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Team SRB2Kart Racing, a mod based on Team Sonic Racing! (KL_tsrb2kr-v1.pk3) Details »»
Team SRB2Kart Racing, a mod based on Team Sonic Racing! (KL_tsrb2kr-v1.pk3)
Version: 1.0, by Snu (YEAAHHHHHHHHH) Snu is offline
Developer Last Online: Jul 2020

Category: Version: SRB2 Kart Rating: (3 votes - 4.20 average)
Released: 06-01-2020 Last Update: Never Favourites: 5
Scripts Sprites/Graphics

A mod that I've been working on for waaaaay longer than I'm willing to admit;

Team SRB2Kart Racing!

Team SRB2Kart Racing is a mod that brings Team Sonic Racing's gameplay into SRB2Kart! Some of the mechanics from TSR have also been rebalanced to not be over-centralizing as well, such as item transfers.

Each round, you're separated into teams and your overall position at the end of the race is determined by how well your team places, so you'll need to make use of the team mechanics that you'll have available between you and your teammates to make sure you all place as high as possible!


That's all there is for introductions, so let's get into the mechanics within the mods. I'll start out by saying this is a mod that requires the usage of CUSTOM BUTTONS. Custom buttons 1 & 2 are MANDATORY for the all the important mechanics within the mods, while custom button 3 is only optional but useful.

But with that out of the way, lets get into the interactions of the mod between players. All of the following interactions fill up your team ultimate gauge when executed correctly, building up towards your team ultimate;
SLINGSHOTS
Slingshots are the most basic team mechanic, but also the one you'll be using the most in your races with a team, allowing you to get constant boosts that make races way more fast paced than the ones you're used to!
Spoiler: Slingshot Explanation
The highest ranked player in a team will leave a constant trail behind them for their teammates to follow. If you enter that trail, you'll get a slight speed increase and you'll start building up a boost that gets more powerful the longer you stay in the trail, indicated by the particles spawning off of you. When you leave the trail, your built up boost will activate, giving you a boost of speed! Chaining slingshots together will greatly increase the speed of your races with the constant boosts you'll be achieving, allowing you to catch up to your teammates with ease!

Another minor thing to note is that the trail that you leave in the highest position is affected by your stats! Characters closer to Sonic's stat block (top right) give off longer slingshot boosts to their teammates, while characters closer to Tails' stat block (top left) leave a bigger trail, allowing teammates to follow their trails easier!

SKIMBOOSTS
Skimboosts are a team mechanic that allows you to help your teammates that are in a pinch. Is one of your teammates spinning out or driving slower than they should be? Give them a skimboost and help them out!
Spoiler: Skimboost Explanation
While one of your teammates are either spinning out or driving slower than they should be, an indicator will appear over their sprite, letting you know that you can give them a skimboost! (Notice the <!> above the teammate's head in the GIF)

When a teammate has the indicator above their sprite, drive by them with enough speed to give them a sneaker boost to help them recover their speed in an instant!

When you've received a skimboost, you can hold brake to delay when your skimboost will come out, allowing you to re-angle yourself to a more favorable angle if need be so you don't go flying off in a direction that would get you into a very bad situation.

ITEM TRANSFERS
Item transfers allow you to pass on your items to another teammate, potentially giving them the item they really need at that point in the race! This is also the first team mechanic that makes use of CUSTOM BUTTONS, as it uses custom button 1, so that's another reason to make sure you have them bound to something.
Spoiler: Item Transfer Explanation
While you have an item that you don't really have a use for, you can press custom button 1 to offer it up for grabs to your teammates! While you have a teammate that is offering an item, you can press custom button 1 to accept the item, and the item you receive from them will have boosted odds, giving you a better item than usual! You might get the exact item you need to turn the tides in a race this way! Alternatively, you can press custom button 1 when you don't have an item to request for an item, instead! This will prompt your teammates to give an item to you when possible.

After an item transfer has been completed, there will be a cooldown before your team can start another item transfer, this is to effectively eliminate the popular strategy in the original game of spamming item transfers to quickly build up a team ultimate, the boosted odds of transferred items was introduced to compensate for the cooldown introduced.

