Trombone Champ

Trombone Champ

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How to Download and Play Online Multiplayer
By Σierra and 2 collaborators
This guide goes over how to access and download and navigate the TootTally Multiplayer Mod to play multiplayer in Trombone Champ.

Note: This mod DOES NOT support local multiplayer nor has functions like the Switch version's Local Co-op mechanic.

If you happen to encounter any issues or bugs, please contact us over at the TootTally Discord[discord.gg].
   
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1. Download r2modman or Thunderstore
This step may be skipped if you have already installed r2modman or Thunderstore.



There's two ways to go about this.
Follow this step in the Trombone Champ Modding WIki[trombone.wiki]
OR
Follow steps 1-3 of this guide.
https://steamcommunity.com/sharedfiles/filedetails/?id=2887009757
No, this does not mean I'm shilling myself, I'd just rather not regurgitate information.
2. Choose a Mod Installation Method
There are two methods to obtaining the Multiplayer mod.
  1. Manual Install
  2. Profile Code
Below goes into more detail.



Manual Install
This method is suited to who already use any of TootTally's Modules or any other mods.
Manual install does not mean having to navigate File Explorer, this method is localized within r2 and Thunderstore, there is no negligible difference.
  1. Open r2modman or Thunderstore Mod Manager
  2. Select Trombone Champ and the profile you wish to install multiplayer on
  3. Search for "TootTally Multiplayer"
  4. Click the dropdown button
  5. Click, "Download"
  6. Select the latest version (set by default)
  7. Click, "Download with dependencies"
  8. Wait for the download to complete


Profile Code
This method is best for those who have just installed r2modman or Thunderstore.
r2modman and Thunderstore allow users to share Profile Codes. In a multiplayer setting, like Lethal Company, it allows users to sync mods installed and ensure compatibility. This is recommended for users who are new or want to start playing with their friends.

Users can Import the profile code in Profile Selection and importing a profile via code or file.

Profile Code: 018e9c90-69b9-05eb-a3ca-12bdec5c9c42
The Profile Code will install the following:
  • TootTally Multiplayer | The Multiplayer mod
  • TootTally Accounts | Account creation and management
  • TootTally Settings | Allows ingame settings for TootTally modules
  • TootTally Core | TootTally's core libraries and API services
  • TootTally WebsocketLibs | Websocket server management for TootTally servers
  • TootTally Song Downloader | Allows you to download songs ingame and in lobbies
  • TootTally Game Modifers | Lobby hosts may use game modifiers
  • TootTally Leaderboard | Tracks and records player progress during a match
  • Trombuddies | Friend system
  • Trombloader | Lets the game load custom charts
  • Baboon API
  • FSharp_Core
  • BepInExPack_TromboneChamp
3. Create a TootTally Account
This step may be skipped if you already have a TootTally Account.



Why do I need an account?
In our multiplayer experience, an account enables the TootTally servers to track your progression and player stats, while also helping to detect and prevent cheating—ensuring fair play for all. Your account also provides access to the Trombuddies system, exclusive tournament participation, and more.

If you'd like to learn more, see our Privacy Policy and Terms of Service.
Terms of Service[toottally.com]
Privacy Policy[toottally.com]



There are two methods to creating a TootTally account.

3a. In-Game Signup
Launching the game with the mods installed will immediately prompt you to signup. Once done, you can immediately jump into Multiplayer. This is recommended due to brevity.



If you are not getting this prompt for some reason, you will need to go into "Mod Settings" from the main menu and click the "TootTally" Button. You can open the Login Page and attempt to sign-up for an account.

3b. Website Sign-up[toottally.com]
Creating an account on the TootTally Website allows you to customize your profile before you jump into the fray. This takes longer but has no negligible difference other than time.



Once done, you can launch the game and will be prompted to log in; then you can jump right into Multiplayer.
4. Joining a Multiplayer Lobby
Now that's you're signed and logged in, you can immediately jump into the fray and start playing multiplayer.

Once you've opened the game, and made it past the Souls-like Start screen, you should see a big green panel saying "Multi" that now replaces the Collect menu option. It will be on the bottom-left portion of the main menu, directly under the Play panel.



