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SRB2 Battle! Multiplayer Gameplay Mod Details »»
SRB2 Battle! Multiplayer Gameplay Mod
Version: 2.0, by CobaltBW (Community Noise Maker) CobaltBW is offline
Developer Last Online: Feb 2020

Version: SRB2 Rating: (6 votes - 4.00 average)
Released: 02-11-2020 Last Update: 02-23-2020 Installs: 3
SOCs Scripts Sprites/Graphics

(Note: these screenshots are not up-to-date, so there may be some differences in appearance to actual gameplay)


SRB2 Battle is a gameplay modification which radically transforms multiplayer versus from a ringsling-fest into an all-out brawl!




Download V2.0 (2/23/2020)

Featuring:
* Melee mechanics for PvP game modes
* Ring-consuming special abilities for each character
* Backdraft mechanic, allowing players to more easily keep pace with one another
* King of the Panel, a gameplay modification for Match and Team Match
* Egg Robo Tag, a twist on the hunter vs hunted game mode.
* Spectator flickies, to bring the players and watchers a little closer together

Spoiler: Meet the new match mode

Melee: There are no red rings, auto spam or rail snipes this time around. Instead, all of the characters' normal moves are now valid methods of attacks. Some attacks, like Knuckles' glide or Amy's hammer will have conditionally greater or lower priority depending on the attack and the angle of collision.



Meanwhile, the weapon panels in each match map now have a new role as score panels. Any player who tags one of these will slowly score points for themselves and their team. Whoever is the last person to touch the score panel before it disappears will gain additional points based on how long they have claimed the panel.



These panels are where a lot of the game's points are earned, so they're a big point of interest to all players in the map. Whether it's a free-for-all or you're playing on teams, expect massive brawls to happen here, and come fully prepped and armed with specials and powerups!



Want some good old stock match without pseudo king of the hill mechanics? No problem! Host your server with "weapon rings" disabled, and you can play standard battles without any score panels.

CTF is largely unchanged, but the dynamics may feel quite different since melee combat and special abilities take the place of weapon rings. With each character having such dramatically different abilities, teamwork in this mode is essential.



Spoiler: What are the special abilities?

Each character receives abilities that can be activated at the cost of ten rings by pressing the "fire ring" key or button. Each ability is distinct from one another and can often have multiple different uses.

Sonic | High Jump & Ground Pound
When Sonic is on the ground, pressing the fire key will send Sonic soaring into the air. Conversely, pressing the fire key in the air will thrust Sonic hard into the ground, sending out a shockwave on impact which can damage nearby enemies.



Tails | Buzz Sentry
Always the tinkerer, Tails has re-engineered an enemy Buzz into a helpful ally! Spend ten rings to spawn a Buzz buddy, which will target nearby monitors and enemies when the fire key is pressed.



Knuckles | Dig
Burrow underneath the surface or into a wall, then re-emerge in a fury, sending flying debris in all directions! If used in the air, Knuckles will strike downwards, digging into the first surface he makes contact with. Note that staying underground will gradually consume rings.



Amy | Charm Beam
What is this trickery? Enemies hit by Amy's Charm Beam will be shrunk down, rendering them unable to attack or use abilities.



When a Charm Beam hits an ally, it will instead grant them a force shield shield. Handy!



Fang | Throw Bomb

By spending rings, Fang will throw a bomb forward, or, if he is tail-bouncing, he will drop a bomb straight downward. Great for causing mischief from afar, it also has a long lifetime before exploding, making it useful as an area denial tool against other would-be interlopers.



Metal Sonic | Energy Blast

Launch an intense blast of energy at the nearest enemy by holding, then releasing the fire key. Holding in the attack will gradually consume rings, but it will also make the attack stronger, covering more range with a greater spread of projectiles.



Aiming is automatic! If you'd like manual control over your energy blasts, just toggle autoaim in the console.



Spoiler: Tag Mode

Uh oh: It looks like Eggman has sent one of his goons to roboticize Sonic and his friends.



In this mode modification, all players who are "IT" are turned into Egg Robos! Hunt down players with your superior aerial mobility, snipe from afar with laser pistols, and lay bombs as traps for would-be escapees. However, with slippery handling and slow firing, Team Egg Robo will have to be clever and work together to make sure they can successfully capture each and every woodland animal before time is up.