One thing to note is that you can still accept items while you already have an item! It will just store it for you until you're done with your current item, allowing you to effectively have an extra item in the back! You can only have one stored item though, once you have a stored item you'll no longer be able to accept any item transfers.

This is also one of the team mechanics that also works without a team! If you have no teammates at all to give your items to, you can instead offer up your items to be donated to the nearest charity! Your good karma will award you with some of your team ultimate gauge being filled up for your generosity.

RIVAL TAKEDOWNS
Rival takedowns are a minor side feature that allows for you to get some of your team ultimate meter by attacking your rival team! A rival team can be spotted by the RIVAL indicator above their head.
Spoiler: Rival Takedown Explanation
A rival team is the team directly above yours in the total rankings, for example, the rival team of a team in 2nd place would be the team in 1st place. Any player that is in that team will be your rival, and if you can attack them with any sort of item you'll get some of your team ultimate gauge filled!


TEAM ULTIMATES
Here's the big team mechanic that'll change the entire race when it's activated, your team ultimate! Every team mechanic listed above fills up your ultimate gauge when performed and, when it's full, you can unleash your team ultimate with your team, that of which gets stronger by timing it's activation with your teammates! This is also the second team mechanic that makes use of CUSTOM BUTTONS, as it uses custom buttons 2 & 3. While custom button 2 is mandatory for activating the team ultimate, custom button 3 is optional and only used for communicating your team ultimate with your teammates.
Spoiler: Team Ultimate Explanation
As your ultimate gauge fills up, a yellow bar will start to fill up around your portrait HUD at the top left of the screen. After this ultimate gauge has filled up completely, your HUD will start flashing and a sound effect will play, letting you know that you can use your ultimate! After this, you can press custom button 3 to indicate to your teammates that you want to use it!

To activate your team ultimate, press custom button 2! You'll get a huge burst of speed as you'll be getting constant sneaker boosts! This controls similarly to Wipezones, another Kart mod. If you time your team ultimate with your teammates, you'll go even faster and it'll last longer, too!

While using your team ultimate, you can also ram into your opponents to spin them out, doing so will replenish some of your ultimate gauge mid-ultimate, allowing for an even longer team ultimate! (This will only replenish your own gauge though)

It's important to note that if you hold your team ultimate for too long, it will start to decay. This is called ultimate decay, and once the red bar slowly going down your HUD reaches the bottom, you'll lose your team ultimate entirely, so don't hog it for too long!
Finally, while in freeplay you can press custom button 3 to instantly fill your team ultimate gauge to practice controlling it!


When on a team with only 2 players, or if you end up on a team on your own, all of the interactions that you can still pull off will be scaled accordingly to the amount of teammates you have, so you'll get even more ultimate gauge on a solo or duo team! You'll even get more points based on your position in a solo or duo team, so it's not all hopeless if this happens!

There are a couple of commands included in the mod that can be run to slightly alter the experience;
Spoiler: Commands
tsr_team1color <color>: Changes the colour of Team 1.
tsr_team2color <color>: Changes the colour of Team 2.
tsr_team3color <color>: Changes the colour of Team 3.
tsr_team4color <color>: Changes the colour of Team 4.
tsr_team5color <color>: Changes the colour of Team 5.
tsr_forceteamcolors <true/false>: Makes everyone's skincolours forced to be their team colours.
addultimatemusic <skin> <lump>: Adds an ultimate theme for a skin.
friendlyfire: This is a leftover vanilla command, but it does exactly what you'd expect it to. Without this enabled, items wont hurt your teams and the SPB will even attempt to target the opposing teams instead of your own! (You can still be damaged by your own items, though)

All of these commands (except for friendlyfire) are not synched up in netgames, so you can use them to customize the mod to your preferences. tsrb2kr.cfg is included in the zip, and can be used to auto-load any commands when joining a server with TSRB2KR added when placed in your root SRB2Kart folder. The base mod also includes ultimate music for every character in the base game, including bonuschars! (And one extra). Using the command listed in the command spoiler, addultimatemusic, you can add your own for skins!

