Spooky's House of Jump Scares TC DEMO 2 UP(03-10-2018)

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ibm5155
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Spooky's House of Jump Scares TC DEMO 2 UP(03-10-2018)

Post by ibm5155 »

Spoiler: Just the Picture that'll show on the Project Thread
Original game trailer:

Can you survive 1000 rooms of cute terror? Or will you break once the cuteness starts to fade off and your running for your life from the unspeakable hideous beings that shake and writhe in bowels of this house? They wait for you, they wait and hunger for meeting you. They long to finally meet you and show you how flexible your skin can be after it has soaked in blood. Will you brave this journey, will you set to beat the impossible, the insane, and the incorporeal?

About the Game:
Spooky's House of Jump Scares TC is a Total Conversion from "Spooky's House of Jump Scares" Game for Doom engine, yep, for Doom engine, and it's also one of the rarest (if not the first) mod to use the idea of a gameplay that alwas change, having an infinite number of sectors connected, and for each restart you make, the rooms will be into different locations.
The Idea is to have some fixed sectors with fixed textures and bright level, and also some random generated sectors while you play the game, these sectors can have any kind of textures/bright level combination.
There're alot of things to be done yet, but, for the version v0011, the map has 730 playable rooms.

Gameplay Video
Spoiler: Old Gameplay videos
Before you download it pleased read this notes:
-set 4:3 aspect ratio
-run with build in engine
-(optional) run at gamma 1.0

Ok, now, <click here to download> - V0011 - DEMO2

Changelog:

Code: Select all

v0011
-Jump command disabled for the player
-Fixed paralelism problem with the torch code where sometimes the torch would get the coord from the player when he was in the previous room
-Fixed room 557 teleport was getting deleted by the game logic.
-Fixed papers from specimen rooms were spawing during the chase and not only inside the specimen special rooms
-Fixed FlashLight code so now we can use the flash light with the Axe
-Fixed wrong front texture at room 49
-Fixed room 57 had a missing block player line
-Fixed wrong script call at room -2
-Fixed Teleport in room -47
-Fixed room 62 textures
-Fixed Axe Decorate
-Fixed the message position "cannot open this door yet"
-Fixed texture in room 54
-Fixed Elevator script being numbers and not strings
-Fixed missing maze script teleport line
-Fixed the bug where only the head from the spider were deleted but not the rest of his body
-Fixed sector 72 had an object outside the map
-Fixed Sector 54 missing texture id.
-Fixed Sector 50 missing texture id.
-Fixed specimen 6 room music
-Fixed Missing door on sector 38
-Fixed titlemap was using unscaled textures
-Added custom intro
-Added Texture code for Stairs
-Added Specimen 11
-Added Specimen 10
-Added Locked doors on the forest
-Added Axe
-Added Specimen 11 Rooms (9 rooms)
-Added Specimen 10 Rooms (10 rooms)
-Added Specimen 8 Rooms (11 rooms)
-Added Deer
-Added original skybox
-Added Slime (room 410)
-Added Mad Eye (room 410)
-Added Specimen 7 and his rooms
-Added 17 new rooms
-Added 3 3D models for bars
-Added load images (plus created a tool for making those)
-Added door textures in elevator room
-Added special textures for rooms 150 - 550
-Added randomizer function for objects
-Added new fonts
-Added a new shader for lights (this way is now very similar to the spooky house game)
-Added Room 410 (500 playable rooms now :D)
-Struct for setting the texture style was reworked to avoid the acs global vars limit. (YUCK 127 vars limit)
-Sectors with nuke can now have the floor/ceil/wall texture changed, maintaining a green look and not affecting objects.
-Increased the performance by limiting the number of torches to work by the distance from the player
-Removed nuke from room 46
-Removed specimens spawn in rooms where the player could easily die
-Removed the doom guy sound that he makes when he tries to open a wall
-Removed options menu that were only used for other iwads compatibility or older ports compatibility.
-Bob removed by decorate and not anymore by the custom exe build
-All numbered scripts are now named
-New shader introduced inside the main pk3 file (so the new shader system will also work with gzdoom)
-Fog effect aligned under room 410
-Options Menu cleaned and resized.
-all sounds converted to ogg (or using the original format that was mp3)
-19 new sound effects ( but I think its 30 new sound effects right now)
-Code Clean up (no more error messages on start)
-Custom Port created for spooky house (the mod still works fine with gzdoom)
-prank.wad is now called specimen1.wad