If you are worried about your card collection, the Collect button has been appropriately relocated now sharing Free Improv's space.

If you're logged in, you'll be directed to the Multiplayer Lobby screen. From here, you'll be able to join publicly listed lobbies directly, join private lobbies using a lobby code, or create lobbies yourself.

Selecting any lobby will be highlighted in green and the "Connect" button will appear at the bottom of the screen. On the right of the Lobby List is the Player list, this shows who is currently in the selected lobby.

Joining a publicly listed lobby
Public lobbies allow any and all players of differing skillsets to join and compete. Simply select a lobby that does not have a lock icon and click the "Connect" button at the bottom of the screen.



Joining a private lobby
Private lobbies are password-protected and require one to enter, these can be easily distinguished by a lock icon displayed on lobby on the Lobby List. Attempting to enter a private lobby will prompt you with a password prompt.

Entering the password correctly with gain you access to the private lobby. Incorrectly doing so will kick you from the prompt. You will end up needing to reenter the password if you end up leaving the private lobby for any reason.

5. Inside a Lobby
Once you're in the lobby, you might notice a few things.

First off is the exit button, which allows you to exit the lobby at any given time, next to the exit is the lobby name, it may be used to title the difficulty, type of songs and modifiers are to be played in the lobby.



Please note that the gear icon is present only for the lobby host.

To the left of the screen are player cards, from right to left the following information is displayed on each player card:
  1. Profile picture
  2. Username
  3. Current status or role
  4. TootTally Rank


For example, this user is Σβ, they are the host of this lobby and are ranked #7 worldwide.



Selected Song Info Panel
On the right of the screen is the Selected Song info, it shows generally the same amount of information you would find on the base game's Song Select Menu but has been condensed for Multiplayer.



That slider on the right is for you to adjust, it's the Scroll Speed Slider you may be familiar with, which adjusts how fast the note scroll across the screen during a match. If you have the GameTweaks Module and Overwrite Note Spacing enabled, you don't need to bother with this much.

At the bottom of the screen is the Lobby Log. This records any information regarding player activity in the lobby, who joined, who left, the song that is selected, and acts as a countdown when the match starts.





Quick Chat Messages
By clicking the Bubble Icon under the Song Info Panel, you'll open the Quick Chat Message Panel. Here, you can choose any of the Preset message to communicate with other players in the lobby.



After selecting an option, the full message will be printed in the Lobby log for all to see.



Considering the limited nature of Quick Chat, we encourage you to be creative in your communication with other players!
6. Playing a Match
After the host selects a lobby, you can click the "Ready Up" button on the right side. This action turns your yellow player card green, signaling to the host that you're prepared to start playing the chosen song. Keep in mind, this is a courtesy; the host may decide to start the game based on the lobby's overall readiness or other factors.

If your player card is red with the status, "NoSong" this means you have not downloaded the song the host has selected. If you don't have the selected song downloaded when the host starts the match, you will not be able to participate. This can be remedied by clicking the "Download Song" button.



A loading bar will appear in it's place, wait for the download to complete, then you can click, "Ready Up".

Once the host has clicked the "Start Game" Button on their end, the Lobby Log will begin a 5 second countdown before the match begins. Keep in mind the host may choose to abort the countdown.

Upon the countdown reaching zero, the game will start.



Multiplayer gameplay will not differ much from singleplayer. Please keep in mind this mod does not aim to emulate the switch version's local co-op nor has simultaneous tromboning from all players.

During the match, you'll notice your player cards on the bottom right of the screen.



The player cards will dynamically shift and change based on player performance, better performing players that are able to maintain combo are placed higher, while lesser performing players are shifted below them. If you find them too visually annoying, they can be hidden by pressing Tab

Once the match ends, the result screen will display all participating player cards on the left side of the screen. Your player card will be highlighted in purple.



Upon clicking, "Track Select" you'll be returned to the lobby, where the host may choose another song.
7. Hosting a Lobby
Hosting your own lobby leaves you at the discretion to decide what custom charts the lobby plays.