Spoiler: Known Issues
  • Replays may desync when rewinding, so it may be necessary to do a full reload in some cases.
  • CVars changed midrace won't sync in replays.
  • Turning on karteliminatelast will cause the last player to softlock the game, the mod turns it off for a reason!
  • Spectating may cause some issues.
  • The SPB may end up with no target in some cases, and remain stationary.
  • TSRB2KR doesn't work well with 16 players, it's not supported.


It's important to note that this mod does not work at all with 16 players, 15 is the maximum I'd recommend.

Finally, I'd like to thank;
Lat': Helping me code a huge chunk of the mod, this mod would not be out for at least a few more months without him!
The countless people that helped me test this mod, you all know who you are, and I'm very grateful for you all helping shape the mod into what it is today!

Spoiler: Changelog
v1:
  • Initial release.


With all that out of the way, I hope you all enjoy this mod as much as I did creating it, happy team racing!

Download Now

File Type: zip KL_tsrb2kr-v1.zip (4.61 MB, 1020 views)

Screenshots

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Comments
Old 06-15-2020   #22
Lightsideluc
 
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I love this mod, it's easily one of my favourite mods released thus far. For this reason, I want to use my feedback to make it even better.

The first and foremost thing that comes to mind is the one major strike against the mod, or rather, how it affects the community: you're completely reliant on your teammates to have default-unbound customs enabled. The end result is a lot of gentle pushing eventually leading to admonishing or outright toxicity towards players who refuse to enable them, thus putting their team at a significant disadvantage (and is pretty much an albatross around the neck in two-player teams). I've heard Tyron might be making a mod that requires a player to input Custom 3 to join a server, which would certainly alleviate the main issue, but doesn't help if you have a player who still doesn't accept/send items or is AFK.

Thus, I would suggest the ability to hold the item key to either force-feed an item to the player currently the furthest back (it's hard to argue against getting a free souped-up item, after all) or give it to 'Charity' even if you're not by yourself. This could also be used by new players to request an item when their item field is empty without needing customs set.

On the topic of avoiding customs being a necessity, ult could be activated by double-double-tapping item and drift (input both at the same time, do that twice). It lacks finesse, but it would rarely be activated by accident yet is easy to perform, at least on a straightway.

----

Next up is the UI. While others have said it's too busy, and you've said you don't intend to alter it, I would be remiss to ignore it since it's easily the first thing that's going to strike people, and it does take up a rather extreme portion of the screen. I have created a mock-up that I believe fits all of the important information in while maintaining readability at the same time as being quicker to reference while paying attention to the track.




The ult bar is instead moved below the kart, similar to the drift gauge UI mod. This would fill and evaporate as the current character portraits do with charging and using ult. I've noticed my teammates regularly missing they have ult with the current implementation, so having it closer to where they're actually looking might help them notice when it's available.

Your teammates icons would instead use the smaller scoreboard thumbnails below this, rather than being sequestered in the corners with full portraits that are difficult to glance at in the midst of a heated race. Beside each one is their current placement. Relevant text for bonuses (slingshot, transfer ect.) would appear beside their placement numbers.

As in the current system, whether a character has an item would appear in the corner of their portrait. However, to remove the necessity of the large bar appearing above your kart, the game instead shows an arrow: The arrow pointing up at the item field (as is the case in the top left) means the player has requested an item (incoming). The arrow pointing down means they're offering an item (outgoing). The time remaining on an item request or offer is represented by the arrow's colour draining from top to bottom.

The item cooldown would be shown as its current bar, only moved down into the space the arrow would otherwise occupy (since the two cannot occupy the same space at the same time by their opposing functions).

Since all of your ult bars charge at the same time, showing each character's ult progress individually is not necessary. Instead, it only needs to show when their ult is available, and how long they have left in it. Here I used the trademark R to show their ult is still available. If activated, the character portrait would be covered by the draining overlay (replacing the R), as is currently used in the game. Since knowing how long your teammates have left in their ult isn't of major importance most of the time, it being smaller is a fair tradeoff for all the other benefits.

