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Thokker - Let's play "Kick the Crawla"! Details »»
Thokker - Let's play "Kick the Crawla"!
Version: 1.1.1, by RedEnchilada (happy, pretty, lovely!) RedEnchilada is offline
Developer Last Online: Dec 2017

Category: Version: SRB2 Rating: (13 votes - 4.62 average)
Released: 02-21-2016 Last Update: Never Installs: 6
Multiplayer Levels Scripts Sprites/Graphics



hoo boy, we should've had this out MONTHS ago

What is it?

Thokker is a new team-based gametype inspired by soccer. Kick a variety of balls through a variety of maps, and try to be the first to score three goals on your opponents! Character stat tweaks and balances have also been made, so everyone is a viable team player.


What kind of balances?

I'm glad you asked!

Sonic has a slightly nerfed thok, BUT he's still by far the best offensive player for moving the ball around due to his sheer speed.

Tails makes a good goalie, because his flight creates gusts of wind that push the ball away from him.

Knuckles is a defensive wall, thanks to his ability to bowl over other players by gliding into them. (Balance-wise, his climbing was also sped up)


Maps?


We're shipping with 15 maps, categorized into four sets.

Spoiler: The Vanilla Set

A set of maps based on levels from the SRB2 single player campaign.


Green Cove - The smallest map in the pack. The ledges by the bridges are a great place to shoot a goal from.


Tumbleweed Canyon - An average-sized canyon map. Trenches toward the middle allow for some tricky jukes with the ball. (Fun fact: this was the first Thokker map designed!)


Courtyard Eggman - A wide open courtyard means plenty of room to run. Take it down to the dungeon for some up-close-and-personal action!


Spoiler: The Fanservice Set

A set of maps based on various addon levels.


Danger Forest - A fierce showdown in the streets. The fences strewn about are great to kick the ball around and sneak up on the goal with.


Sonic's Schoolhouse - The only Thokker map with mirrored symmetry in the pack. Try to kick the ball all the way through the goal and make it out the other end!


Glacier Gear - An uphill trek with sticky goop in the middle. The ramps leading up to the goal can be pulled down by standing on a button, forcing the other team to take the long way around.


Spoiler: The Crossover Set

A set of levels inspired by games that aren't SRB2.


Treasure Town - Inspired by Pokemon Mystery Dungeon. The gates for each team open and close on a timer, but you can still kick the ball over with a well-placed spindash!


Claws For Alarm - Inspired by Bubsy 3D. I don't know why VAda made this, but it completes the set.


Big Shell Plant - Inspired by Metal Gear Solid. The largest Thokker map in the pack. Don't kick the ball off the side!*

*you cannot actually kick the ball off the side


Spoiler: The Community Set

A set of levels made by other community members.


Nameless Base - Oh no.


Rocket Run - LEGO of your inhibitions and boot the tire around the racetrack, using the teleports to your advantage!


Ancient Relic - A night-time desert map. This is basically the best map in the game.


Geyser Gush - It's time to get wet.


Slime Station - A simple chemical plant is the perfect place to have a game of... Brakker.


Petroleum Refinery - Fight your way through the industrial park to the challenging aerial goals.



But who made it?

Thokker is brought to you primarily by Team Smiles, composed of the following:

RedEnchilada - Main concept, project head, main EXE development, Lua script development, level design (Green Cove, Tumbleweed Canyon, Treasure Town), slapdash logo
toaster - Project second-in-command, Lua script development, graphics, level design (Danger Forest, Glacier Gear)
chi.miru - Assistant EXE development, level design (Big Shell Plant)
Boinciel - Level design (Courtyard Eggman, Sonic's Schoolhouse)


In addition, the following maps were made by other community members:

VAdaPEGA - Claws For Alarm
Nekoishi - Nameless Base
DrTapeworm - Ancient Relic
Knux576 - Rocket Run, Slime Station
TehRealSalt - Geyser Gush
CoatRack - Petroleum Refinery


Last but not least, a large portion of #srb2fun also helped with testing and provided feedback, and their numbers are too numerous to list here. (read: I forgot who all joined the netgames) This project wouldn't be where it is without them.

Download Now

File Type: zip thokker-v1-1-1.zip (10.90 MB, 1648 views)

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Comments
Old 02-22-2016   #42
AlamGBC
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Quote:
Originally Posted by Zwip-Zwap Zapony View Post
Here you go, a neat Zip with srb2balldd.exe and r_opengl.dll: [LINK] Disclaimer: I didn't test it. Maybe direct-draw was left out on purpose because slopes might not render? Note that the Zip will be removed from the site in 48-ish hours.
Make sure to click the cyan-blue download button beneath the "uploaded on, accessible until, downloads [number]" info, not one of the ads. (If you have adblock, don't worry about the ads.) My usual ad-free file-sharing service is being finnicky, so I couldn't upload it there.

