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Welcome to SRB2.org!

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Sonic Robo Blast 2 is a 3D open-source Sonic the Hedgehog fangame built using a modified version of the Doom Legacy port of Doom. SRB2 is closely inspired by the original Sonic games from the Sega Genesis, and attempts to recreate the design in 3D. While SRB2 isn't fully completed, it already features tons of levels, enemies, speed, and quite a lot of the fun that the original Sonic games provided.

Download and experience Sonic Robo Blast 2 today!

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News Updates
Releases :: Development :: Website :: Other :: Archive

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Protected: 2017-11-19 test

LoganA - November 19, 2017

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Official SRB2 Community Discord

Rob Tisdell - September 14, 2017

Hey all!

So today we’re excited to be introducing something new.  We’ve created a Discord server and added it directly to the main page.  You can also check it out here.

The reason we’re doing this is because there’s been a noticeably downward trend in IRC activity, and Discord has been increasingly popular as a chat program.  Many people coming here don’t readily have an IRC client available, and Discord also has a built-in web application.  This should make it much easier for new members to work with and navigate easily.  We’re hoping that this will help new players and modders easily engage and have a good time

As we are trying to expand community access, we are also actively looking for staff.  We do understand that there have been lots of small sub-communities that have been formed lately (Kart Krew, just as an example), and we’re hoping to get people from those groups to be staff members.  We want a wide variety of input from various people who are active in different groups.  The diversity of opinions will help ensure that the staff caters to as many peoples’ interests as possible.  So if you’re part of a group and can think of someone who would be a good staff member, please, PM either me or one of the other admins either here or on Discord, and let us know who you think should be added to staff.  Please also be sure to  give good reasons for the recommendation.  We will, of course, have the final say (We need to be sure that the people we are giving moderation titles to can actually be good moderators), but again, we are actively seeking out people who themselves have been active in smaller circles.

I hope to see you all there.  Happy chatting everyone!

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SRB2 version 2.1.19 Patch Release

Rob Tisdell - May 28, 2017

Hi again. Yes, we know – the previous release did not fix the netgame exploit properly. We’ve been working hard, though, and that (along with a few other potential exploits waiting to happen) is now fixed. We’ll be bringing the Master Server back up to allow people to advertise servers online again. As always though, if there are further netplay issues, please report them to us on the Message Board here. We can’t fix what we don’t know about!

* Netgame fixes:
* Patched a few more crash-causing exploits enabled by malformed packets, as discussed above.
* Fixed cooperative intermission bonuses such as extra lives not being awarded server-side on dedicated servers, leading to desynchronisation.
* Fixed an issue where you could join a netgame despite having too many files loaded to be able to match the server’s file list, leading to desynchronisation.
* Fixed an issue where you stayed connected to a netgame when you have too many files loaded to apply one the host added, leading to desynchronisation.
* Inform the adminplayer when they send an addfile request that can’t be completed because the host has too many files added.
* Fixed a bizzare issue where, if you quit a server the moment you create it, you will be instantly kicked if you make a new one.

* Minor, unrelated fixes:
* Fixed an issue where missiles were able to effortlessly glide up slopes without exploding.
* Corrected a log message informing the player that they had extra colormaps on game startup when none were actually available.
* Removed a typo resulting in the NiGHTS capsule having the red ring’s skincolor applied on spawn.

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SRB2 v 2.1.18 Patch Update

Rob Tisdell - May 12, 2017

Hey all

We weren’t really planning on doing this, but an exploit has been discovered and, unfortunately, been used to crash peoples’ servers and we need to plug the hole.  So we’re releasing version 2.1.18. We’re still hard at work on 2.2, and we’re hoping to have stuff for you soon on that front.

Patch notes:

* Netgame fixes:
* Fixed an exploit where malformed packets with invalid node identifiers caused the server to crash.
* Made the server recognise verified admin players’ bans, as opposed to only treating them as unenforced kicks.
* Fixed the fact that the allowteamchange console variable was completely broken, having previously caused both desynchronisations and crashes when switched off.

* Console fixes:
* Fixed an issue where the addfile command was incapable of locating files in subdirectories whilst in netgames.
* Fixed character selection from the command line (and therefore via launchers and level editors) being disabled.
* Fixed the dedicated server console window not handling key combinations involving the Ctrl, Alt or Shift modifier keys.

* Software rendering fixes:
* The game no longer crashes whlst attempting to render certain types of FOF off the top or bottom of the screen.
* Precipitation being off the top or bottom of the screen no longer causes visual artifacting (or, in rare cases, crashes).
* Fixed various issues with the v.DrawFill function. This includes its shoddy handling of V_SNAPTO flags, amongst other quality of life improvements.

