in stone internally. The showcase was just simply a dev wanting to share what they've been up to. Of course the negative attention it got made us realize how bad it is to have open discussions about what we are doing hence why the amount of stuff we discuss or show publicly has drastically decreased. :P
Also
11:11
This change in particular is actually something I've wanted for a long while. It lets me make Ultimate Inazuma and silverhorned Inazuma without the need of massively bloating freeslots. XD
>The showcase was just simply a dev wanting to share what they've been up to. Of course the negative attention it got made us realize how bad it is to have open discussions about what we are doing hence why the amount of stuff we discuss or show publicly has drastically decreased. :P
So it really is because you people can't take criticism LMAO
Rude@@Sandwichface
@@sonicloverlol2 it’s true though, the lack of transparency in 2.3’s dev cycle isn’t something any other version of srb2 has, and it’s quite frankly very concerning
developers shouldn’t be afraid of feedback, and if srb2’s devteam refuses to take any criticism i am not hopeful for 2.3 at all
"We feedback we didn't like so we no longer show anything"
Oh 2.3 is gona be great...
I feel like it would be imperative to allow people outside development to give their opinions on what you're working on. Whatever solution is landed on in a vacuum might not work well with most people, and in the hopes of avoiding that I think it might be best to be a bit more transparent.
I mean why make Dark City zone when you can remake Greenflower again lol
Don't want to be that one guy, but i feel like the development is so complex now, that the game will never be finished
It was always this complex. It was exactly like this in the 2.1 -> 2.2 era
@@robertwyatt3912 except the devs actually showed what they were doing
instead of focusing on finishing the game they want to remake it.
She 2 on my blast til i robo
She Sonic on my Robo till I Blast 🤦
Imao@@Zomboy4313
@@Zomboy43132
The future of SRB2 is us continuing to wait for 2.3
i really wish just the changes will be for the better
I’ll just say this now, one thing I’ve wanted ever since I saw it back in OLDC 2020 was Dynamic 2D segments like those in Generations. Whether it be an updated mod or feature in 2.3, I hope it gets added for level designers.
I think the whirlwind shield's passive is gonna be slow fall, heck, it already has a mod.
I'm not going to lie, the momentum changes worry me. It sounds and looks like it's going to adopt a lot of design decisions I personally don't like about most 3D fangames, which to me feel like they're more interested in being physics sandboxes than good platformers.
Good movement is good movement. Current SRB2 still has a lot of control jank, even after the improvements from 2.1 to 2.2
tbh I'd prefer more speed mixed evenly with some platforming, since current srb2 is more platforming rather than speed
Every worry you have is entirely unfounded.
Absolutely, I'm a bit of a purist about it, SRB2 is a Classic Sonic platformer not a pinball simulator nor a boost game.
@@thefurry7165 Outside of the casino levels they were momentum platformers.
Sonic 2 and CD are still considered as two of the best of the franchise.
I'm gonna miss 2.2 SRB2.. But the next updates gonna be better than 2.2!
7:03 Thanks for reminding me that THIS stage is gonna have a second act
Some of the changes make me a bit anxious that they'll make the game worse, but you know what? I trust Sonic Team Jr. They've been at this for years, and grow more experienced by the day. I have faith they'll pull through and give us something good for even the most contentious decisions.
They really need to rework the game's camera and generally Egg Rock Zone in its entirety. The Metal Sonic race is damn near unplayable.
I feel as though at this point if theyre making this many changes that 2.3 should be entirely separate from 2.2, almost like a sequel. I think SRB2 in its current form, while flawed, is still fun and it uses the Doom engine's quirks to its advantage.
like the way ring racers was released?
I doubt that updated MP special stages will be NiGHTS themed. Multiplayer used to just use the singleplayer ones, but being in multiplayer absolutely _broke_ them.
I don't really think that putting more stages to SRB2 is something that I want, aside from Red Volcano 2+Boss. Having 7 Zones with matching Special Stages adds alot to the overall charm, and more Zones seem like it would just add bloat.
I don't really get wanting to make massive changes at this point either to the engine and design. Those are things I would rather expect a potential Robo Blast 3 to make. I kinda would love it if the new physics, Grand Eggship, Dark City, and unused level design philosophy + gimmicks would be put in a sequel instead. There is probably enough ideas to make it work, rather than replacing what has already been shipped.
