Duke4.net Forums: Slender's Woods thread - Duke4.net Forums

Jump to content

  • 4 Pages +
  • 1
  • 2
  • 3
  • 4
  • You cannot start a new topic
  • You cannot reply to this topic

Slender's Woods thread  "Standalone horror mod/game"

User is offline   Jinroh 

#31

View PostCommando Nukem, on 03 September 2012 - 05:36 PM, said:

Just to clarify, we're talking about the effect you see in games like Half-Life 2 and other modern shooters where the gun seems to sway when you move the mouse... Right?

I was referring to gun bobbing when you walk, like vanilla DOOM or Duke.

This post has been edited by Jinroh: 03 September 2012 - 06:07 PM

0

#32

This game looks creepy & interesting since The Ghoul's Forest series for ZDoom. I gotta check it out someday!
0

User is offline   OpenMaw 

  • Judge Mental

#33

View PostJinroh, on 03 September 2012 - 06:07 PM, said:

I was referring to gun bobbing when you walk, like vanilla DOOM or Duke.


Okay. I'm a bit confused. Where the Hell did it go?

I'm guessing this is just having to do with the way the Flashlight is displayed on screen, it's not overwriting one of the weapons and thusly... Not subject to their bobbing.
0

User is offline   CruX 

#34

View PostCommando Nukem, on 04 September 2012 - 03:08 AM, said:

Okay. I'm a bit confused. Where the Hell did it go?

I'm guessing this is just having to do with the way the Flashlight is displayed on screen, it's not overwriting one of the weapons and thusly... Not subject to their bobbing.

Well the issue there is, whether it overwrites a weapon or not, it's very easy to add a weaponsway with the variables that Mblackwell mentioned.
0

User is offline   zykov eddy 

#35

Flashlight is just a texture on the screen, not a weapon.

View PostHendricks266, on 03 September 2012 - 05:40 PM, said:

I would suggest taking my weapons.con.sample, removing all the "weapon code" states except for the detonator, modifying whatever is necessary in the event at the bottom, then basing your code on that.


Where I can find it? Is it works only for weapons?
0

User is offline   CruX 

#36

View Postzykov eddy, on 04 September 2012 - 05:42 AM, said:

Flashlight is just a texture on the screen, not a weapon.

Maybe it's different in this case because a model is being used (I don't know crap about models), but as long as a command's being used to display it, you should be able to add those variables. Whether it's a weapon or not shouldn't make a difference.
0

#37

I would like to see an Xbox 360 Indie release of this. Any plans for that possibility at the moment?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #38

View Postzykov eddy, on 04 September 2012 - 05:42 AM, said:

Where I can find it? Is it works only for weapons?

It has been included with all synthesis builds for over a year. Samples folder.

It does not control weapon code per se, only the "display" code for weapons. Using it as a base your flashlight should look very natural.

View PostDustFalcon85, on 04 September 2012 - 11:06 AM, said:

I would like to see an Xbox 360 Indie release of this. Any plans for that possibility at the moment?

No. This is an EDuke32 mod. EDuke32 can never be used on Xbox 360 whatever because of the GPL. (More that Microsoft doesn't want that, and not that it's inherently incompatible.) Not to mention someone would have to bear the brunt of the work porting EDuke32 to X360.
0

User is offline   zykov eddy 

#39

View PostHendricks266, on 04 September 2012 - 12:26 PM, said:

It has been included with all synthesis builds for over a year. Samples folder.

It does not control weapon code per se, only the "display" code for weapons. Using it as a base your flashlight should look very natural.


Thanks, I'll try it.


Btw, why I can't force Eduke 32 (r2993) to load my selected .grp file? It crashed instead.

SelectedGRP = "slender.grp"


Warning: could not find main data file "DUKE3D.GRP"!


This post has been edited by zykov eddy: 04 September 2012 - 12:32 PM

0

User is offline   zykov eddy 

#40

Finally made the flashlight bobbing like detonator. Looks nice. Maybe I'll try to make more complicated bobbing code later.

