And no attacking of course!

A small cameraShake would be cool when you look at the statue... just for shits and giggles...
I've included it in one of my puzzlesKuningas wrote:I know I'd sh-... Soil my pants if I encountered that in a dungeon out of the blue.crisman wrote:http://www.youtube.com/watch?v=u9ugf3jxR-U
Here's my video... I know slender down not move like this, but was just to get an idea of a script
Also reminds me of the one, the legendary: http://www.youtube.com/watch?v=13YlEPwOfmk
Code: Select all
function slenderman()
if check() then
slendyMoves()
end
end
function check()
--check if slender can move, aka the player do not see it
--local dx, dy = getForward(party.facing)
if ((slender.x-party.x)^2+(party.y-slender.y)^2)^0.5 == 1 then
death()
return false
end
if party.facing == 0 and party.y < slender.y then
return true
end
if party.facing == 1 and party.x > slender.x then
return true
end
if party.facing == 2 and party.y > slender.y then
return true
end
if party.facing == 3 and party.x < slender.x then
return true
end
return false
end
function slendyMoves()
--let's move ol' Slandy
if party.facing == 0 then
case0()
elseif party.facing == 1 then
case1()
elseif party.facing == 2 then
case2()
elseif party.facing == 3 then
case3()
end
end
function case0()
local dx = slender.x
local dy = slender.y
slender:destroy()
if party.x > dx then
dx = dx+1
elseif party.x<dx then
dx = dx-1
elseif party.x == dx then
dy = dy-1
end
spawn("goromorg_fourway_dark", party.level, dx, dy, 0, "slender")
end
function case1()
local dx = slender.x
local dy = slender.y
slender:destroy()
if party.y > dy then
dy = dy+1
elseif party.y<dy then
dy = dy-1
elseif party.y == dy then
dx = dx+1
end
spawn("goromorg_fourway_dark", party.level, dx, dy, 0, "slender")
end
function case2()
local dx = slender.x
local dy = slender.y
slender:destroy()
if party.x > dx then
dx = dx+1
elseif party.x<dx then
dx = dx-1
elseif party.x == dx then
dy = dy+1
end
spawn("goromorg_fourway_dark", party.level, dx, dy, 0, "slender")
end
function case3()
local dx = slender.x
local dy = slender.y
slender:destroy()
if party.y > dy then
dy = dy+1
elseif party.y<dy then
dy = dy-1
elseif party.y == dy then
dx = dx-1
end
spawn("goromorg_fourway_dark", party.level, dx, dy, 0, "slender")
end
function death()
local dx, dy = getForward(party.facing)
if slender.x == party.x + dx and
slender.y == party.y + dy then
for i = 1, 4 do
if party:getChampion(i):isAlive() then
party:getChampion(i):damage(1000, "cold")
hudPrint(party:getChampion(i):getName().." was caught by the Slenderman!")
break
end
end
end
end
You may want to look into Grimwolds new still animation for the ogre, too.SpiderFighter wrote:Thanks, crisman, for helping me out yesterday. I'm glad to see you revisited this!
EDIT: I added a small camerashake to my Slenderogre: Check it out! (It's much easier to see in high def)
OOH...PLEASE tell me it's crouched before an attack!! Where? [EDIT: Nevermind, found it! Thanks for the heads up!]Neikun wrote:You may want to look into Grimwolds new still animation for the ogre, too.
Thank you kindly! Coming from you, that is a high complement!crisman wrote:@SpiderFighter That is fantastic!! The atmosphere is really good indeed!!