Spoiler: Other features

Backdraft
By trailing behind another player for a couple seconds at full speed, pursuers will gain a momentary speedboost that allows them to catch up to and overcome whoever they are chasing. You can gain speed on opponents and allies alike!



Spectator Flickies
Spectators are now represented by flickies. A minor change that brings the action and the spectator sport just a little closer together. Are the spectators watching you, or are you watching them?





Spoiler: Console Variables/Commands

battlehelp - Provides info on all of the different modes and mechanics.
autoaim - A toggle command. This will disable/enable automatic aiming for some ranged attacks like Metal Sonic's energy blast.
paneltime - Server variable: sets the amount of time that a score panel will lay on the field before disappearing.
prepaneltime - Server variable: sets the amount of time before the first score panel appears on the map.
panelwaittime - Server variable: sets the amount of time after a panel disappears that a new panel will appear on the map.


Spoiler: Can my custom character have special abilities?

It can! Whether you want to create an entirely new ability for Battle or simply copy from an existing template, giving special abilities to custom characters is relatively easy to do with a little bit of Lua.

Here's an example of what a custom character's ability might look like in Lua code:
Code:
local BattleFuncSet = false

addHook("ThinkFrame",function()
	if not(BattleFuncSet) and CBW_Battle and CBW_Battle.ActionChar then
		BattleFuncSet = true
		
		local function ThrowBomb(mo)
			local bomb = P_SPMAngle(mo,MT_FBOMB,mo.angle,0,0)
			if bomb and bomb.valid then
				P_SetObjectMomZ(bomb,FRACUNIT*8,true)
			end
		end
		
		CBW_Battle.ActionChar["eggrobo"] = function(mo,doaction,pressedaction)
			mo.player.actiontext = "Throw Bomb"
			mo.player.actionstate = 0
			mo.player.actiontime = 0
			mo.player.actionrings = 10
			mo.player.disableringslinger = true
			if doaction == 1 then
				if mo.player.rings >= mo.player.actionrings
					mo.player.spendrings = 1
					ThrowBomb(mo)
					mo.player.actioncooldown = TICRATE
				else
					mo.player.spendrings = -1
				end
			end
		end	
		print("EggRobo BattleMod action has been loaded.")
	end
end)
Not sure what everything does? No worries! Here's a small tutorial on how everything works:

if not(BattleFuncSet) and CBW_Battle and CBW_Battle.ActionChar then
CBW_Battle.ActionChar is a table which stores all of the characters' special ability functions. While you can't safely call on CBW_Battle's functions directly if BattleMod isn't loaded, you can define and store a function here which BattleMod will run when CBW_Battle.ActionChar[<yourskin>] is read by the game.

Since BattleFuncSet is a local, you can name it to anything you want. The reason we are performing this particular check is because the function we're going to create will be stored as a variable, and therefore this script only needs to be run once. Once BattleMod is loaded, we will set BattleFuncSet to true, preventing this script from being run again in the future.

The advantage of doing this inside ThinkFrame is that, because we are running this check on every frame, this script will work regardless of whether our skin is loaded before or after BattleMod.


CBW_Battle.ActionChar["eggrobo"] = function(mo,doaction,pressedaction)
This will define a function that BattleMod will read whenever the player character is using the skin in question. mo is the player object. doaction is 1 if the player is pressing the action key, and 2 if they are holding it down; 0 if neither, and -1 if the player is attempting but unable to perform an action. pressedaction is about the same as doaction, except it will always return the player's true action key input, regardless of whether the player can perform an action or not.