V0010
-Fixed Specimen 5 change texture on sectors with light
-Add many footsteps sounds that vary acording to the stamina
-Fixed some textures on room 56 were not being changed
-Add Brain room
-Fixed Rooms 47/48 textures align
-Add 14  new rooms
-Add 2  new textures combination
-Fixed sector 29-30 door textures wall were not changed
-Fixed Room 45 Spawn point
-Fixed all theGlitches caused by the map size limit
-Map is now more compact looking,  it has a bad looking, but it fits the zdoom engine limitations
-Room 120 textures aligned after map resize.
-Add 3D model from save game object
-Fixed Room 29 Spawn point
-Fixed FNAF room teleport

v0009
-Removed green nuke texture
-Room 210 feetus is now moving
-Room 120 now spawn specimen 3 instead of specimen 8
-Add Table3 3D model
-Add Pixel Fog at room 210
-Add New mouse cursor
-Add Bedroom for room 210
-Add 3 new sprites (Ben puppets)
-Add some new ben textures
-Add 6 New 3D models
-Add specimen 2 spawn sound
-Add specimen 3
-Add room 210 (80%)
-Add room 310 (100%)

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>
-Add Specimen 6 Full Death Animation
-Add the Generic Death Animation
-Add Specimen 2 Spawn room.
-Add PAPERS :D
-Add Some Extra Rooms.
-Fixed many invisible doors.
<v0006>
-7 3D models add
-1 extra room ambiente sound added
<v0005>
-Specimen6 added and fully working
-Specimen6 doesn't instakill you but he can easily kill you if you don't take care
-Recorded 6 different room ambiente sounds
-Recorded the opening door sound and also the locked door sound (they're not in perfect wave state since I couldn't disable the music for recording it) (but, I think I actually did a great job on this ones)
-Titlemap is now more fluid
-Fixed specimen2 teleport
-Now you get hp by the rooms like the original game
-Add Elevator (almost fully working)
-Ripped some textures with the power of screenshot
-Ripped some random noises from the game (also I discovered they way they Works)
-Add hmm, 5 new sectors
-Elevators are fully working (but still without saving and some extra objects inside), but they're already  in their fixed sectors and they do what they do xD
-Room 250 on the work
-fixed elevators rooms are now working (with autosave)
-Finished room 250 (still needs to add the 3D models)
-Added 4 new sectors
-Added 2 new ambiente musics.
-Added the random noises ingame
<V0003>
-Add: Titlepic
-Fixed: actor heigh is now the same as spooky house one.
-Modified: main room now looks like the same as the spooky house (almost but it's there)
-Fixed: spooky now disapears when it fly up 
-Specimen 2 now Spawn "disco" traps at any sector room (will be replaced by a 3D model with some green texture)
-Specimen 2 is now slower since it could get the play really easy in some cases
-Speicmen 8 is now slow
-Specimen 2-5-8 are now resized
-specimen 1 is now working at 90% of the cases (it only Spawn if he's touching some wall)
-specimen 1 now blocks the player
-specimen 1 now Spawn frequency is now lower
-add: new rooms
-I think I'm missing something...
Source Code:
3D Models
ACS
GzSpooky engine

Credits:
Spoiler: Working on it
Last edited by ibm5155 on Sun Apr 08, 2018 6:34 am, edited 28 times in total.
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ibm5155
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Re: Spooky's House of Jump Scares

Post by ibm5155 »

I'm quite noob at decorate yet, and my solution didn't worked

Specimen 2 code is bad, is there some reason for it only going to the PRANKA state?

