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Messages - Hipshot

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46
So we completed the entire thing today.

This is a great level for sure, the mine cart thing was so fun and the swamp parts looks very very good, the moving grass is excellent. We have a "real" function for that in the new engine actually =) We also have a wind system, which can be seen demoed here!

We are really looking forward to the next chapter.

Btw, we also noted those errors that rpc had with the enter/exits in the crypts and, seems a lot of speech bubbles overlaps each other.

47
Haha "first pixel art" =)
This is more or less my first pixel art ever, actually, not long before we started Hammerwatch so. Then you improve pretty fast when you sit 24/7 with it
http://zfight.com/misc/images/firstpx.jpg

48
Some of these themes are of really high quality, especially the tombs theme and the assets in there, enemies, walls and spawners. Some other assets could probably use some work, like the trees in the forests, but I know, trees are difficult to design and takes A LOT of time to make.

49
Custom Maps / Re: [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: March 31, 2015, 08:22:35 AM »
Thanks for the feedback Chris, I really appreciate it. I see you guys are very thorough in your play throughs. Most of those were simple fixes and will be corrected in the next patch. I'll respond to a few of the ones that aren't so easy here:

For that that haven't played through spoilers are ahead.

- I think the score not working is out of my control, I have all the same code in menu/gui/end.xml except for replacing the castle with my own image.

- Regarding the panel bridge in Griffin Chapel I'm not sure what you mean by death area overlap, if you are on the bridge when it vanishes you are supposed to die, otherwise you would get stuck. Unless you somehow took damage while the bridge was still active.

- The spike shooter in Guardian of Ice can be avoided by triggering the ice spikes to the left and right to block the spikes while you run through.

- The doors appearing on the minimap is something that needs work but I'm not prioritizing, it mostly occurs in the early areas because I wasn't destroying them after they finished opening since they had to minimap icon in previous versions.

- The rune puzzle in the north-east corner of Guardian of Ice is working as intended, not sure what confused you.

- The lava in Guardian of Fire does very little damage and is working as intended.

- Is the Guardian of Ice bug regarding the checkpoint possibly from an earlier version? The checkpoint seems to be working fine when I tested it.

- I'm not sure what to do about the original powerups being dropped by breakables. They are base assets do if I wanted to remove I'd either have to change the base asset and just keep a backup (which is probably what I'll end up doing) or create new breakables that are part of the hexen mod which would mean replacing every single one.

- Ok, the scoring bug is a strange one, might have had to do with us loading and doing all sorts of strange things while playing, it kept score in the statistics screen, but never showed them properly on the end screen.

- The Griffin damage area was when we were walking back from completing everything on those other sides, it's a strange bug I admit that, look in that area and see if you see any damage areas that can partly overlap the glass bridge

- The guardian of ice puzzle confused us, because we never understood what the buttons did. We felt as we completed the runes AFTER the door was opened and we never understood what happened then.

- It's mostly that you CAN get trapped there and HAVE to die so =)

- The guardian of ice bug might have been form a earlier version yes, we didn't want to "try" it now because last time we did, it messed up the entire game for us haha

- You can easily fix this, copy the barrels and crates from the original assets folder and place them in your mod folder, open them and just remove the loot table and there will be no old mana and such dropped. OR you can just do the same with the mana item, just take your new mana and make a duplicate and name it the same as the old mana and it will replace it.

Btw, thanks for fixing that part in the beginning where you had to die before, now there's a path underneath where you can walk back!

50
Editor Discussion / Re: Precise positionning of doodads
« on: March 25, 2015, 01:23:15 PM »
You can see the grid by pressing "0" in the editor and change the grid values with 1-9.

51
Editor Discussion / Re: Precise positionning of doodads
« on: March 25, 2015, 01:22:50 PM »
Ah ok, well, change the origin of the sprite with "1" vertical, positive or negative and it should work. It's because the smallest step in the editor is not 1 pixel, it's 2 =)

52
Editor Discussion / Re: Precise positionning of doodads
« on: March 25, 2015, 06:40:32 AM »
What does the sprite look like? You should not have to align anything in the xml, editor should be enough.

53
Custom Maps / Re: [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: March 21, 2015, 10:29:40 AM »
Oh it lasts very long.
Me and Christian played this for about 4 hours now or whatever it was and we are still just at the start of act 3.

54
Custom Maps / Re: [Campaign] Starwatch
« on: March 17, 2015, 02:38:49 PM »
Great!

* I think you should change the fireball graphics into laser for the Wizard.

* You can change a lot of names and stuff in the english.xml and/or tweak data files, so fireball becomes "laser" instead and so.

55
Bug Reports / Re: Trigger - OnLeave Bug
« on: March 11, 2015, 09:13:18 AM »
There will be another fix, just not sure when that will be.

What you mean here is, that it triggers even if it's disabled right?

56
Resources / Re: [WIP][Tool] HWSEdit - Hammerwatch Save Editor
« on: February 20, 2015, 10:25:24 AM »
Wow, that looks really good, well done.

57
Me too! =)

58
I started making one of those tents when I tried out graphics for the desert, no one has seen it cause it was never finished, but maybe you guys can take inspiration from the shading on the roof.


59
I'm only seeing one player though, can't you play it more than one?

60
Wow.
I think a lot of people want to see a playable version soon =) Pretty much everything here looks cool!

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