Note that doaction will always return -1 if the button was just pressed while:
- The player is exiting the level
- The player's action is on cooldown
- The player character is in pain
- The player's controls have been disabled
- The player is "not it" in tag mode
- The player has the flag in CTF
If you need to read the real action inputs during any of these moments, use the third function argument, 'pressedaction', to get the player's true inputs.



mo.player.actiontext = "Throw Bomb"
HUD display text for this action type. This can be changed freely during runtime to display different text under different circumstances.

mo.player.actionstate = 0
Scripters can use this to define when characters are in certain stages/phases of their ability. Generally the game will leave this alone except when the player is respawning or changing skins, at which point the game will reset mo.player.actionstate to 0.

mo.player.actiontime = 0
Generally used as a ticcounter to keep track of how long the player has been in a certain actionstate. However, this actually does nothing on its own and is freely modifiable. It will not tic upward or downward unless specified by the scripter.

mo.player.actionrings = 10
The amount of rings your character's special action costs. This number will show up in the HUD if the number is greater than 0.

mo.player.disableringslinger = true
This prevents players from being able to fire rings. This is usually not needed in scripts since BattleMod already sets the variable to true on skin load. However, some characters, like Fang, may need this to be manually set to "false" for whatever reason, so I've included it here for posterity.

mo.player.spendrings = 1
This signals to BattleMod that we need to spend rings. If this is set to 1, the game will play a sound and subtract mo.player.actionrings from the player's current ring amount after the character's action has been performed.

mo.player.actioncooldown = TICRATE
This constantly tics down to 0 and is used for regulating player actions. doaction will always be -1 or 0 if mo.player.actioncooldown is greater than 0.

mo.player.spendrings = -1
This signals to BattleMod that the player attempted and failed to perform an action. If set to -1, the game will play a sound effect in celebration of the player's failure.


Other notes:
If you're not feeling up to the task of making a new special ability, you can easily use one of the pre-existing abilities for the six vanilla characters with the following block of code:
Code:
local BattleFuncSet = false

addHook("ThinkFrame",function()
	if not(BattleFuncSet) and CBW_Battle and CBW_Battle.ActionChar then
		BattleFuncSet = true
		CBW_Battle.ActionChar["eggrobo"] = CBW_Battle.ActionChar["tails"]
	end
end)
It's as simple as that! This will make it so that the skin "EggRobo" performs Tails' special ability, which summons a buzz sentry.


Egg Robo Tag
Need to make sure a character's lua script isn't conflicting with BattleMod's tagmode? Check to make sure either mo.player.iseggrobo or CBW_BattleMod and mo.player.pflags&PF_TAGIT do not return true before running the script. This won't be necessary for ActionChar[] scripts, but it may be helpful in ensuring compatibility with your characters' other, more generalized lua scripts.



Spoiler: Special Thanks

Toaster and DrTapeworm, for creating the EggRobo sprites
SuperPhanto, for creating EggRobo's gun and laser sprites
Many of the folks in SRB2 Discord #scripting for advice and troubleshooting support
Everyone on the Master Server who helped to test this and provide feedback while it was in beta

Download Now

File Type: pk3 VL_BattleMod-v1.1.pk3 (103.7 KB, 373 views)
File Type: pk3 VL_BattleMod-v2.pk3 (112.9 KB, 115 views)

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Comments
Old 1 Week Ago   #22
CobaltBW
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Version 1.1 released
- Added team-colored bombs and elemental fire, to improve game readability
- Fixed Egg Robo death animation not displaying the limb/gun sprites
- Fixed Fang being unable to throw a bomb at exactly 10 rings
- Fixed HUD error when an unlocked Score Panel is made invalid
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Old 1 Week Ago   #23
Chuckles the robo blaster
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This is a really fun mods I recommend it for people that don't like the vanilla ringslinger or some people that are tired of the same thing and It was really fun
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Old 1 Week Ago   #24
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And i thought the Fang Gang was the worst, but NOPE, the Amy Squad are the real menaces in this mod...

Pretty intresting take on the minigames, though.
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Old 1 Week Ago   #25
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Amy definitely feels strong right now, mostly because she doesn't need rings to function. Sonic's like that too, but his thok is hard to aim and his special ability is weak.

I'm having by far the most fun with metal. He's really fun with autoaim off and using right mouse button to toggle firstperson, and there's nothing more satisfying than ramming into people with boost mode. I was definitely wrong about his max charged shot not being worth the charge time, too. There's a big problem with him though - if metal has his back to a wall or is touching a wall in any way, charge shots will instantly disappear.