* Minor, unrelated fixes:
* Fixed an issue where falling rock hazards could linger in perpetuity after colliding with slopes.
* Fixed a crash caused by Jet Jaw badniks attempting to attack players who had had the “MF_SHOOTABLE” object flag removed through add-ons.
* Fixed a crash caused by attempting to execute the “Call Lua Function” linedef executor with blank fields.
* Fixed an issue where attempting to have more than 10,000 screenshots in your screenshots directory was erroneously allowed.

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A Big Announcement

Mystic - April 1, 2017

(In case it wasn’t obvious by the date this was posted, this is an April Fools’ Day post, and the following is not true. On the other hand, the levels shown are indeed legitimate 2.2 content.)

It’s been a while since we had a proper update, but we have something special for you today. Over the years, we’ve received a lot of community feedback. Of all the things the community has suggested over the years, extra characters is by far the most popular. Today, I’m happy to announce that along with slopes, 2.2 will feature a fourth character: Big the Cat!

Greenflower Zone Act 2 That’s right! Big the Cat has made it to SRB2! The first thing you notice is right in his name: he’s almost double the size of the rest of the cast, which is obvious even with the analog camera in this shot. Big uses this bulk to deal extra damage to foes and have a base jump even higher than Sonic’s.
Deep Sea Zone Act 1 However, I’m sure that’s not what you’re thinking when it comes to Big. Of course, Big’s primary feature is his ability to fish! Pressing spin while standing near water still starts fishing, allowing you to hunt for the one that got away. Your biggest catch in the stage is displayed at the top of the screen instead of score.
Techno Hill Zone Act 1 However, fish don’t just live in clean water. Big can fish in slime, mud, and even lava! If it’s a liquid, cast a line and see what you can pull up! To complete the stage, you need to find Froggy, but there’s tons more to find! Along with fish, you can also fish up junk, rings, or even super sneakers.
Aerial Garden Zone Finally, Big has been fully integrated into the game overall, including exclusive emblems! Fish up a big enough fish in each stage for the fishing emblem, which can get really difficult as some of the later stages require finding a very huge fish. There’s nothing like the thrill of finally landing that lunker after several hours in GFZ1.

That’s all for this update, but join us next time when we introduce you to our fifth character, Charmy, complete with voice clips!

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Version 2.1.17 Release

Inuyasha - January 16, 2017

We have a very important announcement for you all:

Netgames are stable once again. (Thanks to Mr. Mystery for taking these screenshots of almost 32 players in a single netgame!)

Now now, before you go too crazy, keep in mind that things still aren’t perfect. There may be unexpected issues stemming solely from the fact that some parts of our game hasn’t had proper testing in years, due to the instability of netgames. But it’s safe to say that things are back to a level of stability around that of version 2.0, if not a little better than that. Special shoutouts go to LJSonik, who was the one to discover and fix the majority of these problems that had been difficult to find.

Though the stability of netgames is a huge part of this update, it’s not the only thing featured in it. See below for the full patch notes…

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2.2 Slope Hype

Mystic - November 4, 2016

It’s been a while since we last posted about 2.2’s progress, but it’s time to finally talk about the major changes we’ve been making. Some of you may remember from previous development discussions that slopes, while cool, would require us to pretty much rethink the entire campaign. This was even put forth as a reason not to implement slopes because of the amount of work it would take to do such a retrofit. Of course, now we do have slopes, so much of our development time recently has been involved in retrofitting our previous stages and figuring out what needs to be done to update them with slopes in mind. At the same time, some of our stages are rather ancient, and have needed a visual update for some time.

I’m happy to say that both of these things are actually very far along, and it’s time to show off what we’ve been doing to you all. As with all previous preview posts, everything you see here is subject to change, and if you look closely at the high resolution version you might even notice a few amusing bugs from the test files these screenshots were taken with.

