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Topics - Arekan

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61
Gallery / [VIDEO] Car...with souuund.
« on: December 03, 2013, 07:41:46 PM »
So I coded this kinda
It was very simple but still amazingly original for it's kind. check it out. Not much to say about it other than Filipes' Venom running on a Mustang Boss's engine sounds.
I might release. I probably wont.

*SUPERCHARGED Mustang Boss, I might add. The supercharged part comes from that highpitched 'squeel' in the background as the car goes faster.

changelog:
shifting sounds
made mono
explosion sound (use it somewhere else if you so want to!)
crashing sounds
drifting version now compatible
spawning sound (car's beep-beep unlock thing)
update video

62
General Discussion / Do need a house.
« on: October 09, 2013, 03:14:39 PM »
Yeh.
Let me explain a bit, I'll be turning this into an actual thread if I can get a house.

I need a two story, modern-looking house kinda like Brickitect's, because I'm going for a zombie gamemode that goes full cinematic. First 30 seconds, you have to find objects and guns and ammunition and stuff to barricade windows, and after the 30 seconds the zombies try to get in. They are pretty hard to defeat and all that. Also between-round store for things like hats.
^ simple runthrough

63
Off Topic / so my mom just kinda..drove off.
« on: October 03, 2013, 08:53:27 PM »
...yeah.
I can't really explain anything. We got into a fight, and such. My dad was on her side too with it, and it was just about not writing something in my agenda thing that my school has to loving supply us with. It was a good cause but the fght was rediculous.
After it, my mom just...grabbed some money, the keys, and got in the car. My dad didn't do anything, I would've stopped her but she was already going off.
This is bad. 1, she doesnt have a drivers liscense. She hasn't gone to get it renewed, she had one before.
2, she has anxiety. She'll randomly get all panicy while driving and might crash.
souh blogland yeah. sorry, this kinda, doesnt matter to any of you. but i feel alone now.

64
Off Topic / did steam shut down
« on: October 02, 2013, 06:18:32 PM »
i cant connect to it via anything

65
Modification Help / Having a vehicle play sounds
« on: September 15, 2013, 07:48:53 PM »
Now, taking a script from previous sounded vehicles and copypasting/editing isn't as easy as it seems I guess.

I'm trying to get the Humvee Pickup vehicle from Gravity Cat to play sounds when it moves at all- and an idle sound when its not moving.

No error, but it doesn't do anything.

Quote
function gc_HumveePickupVehicleSpeedCh eck(%obj)
{
    if(!isObject(%obj))
        return;

    %vehicle = %obj;
    %datablock = gc_HumveePickupVehicle;
    %slot = 0; //Play the sound in the driver's spot
    %speed = vectorLen(%obj.getVelocity());

    if(%speed < 0) //Keeps throwing random negative numbers when train is at dead stop
        %speed = 0;

    if(%speed < 2)
    {
        %vehicle.playAudio(%slot, HumveeDriveSound);     
    }
    else
    {   
        %vehicle.playAudio(%slot, HumveeIdleSound);
    }

    schedule(500,0,"gc_HumveePickupVehicleSpeedCh eck",%obj);
}

66
Gallery / Zombie Game...With objectives!
« on: September 04, 2013, 03:38:27 PM »
Sorry for spamming up with these zombie games, but I got an idea. I need help for it, so that is why I am here.

The un-named zombie game with stuff!
  • Players spawn in a tiny area, mostly dirt. Scattered weaponry that can be clicked once, giving the player the weapon, but can't be clicked another time.
  • A car spawns if there are 10 people; it moves at the speed of a slug and has weapons on it. slower than a player, but stronger, and has heavy weaponry. i'll also push to get working headlights and make the map dark.
-The car has sounds too; I have the sounds set. Someone needs to get a script that plays them though (when moving/idle)
  • Players run across a huuuge lake, there being a dirt road for the car, mountains on the right side, body of water on the other..
  • At the end there is a gate, and players have to activate something that lets off an alarm, and for 30 seconds they need to defend it until the gate opens.
  • Players venture through a sewer-like area before crossing a huge body of sewer-water in an open, underground little box-like area, broken catwalks etc. to get to a technician saferoom on the other side.

Keep in mind the following systems:
Zombies will be very powerful but seemingly slow. They can jump higher than the player and will be planned to include a green tint on their vignette.
Zombies will probably have an echo to them, and themselves only. When a player is near, or to the player playing as the zombie, they'll hear a looping whirr.
Zombies will play sounds featured in CoD zombies, ripped from the files I am taking the zombie sounds.