Fang's gotten kind of annoying to deal with since he can shoot anyone who attacks him as soon as he exits the hurt animation. If amy hammers him, she's getting shot almost every time due to the landing animation on hammer.

Knuckles's dig is the most annoying though. Once he gets enough rings to comfortably camp underground, his defense of a panel is insanely hard to get past without eating rocks.

Last edited by Krabs; 1 Week Ago at 06:01 PM.
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Old 1 Week Ago   #26
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Quote:
Originally Posted by Krabs View Post
Amy definitely feels strong right now, mostly because she doesn't need rings to function. Sonic's like that too, but his thok is hard to aim and his special ability is weak.

I'm having by far the most fun with metal. He's really fun with autoaim off and using right mouse button to toggle firstperson, and there's nothing more satisfying than ramming into people with boost mode. I was definitely wrong about his max charged shot not being worth the charge time, too. There's a big problem with him though - if metal has his back to a wall or is touching a wall in any way, charge shots will instantly disappear.

Fang's gotten kind of annoying to deal with since he can shoot anyone who attacks him as soon as he exits the hurt animation. If amy hammers him, she's getting shot almost every time due to the landing animation on hammer.

Knuckles's dig is the most annoying though. Once he gets enough rings to comfortably camp underground, his defense of a panel is insanely hard to get past without eating rocks.
To add to this, we gotta increase the cooldown on fang's gun, hes annoying.
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Old 1 Week Ago   #27
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Amy can beat a Fang without getting hit if she gets some speed going and tries to hit him with the hearts of the swing rather than knocking into him. It's safer that way. He has an even harder time dealing with Sonic or Tails, although the latter tends to be more passive and hard to hit than genuinely threatening.

Knuckles' dig should probably consume rings faster the longer you're hiding in there. It's pretty easy to stack a ton of rings in CTF and then just camp in your own base for a while until someone comes to get your flag and I don't really see what the counterplay is supposed to be.

I think the thok should have less hitstun if you nail someone with it and they don't take damage. It pretty much guarantees you'll get hit by someone after and it feels terrible when you thought jumping would be enough to protect you assuming you don't have the speed to dodge. In one case I've seen it give Sonic enough time to straight up miss a thok and try again before the other person could respond. And earlier today I was trapped in a corner by two Sonics just thokking at me nonstop after I already got hit.

I still hope no one genuinely starts complaining about (vanilla) characters being OP though. This mod isn't supposed to be that serious.
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Old 1 Week Ago   #28
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Here I am posting for a 4th time in this thread for a mod of a mod of a mod because I accidentally became obsessed. Whoops. Anyway, I was thinking it might be nice to have ring counters above each character's head so you can see when they have the ability to unload tons of attacks or not. And I also think the emeralds are pretty worthless right now, so perhaps something could be changed about them.

Quote:
Originally Posted by Crum View Post
I think the thok should have less hitstun if you nail someone with it and they don't take damage. It pretty much guarantees you'll get hit by someone after and it feels terrible when you thought jumping would be enough to protect you assuming you don't have the speed to dodge. In one case I've seen it give Sonic enough time to straight up miss a thok and try again before the other person could respond. And earlier today I was trapped in a corner by two Sonics just thokking at me nonstop after I already got hit.
As fun as it is to pull off a combo with Sonic's thok, I have to agree. Generally, I don't think stuns and other forms of crowd control are very fun.

