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ASSET CHALLENGE: Thwomp!
Posted: Thu Dec 13, 2012 12:04 am
by HaunterV
Make is happen and you shall be rewarded.
http://www.mariowiki.com/Thwomp
-No limit to the number of submissions.
-There will be a vote once it looks like everyone interested in submitting has submitted.
-Bonus to whomever attaches a Thwomp sound effect. Double bonus to anyone that voices it themselves!

Re: ASSET CHALLENGE: Thwomp!
Posted: Thu Dec 13, 2012 12:17 am
by Rook
Hahaha this is genius. Count me in!
Re: ASSET CHALLENGE: Thwomp!
Posted: Thu Dec 13, 2012 1:45 am
by JohnWordsworth
Brilliant! I love it.
Re: ASSET CHALLENGE: Thwomp!
Posted: Thu Dec 13, 2012 1:57 am
by Rook
I'm guessing the easiest way to create the Thwomp would be by using it as a door function, linked to a pressure plate.
Re: ASSET CHALLENGE: Thwomp!
Posted: Thu Dec 13, 2012 2:14 am
by Soaponarope
Secret door model with timers having it open and close. Would need to speed up the animation of opening and closing the door though and have a script that damages the party if the player bumps into it while moving.
Re: ASSET CHALLENGE: Thwomp!
Posted: Thu Dec 13, 2012 2:22 am
by Rook
I've ran into a problem. Doors simply won't work, because their collision detection prevents you from getting underneath while they close.
Re: ASSET CHALLENGE: Thwomp!
Posted: Thu Dec 13, 2012 2:36 am
by Asteroth
It would be fun practice for my new attempts at modelling, but unfortunately I so can't script.
Re: ASSET CHALLENGE: Thwomp!
Posted: Thu Dec 13, 2012 2:59 am
by Rook
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!
Re: ASSET CHALLENGE: Thwomp!
Posted: Thu Dec 13, 2012 3:41 am
by Neikun
Oh I do hope I have time to try this.
Thwomps make sound other than hitting the ground? :0
EDIT: Ohhh N64 version. I think I could do it. I have a crummy microphone though.
Re: ASSET CHALLENGE: Thwomp!
Posted: Thu Dec 13, 2012 3:47 am
by Rook
Neikun wrote:Oh I do hope I have time to try this.
Thwomps make sound other than hitting the ground? :0
EDIT: Ohhh N64 version. I think I could do it. I have a crummy microphone though.
You just gave me an idea! Simply re-skin the Cube. I remember there were Thwomps in Mario 64 that rolled along the ground.