Survivors will have limited ammo, which means teamwork and a higher player limit is highly suggested.
Survivors will need to use teamwork regardless of zombie health and users' ammo as they will need to defend the door as mentioned, and possibly other things too.

The Survivor's Weaponset is planned to vary from the D-Weps pack that Gravity Cat made, and will have Battlefield 3 ripped weapon sounds aswell as a distant sound that, wohoo, will only play to certain people depending on how close you are. You cant be miles away.
The Zombie's Weapon is planned to have a takedown if the player is at a low enough health level that the hit would kill them regardless the takedown move; the player would be frozen aswell as the zombie and the player wont be able to use his or her guns.

67
Gallery / Arekan's Sad Zombie Survival
« on: August 31, 2013, 02:33:43 PM »
As all of you know, Blockland has recently gotten greenlit. This made me want to push my atmospheric limits to make something enjoyable for the player, and at the same time cinematic. This, is what I came up with.


THE SAD ZOMBIE SURVIVAL ( for lack of name! ) By the way, the video is darker than the actual gameplay. Darn you Vegas!
SERVER MECHANICS
  • Every sound in the game is muffled.
  • A sad, yet stereo/highquality piano loop plays in the background.
  • Players do minimal damage to zombies, requiring teamwork, else they will be slowly pushed back until they are all killed. ( not implemented yet, however this already happens when zombies are easy to kill. )
  • While running (hold rightclick for an unlimited sprint), you can sometimes hear distressed breathing, made by your character.
WEAPON MECHANICS
  • Guns randomize their pitch and stuff. blah.
  • Guns display a distant sound sometimes, there is a 10-to-1 chance of it playing said sound.
  • Guns can aim in/out, and have an ammo system.
  • While roostering your weapon if you've emptied your magazine, your character has a 60-to-1 chance of yelling out something, such as, "I can't take this stuff anymore!"
  • While reloading, your character has a 40-to-1 chance of saying something such as, "I'm reloading, help!"


By the way, if enough people say that they'd like to play this, I'll push myself to host a playable, multiplayer version that isn't passworded, aswell as maybe add an upgrade system, stationary weapons such as turrets, etc.

68
Gallery / Distant bots fighting and lensflare illusion.
« on: August 22, 2013, 10:09:38 PM »
Distant Bots:
I gave some bots different weaponry that all had a built-in feature to randomize distant shooting sounds. Weapons have their own set of distant sounds.
Fake Lensflare:
I created a really big flare file where the flare met up at the middle and there was a 'reflection' in the bottom corner so when the player looks to the right and can see the flare they'll see the fake reflection, which can make something cooler if done right.

Right here.

I am currently working on a TDM, my next goal is to have players yell out a taunt when killing the enemy, actual voices.

69
Off Topic / gunfire by house?
« on: August 21, 2013, 08:46:33 PM »
uploading some like, sound stuff in a sec. got it recorded, cept its night so you cant see much.

my mom said it was going on for like, a looong time, and it's way passed the fourth of july, and the fireworks never showed that all-knowing 'stop' that signifies that they are changing the type of firework
is it possibly gunfire? because the cops are always flying down streets on the fourth of july anyway, so if it wasnt gunfire, it would've stopped because cops would be loving everyhwere
;-;

http://youtu.be/ctfGcssUMy8

70
Modification Help / How would I go about making a Brick in Blockland?
« on: August 19, 2013, 04:18:26 AM »
So, I have successfully ported a few models from the Source Engine (bottles, crates, etc.) and tbh, they actually fit. They work ingame, yes. The only problem is: How do I know what size to make them? I really do not wish to go through trial and error; is there an easy way? Right now they are way too small.

71
Gallery / [VIDEO]Blockhead's First Time
« on: August 16, 2013, 10:27:38 PM »
Hallo there Blockland users.
I am here to supply you with your dose of loveual videos! kindof.
Have the Rough Draft of my spinoff of The Last of Us Multiplayer voice files.

The full version is currently in production.

72
Games / Call of Duty: Ghosts - The Megathread
« on: August 14, 2013, 12:18:19 PM »
MOST OF THE TEXT HERE IS //STOLEN// FROM THE OFFICIAL WEBSITE LUL



11 . 5 . 13
Click to enter the official Ghosts website.