Quote:
Originally Posted by Crum View Post
I still hope no one genuinely starts complaining about (vanilla) characters being OP though. This mod isn't supposed to be that serious.
For sure. Either way, I'm actually really happy with the current balance of the 6 characters right now, and nobody stands out as weak right now except *maybe* tails because of how easy it is to dodge his buzz.
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Old 6 Days Ago   #29
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Spoiler:
I got to try this out with a group of friends last night, generally think it's far better than Ringslinger ever was. A few of my opening thoughts:
  • King of the Panel would probably be the my favorite mode, since I actually prefer free for all over teams, and I love the KotH format. But with teams or without, it feels like the tactic is to ram your face into the panel repeatedly until you happen to get it at the end of the timer. I think it's just far too easy to regrab it after you lose it, even with players unable to grab it while flashing. There's not really a way to properly defend it, because of the ring loss system. The Pity Shield system tends to kick in a *lot* during these fights, further ruining potential defenses. Admittedly, it is true that when people are face-tanking the panel, you can get the most points out of the fight by just using the points given when hitting players. However, that doesn't really feel like a satisfying way to come out on top in these fights, compared to successfully capturing the panel.
  • I think there's multiple approaches to making KotP work; part of the problem is that rings are often placed directly next to the panel in Match maps, so you just get free respawning rings there. There might be a way to remove those rings that are too close to a panel on map load, or even just manually modify the maps. Additionally, I think there should be a cooldown when someone touches the panel, where no one else can get it. You could even roll with the signpost motif and make it spin when untouchable, then slow down and stop spinning when touchable again. Further rolling with that idea, maybe the panel could also bounce in the air and start moving when it's touched, ala Sonic 3's signpost. But as it stands, KotP is frustratingly close to being a fantastic mode, and I really want to say it's my favorite mode, but it falls just short.
  • CTF is probably my favorite mode, since throwing yourself at the flag has repercussions (as the other team can instantly bring their flag back if it drops), and there's some loose team coordination to get it back to base safely. Just has lots of strategy without making it too complicated.
  • Eggrobo Tag is really fun, gives Tag some much needed love and addresses problems like some taggers being unable to go for characters with certain abilities. Not much to say, it's not my favorite mode since the player special abilities don't get to shine as much here, but it's still good.
  • I didn't try out Hide & Seek... uhhhh, is that even changed in this? Legitimately curious, I forget H&S even exists most of the time. :V
  • I think most of the characters are either perfect or just need a bit of buffing. Sonic, Tails, Metal, and Fang all feel pretty reasonable in balance.
  • Knuckles' Dig move is infuriating to play against, specifically in King of the Panel and CTF. It does drain rings, but I felt like I saw people specifically saving up all of their rings just to camp the panel and nab it at the very last second, and it doesn't really feel like there's a counter to that tactic. He's probably the only character I think should get a nerf, but I'm not sure how so. Making it drain more rings would just increase the requirements of the cheese without getting rid of it. Making it drain more rings over time wouldn't address the issue of specifically cheesing it at the end of the panel's timer. In theory it'd be fair to play against if there were no objectives, but that's silly. It might just be a flawed idea and need rethinking, but I do like a lot of aspects about it so it'd be a bit of a shame to throw it out.
  • I'm generally happy with Metal's strength, but I kinda wish that his autoaim would try to shoot where your target's going, instead of directly at their current position. I would think this is meant to be a balance measure, but since there's an option to disable the autoaim, this just makes it feel like a huge disadvantage to use it. Doesn't feel intentional in the same way that, say, Eggrobo's bad autoaim is, since it's a spammable move for him, and you can't disable it on him.
  • I'm gonna talk about Eggrobo's design in Battle here too, since you're the author of him, and also I just love Eggman (or Eggman-related) characters so I couldn't resist playing as him a lot :p. I love his ability to endlessly fly and his spammable but clunky gun. His flight is a tad OP in CTF, since he's the only character that can fly with the flag; maybe it should drain rings to hold jump while carrying the flag? I'm also a little underwhelmed that he just has bombs as a special ability, though. Because the bombs explode on hitting floors, I just kind of felt it was better to save my rings for survivability instead of waste them on an attack that rarely hits. It could be more fun if they bounced like Fang's, but also might be too similar. Maybe they could drop straight down, and explode on a timer instead? Maybe even a remote bomb that you can detonate by pressing the Ring Toss button after you deploy it? Dunno, just a bit disappointed with the current behavior.
  • Also, I am shocked how... buggy the separate Eggrobo character is. His jet-pack & gun would stop/start working based on people spectating/joining. I am extremely confused why on earth that would ever happen, but it was a frequent issue at the start of every game. I figured he'd be the safest bet for SRB2 Battle extra characters since you're also the author of them, but...??? :V (for transparency, Silver was also added, so he might've contributed to any Lua issues we had.)

