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KHBlast - Release Candidate 1.5.2 Details »»
KHBlast - Release Candidate 1.5.2
Version: RC1.5.2, by Latius (Hybrid Kart Mapper/Porter) Latius is offline
Developer Last Online: Jul 2020

Version: SRB2 Rating: (2 votes - 3.80 average)
Released: 06-28-2020 Last Update: Never Installs: 6
Characters SOCs Scripts Re-Useable Content Sprites/Graphics

Quote:
In the event I do not log in for a month and cannot be contacted, I give blanket permission for STJr and its appointed staff to coordinate and approve the porting and maintenance of my standard SRB2 releases on the SRB2MB, except where stated otherwise. I reserve the right to ask for those ports to be taken down or replaced if I return. You may not edit my work to create other content (such as Original Characters or Remix Stages) unless specified.
During December 2019, I was imagining what it would be like to include elements from the Kingdom Hearts games into SRB2. And now, seven months on, I have finally finished things to the point where I am content to publicly release this mod in its current Release Candidate state. This... is Kingdom Hearts Blast.

Current Version: RC1.5.2


Kingdom Hearts Blast, or KHBlast for short, is a modification for SRB2 which makes things more combat-focused.

Enemies which normally just take a single hit to defeat will (with a few exceptions) no longer take just one hit to be dealt with, but by gaining score (which is KHBlast's XP system) and levelling up, you can deal more damage with each hit. But this goes both ways, as Sonic and company now have their own health which allows them to take more hits than they'd otherwise be able to take.
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There are 6 difficulties in KHBlast, of which you can choose one at the start of a new game through the Station of Awakening. Each one modifies the damage you take, the max HP you have and/or the HP of your foes. You start with just Beginner, Standard and Proud, but on clearing the game you can try out Critical or even the (in)famous EXP Zero difficulty. And using the Ultimate Mode cheat allows you to access the hidden Ultimate Difficulty.
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You don't just gain stats by levelling up, however. By defeating bosses and collecting Chaos Emeralds, you can improve your HP and/or RP so that you can take more hits or use more Magic.

Speaking of Magic, KHBlast has a command menu system. You can use PageUp or PageDown to scroll up or down the command list, Custom 2 to switch between Magic and Items, and Custom 1 to use the selected Item or Magic spell.

As of RC1, KHBlast has the following spells:
  • Fire - Fires a fireball which deals decent magical damage
  • Thunder - Unleashes a lighting bolt which hits all targets within a given distance
  • Cure - Uses between 2 and 10 RP to heal you and nearby allies
  • Aero - Creates a Whirlwind Shield, or upgrades an Electric Shield to a Thundercoin Shield
  • Haste - Grants Super Sneakers to the user
  • Revive - Uses 6RP to revive nearby downed allies, or 20RP to grant an additional Auto-Life as well as reviving nearby allies

Special Stages remain the same in KHBlast, but you will be notified whenever you pick up a Special Stage Token (which becomes a Drive Token once you get all 7 emeralds) just like you would when getting an Item dropped from a foe.
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Finally, if you manage to make it to the final battle with all 7 Emeralds, Black Eggman will be stronger than normal, taking more hits to defeat... but in return, you start off with 7 units of Drive Charge. And with Drive Charge and all the Emeralds, you can access the Drive Form - which is basically the Super Transformation, with a full unit of charge being equal to 50 Rings.
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KHBlast also changes up the character select menu, giving details about the character's starting stats and their Drive Form, as well as a little tip. Due to this, if a custom character wants to have their starting stats shown in the character select screen, I would recommend an alternative version (with kh at the end of the prefix, so it would be like CLkh_Buttnick-v1.pk3) with the altered PlayerText. This would also allow them to add their profile sprite to the game, akin to the Sonic ones which I have attached as examples by adding them to the khheadpatch table, which will eventually allow for faces to be displayed based on the current state of the player: Normal, Low Health, KOed, Super or Special. (Right now, only Normal and Low Health are coded in to work)
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Thanks to everyone who had helped out with it, both past and present. I might not remember everyone who did so, but if I do, I'll make sure to put you down as a contributor towards this.

Also, maybe consider joining the SonicD Discord server for future updates for KHBlast?

Spoiler:
Quote:
Originally Posted by Sryder13
It'd be awesome to see some completely custom levels for something like that one day that put more emphasis on taking down enemies to get XP, rather than most of it coming from end of level bonuses. :D

Download Now

File Type: pk3 Lkh_KHBlast-rc1.3.pk3 (1.55 MB, 35 views)
File Type: pk3 Lkh_KHBlast-rc1.3.1.pk3 (1.55 MB, 22 views)
File Type: pk3 Lkh_KHBlast-rc1.3.2.pk3 (1.55 MB, 221 views)
File Type: pk3 Lkh_KHBlast-rc1.4.pk3 (1.56 MB, 212 views)
File Type: pk3 Lkh_KHBlast-rc1.5.pk3 (1.65 MB, 150 views)
File Type: pk3 Lkh_KHBlast-rc1.5.2.pk3 (1.65 MB, 126 views)

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Comments
Old 1 Day Ago   #22
AxewDragon
 
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A few things I noticed from hosting and such:

Revive, uh, doesn't work. Using it spews out an error, and then it ceases to try and function afterwards
Lua/KH_Command.lua:96: attempt to index field '?' (a nil value)

Another thing is the Homing Thok. It's, pretty unusable on bosses now due to the change in thier, functionality.. At least, I think.
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And one final issue is that I noticed is that Callie, SMS and Eggman, whereas they do have stats, they don't have a character Icon for the HUD. Although SMS and Eggman, just don't have one, Callie does, however when I checked for such I noticed the sprite it was calling to was "KH_CALLIE" when the sprite is called "KH_CALLI".