Still working on the Slender man AI. This guy does his job pretty good right now, but it's still too far from the guy in the original Slender game. The original Slender was random as hell, he could spawn everywhere near you and make you shit your pants. Mine can't do that, he just follows you and dissapears sometimes.

Plus, I have no idea how to make trees block Slender's attacks. He can't attack you through the rock or the wall, but the trees is just a sprites which doesn't block anything.
1

User is offline   CruX 

#41

View Postzykov eddy, on 05 September 2012 - 03:42 AM, said:

This guy does his job pretty good right now, but it's still too far from the guy in the original Slender game. The original Slender was random as hell, he could spawn everywhere near you and make you shit your pants.

Yeah. Just imagine living with him;


In all seriousness, if coding the Pustule taught me anything, it's that oposx and oposy are your friends.
1

User is offline   OpenMaw 

  • Judge Mental

#42

View Postzykov eddy, on 05 September 2012 - 03:42 AM, said:

Finally made the flashlight bobbing like detonator. Looks nice. Maybe I'll try to make more complicated bobbing code later.

Still working on the Slender man AI. This guy does his job pretty good right now, but it's still too far from the guy in the original Slender game. The original Slender was random as hell, he could spawn everywhere near you and make you shit your pants. Mine can't do that, he just follows you and dissapears sometimes.

Plus, I have no idea how to make trees block Slender's attacks. He can't attack you through the rock or the wall, but the trees is just a sprites which doesn't block anything.


Can't you check for a tilenum within a certain radius around Slender, and if it's present he resumes "hunting" AI?
0

User is offline   zykov eddy 

#43

View PostCommando Nukem, on 05 September 2012 - 05:05 AM, said:

Can't you check for a tilenum within a certain radius around Slender, and if it's present he resumes "hunting" AI?


How can I do that?
0

User is offline   OpenMaw 

  • Judge Mental

#44

View Postzykov eddy, on 05 September 2012 - 05:47 AM, said:

How can I do that?


I'm only speaking vaguely (my coding experience is somewhat limited). Wasn't there a way to have a monster check the distance from certain objects and then take appropriate actions? (Namely the player, other monsters, etc...).
0

User is offline   zykov eddy 

#45

Checking the distance wouldn't help. Slender man should just check if there's a tree texture on his way to the player, and if there isn't, he would start attacking. I have to idea how no do that, sadly.

This post has been edited by zykov eddy: 05 September 2012 - 07:14 AM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #46

View Postzykov eddy, on 04 September 2012 - 12:31 PM, said:

Btw, why I can't force Eduke 32 (r2993) to load my selected .grp file? It crashed instead.

SelectedGRP = "slender.grp"


Warning: could not find main data file "DUKE3D.GRP"!


That might actually be a bug introduced when I refactored the grp/con/def/rts defaults a while back. I'll check it out.
0

User is offline   Mblackwell 

  • Evil Overlord

#47

View Postzykov eddy, on 05 September 2012 - 06:55 AM, said:

Checking the distance wouldn't help. Slender man should just check if there's a tree texture on his way to the player, and if there isn't, he would start attacking. I have to idea how no do that, sadly.


Ifcanshoottarget should help in this case normally (as long as the trees have their blocking bit set)
2

#48

Found a couple of problems w/ Slender. When you start the game and hit esc to go into the options. There is no resume button that means you have to start the game all over again. Secondly there is no way of saving and loading your game. No Save/Load option whatsoever.

This post has been edited by DustFalcon85: 05 September 2012 - 10:07 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #49

View PostDustFalcon85, on 05 September 2012 - 10:06 PM, said:

When you start the game and hit esc to go into the options. There is no resume button that means you have to start the game all over again.

Posted Image
Hit escape again.

View PostDustFalcon85, on 05 September 2012 - 10:06 PM, said:

Secondly there is no way of saving and loading your game. No Save/Load option whatsoever.

