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Re: Slenderman type enemy?
Posted: Sat Oct 13, 2012 3:04 pm
by Belblindd
Awesome! Now we only need to get rid of the Goromorgs lantern so we can use him to stand behind us without spoiling himself with the light!
And no attacking of course!

A small cameraShake would be cool when you look at the statue... just for shits and giggles...
Re: Slenderman type enemy?
Posted: Sat Oct 13, 2012 3:09 pm
by crisman
I've included it in one of my puzzles

I soiled my paints with my own 'slanderman': once I found he was behind me where he wasn't supposed to be... D:
The script was fine, and I could not understand why sometime It was behind me...
Well that was scary... it turns out I placed by mistake an item on a pressure plate I use to move him

Re: Slenderman type enemy?
Posted: Wed Nov 07, 2012 8:02 am
by crisman
I've redone the slender script and now it will move a tile every couple of seconds, rather then teleporting itself right behind you, but only if you don't stare it...
http://www.youtube.com/watch?v=Rhda7pjF ... e=youtu.be
Watch out, it bites!
If you want it to try it - I just made it short time, so it probably has bugs! - just take this script, place a timer with a low interval and connect it to this script (slenderman)!
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
Works better in rectangular/squared places! If you try it in other places It may acting weird and disappearing behind some walls - or make the game crash... I've warned you!

Because it can't avoid walls at all...
Let me know if you encounter some problems!
Re: Slenderman type enemy?
Posted: Wed Nov 07, 2012 2:21 pm
by Neikun
I wonder if there's a way to remove a player entirely during play.

Re: Slenderman type enemy?
Posted: Wed Nov 07, 2012 2:26 pm
by SpiderFighter
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)
Re: Slenderman type enemy?
Posted: Wed Nov 07, 2012 5:52 pm
by crisman
@SpiderFighter That is fantastic!! The atmosphere is really good indeed!!
@Neikun I believe it's possible! There is a script Champion:setEnabled(enabled) and with it you can enable or disable a champion, but I'm not too sure
if it's possible during a normal gameplay. Maybe I'll give it a try this evening!

Re: Slenderman type enemy?
Posted: Wed Nov 07, 2012 5:57 pm
by Neikun
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)
You may want to look into Grimwolds new still animation for the ogre, too.
Re: Slenderman type enemy?
Posted: Wed Nov 07, 2012 6:11 pm
by SpiderFighter
Neikun wrote:You may want to look into Grimwolds new still animation for the ogre, too.
OOH...PLEASE tell me it's crouched before an attack!! Where? [EDIT: Nevermind, found it! Thanks for the heads up!]
crisman wrote:@SpiderFighter That is fantastic!! The atmosphere is really good indeed!!

Thank you kindly! Coming from you, that is a high complement!
I'm wondering if there's another way this could be used:
Since we know we can move an object based on the player's location, how about moving it when the player is next to the object and turns
toward it. Throw in a pressure plate and an object check, and you have your classic sliding statue puzzle.
Whaddaya think?
Re: Slenderman type enemy?
Posted: Wed Nov 07, 2012 6:18 pm
by Neikun
Re: Slenderman type enemy?
Posted: Wed Nov 07, 2012 6:20 pm
by SpiderFighter
Found it, thanks! Odd that it didn't tell me you'd already posted when I did my edit.