ASSET CHALLENGE: Thwomp!

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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HaunterV
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ASSET CHALLENGE: Thwomp!

Post by HaunterV »

Make is happen and you shall be rewarded.
Image

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!


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Rook
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Re: ASSET CHALLENGE: Thwomp!

Post by Rook »

Hahaha this is genius. Count me in!
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JohnWordsworth
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Re: ASSET CHALLENGE: Thwomp!

Post by JohnWordsworth »

Brilliant! I love it.
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Rook
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Re: ASSET CHALLENGE: Thwomp!

Post 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.
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Soaponarope
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Re: ASSET CHALLENGE: Thwomp!

Post 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.
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Rook
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Re: ASSET CHALLENGE: Thwomp!

Post 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.
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Asteroth
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Re: ASSET CHALLENGE: Thwomp!

Post by Asteroth »

It would be fun practice for my new attempts at modelling, but unfortunately I so can't script.
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Rook
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Re: ASSET CHALLENGE: Thwomp!

Post by Rook »

I've created a rough idea for my Thwomp, using my 4 headed daemon model.

define script. (still to source better sounds)
SpoilerShow

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!
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Neikun
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Re: ASSET CHALLENGE: Thwomp!

Post 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.
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Rook
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Re: ASSET CHALLENGE: Thwomp!

Post 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.
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