Also, I compiled it off from the "exact commit SHA" in the opening post, so it should be fully netgame compatible and stuff with the SDL2 build (I think), but you'll still need the files in the Zip from the opening post of this thread.
We could just setup Appveyor to build the EXE and when some tags a commit for release, it will upload the zip of the EXE to Github's release, so release will have both the source code tar.gz/zip but also a Windows EXE to go with it.....
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Old 02-22-2016   #43
Zwip-Zwap Zapony
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Quote:
Originally Posted by AlamGBC View Post
We could just setup Appveyor to build the EXE and when some tags a commit for release, it will upload the zip of the EXE to Github's release, so release will have both the source code tar.gz/zip but also a Windows EXE to go with it.....
... *Shrug* The thing here was someone requested a direct-draw build of the Thokker EXE due to issues with SDL2, so I simply compiled one for him/her/them.
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Old 02-22-2016   #44
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Nameless base is ugly as fuck :P , in all seriousness i'm really enjoying it no matter how much is the ball resynching :v .
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Old 02-22-2016   #45
MK.exe
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The sensitivity of the mouselook is really off-putting and inconsistent. Could you fix that?

It could make the game more easier for newer players.

Also. Is there no Direct Draw exe?
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Old 02-22-2016   #46
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Quote:
Originally Posted by MK.exe View Post
Also. Is there no Direct Draw exe?
Nope, there's not, so I compiled one.
Quote:
Originally Posted by Zwip-Zwap Zapony View Post
Here you go, a neat Zip with srb2balldd.exe and r_opengl.dll: [LINK] Disclaimer: I didn't test it. Maybe direct-draw was left out on purpose because slopes might not render?
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Old 02-22-2016   #47
MK.exe
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What about the mouselook. That is a pain in the ass.

I cant look around properly
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Old 02-22-2016   #48
Bright Tailz
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I Tried to play on Software mode but It keeps crashing as soon as the Slopes are Rendered, It Works fine on OpenGL though... Any help?
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Old 02-22-2016   #49
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Originally Posted by MK.exe View Post
What about the mouselook. That is a pain in the ass.

I cant look around properly
That's the same problem I've had with SDL2. Download DirectDraw version, it should fix that.
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Old 02-22-2016   #50
Phil the hegi
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Aww... I just compiled my slopes exe too :x

But that aside


I'VE BEEN WAITING FOR THIS FOR MONTHS
YES
FINALLY

Quote:
Originally Posted by Zwip-Zwap Zapony View Post
My usual ad-free file-sharing service is being finnicky.
Not sure if this is even a valid suggestion

But

Did you try Google Drive?
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Old 02-23-2016   #51
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Quote:
Originally Posted by ~Confusion~ View Post
Too bad it only includes the SDL2 build, since I do have some problems with it, like, when I'm turning around slowly, it's all fine, but when I turn around fast, then I turn around more than I do in DirectDraw. So, when I'd normally expect to turn by 180 degrees, I turn ~225. (I use the mouse)
So I suppose you should either fix that problem, or include the DirectDraw build...
Thanks for giving feedback! I'll try to look into how the mouse is currently being handled and see if I can make it work better. (One of the reasons I didn't want to include a DD build in the main release ZIP was that I realized this makes the perfect opportunity to coerce people into using SDL2 builds so that maybe we could get feedback on them.)

Quote:
Originally Posted by Mr Chezz View Post
Personally, I think it'd be cool if there was some visual representation of Tails's "gust of wind". Like, just something simple to give the player a better idea of the general range it covers. Of course I realize that playing the game extensively would help with adjusting to an extent, but I feel like being able to physically see the area of effect in some shape or form would be helpful too.
Duly noted. We'll put our heads together and try to figure out a good way to indicate it that doesn't make it difficult to see the ball. I still have trouble handling the gusts myself, so maybe this was something we should've done way earlier, heh.

Quote:
Originally Posted by Mr Chezz View Post
Also, the guys in my server came across a glitch with the ball getting stuck in the ground on Treasure Town. Not sure on the exact details, but it has to do with some interaction with the fence and the ball(and possibly the player too?)
This was something we noticed in testing, but unfortunately couldn't figure out a good way to prevent. Everything I tried was just ignored by the game. :< In the meantime, if it does happen to get stuck, you can either use ballcheck 0 to force a ball resync, which will pop it out of the ground, or endround to force the round to end, which is the much less fun solution. (I should list those console commands in the OP.)

