Spooky's House of Jump Scares TC DEMO 2 UP(03-10-2018)
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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- Posts: 14
- Joined: Thu Oct 08, 2015 3:33 pm
Re: Spooky's House of Jump Scares TC v0005 UP(10-07-15)
You even fixed spooky
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- Posts: 14
- Joined: Thu Oct 08, 2015 3:33 pm
Re: Spooky's House of Jump Scares TC v0005 UP(10-07-15)
is their NO rain in the original game?
Re: Spooky's House of Jump Scares TC v0005 UP(10-07-15)
There's, but my version is a bit "overpowered" compared to the original one, I may downgrade it to fit better (or just reduce the amount of particles)
EDIT:
<<<UPDATE>>> Due to life problems I'll delay a bit the work on this mod (I'll touch it again in December I think), so, just avoiding people to bumb it with any News?.
And I'm saying, I WANT to see this mod finished, so I'll finish it. (not in a total chaos time ofc xD)
EDIT2:
New changelog
Code: Select all
11-30-2015
-Bridge Room Added.
-Added The Specimen 6 Death animation.
-Added The Generic Death Animation.
-Added Readable Papers. (needs some better logic in case the player misses to read one)
-Fixed Many Invisible Doors.
11-23-2015
-Maze Puzzle added
-Replaced all the recorded sounds by their original media (better quality)
-Replaced all screenshoted textures by their original media (better quality)
-Added some new 3DModels
-1,3K lines of codes reached D: (wish there were a better way to manage the code inside gzdoom builder, like a way to open multiple files and at the end, both files gets mixed and generate a single compiled file code.
Last edited by ibm5155 on Wed Dec 02, 2015 12:03 pm, edited 1 time in total.
Re: Spooky's House of Jump Scares TC v0005 UP(10-07-15)
New vídeo showing many new stuff.
EDIT: Ok guys, you all are allowed to ask about the Project again
EDIT2: First post updated to be more "user friendly"
EDIT: Ok guys, you all are allowed to ask about the Project again
EDIT2: First post updated to be more "user friendly"
Re: Spooky's House of Jump Scares TC v0005 UP(10-07-15)
It looks like someone got a proper hud
Just for curiosity, for making this hud, it was required 133 textures images D: (2 for the main hud, 74 only for the red texture animation and 58 only for the green stamina animation).
Since I was too lazy for making this, I decided to waste some time just to make a C program for creating all the textures in their correct order, and also, to make the acs struct for storing it...
If someone is Reading this message, ehm, how could I make a stamina system? Like, I press shift and it starts to run. the way the HUD is working is, he Waits for a value from 0 to 58 to show the percentage, also the player can only run if pressed shift, there's not going to have autorun support.
Spoiler:I'm not using SBARINFO in this one, it looks too limited for the type of hud that I made (I didn't touched sbarinfo at all, but I think there's no way to hide/show it by acs anytime)
Just for curiosity, for making this hud, it was required 133 textures images D: (2 for the main hud, 74 only for the red texture animation and 58 only for the green stamina animation).
Since I was too lazy for making this, I decided to waste some time just to make a C program for creating all the textures in their correct order, and also, to make the acs struct for storing it...
If someone is Reading this message, ehm, how could I make a stamina system? Like, I press shift and it starts to run. the way the HUD is working is, he Waits for a value from 0 to 58 to show the percentage, also the player can only run if pressed shift, there's not going to have autorun support.
Re: Spooky's House of Jump Scares TC v0005 UP(10-07-15)
Interesting concept but if you're going for a scary wad I think the cutesy mlp style (cake with eyes etc) kind of ruins it.
Re: Spooky's House of Jump Scares TC v0005 UP(10-07-15)
I can't do nothing with that, since it's a Total Conversion wad, but, the Idea is not to be scary (random ghoul face with full volume at screen xD).
