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FPSC Classic Models and Media / Cyblob for X9 = BRAIN CHOMPING MELEE!

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bond1
19
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Joined: 27th Oct 2005
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Posted: 24th Apr 2008 10:06 Edited at: 24th Apr 2008 10:09
Did you know? There are several hidden animations in Cyblob that never made it to the final release of X10. Well, now with v1.09 of FPSC, you can unlock his hidden abilities!

Cyblob has a hunger for brains, and now you can unlock his melee animations. He will lumber towards you, and depending on his mood, will either slap you with his fat hand, or grab you and chomp your brains!

VIDEO CLIP OF BRAIN CHOMPING: http://www.hyrumark.com/cyblobmelee_video.wmv

What you need:
1. The cyblob.X file from X10. Yes, you must be an owner of X10 to get this file.
2. You need to have upgraded to v1.09 of FPSC
3. This zip file, which includes a special script and fpe file for use in X9, as well as an X9 texture for Cyblob. Extract this zip to your X9 directory, keeping the folder structure intact. You will also need to place the cyblob.X file into the "entitybank/cyblob_MELEE" folder. http://www.hyrumark.com/cyblob_melee_X9.zip

That's it! X10 owners can now enjoy a brain chomping Cyblob in X9.

Some pics:





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"Your mom goes to college."
Game maker wannabe
17
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Joined: 30th Mar 2007
Location: Dorset, ooh arr!
Posted: 24th Apr 2008 13:07
cool
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 24th Apr 2008 13:14
This is awesome!

I'll have to use him on my next zombie epic.
He is too sci-fi for the one I am working on now.

Thanks for sharing that with us Bond.

Don't forget to visit Conjured Entertainment

xplosys
18
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 24th Apr 2008 16:32
Very cool. Thanks.

Best.

SamHH
17
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Joined: 9th Dec 2006
Location: Vermont
Posted: 24th Apr 2008 18:30
Quote: "Did you know? There are several hidden animations in Cyblob that never made it to the final release of X10."
Yes, but thanks for this.



Seth Black
FPSC Reloaded TGC Backer
19
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 24th Apr 2008 22:27
...many thanks for the info.


Pus In Boots
19
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Joined: 5th Nov 2005
Location: S.M.I.L.E. industries
Posted: 27th Apr 2008 00:07
Very nice. Out of curiosity, how does player movement affect the zombie when he pulls himself in? If you move will, you avoid him, or does he actually "cling" to you?

bond1
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Joined: 27th Oct 2005
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Posted: 27th Apr 2008 01:06 Edited at: 27th Apr 2008 01:37
Quote: "Very nice. Out of curiosity, how does player movement affect the zombie when he pulls himself in? If you move will, you avoid him, or does he actually "cling" to you?"


Funny you should ask.....at the moment you can still back away and avoid the attack. But in the next beta of v109 Lee is adding a FREEZE PLAYER command so that the enemy will actually "cling" to you for the bite. It's awesome, you really feel like you are being "pulled in" by the character.

Stay tuned for a new script!

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"Your mom goes to college."
heltor
17
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Joined: 3rd Oct 2007
Location: cyberspace
Posted: 27th Apr 2008 07:38
I might as well have my boss make my check out to Bond1. Great Job
Jon Fletcher
19
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Joined: 7th May 2005
Location: Taunton, UK
Posted: 27th Apr 2008 19:40
wow thats cool, nice work.

opens up a whole lot of possibilities, which only need to be animated.

i sure hope the new freeze player command will keep the player pointing directly towards the enemy, would be weird to be walking away from him, then just randomly stop as you get bitten from behind

Black Terror
18
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Joined: 22nd Mar 2006
Location: Pulse Game Development
Posted: 27th Apr 2008 20:22 Edited at: 27th Apr 2008 20:28
Wow this is getting really good. Bond, do you have MSN or anything so I can contact you? Same with you Jon.

Edit: how about the Chugshot or what ever too???

And the when he dies he totally flips out??

Aertic
17
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Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 27th Apr 2008 22:52
OMG!
Jon enters the room!
OMG!
lol, just messin about.
FredP
Retired Moderator
18
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Joined: 27th Feb 2006
Location: Indiana
Posted: 27th Apr 2008 23:16
You have outdone yourself this time.Now I can use the chugshot from x10 to shoot this x10 creep...all in x9.
Thanks again.

RIP Floating Skull unknown-2007 we will miss you in FPSC x10
Cornett Media
16
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Joined: 12th Jan 2008
Location: North Manchester, Indiana
Posted: 27th Apr 2008 23:58
Wait...so you're saying so long as we own both X10 AND X9, we can use the materials from X10 in the X9 engine?

Suddenly getting a Vista computer doesn't sound like a bad idea!

Gemstone Games is now Cornett Media
bond1
19
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Joined: 27th Oct 2005
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Posted: 28th Apr 2008 01:39
Quote: "sure hope the new freeze player command will keep the player pointing directly towards the enemy, would be weird to be walking away from him, then just randomly stop as you get bitten from behind "


That's what I thought at first, but then realized it would be much better if the player is frozen in their current direction. It's awkward and disorienting to be constantly snapping around to face the character, especially if more than one are attacking, or you are just a few degrees off center.

99% of the time enemies are in your 180 degree field of view, so this isn't a problem. And the other times you are running away, and in most cases will avoid the attack.

For this character, for example, you are only frozen for about 25 frames, less than a second. But that very small amount of time really creates a powerful illusion. The freeze kicks in the moment his arms are in the grab pose.

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"Your mom goes to college."
Black Terror
18
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Joined: 22nd Mar 2006
Location: Pulse Game Development
Posted: 28th Apr 2008 02:09
Wait, you can't adjust the amount of time that you are frozen??

I'm looking forward to more effects like screen shake, and different overlays pending on characters and triggers.

bond1
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Posted: 28th Apr 2008 02:52 Edited at: 28th Apr 2008 02:53
Quote: "Wait, you can't adjust the amount of time that you are frozen??"


Yes, you can adjust the time you are frozen. In this particular case, the bite animation lasts 25 frames, which is the amount of time you are frozen, which is specified in the script.

For example, say an enemy has a STUN GUN (oh HELL yeah!), then you could make the player frozen for as long as you like!

----------------------------------------
"Your mom goes to college."
Nickydude
Retired Moderator
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Location: Look outside...
Posted: 28th Apr 2008 03:01
Exactly how is the time calculated for freezing a player?

bond1
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Posted: 28th Apr 2008 03:05 Edited at: 28th Apr 2008 03:10
It's an on or off function. PLRFREEZE=1 PLRFREEZE=0

So you can use a timer to specify the amount of time, and add it to a trigger zone like for an electricized floor region. Or in the case of this particular script, I'm specifying a frame range so that the player is only frozen during a specific frame sequence AND the player is within a certain range of the character.

So there is a lot of flexibility there.

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"Your mom goes to college."
Nickydude
Retired Moderator
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Posted: 28th Apr 2008 03:12
Thank you.

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