Thus, all critical elements of the current UI system are available, iconography that's intuitive replaces text that was obtrusive, and everything is compressed into a single space where they were instead on opposite sides of the screen.

And now I'm sure someone is going to tell me why this is impossible due to the limits of the engine, but a man can dream, can't he?

I hope, at the very least, that this makes sense and could possibly work, possible engine limitations aside.


Edit: Oh, and the ending screen. There's a lot of empty space being used by the score bars. I feel it would be acceptable to squeeze them further to the right, thus making room for race times to be displayed beside the characters.

As a Nice-to-Have, the characters with Most Takedowns, Most Transfers, Most Slingshots ect. being displayed would also be nifty. Perhaps displayed as badges beside their names so they don't take up much space? Something like a 'helping hand' for Skimboosts, Amy's hammer for takedowns, for example.
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Last edited by Lightsideluc; 06-15-2020 at 09:02 AM.
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Old 06-18-2020   #23
Latius
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Quote:
Originally Posted by Lightsideluc View Post
Next up is the UI. While others have said it's too busy, and you've said you don't intend to alter it, I would be remiss to ignore it since it's easily the first thing that's going to strike people, and it does take up a rather extreme portion of the screen. I have created a mock-up that I believe fits all of the important information in while maintaining readability at the same time as being quicker to reference while paying attention to the track.




The ult bar is instead moved below the kart, similar to the drift gauge UI mod. This would fill and evaporate as the current character portraits do with charging and using ult. I've noticed my teammates regularly missing they have ult with the current implementation, so having it closer to where they're actually looking might help them notice when it's available.

Your teammates icons would instead use the smaller scoreboard thumbnails below this, rather than being sequestered in the corners with full portraits that are difficult to glance at in the midst of a heated race. Beside each one is their current placement. Relevant text for bonuses (slingshot, transfer ect.) would appear beside their placement numbers.

As in the current system, whether a character has an item would appear in the corner of their portrait. However, to remove the necessity of the large bar appearing above your kart, the game instead shows an arrow: The arrow pointing up at the item field (as is the case in the top left) means the player has requested an item (incoming). The arrow pointing down means they're offering an item (outgoing). The time remaining on an item request or offer is represented by the arrow's colour draining from top to bottom.

The item cooldown would be shown as its current bar, only moved down into the space the arrow would otherwise occupy (since the two cannot occupy the same space at the same time by their opposing functions).

Since all of your ult bars charge at the same time, showing each character's ult progress individually is not necessary. Instead, it only needs to show when their ult is available, and how long they have left in it. Here I used the trademark R to show their ult is still available. If activated, the character portrait would be covered by the draining overlay (replacing the R), as is currently used in the game. Since knowing how long your teammates have left in their ult isn't of major importance most of the time, it being smaller is a fair tradeoff for all the other benefits.

Thus, all critical elements of the current UI system are available, iconography that's intuitive replaces text that was obtrusive, and everything is compressed into a single space where they were instead on opposite sides of the screen.

And now I'm sure someone is going to tell me why this is impossible due to the limits of the engine, but a man can dream, can't he?

I hope, at the very least, that this makes sense and could possibly work, possible engine limitations aside.
You know, I was intending to do something similar back during the early days when I too planned to make a TSR mod, although it looked more like this:
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At the time, I wasn't thinking about having text for item transfers and the like, instead using the medal icons to indicate who wants or is offering an item. This was a long time ago, though, and was dropped in favour for the HUD style which is currently used now.
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Old 06-19-2020   #24
Lightsideluc
 
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Ah, that'sa pretty neat and tidy UI as well.


Oh, another thing I forgot, it would probably be a good idea to tell people to lower their UI opacity, makes it much easier to see ult progression as-is and lets them regain some track awareness as well.
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Old 06-23-2020   #25
TeriosSonic
 
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If Lightsideluc's UI is taken into account I'd say to show the ult progression on the same R that shows if they have the ult or not, so it's more visible, as putting it on the character portrait would still have the same opacity problems as the actual ult UI.
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