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Omnimaga
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Nightmare
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Topic: Nightmare (Read 96822 times)
0 Members and 5 Guests are viewing this topic.
TIfanx1999
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Re: Nightmare
«
Reply #300 on:
January 20, 2012, 08:17:28 am »
@BB: Nice! Gonna check it out soon. =)
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Builderboy
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Would you kindly?
Re: Nightmare
«
Reply #301 on:
January 20, 2012, 08:20:59 pm »
I'm glad that part made you jump thydowulays! How far did you get into the game? Any other memorable moments. And can't wait for you to try it Art_of_camelot!
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saintrunner
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Flogging Molly
Re: Nightmare
«
Reply #302 on:
January 20, 2012, 08:27:47 pm »
This is looking really good
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Thundermagnet
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Re: Nightmare
«
Reply #303 on:
January 20, 2012, 09:18:22 pm »
Builderboy, what inspired you to make it so that the room above the one with the axe has a person in a chair
before
you pick up the axe, but not after? Is it the zombie that staggers after you in chapter two? (The first one...) I don't know what is creepier... The missing person or how the door opens and a zombie charges you...
While you feel like this:
I feel like this:
and this:
But seriously, what is the point of the disappearing person, and what is the point of that particular room?
creepy.
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Builderboy
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Would you kindly?
Re: Nightmare
«
Reply #304 on:
January 20, 2012, 10:58:30 pm »
I think some more important questions are why is he sitting in a chair calmly while there is an evacuation underway? Is he unable to move? And if so, what moved him?
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Thundermagnet
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Re: Nightmare
«
Reply #305 on:
January 20, 2012, 11:29:52 pm »
All of the atoms that make up his blood have stopped their circulatory pattern?...
But what I want to know is why did you spend the time coding that he would disappear, when you could barely see him in the first place?
(Stroking chin and speaking these next words in a slow, creepy voice) What is haaaaaappeniiiiing?
Of course, by asking these things, now I must ask: What actually happened to the building? Was it local or widespread?
(I like asking questions...)
«
Last Edit: January 20, 2012, 11:42:58 pm by Thundermagnet
»
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saintrunner
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Re: Nightmare
«
Reply #306 on:
January 20, 2012, 11:42:52 pm »
you'll have to find out
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Thundermagnet
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Re: Nightmare
«
Reply #307 on:
January 20, 2012, 11:43:54 pm »
Saintrunner! I have been playing that game for a long, long time. I still don't know what that room's purpose is!
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saintrunner
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Re: Nightmare
«
Reply #308 on:
January 20, 2012, 11:49:18 pm »
the games not over yet! i lost...
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Builderboy
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Would you kindly?
Re: Nightmare
«
Reply #309 on:
January 22, 2012, 10:36:52 pm »
In truth, there is never going to be an explanation
In other news however, I just did another small update (no new areas) but I added some new content! There is more gore in the Surgery area, as well as some added scares. In the maintenance area, you can now catch a glimpse of a new monster! The one you were working on Saintrunner
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Thundermagnet
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Re: Nightmare
«
Reply #310 on:
January 22, 2012, 10:40:10 pm »
I have a bad feeling about this...
Oi! Why did you get rid of the "zombie" who comes after you after the power is restored in the surgery block? (He/She/It used to be the first zombie...)
«
Last Edit: January 22, 2012, 11:19:39 pm by Thundermagnet
»
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Builderboy
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Re: Nightmare
«
Reply #311 on:
January 22, 2012, 11:52:58 pm »
I didn't, I just changed it to a conditional scare. There are a series of possible scares in each level, and only a select few are chosen in each area.
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shmibs
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try to be ok, ok?
Re: Nightmare
«
Reply #312 on:
January 23, 2012, 05:27:02 am »
i love all the updates!
a question: why do all the boxes in this room see you as the light source rather than the glow in the centre of the room?
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Builderboy
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Re: Nightmare
«
Reply #313 on:
January 23, 2012, 01:43:06 pm »
That is a basic part of the shadow engine that is flawed, but you have got me thinking of a way to fix it and make the lighting system in general better! Time to get to work
Has anybody seen the new monster yet?
EDIT: Ok the new Lighting system is in development and already you can see awesome differences! Below is a before and after screenshot of the same room. As you can see, the shadows cast by the flashlight now actually make sense, in that they aren't too dark, and they only block the light instead of just blindly painting dark over every box. There is a bit of a speed loss, but shadows for all objects can be turned down and off through the shadow quality slider in the options menu.
When you turn off your flashlight, all the shadows go away as well, since static lights like the light in the room can't cast shadows on objects like the crates (for performance reasons).
«
Last Edit: January 23, 2012, 03:11:14 pm by Builderboy
»
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squidgetx
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rawr.
Re: Nightmare
«
Reply #314 on:
January 23, 2012, 03:14:50 pm »
Wow, haven't seen this thread for a while
Everything looking really nice so far, great job builderboy
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