Shadow Hog said:
Anyway, what is this SPMoves thing I keep hearing about?...
My pride and joy, Shadow Hog. One day, I decided to get into programming for SRB2 because just wadding alone didn't have enough power... Even MainCfg'ing left me wanting more...
I made a "Deadly Powers" wad that pushed it to the limit, giving players the ability to gather rings by charging a spindash, shoot CEZ flames, thok-place out special stage spikeballs (colored like the players who dropped them, even though it doesn't really matter since they hurt everyone without care) and I even made the Eggmobile's "panic" attack create tons of spikeball chains everywhere. It was lag heaven. I decided I wanted to make more special moves for players... So I went about designing Chaos Control.
The idea was simple enough... I even made a little isometric design plan in Multimedia Fusion. The players run around like normal and all, until they decide "Hey! I wanna Chaos Control and get my butt outta here!" Then, they press a button that turns them invisible, and they shoot around the place at rocket speed, until they decide on a place to land. Release the button and you're successfully placed on the floor. Good for traveling between buildings and such. It had to have some limitations, so I made the rules about the cost of such a move and stuff... I even made it kill you if you hit a solid wall (so you didn't go outside the Thok barrier), but I was generous and made it not lose a life for that...
That was easy enough all it's own... But I couldn't compile at the time, so I programmed some more special moves while I waited. Hence, the project came to be known as "SPMoves" or "Srb2 v1.08: SPMoves Edition"... Of course, I'll have a full port to 1.09 soon enough...
So now I had all these super overpowered characters... I made some small maps that were "Chaos Control-safe" and such... Multiplayer mode is gooooood... Now I need some robots and stuff to give you a challenge when you're on 56k crap or something. I tryed designing my own bot from scratch, but eventually I failed... It would crash the game without error or debugging whenever a map with a bot was loaded. Not that the bot was any good... It would just wander around, Thokking or running as it pleased, randomly deciding to gather rings or shoot a player... Then it'd run out of rings and be forced to run away (Which would most likely mean "repeatedly thok into the wall!!!")
Having failed my Bot attempt, I tried to port ACBot. Nope, no luck with that either. And it looked like I could do some very fine customization with that bot, too... Pity... There was only one thing left to do: Create more challenging Single Player levels. Whee... This is where Rock Skull Mountain Zone and SRB2 Universe came into SPMoves.
SRB2 Universe is a compilation of all of GFZ (and in 1.09, THZ and CEZ) in a Phantasy Star Online-style environment. I even got some texture rips for it, and made the HUD with health and magic bars, levels and experience, and a massive array of equippable weapons, armors, and barriers. I'm going all the way with this. Of course, having already made the "RPG-Style Leveling up Character" SPMove and the code for the NiGHTs capsule meter handy, this was no problem.
Rock Skull Mountain Zone is a Jason the Echidna-Only level based on a series of dreams I had featuring a rocky mountain full of skulls. I'm planning on making a full set of levels for all the SPMoves characters as well. For this map, I created the ability for Adventure-mode maps to have characters pick up and toss any pushable items, like in Sonic Adventure's Chao Gardens and just about every level in Sonic Adventure 2. Picking up stuff is goooood... With that, I also made my own kind of linedef executors. Instead of making new trigger types, I made new sector types for "Triggered by a pushable object (no touch floor)" and "Triggered by a pushable object (touch floor)", so I could make a little puzzle since noone knows about this yet... Oh duh, why am I revealing the secret to you, you haven't even played it yet
I also have some Adventure-style grindable rails, but they only go one way. It'll be a while until I can get it to go both ways, since I'm still a newbie at programming...
Anyhow, if you can't bother reading all that, SPMoves is just a set of characters and levels with their own exe. The characters have ultimate power, the levels have ultimate challenge. I will be working on this project for a loooooooong time... A long time... If you want to try it, Beta 10 is currently uploaded to my website at
http://JTE.rose-manor.net/
Enjoy...