MEDIA

MULTIPLAYER | YOUR SOLDIER | YOUR WORLD


MULTIPLAYER
In Call of Duty®: Ghosts multiplayer, customize your soldier and squad for the first time. Level environments are more realistic and immersive than ever before, and now the Call of Duty App lets you stay connected to the game wherever you go.



YOUR SOLDIER
In Call of Duty®: Ghosts you don't just create a class, you create a soldier. Choose the head, body type, head-gear and equipment, and you can even create a female soldier for the first time. With over 20,000 possible combinations, you can create the soldier you've always wanted. And each soldier you create will also have his or her own load outs.
PERKS | SQUADS | KILLSTREAKS
PERKS
The new Perks system has more perks than ever before. Every perk has a value from 1 to 5, and you have 8 points to allocate. So for example, choose 4 perks each valued at 2 points a piece, or even 8 perks, each valued at 1. You could also choose to get rid of your secondary weapon and get up to 11 perks.
SQUADS
Squads introduces a whole new level of competition to Call of Duty. We've taken the best parts of the Multiplayer experience and combined that with a vastly improved AI and our new mechanic of creating your own squad-mates. All the hard work you've put into customizing, playing, and prestiging your squad can now be put to use on a brand new playing field.
KILLSTREAKS
There are over 20 NEW Kill Streaks in Call of Duty®: Ghosts — such as Juggernaut Maniac, Helo-Scout, Vulture and the ODIN Strike. You can even bring in Riley, from the single-player campaign, as your guard dog to warn you when enemies are near, and to attack enemies if they get to close.



YOUR WORLD
From maps and modes, to animation and audio, to who you are as a player — this is the biggest overhaul of multiplayer since the original Modern Warfare®. Things like Sub-D, Displacement Mapping, Real-Time Lighting, and Dual-Rendering tech gives us the ability to build the most visceral gameplay experience we've ever created. And at 60 frames-per-second across all platforms, there is nothing like Call of Duty Multiplayer.
In Call of Duty®: Ghosts multiplayer, customize your soldier and squad for the first time. Level environments are more realistic and immersive than ever before, and now Call of Duty Anywhere lets you stay connected to the game wherever you go.

DYNAMIC MAP EVENTS | TACTICAL MOVEMENT | AUDIO DESIGN
DYNAMIC MAP EVENTS
We're immersing players in the multi-player maps in ways similar to what we've done cinematically in single-player, while adding new ways to play and interact with the environments in a meaningful way. So we've introduced new interactive elements and player triggered events that make the maps evolve as the match goes on. There's a huge range here. From player-triggered traps to map-changing killstreaks, the entire landscape can shift and require new tactics and strategies.
TACTICAL MOVEMENT
Call of Duty®: Ghosts has redefined how you move through the world.
- A new contextual lean system now allows you to lean around obstacles without adding button combinations.
- A new mantling systems allows you to move fluidly over objects, while not losing momentum.
- The knee slide allows you to naturally transition from sprinting to crouch to prone.

AUDIO DESIGN
A completely revamped audio design featuring an ADSR-based reverb system, reactive emitters and locational battle chatter gives you a more immersive experience.

      

73
Gallery / [VIDEO] Zap Zap
« on: August 10, 2013, 10:35:47 AM »
This is a test made for a full-lengthed video that I'll be making later on. I still need the actors.

2lazy2op

74
Gallery / Blockland Shooting Range
« on: July 27, 2013, 06:52:16 AM »
Too lazy to make a nice OP right now
ANOTHER PROJECT
Barely done, everything but the wind sounds ingame.

75
Gallery / HOTEL: A Multi-player Renderman Survival (with a goal!)
« on: July 23, 2013, 09:39:22 PM »
Not as you'd think.
Attempting to give renderman servers a good name, pay attention and don't forget the thread up JUST BECAUSE it's renderman-based.
anyhow
this is how it'll all go down

HOTEL
Capital letters make everything better!


wat is
HOTEL is a multi-player renderman survival game that takes place in a hotel, it's main attraction being the randomized blackouts when renderman would appear during.
The blackouts are still decided to be player controlled or not, however.
Power supply, too. Goes as follows:
A machine generates power every few milliseconds and every object that uses power takes from the VCE value.
If the machine has no power to supply, like it was turned off or broken, a blackout happens.
The goal is to keep the machine running as long as possible, the sources of power will eventually run out and then it becomes a survival inside a very, very dark hotel.

This won't be done right away. This and this are my only motivation.

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