Characters
Contents
Overview
In Open Surge, you can create your own playable characters. To create a playable characrer, first of all you need to create a character file.
Character files are human-readable configuration files located in the characters/ folder. They have the .chr extension. These files are used to specify the properties of the characters.
Each level has one or more playable characters. You can select which characters appear in which levels.
Structure
Character files are used to specify the following data:
- the name of the character;
- the multipliers. These values are used to specify how fast a character runs, how high it jumps, how fast it accelerates, etc. For example, if you set the acceleration to one, it will accelerate by the default rate (set by the game engine). If you set it to two, it will accelerate two times faster than that. If you set it to 0.5, it will accelerate by half of the default rate, and so on. By default, all the multipliers are set to 1.0;
- the animations for each action the character performs: walk, run, jump, etc., as well as the sprite name. See also: Sprites;
- the sound effects this character uses: jump, brake, etc.;
- the abilities this character has: roll, charge, etc.;
- optionally, the name of one or more companion objects. If defined, companion objects can be used to give custom abilities to characters.
Example 1: Surge the Rabbit
Character file
File: characters/surge.chr (simplified)
character "Surge" { companions "Surge's Lightning Boom" multipliers { acceleration 1.0 // modifies the acceleration rate deceleration 1.0 // used when moving in opposition to the current movement friction 1.0 // modifies the friction (since version 0.5.0) topspeed 1.0 // modifies how fast the character can run jump 1.0 // modifies how high the character jumps gravity 1.0 // gravity modifier slope 1.0 // affects the physics on slopes charge 1.0 // modifies the charge-and-release speed (since version 0.5.0) airacceleration 1.0 // the rate at which the horizontal speed can change while midair (since 0.5.0) airdrag 1.0 // air drag / air friction (since version 0.5.0) } animations { sprite_name "Surge" stopped 0 walking 1 running 2 jumping 3 springing 13 rolling 18 charging 6 pushing 14 gettinghit 11 dead 8 braking 7 ledge 10 drowned 9 breathing 12 waiting 15 ducking 4 lookingup 5 winning 17 ceiling 16 } abilities { roll TRUE brake TRUE charge TRUE } samples { jump "samples/jump.wav" roll "samples/roll.wav" death "samples/death.wav" brake "samples/brake.wav" charge "samples/charge.wav" release "samples/release.wav" } }
The example above has been simplified for the purpose of explanation. The actual character file of Surge has some additional things in it.
Compatibility notes: animation charging, sounds charge and release, the abilities block, as well as some multipliers (indicated above) are available since Open Surge version 0.5.0.
Companion objects: companions is available since Open Surge version 0.5.0. It is followed by one or more names of objects surrounded by double quotes ("). These objects should be created in SurgeScript. In older versions of the engine, you'd write companion_object instead (it supported only one companion).
Playing as the character
Playing as the character is a matter of adding him/her to the levels of your choice. Using a text editor, open the lev files you choose (they are in the levels/ folder) and add the name of your character to the players entry. For example: in the Sandbox level (file levels/sandbox.lev), change the players entry from:
players "Tux"
to:
players "Surge" "Tux"
Save the file and open the level. You should see two playable characters appear in the level. For more information, refer to: Level specification - players.
Creating custom abilities
One of the exciting features of Open Surge is the possibility to create custom abilities (custom moves) for your characters. You can create these abilities by adding companion objects to your characters. These objects are created in SurgeScript.
To understand better how to create your own custom abilities, let's study the case of a dash movement (affectionally called "Super Peel Out"). If your character is endowed with that ability, you can give it instant speed when it's stopped. In Open Surge, character Tux features that ability. Surge does not. To add this custom move to Surge, add the corresponding object to his companions:
companions "Surge's Lightning Boom" "Super Peel Out"
The new companion is defined in a script, a .ss file located in the scripts/ folder. Writing new scripts is beyond the scope of this article, but the script of this move has been reproduced here for clarity (do not copy and paste it - it's already shipped):
using SurgeEngine.Audio.Sound; // // This is a dash move that should be configured as a // companion object in a character definition file (.chr) // // When you are stopped, hold up and press jump to charge. // Release up after 0.3 second and you'll gain a nice boost! // object "Super Peel Out" is "companion" { speed = 720; // dash speed, in pixels/second charge = Sound("samples/charge.wav"); release = Sound("samples/release.wav"); player = parent; // since this object is configured as a // companion, parent is the reference // to the correct Player object // capture the event state "main" { if(player.lookingUp) { if(player.input.buttonPressed("fire1")) { charge.play(); state = "charging"; } } } // charging the dash state "charging" { player.anim = 2; // running animation player.animation.speedFactor = 1.85; player.frozen = true; // disable physics (temporarily) // ready to go? if(player.input.buttonReleased("up")) { if(timeout(0.3)) { player.gsp = speed * player.direction; // dash!!! release.play(); } player.frozen = false; // enable physics state = "main"; } else if(player.input.buttonPressed("fire1")) charge.play(); } }
What custom abilities can you add? Whatever you can imagine! Swimming, flying, climbing, wall kicking, you name it! The sky is the limit for those who learn SurgeScript!
Example 2: Speedy the Rollerskater
We now present Speedy the Rollerskater, an original character created by community member Synfigmaster91. In addition to the basic abilities of braking, rolling, etc., Speedy has a special ability of his own: he can swim. The following files are relevant to this character:
- the spritesheet: a png image featuring the animations of the sprite. In the image below, the sprites are aligned to a 64x64 grid.
- the sprite script: a spr file that describes how the animations are laid out in the spritesheet. Read the Sprites page for more information on the subject.
- the character file: a chr file that describes the character in the way we have just seen.