But it's an interesting idea, If I manage to finish this projec I could make a "DLC" making this more serious scary
But it's an interesting idea, If I manage to finish this projec I could make a "DLC" making this more serious scary
Re: Spooky's House of Jump Scares TC v0005 UP(10-07-15)
I don't know this game first to see this mod.Thank you very much and good work
Re: Spooky's House of Jump Scares TC v0005 UP(10-07-15)
Thanks ZioMcCall
Screenshots update:
Screenshots update:
Spoiler:
Re: Spooky's House of Jump Scares TC v0005 UP(10-07-15)
It looks like it's time to post the first demo and not the first alpha version
There are alot of new stuff on it, but first, I need to fix an evil bug
While that doesn't happens, enjoy the preview from the new Demo
The DEMO is coming this week
There are alot of new stuff on it, but first, I need to fix an evil bug
While that doesn't happens, enjoy the preview from the new Demo
The DEMO is coming this week
Re: Spooky's House of Jump Scares TC DEMO1 UP(12-16-2015)
Hey guys, this one took some time but, the amount of News is enough for the first DEMO release
At the state of the art, there're 200 playable rooms !!!!
CLICK HERE TO DOWNLOAD THIS DEMO(Please note, the latest Gzdoom version is really required, since there were some bug fixes that graf did that'll not glitch midtextures anymore) (I just hope he'll give a look to the fog bug :S )
-4:3 Aspect Ratio only game (It may be adapted to the future for running in 16:9 screens)
Some Mod Status:
-67 Sound Effects Add
-13 music ambiente
-182 Textures Add
-6 Specimens working
-Papers!!!
...
What's new? (The last version released to public testing was the v0005 so, everything above the v0005 is new
Code: Select all
v0008
-Fixed the Door that required a Red Key card to open
-Room120
-Room 165
-Elevator Metal Bar size fixed
-Elevator Sound is now fixed
-9 New 3D Models
-Torch Partially fixed
-All Specimen 1 are now 3D Models
-Specimen 1 spawn code reworked
V0007
-+4 New Random Rooms
-Room 60
-Puzzle Maze Room
-Bridge Room
-Sound Ambient with original quality
-3D model objects: Torch, chair, table,box
-Blood Animation
-Specimen 2 3D model trap Add
-Specimen 2 Trap code fixed
-Specimen 4
-Generic Dead Animation
-Specimen 8 Death Animation
-Specimen 6 Death Animation
-Specimen 4 Death Animation
-Specimen 2 Death Animation
-Fixed Notes Spawn
-HUD
-Stamina System
-Every door is now visible
-Lens Flare in Torches
-Door 3D model reworked
v0006
-7 3D models add
-1 extra room ambiente sound added
Last edited by ibm5155 on Tue Dec 29, 2015 6:34 pm, edited 1 time in total.
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- Joined: Thu Oct 08, 2015 3:33 pm
Re: Spooky's House of Jump Scares TC DEMO1 UP(12-16-2015)
how did you do the 3d models?
- Zenon
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Re: Spooky's House of Jump Scares TC DEMO1 UP(12-16-2015)
Spoiler: BugHuh?
Re: Spooky's House of Jump Scares TC DEMO1 UP(12-16-2015)
Blender (+ a plugin to convert it to md3)The spooker wrote:how did you do the 3d models?
It looks like the 3D models aren't being loaded,the torches are just not there and the specimen test Spawn is working, but it's not summoning the 3D model, only the Sprite, I'll going to check this bug. (and, are you running the latest gzdoom, without any extra mods?)Cyberdemon2006 wrote:Spoiler: BugHuh?
EDIT: I found the error, Here's the fixed version, now, all the 3D models should be working
Re: Spooky's House of Jump Scares TC DEMO1 UP(12-16-2015)
This is pretty awesome, great job so far.
Not sure if you'd be interested in the idea, but there's a form of denoising known as profile cancellation in which you store a sample as sort of a "template" that is used to isolate and remove unwanted audio.
Audacity supports this noise removal technique so you might be able to use this to remove most of the background music that was picked up when recording some of sounds.
Not sure if you'd be interested in the idea, but there's a form of denoising known as profile cancellation in which you store a sample as sort of a "template" that is used to isolate and remove unwanted audio.
Audacity supports this noise removal technique so you might be able to use this to remove most of the background music that was picked up when recording some of sounds.