That's about it for bugs, can't wait to see what this becomes in the future. The idea of custom spells and possibly another use for the drive counter outside of a ring count without the emeralds could be very interesting, but you should take this all at your own pace!

-
Edit: A bit more stuff to say:

When going from one level to another in Co-op, it seemingly always spews out an error.
Lua/KH_Health.lua:453: This can only be used in a level!

Due to Sonic now having a Homing Thok, Super Sonic can no longer hover with spin.

Sometimes, seemingly randomly, the information dialogue that appears at the start of levels will just, not work. I can't tell why it doesn't.

And if entering the Stations of Awakening in Co-op, the text for other plays saying the host is selecting the stage (When other players are there) seems to also cover the host's screen. In addition, sometimes the difficulty menu persists to other stages afterwards, still exclusive to Co-op.


Sorry about the edit, but I hope this helps!

Last edited by AxewDragon; 1 Day Ago at 12:50 PM. Reason: Oops more issues
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Old 1 Day Ago   #23
Latius
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Quote:
Originally Posted by AxewDragon View Post
Revive, uh, doesn't work. Using it spews out an error, and then it ceases to try and function afterwards
Lua/KH_Command.lua:96: attempt to index field '?' (a nil value)
Woops, I can see exactly why that's the case. When I commented out Blizzard, I failed to change the others so that their check took into account their new position. That's something I'm fixing in the new patch.


Quote:
Originally Posted by AxewDragon View Post
Another thing is the Homing Thok. It's, pretty unusable on bosses now due to the change in thier, functionality.. At least, I think.
Attachment 33946
Well, right now, I can't think of a better way to do it without ripping the Homing Attack out of someone else's code or something.


Quote:
Originally Posted by AxewDragon View Post
And one final issue is that I noticed is that Callie, SMS and Eggman, whereas they do have stats, they don't have a character Icon for the HUD. Although SMS and Eggman, just don't have one, Callie does, however when I checked for such I noticed the sprite it was calling to was "KH_CALLIE" when the sprite is called "KH_CALLI".
Yeah, I don't yet have good sprites to use as the headshots for Buttnic, and hadn't added SMS's one. As for Callie, that's a derp on my behalf.

Speaking of derps, I also had a misaligned Fang hud sprite, but that's fixed now as well.


Quote:
Originally Posted by AxewDragon View Post
When going from one level to another in Co-op, it seemingly always spews out an error.
Lua/KH_Health.lua:453: This can only be used in a level!
Ah, because I check for a mo. I didn't get a chance to really check netgames that much, but now I've sorted that out. I hope.


Quote:
Originally Posted by AxewDragon View Post
Due to Sonic now having a Homing Thok, Super Sonic can no longer hover with spin.
That's something which is basically just the side effect of me using Homing Thok instead of the normal Thok.


Quote:
Originally Posted by AxewDragon View Post
Sometimes, seemingly randomly, the information dialogue that appears at the start of levels will just, not work. I can't tell why it doesn't.
Might be if an item was picked up near the end of the last level. I'm fixing that.


Quote:
Originally Posted by AxewDragon View Post
And if entering the Stations of Awakening in Co-op, the text for other plays saying the host is selecting the stage (When other players are there) seems to also cover the host's screen. In addition, sometimes the difficulty menu persists to other stages afterwards, still exclusive to Co-op.
Ah, I see why that might be the case - partly due to how I did the checks. I've managed to fix them now, and so it shouldn't be an issue.
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Old 9 Hours Ago   #24
teacup122
 
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By far one of the most fun I've had with a mod in a long time, I would love to see some more stuff added to this
More Custom Character support
Levels made for this mod
More attacks, both physical and magic attacks
And just more stuff in general
Keep up the good work!
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Old 8 Hours Ago   #25
TeriosSonic
 
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Quote:
Originally Posted by Latius View Post
Quote:
Originally Posted by AxewDragon View Post
Due to Sonic now having a Homing Thok, Super Sonic can no longer hover with spin.
That's something which is basically just the side effect of me using Homing Thok instead of the normal Thok.
I did a script a few days ago that makes a character have Super Sonic's Hover with any jump ability. I could share it with you if you want. (TeriosSonic#4976 on Discord)
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Originally Posted by My Discord server
TeriosSonic:@Team Owners idk what to put in my srb2 mb signature
Blade: i'm not gonna help you with that
Kinleyt: STOP F*CKING PINGING ME
I'm still wondering what to put here lol
(also, Blade is not the Blade from here)
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