These are just my first impressions, of course, and may not be totally thought-out. I definitely see this holding up for far longer than Ringslinger because it feels more geared towards having an hour or so of dumb fun with friends, which is a step in the right direction IMO! Excited to see what happens from here.
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Last edited by TehRealSalt; 20 Hours Ago at 12:36 AM. Reason: After the patch, I no longer agree with this... even the positive points, unfortunately. Don't have the energy for another.
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Old 6 Days Ago   #30
CobaltBW
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Quote:
Originally Posted by Krabs View Post
Here I am posting for a 4th time in this thread for a mod of a mod of a mod because I accidentally became obsessed. Whoops. Anyway, I was thinking it might be nice to have ring counters above each character's head so you can see when they have the ability to unload tons of attacks or not. And I also think the emeralds are pretty worthless right now, so perhaps something could be changed about them.
I might have to either fundamentally change what they do or nix them entirely, if only because the "toss emerald" function conflicts with some future plans I have in mind. I can't say for sure until I get farther into my next update.

Quote:
As fun as it is to pull off a combo with Sonic's thok, I have to agree. Generally, I don't think stuns and other forms of crowd control are very fun.
The stun mechanic is momentum dependent, so you could be stunned up to two seconds if someone runs into you at full speed with power sneakers. I agree that this is a bit excessive, so I will set a hard cap on this in the next update so that the mechanic isn't overly dispruptive.

Quote:
For sure. Either way, I'm actually really happy with the current balance of the 6 characters right now, and nobody stands out as weak right now except *maybe* tails because of how easy it is to dodge his buzz.
On the one hand, Tails' ability is very economical because he doesn't necessarily lose it when attacking with the sentry or when taking damage. Since he can only have one buzz out at a time, though, his presence is fairly limited whereas other characters can dig into their reserves to fire a barrage of attacks.

Another design challenge is that Tails is able to outmaneuver most characters with his flight; I intentionally designed his current ability to capitalize on this, effectively making his playstyle that of a harasser. But if Tails is allowed too much precision or forces too much pressure onto his opponents, the character may start to feel oppressive due to him often being out of reach. So it's important to balance Tails' lethality with his safety and ease of use.

That all being said, while I don't think Tails' situation is particularly bleak, I'm currently exploring ways to expand on Tails' ability so that his scaling more closely matches the rest of the cast. Details at this point are extremely tentative, but I expect him to receive the most significant changes.
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Last edited by CobaltBW; 6 Days Ago at 01:42 AM.
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Old 5 Days Ago   #31
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Doubling on what Salt said about Egg Robo's ability, I think he probably just needs a new one altogether, as the bomb is just too similar to Fang. Maybe something to do with his foam finger home-run attack in CEZ3?
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Old 2 Days Ago   #32
ChrisHedge
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Quote:
Originally Posted by CobaltBW View Post
I might have to either fundamentally change what they do or nix them entirely, if only because the "toss emerald" function conflicts with some future plans I have in mind. I can't say for sure until I get farther into my next update.



The stun mechanic is momentum dependent, so you could be stunned up to two seconds if someone runs into you at full speed with power sneakers. I agree that this is a bit excessive, so I will set a hard cap on this in the next update so that the mechanic isn't overly dispruptive.



On the one hand, Tails' ability is very economical because he doesn't necessarily lose it when attacking with the sentry or when taking damage. Since he can only have one buzz out at a time, though, his presence is fairly limited whereas other characters can dig into their reserves to fire a barrage of attacks.

Another design challenge is that Tails is able to outmaneuver most characters with his flight; I intentionally designed his current ability to capitalize on this, effectively making his playstyle that of a harasser. But if Tails is allowed too much precision or forces too much pressure onto his opponents, the character may start to feel oppressive due to him often being out of reach. So it's important to balance Tails' lethality with his safety and ease of use.

That all being said, while I don't think Tails' situation is particularly bleak, I'm currently exploring ways to expand on Tails' ability so that his scaling more closely matches the rest of the cast. Details at this point are extremely tentative, but I expect him to receive the most significant changes.
Maybe Tails could get a separate ground ability like Sonic. He could place mines or something similar making him less precision based and more bait and trap based. Of course these mines would have to be very easy to read and Tails would have to have one at a time active at once, but considering how easily beaten out by everyone he feels at the moment he could use something like that I feel.
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Old 1 Day Ago   #33
CobaltBW
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Version 2.0 is out! You can find the download link on the first page.