Greenflower Zone Act 1 To start off, Greenflower Zone’s visuals have long been maligned by a large section of our fans. Here’s the new look, straight from the start of the game. You’ll notice that the textures have finally been changed, the flower sprites are also updated, and there’s now a skybox instead of the ancient sprite edit sky from almost twenty years ago.
Greenflower Zone Act 2 The visual updates include more than just the textures and sprites, too. Here’s the opening valley of GFZ2, with some extra detail added along with the slopes to make the stage look less monotonous. Some of those alcoves provide helpful items to boot.
Greenflower Zone Act 2 GFZ’s gameplay is also being heavily revamped, with significant usage of slopes, both as a teaching tool and just because they’re fun. There’s no way to show this entire concept in a single screenshot, but rolling into the horizontal spring here will send you quickly rolling down the hill and flying off a ramp at the bottom.
Techno Hill Zone Act 1 Techno Hill Zone has also been given a pass of fresh visual and gameplay paint, as this shot of the Knuckles route shows. Note that slopes can be used for visual effect just as much as they can be used for gameplay, making this room look way better than the 2.1 version.
Techno Hill Zone Act 1 Here’s an even more dramatic example of using slopes for scenic purposes in the underground alternate route of THZ1. While the gameplay here is still mostly the same, the visual update makes the area feel way more dramatic, especially when going for that emerald token.
Techno Hill Zone Act 2 Despite its recent age, THZ2 is not being neglected, as shown here with an early version of an entirely new route. Obviously, THZ2 needs way less work to bring it up to date than the previous stages, but it could still use a little additional polish.
Deep Sea Zone Act 1 Deep Sea Zone is in the process of a complete remake, and slopes have been heavily integrated into it, as seen in this room that would have been unthinkable in SRB2 five years ago. One act of the remake is already completable, and even those of you who hate water stages will likely find something to like in it.
Deep Sea Zone Act 1 Here’s another example of the gameplay value of slopes. To reach the platform with the emerald token at the top of the hill, you’ll have to spindash up the slope. This screenshot also shows the “outdoor” DSZ areas, with an open skybox of the sea around you.
Castle Eggman Zone Act 1 Act 1 of Castle Eggman Zone is notoriously the worst stage in 2.1, and we’ve previously talked about how we’re completely redoing it. Here’s a neat example room from that remake, which takes slopes and combines them with a zone gimmick.
Castle Eggman Zone Act 1 There have also been a lot of quality of life changes to many of the zones, such as this shot of how the arrows the robo hood fire now have little trails to make them way more obvious. They also make sounds before firing, which should prevent a lot of the cheap shots that they’ve been known for. As a note, this shot is so bright because lightning happened to strike right as I took it.
Special Stage 3 The special stages are also receiving updates to fix some of the problems that made it into release and make some of them more interesting. Here’s a shot of the current beta of special stage 3, showing the new layout to a room that was previously pretty boring.

While 2.2 is indeed going to take a while longer, I hope this at least shows we’re not just sitting here doing nothing. Slopes are a huge game-changer for SRB2. While it’s going to take us a while to fully realize their potential, I’m happy to say that initial results are quite promising.

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2.1.16 release, 2.2 information, and community news update.

Rob Tisdell - September 5, 2016

2.1.16 is here! There is one very important thing we need to state up front – in order to make the online SRB2 experience more stable and reduce the number of desynchronisations that may occur, we have decided to make the difficult decision of disabling netgame capabilities in Direct Draw (srb2dd.exe) builds. It will be a long road, but this first consolidating step will help us understand and potentially solve the problems with the netcode.  We’ll give you the patch notes at the end of the post, don’t you worry.

In case you haven’t been paying attention to the forums, there’s been an interesting group project that’s been going on – and it’s out now! It’s called Shut Up and Get On It, or SUGOI, and with 29 unique levels it’s one of the biggest map packs in the history of SRB2. Pretty much the whole community has come together to work on this thing and, thanks to the magic of slopes, it’s really amazing.  We encourage you to go play that map pack after downloading the 2.1.16 update.

Also in exciting news, we don’t usually get attention from the wider world… but a couple months ago we got three separate sites reporting on us at once!

1) – Dorkly mentioned us in their list of cool pop culture DooM mods. We’re mentioned alongside ancient greats like Ghostbusters DooM as well as the relatively modern Mega Man 8-Bit Deathmatch.

2) – IGN went into our game wanting to hate it, but realised they couldn’t!  Someone should tell them we have mediocre support for controllers.

3) – Last but not least, Gizmodo interviewed us devs about the history of the game! We gave ’em a few 2.2 screenshots to pick from for their header image as gratitude for their thoughtfulness.

We did give them a few more images than they had space for, so here’s the other two – featuring the new versions of Tails, GFZ1 and CEZ1! It also features our new Sonic, although he’s now available on the message board with some custom abilities for fun here.

GFZ1

CEZ1

It’s a shame 2.2 isn’t ready yet… but that doesn’t mean 2.1.16 isn’t pretty great in and of itself!

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Version 2.1.15 Release

Inuyasha - May 19, 2016

Hey guys! We’ve been thinking about how wonderful boys and girls you all are, so we’re deciding to give you a wonderful present well earlier than we originally intended! I hope you all enjoy playing with slopes as much as we do jumping off them and flying into space.

… I apologize for the sickening saccharine tint to that last paragraph, but hey, I want to have a little fun. It’s my birthday, so cut me some slack.