Code: Select all

actor Prank 31092
{
  Height 40
  Radius 20
  scale 0.1
  RenderStyle Translucent
  +BRIGHT +NOGRAVITY
  var int user_rnd;
  States
  {
  Spawn:
	SCAR A 0 a_setuservar(user_rnd,Random(0,11))
	SCAR A 0 a_jumpif(user_rnd==0,"PRANKA")
	SCAR A 0 a_jumpif(user_rnd==1,"PRANKB")
	SCAR A 0 a_jumpif(user_rnd==2,"PRANKC")
	SCAR A 0 a_jumpif(user_rnd==3,"PRANKD")
	SCAR A 0 a_jumpif(user_rnd==4,"PRANKE")
	SCAR A 0 a_jumpif(user_rnd==5,"PRANKF")
	SCAR A 0 a_jumpif(user_rnd==0,"PRANKG")
	SCAR A 0 a_jumpif(user_rnd==7,"PRANKH")
	SCAR A 0 a_jumpif(user_rnd==8,"PRANKI")
	SCAR A 0 a_jumpif(user_rnd==9, "PRANKJ")
	SCAR A 0 a_jumpif(user_rnd==10,"PRANKK")
	SCAR A 0 a_jumpif(user_rnd==11,"PRANKL")
    Loop
  PRANKA:
	SCAR A 1
	Loop
  PRANKB:
	SCAR B 1
	Loop
  PRANKC:
	SCAR C 1
	Loop
  PRANKD:
	SCAR D 1
	Loop
  PRANKE:
	SCAR E 1
	Loop
  PRANKF:
	SCAR F 1
	Loop
  PRANKG:
	SCAR G 1
	Loop
  PRANKH:
	SCAR H 1
	Loop
  PRANKI:
	SCAR I 1
	Loop
  PRANKJ:
	SCAR J 1
	Loop
  PRANKK:
	SCAR K 1
	Loop
  PRANKL:
	SCAR L 1
	Loop
  }
}
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Zanieon
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Re: Spooky's House of Jump Scares

Post by Zanieon »

very first frame in Spawn state need the NoDelay State keyword to call a function.

So it should be:

Code: Select all

Spawn:
SCAR A 0 NoDelay A_SetUserVar(user_rnd,Random(0,11))
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Marisa the Magician
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Re: Spooky's House of Jump Scares

Post by Marisa the Magician »

Oh god damn, you beat me to it (even though my project is a non-copyright-infringing rewrite).

But hey, at least THIS spooky's house of jump scares will work on platforms other than windows and not run on a terrible outdated engine that requires directplay. :3:

PS: The cardboard cutouts are specimen 1, not 2. Specimen 2 is the goopy monster.
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ibm5155
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Re: Spooky's House of Jump Scares

Post by ibm5155 »

That worked, thanks Revilution :D
Also, about brightmaps, is that command right?

Code: Select all

brightmap texture FLOR_01L
{
 map "FLOR_01L"
}
?
the image would be like this one
Spoiler:
About some updates:
-Add the original sized start (and the spooky goes up when she end the conversation)
Spoiler:
-"Specimen 1" spawns on walls now (not all the times, still need some fixes)
-Added a 3 in one 1 room
-Added brightmaps of all walls (failed but it's there)

Also, found a gzdoom bug too :D (light flicker isn't disabled when dynamic lights are disabled)

Plans for the next week:
-More Rooms.
-Make the player size bigger.
-Remove guns
-Figure out a logic to Spawn the specimen 1 stuff that slow down the player, also discover how a decorate object could slow down the player when he touched it
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Re: Spooky's House of Jump Scares

Post by Marisa the Magician »

I think just setting PROP_TOTALLYFREEZE for half a second then unfreezing would behave exactly like in the original game.
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ibm5155
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Re: Spooky's House of Jump Scares

Post by ibm5155 »

MarisaKirisame wrote:I think just setting PROP_TOTALLYFREEZE for half a second then unfreezing would behave exactly like in the original game.
Hmm, thanks for the sugestion :D, but I think PROP_FROZEN would give a better result, at least, for now the specimen 2 slowdown trap is working and spawning :D
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Marisa the Magician
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Re: Spooky's House of Jump Scares

Post by Marisa the Magician »

From my experience playing, I've noticed I can't even MOVE the camera at all during the popup, so... yes, totallyfreeze.
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ibm5155
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Re: Spooky's House of Jump Scares

Post by ibm5155 »

hmm didnt notice that, I'm gonna retest the original game (plus for stealing some sectors ideas :mrgreen:)
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Re: Spooky's House of Jump Scares