Features:
  • Official split from ringslinger into distinct game modes (Battle, Team Battle, etc.)
  • Control Point and Team Control Point modes
  • Tails can spawn three buzz sentries at a time, and launch them with the firenormal or tossflag key
  • Improved support for Simple controls
  • More expansive game mode customization through the console
  • Several bug fixes and balance tweaks

Click the spoiler for a full changelog:
Spoiler:
Code:
2020-2-23
Version 2.0 release

Features
- Battle, Team Battle, Egg Robo Tag, and Battle CTF are now recognized as unique gametypes in the multiplayer level select
- Added Control Point, Team Control Point to the gametype options
- Removed King of the Panel mode

Control Point / Team Control Point
- Weapon panels and the infinity ring are valid spawn points for CP objects

Maintenance
- player.disableringslinger is now "off" by default
- The player character's sprite angle will now reflect the player's movements in Battle gametypes
- Fixed compass direction for Simple controls
- Camera reposition/lock-on now works in Battle mode for Simple controls
- Improvements to Battle-related HUD
- Modified action scripts to accommodate secondary action commands
- Fixed Fang's bomb not consuming rings if it immediately explodes
- Fixed Egg Robo death animation not displaying the limb/gun sprites (for real this time)

Console
- Removed "battlehelp"
- Added "battleversioninfo" (replaces "battlehelp versioninfo")
- Added console variable "collision" (toggles collision for non-battle gametypes)
- Added console variable "slipstream" (toggles the backdraft/slipstream mechanic)
- Added console variable "battleactions" (toggles battle actions in all non-ringslinger gametypes)
- Collision damage can now be toggled universally with the "friendlyfire" variable (in tandem with the "collision" variable)
- Added console variables for Control Point: "cpmeter","cpwait","cpradius","cpheight","cpbonus"
- Removed console variables related to King of the Panel

Game Balance
- Enforced a hard cap on the amount of time a player will skid on the ground from a PvP bump-collision (-> 1s)
- Limited vertical aim amount while auto-aiming (-> +- 60deg)

Sonic
- Increased the radius of Sonic's ground pound attack by roughly 50%
- Added a cooldown after using groundpound (-> 0.5s)

Tails
- Tails can now spawn up to three buzz sentries at a time
- Spawn cost raised (10 -> 12)
- Sentry attack command moved to the TossFlag key

Knuckles
- Reduced dig cost (10 -> 8)
- Burrowing: added a 1 second delay before rings begin to drain
- Ring drain rate doubled while stationary (1rps -> 2rps)
- Ring drain rate no longer increases while moving (2rps -> 2rps)
- Increased movespeed while burrowing (25% -> 33% normalspeed)
- Increased dig cooldown after resurfacing (1s -> 2.5s)
- "Resurface" relabeled "Rock Blast"
- Added a ring cost to using the rock blast attack (-> 6)
- Knuckles can now Resurface with the ringtoss key, without using rock blast or spending rings

Amy
- Increased action ring cost (10 -> 12)
- Raised charm beam speed (16 -> 20)
- Reworked "charmed" mechanic; instead of being shrunk and invulnerable, players simply act as if they had picked up a CTF flag (i.e. cannot use abilities)
- Enemy players will now bounce off of love hearts without taking damage if they are in spin/spinjump state

Fang
- Removed certain firing hacks in Fang's action script
- Enforced a firing delay after taking damage (-> 0.5)
- Forward bomb throws and dropped bombs are now mapped to the ringtoss and tossflag keys respectively
- Reduced bomb autoaim (60 -> 45)
- Slightly lowered z-angle floor of auto-aimed bomb throws
- Bombs will automatically explode on contact with enemies, bosses, and monitors
- Bombs will automatically explode against walls and ceilings/floors respectively if their horizontal or vertical momentum is higher than 10 fracunits

