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

User is offline   Mark 

#61

I'm really looking forward to any type of horror game. The only one I've played in last 5 years at least is Clive Barker's UNDYING. No Resident Evils or sSilent Hills or zombie games. So I'm ready to be spooked.
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User is online   zykov eddy 

#62

I have a problem. Here's a little pool with transparent TROR water:

Posted Image

The enemy (I used a tree sprite for the Slender man, don't wanna spoil his look) gets stuck under the water for some reason. He just can't escape this place and can't even attack the player (He does it if only can see the player, and the player can see him).

How can I fix it?

This post has been edited by zykov eddy: 12 September 2012 - 05:51 AM

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User is offline   Daedolon 

  • Ancient Blood God

#63

Well it looks like he can't see you since he's in a different area, a common issue that Blood has with ROR as well. I don't know how TROR in EDuke32 affects hitscans but that's probably something you should look into.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#64

Can you not just use transparent sprites for the water, it is as Daedolon says.
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User is online   zykov eddy 

#65

View PostCody, on 12 September 2012 - 10:02 AM, said:

Can you not just use transparent sprites for the water, it is as Daedolon says.


I used them previously, and they were too buggy due to a big amount of sprites on the level.
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User is offline   Daedolon 

  • Ancient Blood God

#66

You could probably have checkpoints in the maps and teleport him to the closest one to the player if he gets stuck.
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#67

I have the same kind of problem but it's on a flight of stairs. My solution was to use a "teleporter" (only works for the AI) for the last step, but I can see why this would be impractical for your lake.

I suppose you could invent a way (fallen tree or something) to make only one side of the lake accessible, but that still doesn't get around the jumpy movement this causes to occur.
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User is offline   Sangman 

#68

View PostDaedolon, on 12 September 2012 - 10:43 AM, said:

You could probably have checkpoints in the maps and teleport him to the closest one to the player if he gets stuck.


Well yeah but having him stuck in the water before teleporting away could be kind of immersion breaking.
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User is online   OpenMaw 

  • Judge Mental

#69

Personally? Just set it so he can't go into water sections at all.


Yeah, the player is "safe" in the water, but... he's not exactly progressing either. It's not exactly like it would break immersion. We've never seen Slendie in the water anyway.

Besides, it' be freaky to see him standing at the edge of the lake as you're swimming in it.
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User is offline   Gambini 

#70

The question is: What´s the point of that translucent water? It´s not even noticeable. And from a realistic standpoint, small banks of water like that usually are too dirt to make what´s sunk inside visible. I´d just use regular water with no underwater section, so your enemy doesn´t get stuck.
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User is offline   Mark 

#71

Does the TROR underwater sector have a flat bottom all around or does it slope up towards the outer edge ? If its flat, maybe sloping it up will better allow the Slender Man to climb out? I doubt its the problem but its worth a try. Or could it have something to do with the player or enemies coded to automatically sink down slightly in water sectors? I seem to recall you can set some bit somewhere to disable that. Not sure.

This post has been edited by Marked: 12 September 2012 - 03:06 PM

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User is offline   Mblackwell 

  • Evil Overlord

#72

Since it's not something the player can dive under, why not make it a regular floor rather than a water sector? You can simulate the effects of water in your code. The other thing you could do is (if you would not like to code all that nonsense) is check that the z height never drops below a certain value (basically stop the actor from falling) as long as it's in water.
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#73

I shouldn't make it transparent at all. It's a dark surrounding and all you got is a flashlight. If there is something like a water pool in the woods, the water should be like unclear, unfresh. It's awesome if you could do all those little effects but sometimes the classic effect is better in some ways ;)

This post has been edited by Simon_Croes: 12 September 2012 - 05:00 PM

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User is offline   Daedolon 

  • Ancient Blood God

#74

View PostSangman, on 12 September 2012 - 01:10 PM, said:

Well yeah but having him stuck in the water before teleporting away could be kind of immersion breaking.