This release is being provided both in the form of an installer for those new to the game, and a patch for those who have already installed the game. The patch works only with version 2.1.14. That shouldn’t be a problem for anyone at this point, considering how long version 2.1.14 has been out now. New features and fixes are as follows:

  • Slopes! Forever is a long time coming. Note that none of the existing levels are modified; you’ll have to wait until 2.2 for that. The primary reason for this release is so that modders can finally use slopes without having to resort to alternate EXEs, as they’ve been doing for months now. Just be warned that while OpenGL has support for slopes, it is only partially complete in that renderer and not fully tested.
  • To go along with slopes, physics have been slightly changed for moving platforms and polyobjects. Jumping off of a platform moving upwards now gives your jump a height boost, for instance.
  • Added FF_ANIMATE, a flag for creating simple, single state animations. Instead of creating 30 states for your 30 frame ring animation, you can now just create one to achieve the same effect.
  • Music slots are removed. No longer do you have to call your music lumps O_MAP##M; you can now call them anything you want. Anything. As long as it’s six or less characters, I guess.
  • Lots of changes and fixes to Lua and SOC. We’ll go over some of the important ones briefly:
    • A PlayerSpawn hook was added to Lua, allowing a lot easier and better control over what happens when players spawn or join the game.
    • The lines comprising a sector may now be gotten in Lua with (sector).lines.
    • HUD scripts in Lua can now access the game’s current resolution (width and height), along with dupx and dupy (the sizes for automatic patch scaling).
    • “Lua.” custom level header options in SOC won’t eat parts of future level header definitions by mistake. We made sure to feed the parsers properly this time, with high quality kibbles and bits.
    • “MUSIC = (name)” was added to level headers and cutscenes in SOC to accommodate the above removal of music slots.
    • A lot of error messages were changed to make what’s going wrong easier to understand, especially variable out of range errors.
    • SOC scripts can now be named SOC_****, to go along with Lua scripts being named LUA_****. This means you can actually organize multiple SOC scripts into WAD files, instead of having to stick everything in MAINCFG.
  • Fixed issues with polyobject spawning and other assorted weird things they would do.
  • Fixed pro-strat launching-yourself-off-CEZ-chains-within-1-tic abuse. Sorry, speedrunners.
  • Fixed a lot of bugs in the menu relating to pressing combinations of enter and escape rapidly. Sorry, keyboard mashers.
  • Fixed a very, very long-standing bug where garbage would be drawn to screen in certain situations if you ran under or flew over an FOF.
  • Minor map adjustments and fixes, scattered throughout the single player maps and multiplayer maps.
  • Lastly, in this little space at the end of the ‘important’ patch notes, I would like to give a sad goodbye to our old friend, That One Snailer. You all know him very well, but now he is no longer with us. He will be missed. (not)

That’s all of the important stuff out of the way, but there’s lots more technical changes we haven’t mentioned so far. You can find that information after the break.

(more…)

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2.2 Preview – With Slopes!

Mystic - February 12, 2016

Development on new content is still quite slow, but this time there’s actually a good reason that isn’t just us playing too many other games. While these screenshots don’t show it, there are also a dramatic amount of minor (and some major) changes under the hood that improve a lot of the engine.

Greenflower Zone Act 2 By far the most dramatic improvement since the last post is slopes. Yes, really! They even feature proper physics! This feature is pretty game-changing, and will take a while to implement in all of the stages that need it, so stages are given priority for retrofitting, with Greenflower and Arid Canyon currently the highest priority.
Greenflower Zone Act 1 What may be even more exciting to some of our long-time players is that because of slopes, Greenflower 1 is finally getting a proper update. This update is pretty similar in method as the updates to Techno Hill 1 for 2.1. Priorities for the revamp include better teaching our game’s mechanics to newbies while also providing rewards for skilled play. Time attack in particular is a lot more complicated, with actual timing and skill being required instead of just thokking down an optimal route.
Castle Eggman Zone Act 1 While Greenflower is getting a retrofit, Castle Eggman 1 is way too bad for any sort of retrofit to fix the problems it has. Thus, it’s getting completely remade, as shown in this old work in progress shot. We don’t want to provide too many specifics to preserve the surprise when it is finally ready to go, but expect something actually fun. Hopefully the third time will be the charm on this one.
Arid Canyon Zone Act 2 Finally, here’s a shot of Arid Canyon 2, complete with some slopes in action in a new stage. While there are still too many visual quirks for us to show you the mine carts in action, the stage overall is coming together quite nicely. Expect expansion on the ideas and gimmicks in act 1, but with a bit more challenge this time.

Like every preview we post, things shown off here are subject to change before release. Hopefully we can get you another update in less than a year this time.

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