Post by ibm5155 »

Image
Phew, I think I'm ready to release a playable alpha version :D
Before you download it pleased read this notes:
-Set the Sector Lights Mode to "Software" (in opengl -> preferences menu)
-set 4:3 aspect ratio
-run with latest gzdoom build
-(optional) run at gamma 1.0

Ok, now, <click here to download>
Some News from the version
-Add: Titlepic
-Fixed: actor heigh is now the same as spooky house one.
-Modified: main room now looks like the same as the spooky house (almost but it's there)
-Fixed: spooky now disapears when it fly up
-Specimen 2 now Spawn "disco" traps at any sector room (will be replaced by a 3D model with some green texture)
-Specimen 2 is now slower since it could get the play really easy in some cases
-Speicmen 8 is now slow
-Specimen 2-5-8 are now resized
-specimen 1 is now working at 90% of the cases (it only Spawn if he's touching some wall)
-specimen 1 now blocks the player
-specimen 1 now Spawn frequency is now lower
-add: new rooms
-I think I'm missing something...

for the next release:
-More specimens
-Add fixed safe rooms (elevators)
-MORE ROOMS!!!!!

I hope that I can find the ambiente sound from the sectors, I could only find the specimens musics :(
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Marisa the Magician
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Re: Spooky's House of Jump Scares TC

Post by Marisa the Magician »

Yeah, one of the issues (but an advantage for secret sauce loving developers) with game maker is that a lot of the assets can just get stuffed into the binary and I haven't heard of any way to get them out of there, at least for whatever ancient version Spooky's uses.

But hey, at least the soundtrack is released under public domain, despite the fact it costs money because "that way the game is marketable".
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Re: Spooky's House of Jump Scares TC

Post by ibm5155 »

I think I'm gonna rip the maze musics in the oldschool way (pause screen and fraps it)

Ok here's the log from what's done for now.

-Specimen6 added and fully working
-Specimen6 doesn't instakill you but he can easily kill you if you don't take care
-Recorded 6 different room ambiente sounds
-Recordedd the opening door sound and also the locked door sound (they're not in perfect wave state since I couldn't disable the music for recording it) (but, I think I actually did a great job on this ones)
-Titlemap is now more fluid
-Fixed specimen2 teleport
-Now you get hp by the rooms like the original game

UPDATE 05-10-15
-Add Elevator (almost fully working)
-Ripped some textures with the power of screenshot
-Ripped some random noises from the game (also I discovered they way they Works)
-Add hmm, 5 new sectors
======================
-Elevators are fully working (but still without saving and some extra objects inside), but they're already in their fixed sectors and they do what they do xD
-Room 250 on the work
-fixed elevators rooms are now working (with autosave)
======================
-Finished room 250 (still needs to add the 3D models)
-Added 4 new sectors
-Added 2 new ambiente musics.
-Added the random noises ingame
Also it was detected that specimen Spawn in the new rooms are failing in some cases, I'm gonna investigate it later
Last edited by ibm5155 on Wed Oct 07, 2015 11:30 am, edited 1 time in total.
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Re: Spooky's House of Jump Scares TC

Post by ibm5155 »

Image
Uh, here comes another beta build :D
DOWNLOAD LINK: http://www.mediafire.com/download/q5hly ... C_0005.pk3
All new stuff is in the above post.

To be planned for the next release:
-Add one more specimen
-Add more rooms.
-Add Room 60.
-Add Room 750.

================================
next updates:
-3 new sectors
-working on room 500 and 750
-fixed melee damage.
-changed some specimens speed
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Re: Spooky's House of Jump Scares TC v0005 UP(10-07-15)

Post by ibm5155 »

I'm going to record a let's play with the latest version, there're some little bugs yet but, wow, this thing is getting actually scary D: (gameplay from room 0 - 200, and also I jumped to room 250).
Some News from the version:
-Monsters are more dangerous.
-3D DOORS!!!!!
-all the 4 implemented specimens Spawn at fixed positions, but they get random on the last rooms
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ibm5155
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Re: Spooky's House of Jump Scares TC v0005 UP(10-07-15)

Post by ibm5155 »

It took some time to upload, but here's the gameplay :D
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