That's the way he wants it.
1

#50

View PostHendricks266, on 06 September 2012 - 12:00 AM, said:

Posted Image
Hit escape again.


That's the way he wants it.


I hit escape again and the game quits to Windows. Try it and see for yourself.

This post has been edited by DustFalcon85: 06 September 2012 - 12:58 AM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #51

Then that's a bug with whatever modification of EDuke32 is being distributed. Ripping things out of the menus is bad. It causes undefined accesses and infinite loops and nasty shit.
0

#52

View PostHendricks266, on 06 September 2012 - 12:56 AM, said:

Then that's a bug with whatever modification of EDuke32 is being distributed. Ripping things out of the menus is bad. It causes undefined accesses and infinite loops and nasty shit.


Yea I forgot to mention that (My head's not right at the moment). Hitting the escape key again while at the options in trying to resume the game after you get back from taking a piss, getting a snack or whatever instead of getting back into the game it quits you into the Windows Desktop. No "Resume" in the Options or "Pause" button, while in the middle of the game either.

This post has been edited by DustFalcon85: 06 September 2012 - 02:06 AM

0

User is offline   MetHy 

#53

No saving feature, no pausing allowed.

Well, now that's a survival horror mod I'm interested in!

This post has been edited by MetHy: 06 September 2012 - 02:00 AM

0

User is offline   zykov eddy 

#54

Actually, I'm planning to make some check points along the way.
0

User is offline   OpenMaw 

  • Judge Mental

#55

View Postzykov eddy, on 06 September 2012 - 02:34 AM, said:

Actually, I'm planning to make some check points along the way.


Wussy.


Make it real hard. Overly long passwords that don't work. TRUE TO THE NES.

MAUHAAHRHARHARHARHAHAHA!!!

No? Okay...
4

User is offline   Player Lin 

#56

View PostCommando Nukem, on 06 September 2012 - 06:28 AM, said:

Wussy.


Make it real hard. Overly long passwords that don't work. TRUE TO THE NES.

MAUHAAHRHARHARHARHAHAHA!!!

No? Okay...


No saving and pause is "real hard" enough......

This post has been edited by Player Lin: 06 September 2012 - 06:46 AM

0

User is offline   OpenMaw 

  • Judge Mental

#57

View PostPlayer Lin, on 06 September 2012 - 06:46 AM, said:

No saving and pause is "real hard" enough......


...Did you really just take my post seriously? Come on, Lin! Posted Image
1

#58

This topic is getting really good xD
0

User is offline   zykov eddy 

#59

Polished the game some more. Small unlockable bonus is added, and the player can hide behind the trees now. The soundtrack is amost complete. Working hard on the story mode.

I recently looked up some horror game forums, and found out that people starting to really hate "page collecting" Slender clones.
I really have to work hard on a story mode now, I don't want my game to be hated.
3

User is offline   OpenMaw 

  • Judge Mental

#60

View Postzykov eddy, on 09 September 2012 - 05:18 AM, said:

Polished the game some more. Small unlockable bonus is added, and the player can hide behind the trees now. The soundtrack is amost complete. Working hard on the story mode.

I recently looked up some horror game forums, and found out that people starting to really hate "page collecting" Slender clones.
I really have to work hard on a story mode now, I don't want my game to be hated.



Haters gonna hate.

Honestly, I've watched Tribe Twelve, and Marble Hornets for quite awhile now. Aside from Slendie randomly appearing upon investigating certain places, causing people to collapse, to cough profusely, to fuck up the camera, and to randomly teleport people around for no explained reason, it's hard to think of things you could convert into a gameplay mechanic. (In terms of goal. Obviously you could have a panic/stress meter, a battery meter for the "camera" or flashlight...etc). We know, according to TT, that guns don't do shit to Slender. He doesn't care.

That doesn't mean there aren't PLENTY of potential things to do in a horror sense. (The important feeling here is apprehension, dread. Make the player paranoid as SHIT about touching anything.)
1

Share this topic:


  • 4 Pages +
  • 1
  • 2
  • 3
  • 4
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options