- the SurgeScript file(s): these are ss scripts that add new traits to the character - the swimming ability is an example. Inventing new special abilities requires a more in-depth knowledge of the engine and is beyond the scope of this article. If you're interested, you can learn SurgeScript.
File: sprites/speedy.png
File: sprites/players/speedy.spr
sprite "Speedy" { source_file "images/speedy.png" source_rect 0 0 512 704 frame_size 64 64 hot_spot 32 44 // hot_spot.y is (frame_size.y - 20) // stopped animation 0 { repeat TRUE fps 8 data 0 } // walking animation 1 { repeat TRUE fps 16 data 3 4 5 4 3 2 1 2 } // running animation 2 { repeat TRUE fps 16 data 8 9 10 9 8 7 6 7 } // jumping / rolling animation 3 { repeat TRUE fps 16 data 11 12 13 14 } // ducking animation 4 { repeat FALSE fps 12 data 19 } // looking up animation 5 { repeat FALSE fps 8 data 16 } // charging animation 6 { repeat TRUE fps 32 data 35 36 } // braking animation 7 { repeat FALSE fps 8 data 15 } // dead animation 8 { repeat FALSE fps 8 data 18 } // drowned animation 9 { repeat FALSE fps 8 data 18 } // ledge animation 10 { repeat TRUE fps 5 data 23 24 } // getting hit animation 11 { repeat FALSE fps 8 data 20 } // breathing animation 12 { repeat FALSE fps 8 data 21 } // springing animation 13 { repeat TRUE fps 8 data 17 } // pushing animation 14 { repeat TRUE fps 8 data 28 29 28 27 } // waiting animation 15 { repeat TRUE fps 6 data 25 26 } // ceiling (being carried) animation 16 { repeat TRUE fps 8 data 22 } // winning (victory) animation 17 { repeat TRUE fps 8 data 34 } // rolling animation 18 { repeat TRUE fps 8 data 30 31 32 33 } // falling animation 20 { repeat TRUE fps 8 data 22 } // swimming animation 21 { repeat TRUE fps 8 data 37 38 39 38 } }
File: characters/speedy.chr
character "Speedy" { companions "Super Peel Out" "Speedy Swim" "Dash Smoke" "Brake Smoke" "Speedy Falling" multipliers { acceleration 1.0 deceleration 1.0 friction 1.0 topspeed 1.0 jump 1.0 gravity 1.0 slope 1.0 charge 1.0 airacceleration 1.0 airdrag 1.0 } animations { sprite_name "Speedy" stopped 0 walking 1 running 2 jumping 3 springing 13 rolling 18 pushing 14 gettinghit 11 dead 8 braking 7 ledge 10 drowned 9 breathing 12 waiting 15 ducking 4 lookingup 5 winning 17 ceiling 16 charging 6 } abilities { roll TRUE brake TRUE charge TRUE } samples { jump "samples/jump-7408.wav" // <-- notice that Speedy uses a jump sound of his own roll "samples/roll.wav" death "samples/death.wav" brake "samples/brake.wav" charge "samples/charge.wav" release "samples/release.wav" } }
File: scripts/players/speedyfalling.ss
// // We modify Speedy's animation: // 1. when he falls down after hitting a spring // 2. after breathing an air bubble // using SurgeEngine.Player; object "Speedy Falling" is "companion" { player = parent; falling = 20; springing = 13; state "main" { // The player may be in the springing state, // but that alone doesn't mean he has just // been hit by a spring. We use the springing // state to create other things, like the double // jump, so we need to check player.anim as well if(player.springing && player.anim == springing) state = "watching"; // From breathing to falling else if(player.breathing) state = "watching"; } state "watching" { // Now the player is midair and will fall // down. We'll capture this event and // change the animation accordingly if(player.ysp >= 0 && player.midair) { player.anim = falling; state = "falling"; } else if(!player.springing && !player.breathing) state = "main"; } state "falling" { if(player.ysp >= 0 && player.midair) player.anim = falling; else state = "main"; } }
File: scripts/players/speedyswim.ss
// // This is a swimming move that should be configured as a // companion object in Speedy's character definition file (.chr) // // When you are underwater, jump and press fire1. // Speedy will swim and if you press fire1 repeatdly he will keep swimming! // using SurgeEngine.Player; object "Speedy Swim" is "companion" { player = parent; timeMidAir = 0; state "main" { state = "nounderwater"; } state "nounderwater" // out of water { if(player.underwater) { state = "underwater"; } } state "underwater" // underwater but not swimming { timeMidAir += (player.midair ? Time.delta : -timeMidAir); if(timeMidAir >= 0.1 && player.underwater) { if(player.input.buttonPressed("fire1")) { state = "swim"; } else if(!player.underwater) { state = "nounderwater"; } } } state "swim" // swimming { player.springify(); // make it vulnerable to attack player.anim = 21; player.ysp = -90; state = "swim2"; } state "swim2" { player.anim = 21; if(!player.underwater) { // got out of water state = "nounderwater"; } else if(!player.midair) { // landed on the ground state = "underwater"; } else if(player.input.buttonPressed("fire1")) { // swim more state = "swim"; } else if(player.dying) { destroy(); } } }
Curiosity: regular platformers
Even though Open Surge provides built-in 360º physics (with curvy roads, loops, and so on), careful modification of the character files can make it behave like a regular platformer. Example: if you create a character named SuperTux without the special abilities listed above (rolling, charging, etc.), set its slope multiplier to zero (and adjust the others), as well as build levels mainly out of rectangular platforms, you'll end up with a platformer like SuperTux. Additionally, companion object "Lock Angle" prevents the character from rotating on slopes.