And I don't think they need to make everything from scratch, they could make the Bonus Zones (Frozen Hillside, Haunted Heights, Azure Temple etc) into full Zones for a full set of 7. I would be cool with it at least.
Also- I think that fans might just respond better to a sequel rather than overhauling what is already feature complete. There might be more room to be exited over new stuff rather than anxious over changes.
The team could enjoy a comfortable distance when working on their new design, since it would be separate but updated from SRB2. Less burdened to stay within the old lines and player familiarity.
I agree
@@backlogpanicwho said they were making a sequel? They'd have to make a whole fleet of new zones, enemy designs, bosses, music and rtc just to implement ideas that they wanted to see in this game specifically.
@64bitmodels66 The point I was making was more about that the updates Jackalman brings up in the video sounds more like sequel innovations. And that filling SRB2 with more stuff wouldn't add anything necessary. The game already plays well, is content packed, and has a decent length, certainly good for a Sonic game. The work already made for the updates could be put into a distinct follow-up though, and that might be my preference.
@@backlogpanic and i think that's too much work. The game was always planned to have these zones so it should be finished before any sequel discussion gets thrown around. Especially since the game itself getting finished is already something that feels like it's years away, even in current year 5+ years after 2.2
I don't really like the direction the game is taking for 2.3.
Can we just finish the levels and remaining stuff before thinking of changing GFZ again and even the physic engine?
I mean it would be like making an entirely different game (or just a remake of itself) instead of a proper update. I feel the same regarding Terraria with the Journey's End update that basically created a soft remaster of itself than a conclusion like 1.3 was.
PS: I also dislike loops in 3D Sonic games, these were obstacles that worked in 2D, in 3D they are merely automated section (that could glitch sometimes) and are a chore to see in third person camera (like in Sonic R) so they pan back to the side to show the loop like in a 2D game (ever since SA1).
GREAT VIDEO!!! As always. Anyway, I don't think Red Volcano should get ANOTHER act. Like, the track sounds good, but RVZ 1 was ALREADY a pain, I don't want another whole act. Besides, not every zone should have two acts and a boss, a bit of variety would be nice. Maybe GEZ and RVZ could have one act where the rest are normal? Also, the "prototype" menu design resembling Mania's looks ugly. I don't like it at all.
What do you MEAN RVZ act 1 is AWESOME
The entire momentum system IS from Doom. Doom has momentum.
To be honest, the new physics is interesting but it will be significantly less versatile (But the physics involved in making the loop work are pretty amazing)
I've experienced this with another game, but the extremely slow updates may be due to the game's long history, and the development team may unconsciously deify it and be afraid of releasing updates without thinking carefully. They don't want to touch the "legacy"
(ah I can't speak English so use Google Translate. may bad english sry)
Thank you good sir, I loved the video ☕
bro this goes so hard, like they're adding more speed to srb2, mixed with platforming, like how a sonic game should be, speed mixed evenly with platforming, rather than cramped spaces where you can easily bump into walls and loose all your speed and then also the slow platforming sections then and there
The issue is that they are turning SRB2 into a _Modern_ Sonic game where speed is put first.
Cramped spaces where you need more precise jumps has been a thing since the Genesis days because Sonic is about momentum, not speed. Speed was merely the marketing gimmick of the game but in term of game design they wanted you to have speed only as a reward for playing well, not instantaneously.
PS: Check the score attack mode videos because you are quite wrong about "easily bump into walls and loose all your speed and then the slow platforming sections there and there".
@@ikagura I was mostly talking about how speed and platforming should be used together, rather them clashing each other, and the "cramped spaces" I was referring to were mostly the ones in frozen hillside, there can be platforming sections but they don't need to be long and tedious (that disappearing platform section from eggrock 2). Though I'm not sure if they are planning on making the game more speed based rather than a mix of platforming and speed since we only have a few short videos about the new level designs. But tbh I'm fine with a tiny bit of complex platforming as long as it isn't too tedious or annoying. And tbh I like the open world feeling that they are going with tbh
Personally I'm down for Sonic to spindash up walls from what I'm seeing
I would love to see the way spindash is activated changed.I don't want to wait for the game to load automatically, I want to load it myself
Yay! Loops! Makes this fangame even more awesome!
