or, you could make the dark graphic extend so it covers those areas on the screen. just make the resolution of the graphic a bit wider, so it fits on widescreen monitors like Enjay's. widescreen is something that's widely (heh) used nowadays, so support for widescreen resolutions should be something you should always have in mind when making mods for ZDoom and the like.
Re: [LAUNCHED] Cursed Maze
Posted: Thu Aug 16, 2012 3:17 pm
by Enjay
Yes, you can find a few mods that use similar effects. Usually this is done by using SetHUDSize to 320x200 or 640x480. Then you use a HUDMessage to print a graphic so that the middle of the graphic occupies the effective 320x200/640x480 section in the middle of the screen. However, the graphic itself is bigger (both wider and taller) than 320x200/640x480 and spills over the sides so that if the screen is showing extra bits, those extra bits get covered by the extra edges of the graphic.
And if that description makes sense to you, your reading is better than my explaining.
Re: [LAUNCHED] Cursed Maze
Posted: Thu Aug 16, 2012 4:43 pm
by Ravick
Hum... there is no dynamic way to resize it according of the resolution? It'd work for the black blinking images, but how make it with more complex images?
Re: [LAUNCHED] Cursed Maze
Posted: Thu Aug 16, 2012 4:54 pm
by Ricochet
Ethril wrote:this isn't just a bunch of "jump scares" (e.g. screamers) is it?
Spoiler:
Yes it is.
Re: [LAUNCHED] Cursed Maze
Posted: Fri Aug 17, 2012 1:18 pm
by ibm5155
some idea with GetScreenHeight and GetScreenWidth could help in this situation?
Re: [LAUNCHED] Cursed Maze
Posted: Fri Aug 17, 2012 4:24 pm
by TiberiumSoul
Ricochet wrote:
Ethril wrote:this isn't just a bunch of "jump scares" (e.g. screamers) is it?
AND SCP-173
Re: [LAUNCHED] Cursed Maze
Posted: Fri Aug 17, 2012 4:26 pm
by TypeSaucy
TiberiumSoul wrote:
Ricochet wrote:
Ethril wrote:this isn't just a bunch of "jump scares" (e.g. screamers) is it?
AND SCP-173
... there's an SCP-173 in here?
....playing this right now. XD
Re: [LAUNCHED] Cursed Maze
Posted: Fri Aug 17, 2012 5:17 pm
by Ethril
TiberiumSoul wrote:AND SCP-173
Man, why is SCP-173 everywhere these days? It's just a big ugly Weeping Angel without the self-replication thing and just outright kills you instead of timescrewing you.
The SCP foundation has loads of other creepy and/or hostile entities to choose from.
Re: [LAUNCHED] Cursed Maze
Posted: Fri Aug 17, 2012 5:49 pm
by TiberiumSoul
yes there is but its after you beat the map. after the credits are finished there will be a text that says unknown thing detected and you will get attacked and mauled by 173
Re: [LAUNCHED] Cursed Maze
Posted: Fri Aug 17, 2012 7:10 pm
by ibm5155
great news, 16:9, 16:10 ratio now suported (I created a new function that manualy adapt to the screen...)
Patch soon
Re: [LAUNCHED] Cursed Maze
Posted: Sat Aug 18, 2012 4:58 pm
by ibm5155
Double...
Here´s it, a patch that works with 4:3, 16:9 and 16:10* (is 99,9% right, i couldn´t change more or I would get 101% on screen...)
I put here a download link patch, and soon I´ll upload de full repaired version...
What´s the news, script 6 at the ending removed the acs_execute(it was just a dev script ^^) almost all ratios suported without change the picture.
EDIT:http://www.mediafire.com/?sk7s3fb01z9bpwf <- full link, if have download before the patch you can select the patch or the full game, if you didn´t download it yet I recomend you download this link
Re: [LAUNCHED] Cursed Maze
Posted: Sat Aug 18, 2012 5:31 pm
by Ravick
Smart solution, man
This code yours could help al lot of people.
X-CrAzYkOoL-X wrote:
ALOTOFPEOPLE wrote:this isn't just a bunch of "jump scares" (e.g. screamers) is it?
AND SCP-173
... there's an SCP-173 in here?