I didn't mean you'd teleport him out when the player sees him.
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User is online   zykov eddy 

#75

View PostCommando Nukem, on 12 September 2012 - 02:56 PM, said:


Yeah, the player is "safe" in the water, but... he's not exactly progressing either. It's not exactly like it would break immersion. We've never seen Slendie in the water anyway.



4:29
Whoops



View PostMblackwell, on 12 September 2012 - 04:33 PM, said:

Since it's not something the player can dive under, why not make it a regular floor rather than a water sector? You can simulate the effects of water in your code. The other thing you could do is (if you would not like to code all that nonsense) is check that the z height never drops below a certain value (basically stop the actor from falling) as long as it's in water.


Sound like a plan, I'll try it.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#76

That guy who does them slender videos is really annoying. Is he trying to put some accent on?

Edit: rasmus thorup is a n00bfag.
Edit: necroslut is a n00bfag.

This post has been edited by Cody: 17 September 2012 - 09:06 AM

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User is online   zykov eddy 

#77

View PostCody, on 13 September 2012 - 04:47 AM, said:

That guy who does them slender videos is really annoying. Is he trying to put some accent on?


I find him funny for the most part, but he does annoys me sometimes.
He is swedish.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#78

Yeah when I first herd of sleender and was trying to find videos of it his were the only ones coming up. His commentery really ruins the mood of the gameplay.
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User is online   OpenMaw 

  • Judge Mental

#79

Rage Quit's little playthrough is the best. Two people playing for the price of one! Posted Image







...and lastly, our resident phreakindee.


http://www.youtube.c...h?v=12r0B2SISS4

What a boss. Seriously, how the FUCK do you not get scared even a little bit?


Jesus.
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User is offline   Daedolon 

  • Ancient Blood God

#80

He has a beard.

ot.
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User is offline   Reaper_Man 

  • Once and Future King

#81

View PostCommando Nukem, on 13 September 2012 - 09:38 AM, said:

http://www.youtube.c...h?v=12r0B2SISS4

What a boss. Seriously, how the FUCK do you not get scared even a little bit?


Jesus.

I gotta agree with what he said, Amnesia is way scarier than this because the atmosphere is just that much more immersive. "Unanimated model guy follows you and then static" isn't really scary to me either.
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#82

To me, slenderman is scary when you see just a glimpse of him for a very short moment. Amnesia didn't seem that scary to me. Only in the beginning.
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#83

Slender scared the hell out of me the first time I played it, but the second time and onwards to today, I just rage when I play it because of how hard it is to beat. I mean, seriously, it's impossible after 6 notes!

By the way, I'm excited for this mod!
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User is online   zykov eddy 

#84

Hello guys. Here's a little gameplay footage - just for you. 480p highly recommended.
Sorry for not showing the story mode, it's not ready yet.



This post has been edited by zykov eddy: 16 September 2012 - 12:30 PM

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User is offline   Gambini 

#85

I really like what are you doing. In terms of visuals, that´s it.
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User is offline   DN4ever 

#86

Is that the final "death" scene? I like how you've incorporated the tentacles into this unlike in the original game. Makes him scarier.
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User is online   zykov eddy 

#87

View PostDN4ever, on 17 September 2012 - 03:11 AM, said:

Is that the final "death" scene? I like how you've incorporated the tentacles into this unlike in the original game. Makes him scarier.


This is probably the final version of the screen. I can make the sequence more complicated, though.
Glad it looks scary to you. The picture is made by my friend.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#88

Maybe some more scarier ambient sounds could work well.
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User is online   OpenMaw 

  • Judge Mental

#89

Yeah, my only suggestion with that ending is to add some more screamo-noise type stuff to it.




Like around 4:50 here, when Slender appears.

This post has been edited by Commando Nukem: 17 September 2012 - 03:29 PM

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#90

Quote

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.


I looked at the Wikipedia page for Slender and it says it uses the Unity engine. So I went to wiki page for Unity engine. Both the Slender & Unity pages didn't mention EDuke32 whatsoever. So It must be a engine built from scratch. You sure about this?
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