- What permissions do you give others to modify and/or maintain your submission?
- Modify: ASK ME - Maintain: YES - Others must ask me for permission before modifying my submission or use it in their own work, and I reserve the right to say no for any reason. I do, however, give permission for my entire submission to be maintained by others.
- I made sure my file(s) follow the Submissions Guidelines
- Yes
- I named my file(s) correctly (see Filename Conventions)
- Yes
Overview
Sonic Skirmish is an idea I've been working on for nearly two years. It first started off with an idea for a small arena-like camera that kept all players on-screen as it rotates. It soon quickly evolved into a Custom Robo lookalike. The name of the game is customization, so feel free to mix and match to your hearts content!
Gameplay
As you join into a game, you'll be asked to equip a variety of weapon parts to your character. They are broken into GUNs, BOMBs, and PODs. At the time of writing, only GUN parts are working; all other parts will print a "NOT IMPLEMENTED" message.
- Guns are the most frequently used part of battle. Many people consider them to be the greatest weapon in a player's arsenal. These are your standard attacking items.
- Bombs are designed to do a variety of different things. Some of their many purposes include blocking your opponent's movement and inflicting damage in a different way from your GUN part.
- Pods are special parts which are deployed from a player's "backpack". They are designed to interrupt enemy movement and can be used for both attacking and defending purposes.
WEAPONS have various stat values. Including attack, speed, homing, reload, down, size and time. Some stats are restricted to GUNs, BOMBs, and PODs; [G/B/P]. All of these values affect how the weapon functions
- Attack [G/B/P] - How much attacking power does your weapon have.
- Speed [G/B/P] - How fast the weapon travels through the air.
- Homing [G/P] - How much homing does this weapon have.
- Reload [G] - How fast until you're able to reload your weapon.
- Down [G/B] - How much Knockdown is dealt.
- Size [B/P] - Size of a blast.
- Time [B/P] - How long the blast lasts.
Some WEAPONS such as BOMBs and PODs have additional properties indicated by an appending letter. Outlined below:
- B (Burst) - Blows opponent sideways slowly, blast lingers
- C (Cyclone) - Blows opponent slowly upwards
- D (Destroy) - Blows opponent diagonally upwards, blast lingers
- F (Flipper) - Blows opponent sideways
- G (Gazer) - Blows opponent upwards
- H (Horizon) - Blows opponent slowly sideways
- K (Knockdown) - Will always knock opponent down
- P (Pillar) - Blows opponent upwards, blast lingers
- S (Stun) - Immobilizes target
- T (Traction) - Pulls opponent towards you
- X (Explosion) - Blows opponent diagonally high in the air
PLAYER MOVEMENT is always oritented to the direction of the camera. North will always be in the direction of the camera. Press W (In a Keyboard+Mouse setup) to move North. Likewise for South, East, and West respectively.
Players have various PLAYER PROPERTIES
- 1 - Knockdown meter (Stun) represented in pips. This value ranges from 0 to 200 even though three pips are ever shown. A Knockdown meter of 0 will show all three pips. Having no pips (>100 Knockdown) will make your character go into a knocked down (DOWN) State; You are unable to move until you recover. At 200% Knockdown, your character automatically recovers from a knockdown state.
- 2 - Player indicator (Initial) with Player number
- 3 - Health in numberical value
- 4 - Health bar
- 5 - Player State in text
The player has various PLAYER STATES they can be in during the course of the game
- ACTION - Player just spawned (NOT IMPLEMENTED)
- NORMAL - Player can function and move like normal
- HIT - Player is in recoil from a hit
- DOWN - Player is in a knocked downed state. While in this state, players will take 50% of damage received, however each hit will speed up recovery.
- REBIRTH - Player is in a recovery/invulnerable state. Cannot be hit.
What's included?
- Custom Game mode: Skirmish (TOL is SKIRMISH)
- Beautifully animated sprites and graphics (There's a lot! Some are unused!)
- Maps
- MAPC1; Basic Arena by Flame
MODDING DOCUMENTATION??
Hey, remember when I said the name of the game is customization? Yeah. You can add your own parts to this game too!
There is a FLCR.AddCRPart function that you can use to add your own weapons into the game. Below, you can find an example of how to add a custom part to the game!
Feel free to look through the utilityFuncs.lua to see other useful functions used throughout the code!
There is a FLCR.AddCRPart function that you can use to add your own weapons into the game. Below, you can find an example of how to add a custom part to the game!
Code:
FLCR.AddCRPart({
name = "Name", -- Part Name
desc = "A meaningful description.",
mt = MT_DUMMYMISSILE, -- MT Object to spawn when the fire button is pressed. See "spawnfunc" below
spawnsound = sfx_basic, -- Sound to play when spawning the object. Can be manipulated in "spawnfunc" below.
parttype = CRPT_GUN, -- Category of Part. Can be CRPT_GUN, CRPT_BOMB, or CRPT_POD
spawnfunc = function(player, w)
-- Function that runs when the corresponding fire button is pressed
-- Player is the acting player for this function.
-- w (Short for weapon) is the data contained in this table. (Eg. w.name, w.desc, w.spawnsound, ect)
-- NOTE: YOU MANUALLY NEED TO SET w.thinkfunc IN ORDER FOR YOUR PART'S BULLET TO THINK MID FLIGHT
end,
thinkfunc = function(mo)
-- The MT object that is spawned in w.spawnfunc can be manipulated here mid-flight.
end,
-- Part stats. Primarily for what is seen on the HUD, but you can use this as a base to manipulate your part's bullet
attack = 4,
speed = 5,
homing = 2,
reload = 4,
down = 6,
})
Feel free to look through the utilityFuncs.lua to see other useful functions used throughout the code!
Changelog
v0.3
- Final update to fix players not being able to equip various parts, once and for all?
- Add a little cursor over your head to indicate which player you are.
- Hotfix to fix players not being able to equip various parts.
- Initial release
SPECIAL THANKS
Thank you to select users of this community that allowed me to utilize their code, and offering their coding knowledge, in the making of this!
- Tatsuru
- Amperbee
- Lat'
- Lach
- Lactozilla
SPECIAL NOTES
- While the Camera works in unsupported Skirmish TOL maps (Eg. Meadow Match, etc), the camera may go out of bounds. Please keep this in mind when playing non-Skirmish TOL maps.
- Thank you for reading all this. On a personal note, I've become dejected, and unsatisfied with how long it has taken me to make meaningful progress on this creation. I haven't been able to spend as much time on this as I would like. But it's my hope that I can release what I have in a skeleton-like state and leave it up to the community where I left off.
- To those curious, I did most of this myself. I would have loved assistance to boost morale towards overall completion. And, I did reach out to individuals who I thought were skilled enough. Unfortunately, they were inundated, or busy, with other obligations or projects. No hard feelings towards those asked; Absolutely understandable, and valid. I wish them well, and much success, on their next big project.
- For future modders, if it's of any help of developmental knowledge, last thing before release I wanted to work on was changing how multi-fire weapons worked. All weapons have their own individual spawn functions and in-flight thinkers, and some spawn multiple copies of themselves at set intervals when the fire button is pressed for GUN weapons. It was important on my list of TODOs prior to release.