got here at 1 minute. insane
I wouldn't mind aerial garden or azure temple being gone, they were added because of being a contest winner (as far as i remember) desp8te how bad they are. 1 example on 1 of the worst paths in the game, the knuckles path on azure temple has you glide past badniks that give bubble in fou destroy them. The problem is that there is as good as no ground meaning that if you get hit or hit 1 & take a bubble, you drop out of your glide & fall into the bottomless pit, not to mention that these badniks move when you get even somewhat close to them, making it so bad that it's practicly unbeatable, definitely as base knuckles, extremely likely as super knuckles. This means that you pretty much HAVE to get the first bubble shield to cheese your way into the path that everyone else takes as knuckles
11:10
Sprite2s/spr2s (they are for in-game sprites) will be removed
sprite flags were going to be replaced with a .json-based animation system akin to .xml files
So spr2s goes bye bye 😮😢
if they dont at least make the thok an unlockable i will be mildly inconvenienced 😤
0:46
Correction, its THE greatest sonic fangame ever made
Subjective
Any version post the change in soundtrack and addition of "Momentum" aren't even good. Leave momentum in the 90s like Sonic 4 showed us. And the remixed soundtrack may have some decent tracks, but Greenflower act 2 and Egg Rock were completely murdered, and they used to be the best tracks not just in this fangame but the entirety of the Sonic franchise, official or otherwise.
@@genyakozlov1316 Giving Sonic 4 as an example to how this fangame was better in the past is crazy
@@genyakozlov1316 Mate, you say that:
- SA1's original lighting was worse than SADX
- Only good 2D sonic games are 1 and CD, and if you disagree you're not a fan?
And even other bad takes I'm not thinking of rn.
No one should take ANYTHING you say seriously lmao
@@Zerosaber91 yeah lol
What future? They've done basically no work on 2.3 for just about a year now.
Pretty cool that the Thok video got mentioned though. I like the neutral, objective summary you gave of it (even though I'm not particularly proud of how I approached some of it, the follow-up video is better in that regard).
It's like I say, SRB2 2.3 is a mass hysteria. It's easier for Capcom to release Megaman X9 than for STJr to give any news about version 2.3.
I check on this comment after watching this video and see 3 likes, 5 minutes later i see 5 likes
ohh boy, take a bet on how much more thisll get in a few hours
It's like how I don't work on stuff for a while for my SRB2 Mappack and AGZ2 for MRCE.
@@Newbie_hiblitz You do know what Sandwichface has done right? He literally tried to get some hackers to leak private info about the SRB2 Devs, but told the wrong person which eventually led to him getting banned
@@FluppietheRockruffFani do know that im literally just saying im surprised how quickly this comment is getting likes so maybe i worded it wrong in a way that its too vague and im sorry if it was rude
…and it has 20ish likes currently as of commenting so uhhhhh
Waiting for the update as making the zones feel faster like green flower would be awesome
7:13 bean mentioned
11:02 - The idea that they're going over to JSON for animation coding makes me wonder if they're ditching SOC entirely. I can't imagine they're going to implement yet another scripting language on top of Lua, SOC and Ring Racers' ACS.
SRB2 feels like Sonic Xtreme ngl
Podrías hacer un video hablando sobre este juego srb2 fang and the mystery manor
Srb2 v2.3 release date please
Will 2.3 come to mobile?
prolly not right after release but definitely within a few months
It should be reused, sonic's new moveset for a Poodle Charater named Rolli
Why aren't made sequel? Also sorry, I want Ring Racers on Mobile.
fat chance you're getting ring racers on mobile, I imagine that'd be miserable to play with virtual controls
You gotta migrate to Xash3D
isn't xash3D built off goldsrc? it'd probably take even longer to port it to that than finishing the update... probably
Seems like the development is a financial issue.
How can the development be a financial issue if it is free? I heard the developers can't be paid to work on the game, but money would mainly help the website and servers. Not for working on the game's development.
@@windowpersonSRB2 as per the disclaimer, the devs lose money making the game.
@@derekstryder2281 Probably because of the website and servers for the game.
@@derekstryder2281they lose money by living, not by developing the game specifically
@@robertwyatt3912 by keeping the website up they are losing money
hundreds of gigabytes of data are hosted on the site, it’s expensive to keep that up