Clicking the "Create" button with change from the Lobby List to the Lobby Create menu. You'll be asked to customize the lobby to your liking in the following order:
  • Lobby name
  • Lobby description
  • Password (typing in this field masks user input)
  • Max player count (must be 2-32)


You may also simply refrain from any customization and click "Create" to begin hosting a new lobby, default settings will be applied.



Responsibilities as Host
As a host, managing your lobby is within your control. You have the freedom to choose its "gimmick" - this could be anything from selecting songs with a specific difficulty level, applying game modifiers, or focusing on a particular genre or artist/band. It's your decision to shape the lobby experience.

Selecting a Song as Host
As host, one of your abilities is selecting a song for everyone in the lobby to play. You'll notice by the right side of the screen is the "Select Song" Button, clicking it will bring you to the Song Select Menu where you can select and add modifers to the song of your choice. Clicking "Play" will bring you back to the Lobby with the selected song.



Starting a Match
With your song selected, your're now free to either wait for everyone in the lobby to "Ready Up", which will be indicated in place of the, "Force Start" button showing how many players are ready, or you can "Force Start" the match regardless of player ready status. Upon clicking, "Start Game" or "Force Start", the Lobby Log below with initiate a countdown before the match begins.

Aborting the Countdown
If you've already started the match and at some point during the countdown realize you forgot something at the last second, you may abort the countdown by clicking the "Abort Game" Button.

Changing Lobby Settings
If the current look of the lobby isn't to what you expected, you don't have to dissolve it and create a new one. Instead, you can click the Gear Icon on the top right next to the player count to open the Lobby Settings page. The Lobby Settings page allows the host to edit any of the lobby's data, including adding a password if you wish to privatize the lobby. As you can see, a multitude of other features are planned, so stay tuned!



Connection to Lobby
In the event the host leaves their lobby, either through wanted and unwanted means, Host status will then be assigned to the player that was listed below the host prior ot the disconnection. It is up to the new host if they wish to return Host status if you rejoined.



Player Management
Players in your lobby are one but the same; as host, you have several tools at your disposal to manage players effectively.

Distinguishing Players
As a host, it's best to know what colors tell of a player's current status. These will be shown on the player cards indicating their current status in the lobby.
  • Purple - Identifies you as the lobby host
  • Green - Indicates a player is ready to proceed with the match
  • Yellow - Indicates a player is not ready
  • Red - Alerts that a player has not downloaded the necessary song chart (if the match begins while red player cards are present, they will not participate)
Giving Players Host
If for any reason you wish to give another player the powers that be. Simply click on their profile picture and choose "Give Host" in the context menu. This action transfers your host status to them and changes their player card to purple, placing the lobby under their control.

Kicking Players
Should a player disrupt the lobby or not fit the group for any reason, you have the authority to kick them out. By selecting "Kick" from the context menu, the player will be removed and prevented from finding or rejoining your lobby.

Reporting Players (Not yet Implemented)
In cases of severe misconduct, you may report them to the TootTally Moderators by clicking the "Report" Button. (More to be said later as this feature isn't complete.)
O. UI Elements Guide
Not everyone is intuitively going to know what exactly they're looking at considering how much Multiplayer affects the base game, and this is here to help.



Lobby Menu List

Indicates that a lobby is locked and requires a password to enter



In Lobby

Indicates the gamespeed of a selected custom song.
Indicates the star difficulty rating of the selected custom song, scales accordingly to gamespeed and modifier multipliers.
Indicating the selected song's length, scales accordingly to selected gamespeed.
Indicates the selected chart's BPM (Beats Per Minute), scales accordingly to selected gamespeed.
Indicates the selected modifiers for the chart. Here's a brief overview of what each means.
  • HD - Hidden | Hides the oncoming notes in the chart halfway across the screen, the first note is an exception.
  • FL - Flashlight | Blackouts the entire display except for a small area around your cursor, memory is your best friend here.
John
Changes the speed the notes scroll in-game. (Does not affect gamespeed)
The lobby exit button, classically old-school.
Allows the host to dynamically change the lobby settings.