Quote:
Originally Posted by Puppyfaic View Post
I think the ball needs to be bigger. Due to the high pace this game has, hitting it is next to impossible a lot of the time.
My only concern with that is the ball already has a fairly large hit radius as it is, and making it bigger might make it hard to see around.

Quote:
Originally Posted by Bright Tailz View Post
I Tried to play on Software mode but It keeps crashing as soon as the Slopes are Rendered, It Works fine on OpenGL though... Any help?
Hm... Could you give us the EIP of the crash, and/or anything including video resolution and steps to reproduce that can help us sort out the issue? Some more information on this front would be nice.
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Old 02-23-2016   #52
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I don't think either of these things are supposed to happen...
Spoiler:



I got this one just by kicking the ball and the gate happened to be closing right when I kicked it over there.
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Old 02-23-2016   #53
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You're running the game in OpenGL, that's why, they appearantly aren't working properly in that mode .
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Old 02-23-2016   #54
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Originally Posted by RomioTheBadass View Post
You're running the game in OpenGL, that's why, they appearantly aren't working properly in that mode .
Um, no. When you use a different renderer, all that changes is how things display. It doesn't interfere with game logic.
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Old 02-23-2016   #55
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Originally Posted by Wolfy View Post
Um, no. When you use a different renderer, all that changes is how things display. It doesn't interfere with game logic.
I think RomioTheBadass was talking about the first image in the spoiler, with the seemingly-graphically-glitched "spikes" on the tent thing in the middle (which aren't in the screenshot in the opening post, which was presumably taken in software mode).
I get the same issue in OpenGL, however I haven't tested software mode yet (and I'm at work, so I can't test now).
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Old 02-23-2016   #56
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Originally Posted by Wolfy View Post
Um, no. When you use a different renderer, all that changes is how things display. It doesn't interfere with game logic.
I'm talking about slopes in MAPB6, try running that in OpenGL mode and see what'll happen, although it works alright in Software mode .
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Old 02-23-2016   #57
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That's actually a glitch that happened while I was playing in software mode for the first time on this game. Basically, what happens is the gate shuts on the ball and it pushes it under the ground, meaning that players can no longer interact with it. I'm not sure exactly what causes it, but there's no way to reset the ball's position other than restarting the map, and that CAN be quite troublesome.
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Old 02-23-2016   #58
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The gates in that map need to be fixed .

Last edited by RomioTheBadass; 02-23-2016 at 12:38 PM.
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Old 02-23-2016   #59
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Quote:
Originally Posted by Burning-Fox View Post
...but there's no way to reset the ball's position other than restarting the map, and that CAN be quite troublesome.
Quote:
Originally Posted by RedEnchilada View Post
This was something we noticed in testing, but unfortunately couldn't figure out a good way to prevent. Everything I tried was just ignored by the game. :< In the meantime, if it does happen to get stuck, you can either use ballcheck 0 to force a ball resync, which will pop it out of the ground, or endround to force the round to end, which is the much less fun solution. (I should list those console commands in the OP.)
Here you go.
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Old 02-24-2016   #60
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Quote:
Originally Posted by RedEnchilada View Post
This was something we noticed in testing, but unfortunately couldn't figure out a good way to prevent. Everything I tried was just ignored by the game. :< In the meantime, if it does happen to get stuck, you can either use [FONT=Courier New]ballcheck 0[/FONT] to force a ball resync, which will pop it out of the ground, or [FONT=Courier New]endround[/FONT] to force the round to end, which is the much less fun solution. (I should list those console commands in the OP.)
Dang, that sucks man. Well at least there's the ballcheck command, so no worries. =3

Quote:
Originally Posted by Puppyfaic View Post
I think the ball needs to be bigger. Due to the high pace this game has, hitting it is next to impossible a lot of the time.
I'd be inclined to agree, but at the same time, it's hard to say whether I feel it's necessary, because I feel like it's still early days and I haven't had too much trouble with hitting the ball lately. Then again, I'm usually hosting games so...accuracy doesn't quite seem to favor everyone else as it would with me. Hmm, yeah maybe the ball could do with being made big enough to not require too much accuracy from joining players, but small enough that it isn't obstructive?
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Old 02-25-2016   #61
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*sees the Claws For Alarm map*

What could pawssibly go wrong?

EVERYTHING.
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