Metal
- Charging an energy blast out of a dash will automatically store one level of charge
- Scaled down the dimensions of energy blast projectiles by 50%, making it less likely to clip against surfaces when firing
- Reduced autoaim (60 -> 45)
- Increased the autoaim search range for non-player objects (128 -> 256)
- Reduced recoil after firing (12 -> 4)
- Reduced the spread of charged blasts (5 -> 3)
- Player can hover after firing blast
- Player can cancel an energy blast by pressing tossflag while charging
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Last edited by CobaltBW; 1 Day Ago at 11:31 PM.
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Old 1 Day Ago   #34
Flame
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You work fast! I swear the first release of this was about two weeks ago. Kudos.
I'll be expecting version three next week.
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Last edited by Flame; 1 Day Ago at 12:01 AM.
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Old 1 Day Ago   #35
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Nerf metal's float and give him fixed collision because this match has been going on for 20 minutes, this man just floats and sonic cant hit him D:<
Fix the collision.
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Old 1 Day Ago   #36
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oh my lord this is an incredible patch

EDIT: The amy heart nerf seems to be bugged. Even when the sfx_s3k7b sound effect plays, signifying that the defender was in a spinning state, they still take damage.

Last edited by Krabs; 1 Day Ago at 04:14 AM.
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Old 1 Day Ago   #37
Ikkarou Tatsuru
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Do you think you could manage a way to let other gametypes use the Battle mechanics via a function, or perhaps make them togglable outside of the predetermined ones? I'd really appreciate it.

Nevermind, I found the new cvars. Can't wait to toy with this. I still think the Battle framework could be released separately from each gametype, if possible.
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Last edited by Ikkarou Tatsuru; 1 Day Ago at 04:31 PM.
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Old 1 Day Ago   #38
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Pretty dope, easily superior to Ringslinger in practically every way.

In terms of suggestions, maybe add a wanted mechanic like in Kart's Battle Mode, where one of the players with the highest score is highlighted, giving a huge points boost to whoever manages to kill them
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Old 1 Day Ago   #39
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Dude this is really cool wtf


I'm glad to see something that's actually much more functional than Physattk in 2.1. it annoyed me whenever people would mention it to me towards late 2.1 because I ended up hating it so much. This is actually much more interesting and looks REALLY fun to play. I'll definitely be downloading this to host some netgames.



Good job dude!
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Old 23 Hours Ago   #40
CobaltBW
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So, a disclaimer on the current update: in order to get the mod up to speed with the new custom gametypes, I had to rewrite bits and pieces of the code to get it to function properly. Mainly, I was relying on the "ringslinger" variable in Version 1 to automate a lot of the damage handling for me, as SRB2 by default does not allow players or player projectiles to deal damage to each other unless either ringslinger or friendlyfire is enabled. This ended up being something of a logistical nightmare on my end, and the fact that there are a few outstanding bugs with the current custom gametypes on their own already hasn't helped matters.

Because of this, there will be some new bugs here and there, particularly when it comes to the damage handling aspect. So, if you see a bug (or something that looks like it might be a bug), please report it in this thread so that I can make a note to fix it.



I'm also anticipating that I may have shot myself in the foot with the recent Tails update; I had concerns earlier on that the buzz sentries could perhaps be the result of certain mass desynchs, and these seem to be a little bit more frequent in the new update. I cannot confirm whether these two things are correlated, but if it's possible for someone else to run tests and see if their findings match my own suspicions, then that would be greatly appreciated.

Quote:
Originally Posted by Ikkarou Tatsuru View Post
Do you think you could manage a way to let other gametypes use the Battle mechanics via a function, or perhaps make them togglable outside of the predetermined ones? I'd really appreciate it.

Nevermind, I found the new cvars. Can't wait to toy with this. I still think the Battle framework could be released separately from each gametype, if possible.
I didn't think of the gametype thing in retrospect, but I will definitely push it into my next update. Also I have future plans to restructure the melee collision aspect to make the "priority" system open to modders.
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Last edited by CobaltBW; 23 Hours Ago at 09:12 PM.
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Old 5 Hours Ago   #41
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Been enjoying this mod for a while now. It's a really refrshing take on the PvP gametype and I'd take this over ringslinger any day.

Small thing though (don't know if this is a bug): Hitting players with Tails's Buzz sentry doesn't grant you points. It makes the ability kinda obnoxious.
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