....playing this right now. XD
If you don´t want to see it, just open the full spoiler down
Spoiler:
DESCRIPTION
Cursed Maze is an independent game developed with the ZDoom engine, created as an school project which presents a simple history but a different gameplay.
The project had four revisions, the 2.0 was the latest, and it´s the most important to, because it add many other things on the game, like:english/portuguese voice to scientists, removed musics with legal problem, balance the skill difficult and changed the edited doom monsters by new monsters. A screenshot of an area of first map on cursed maze
GAMEPLAY
Basicaly it´s a dark maze, when you need to kill 6 to 11 ghouls, when you select a high skill it´ll be more difficult to see the maze and will have more monsters.
There are three monsters, the first one is the ghouldemon, a dark creature with green eyes, it´s easy to kill, but look out, sometimes he "cut the maze" to get you. The second one is the ghoulpain, he´s like the ghouldemon, but with a light face and red eyes, he´s too dangerous when you are in little areas. The third monster is the ravishing, this one is one of the hardest monsters, he can easy get you, and have some powers that´ll scary you when you know what it´s..
Game informations
New enemies:YES
New graphics:YES
New music:YES
New sounds:YES
Multiplayer:NO
IWAD:YES [freedoom iwad with the minimun sources to only use what Cursed Maze should use]
Time to finish:3 month
Programs used:Doom Builder 2,GZDoom Builder 1.12b, Slade3, XWE, Audacity, Paint, PhotoShop,Visual Studio 2010, Bat to Exe converter, winrar.
When you open the Cursed Maze, it´ll extract some informations and will quest what language you would like to run it
And the credits MUSIC COMPOSERS
- ray
- Kevin MacLeod
- PROGRAMMERS: John Carmack, John Romero, Dave Taylor
- ARTISTS: Adrian Carmack, Kevin Cloud
- DESIGNER: Sandy Petersen
- LEVEL DESIGN: Sandy Petersen John Romero American Mcgee
- BIZ Jay Wil
- SOFTWARE SUPORT: Shawn Green, American Mcgee
ZDOOM/GZDOOM CREDITS:
- Gez
- Randy Heit
- Graf Zahl
- Bernd Kreimeier
- Raven Software
- Christoph Oelckers
- Chi Hoang / Team TNT
- Lee Killough
- Martin Collberg
- Sebastien Bacquet
- Greg Lewis
UPDATE LOG
Cursed Maze V2.0 alpha 2 12/11/2012
-Add Brightmaps
-Add new dead animation for ghouldemon
-Add portuguese language
-Add language selector menu before start the game
-Created Cursed Maze icon
Cursed Maze V2.0 12/06/2012
-Add glow effect, and other opengl effects
-Add new textures
-Add voices on map01
-Modified some parts of map01
-Updated ibm library
-Add new musics (now it´s legal musics)
Cursed Maze v1.2 08/32/2012
-Scary picture 2 now working like it should be
-Edited EYE_1
-ADD trailer being the first map
-Replaced new slime for freedoom slime
Cursed Maze v1.1 08/28/2012
-Removed the execute of a missing script on map02
-ADD suport to 16:9 and 16:10 screens
-ADD ibmlibrary into the mod, for remove repetitive functions
Nice to come back and see an update of this mod.
'Gonna play it tonight!
Re: Cursed Maze v2.0 - Gloome Edition
Posted: Thu Jul 09, 2015 3:47 pm
by ibm5155
So guys, since the new to give it a try and adapt the Cursed Maze to it
too much text to write, here's just the topics.
-Replaced Gzdoom by Gloome
-Made Gloome recognize Cursed maze as an iwad (two actually, one for portuguese language and other for english) (no more need to console launcher )
-Replaced a copyrighted music from map02 (I actually want some feedback about it, because I made it and I'm not right if it's good enough) (yes, I mixed it with three musics, one I made by myself, the other two are credited over the update log, but on the future they will be credited over the credits map, if people enjoy that music)
There're new things to be fixed now
-Heartbeat sounsd like a global sound.
-Ravishing is Really fast.
-Teleport sound is a bit bugged (maybe the fault is from openal itself
and yeah, I'll add new things over it (I wish that Gloome supported the oculus rift from gz3doom )