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Re: ASSET CHALLENGE: Thwomp!
Posted: Thu Dec 13, 2012 6:55 pm
by HaunterV
Rook wrote:I've created a rough idea for my Thwomp, using my 4 headed daemon model.
define script. (still to source better sounds)
Code: Select all
------------------
-- Thwomp
------------------
defineObject{
name = "Thwomp",
class = "Door",
model = "mod_assets/models/rk_daemon_head.fbx",
openSound = "gate_open",
closeSound = "gate_close",
lockSound = "gate_lock",
killPillars = true,
openVelocity = 1.3,
closeVelocity = 1,
closeAcceleration = -20,
sparse = false,
placement = "floor",
editorIcon = 136,
}
How-to
Place Thwomp (state = open)
Place hidden pressure plates on either side of the "Thwomp". (event = any, action = toggle)
Place spawner on either side of the Thwomp. (choose spell to spawn, I'm currently testing frostburst.)
Attach hidden pressure plates to timer. (event = any, action = toggle)
Attach timer to spawners. (Timer interval = 0.5, event = activate, action = activate)
I'm not great with script, hense the clunky mechenics haha. It's effective though!
From you, I want one of them spike blocks from the Original Legend of Zelda dungeons. the 4 sided things that charge at you if you are in their X or Y row/column.
As for the Cube... I think he'd make a great Pac Man.... but Alas, The cube is it's own boss and probably won't take kindly to being re-skinned...
Re: ASSET CHALLENGE: Thwomp!
Posted: Thu Dec 13, 2012 10:19 pm
by LordYig
Here is what I've got...
I did not manage to make it move correctly...
So half the job is done at least !
Source at your disposal here :
Thwomp !
Enjoy !

Re: ASSET CHALLENGE: Thwomp!
Posted: Thu Dec 13, 2012 11:19 pm
by HaunterV
LordYig wrote:Here is what I've got...
I did not manage to make it move correctly...
So half the job is done at least !
Source at your disposal here :
Thwomp !
Enjoy !

Close. very close and definitely useable.
Re: ASSET CHALLENGE: Thwomp!
Posted: Thu Dec 13, 2012 11:39 pm
by Kuningas
I approve of this, but don't have the time or skill to participate.
Thwomps make something like an "ungh" sound in the newer games. The precise sound effect may be hard to find.
Re: ASSET CHALLENGE: Thwomp!
Posted: Fri Dec 14, 2012 12:12 am
by HaunterV
i suggest adding a mild screen shake to it for effect.
Re: ASSET CHALLENGE: Thwomp!
Posted: Fri Dec 14, 2012 1:21 am
by Rook
Kuningas wrote:I approve of this, but don't have the time or skill to participate.
Thwomps make something like an "ungh" sound in the newer games. The precise sound effect may be hard to find.
Not hard to find at all.
http://www.youtube.com/watch?v=VOq3GuDmgr0
Layed it with a thump sound and it will be perfect. Along with a screen shake.
Re: ASSET CHALLENGE: Thwomp!
Posted: Fri Dec 14, 2012 4:37 am
by Neikun
My work in progress version is in my workshop. I'm going for a dungeon feel thwomp.
Re: ASSET CHALLENGE: Thwomp!
Posted: Fri Dec 14, 2012 4:00 pm
by Kuningas
For some reason I find this really fun to know. : D
Re: ASSET CHALLENGE: Thwomp!
Posted: Mon Dec 17, 2012 3:31 pm
by juho
This seemed like a nice idea so I did "an official LoG version". Alive angry rock block thwomping around didn't fit LoG world that well, so I made it more mechanical, but I think the core essence is there. This is something we may use in the future, but we thought to share it with you guys already. There's no functionality atm, but I'm sure you'll figure out something

. Also it doesn't fit that well into Dungeon wallset, because it was made for totally different wallset.
Here's the source:
http://grimrock.net/extras/crusher_cube.zip
Re: ASSET CHALLENGE: Thwomp!
Posted: Mon Dec 17, 2012 4:00 pm
by msyblade
Ha! Love the chains up the ceiling shaft. Looks "believable". (as much as a Thwomp in a dungeon game can be, anyway!)