Unlockable Characters and Different Storylines?

Status
Not open for further replies.

Pyro the Magma Fox

Totally not using Hydreigon
This time I have 2 questions:

1. Can you make unlockable characters?

2. Can you make all the characters play different levels/storylines?

Help appreciated!
 
For the first question, I think that it would be possible but quite tricky to do. You'd need to create an unlockable map that uses RUNSOC to make the character accessible in the character selection menu. Oh, and you couldn't hide the character in multplayer.
As for the other question, it's definetly possible. Place some FOFs with a combination of Custom Exit and No Sonic/No Tails/No Knuckles so that each one shows up for only one character and sends him to whatever level should follow.
 
I think with some vague trickery it's possible to have unlockable characters.

As for custom storylines, of course! I have this idea that I've been wanting to bring to life for a while, but I can't see the harm in telling you about it. You can start with a map that determines if you're using Sonic, Tails, Knuckles or "none of the above" by using intangible FOFs, custom exits and no-x-character flags. Then you have a version of the maps for each character that plays a different cutscene (and maybe even have different layouts). You can also do multiple story paths this way.

Just be aware though. Not many people are going to care for your story if you make it too ridiculous and the cutscenes too long-winded (it's happened many times before), so be humble about it, and don't let the cutscenes detract from the action too much. Consider having (minimal) story dialogue during the levels if you have a lot to convey at any given time. In short, less is more.
 
For the first question, I think that it would be possible but quite tricky to do. You'd need to create an unlockable map that uses RUNSOC to make the character accessible in the character selection menu.

This only works once. When you exit the game and reload, the character will be "re-locked". This is because the SOC doesent actually rewrite any save data. Any in-game SOC changes are temporary. The best route would be to unlock a map that works in every way as the first map of your stage, but using the level header to force the player to use the new character. But again, co-op ruins this.

As for the second thing, sure, but co-op is again, going to stomp on it. Weather it be alt paths or cutscenes, co-op play won't work well with it. You're better off doing it for Single Player only maps.
 
Last edited:
Yeah. Some level packs actually have separate co-op/race versions of maps to combat problems with single-player gimmicks. I can't think of any right now... did Acid Missile or Blue Heaven have any of that?
 
Actually, you don't need to make another map to make it race/coop friendly. You can use race only linedef executors and/or have linedef executors with No sonic, no tails, no knuckles checked to have that those would activate in coop mode. Blue heaven used this (I believe) and I know SRB1 remake uses both.
 
Actually, you don't need to make another map to make it race/coop friendly. You can use race only linedef executors and/or have linedef executors with No sonic, no tails, no knuckles checked to have that those would activate in coop mode. Blue heaven used this (I believe) and I know SRB1 remake uses both.

Yeah, Blue heaven used it in that RVZ-themed level to make an alternative exit rather than making players take the rising lava route.

On the other hand, Blue heaven wasn't actually coop friendly, so it didn't use those three flags (Which are actually based on character abilities, not the character skins).
 
Status
Not open for further replies.

Who is viewing this thread (Total: 1, Members: 0, Guests: 1)

Back
Top