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Messages - Hipshot

Pages: 1 ... 3 4 [5] 6 7 ... 31
61
Custom Maps / Re: [Campaing] Fallen kings
« on: January 12, 2015, 09:59:59 AM »
I think so yes.

62
Custom Maps / Re: [Campaing] Fallen kings
« on: January 11, 2015, 11:14:07 AM »
Could you perhaps upload the level so people that don't have steam can play it?

63
Custom Maps / Re: [Campaing] Fallen kings
« on: January 10, 2015, 05:01:21 PM »
Ah, ok! Well, fix up the smaller issues and make a new one then instead =)
I  know those save games are a real issue. Can't really fix that from our side though, that's just how the engine works I'm afraid.

64
Custom Maps / Re: [Campaing] Fallen kings
« on: January 10, 2015, 01:59:39 PM »
maybe you can come up with some other cool things when you decide to patch it!

65
Custom Maps / Re: [Campaing] Fallen kings
« on: January 07, 2015, 02:46:18 PM »
Ok, we'll replay the level again then.
Maybe you can add some text there or something, so other will know =) For the future.

66
Custom Maps / Re: [Campaing] Fallen kings
« on: January 07, 2015, 11:15:01 AM »
This was fun!
We just had an issue with that a button didn't work, so we never got the bronze key after the labyrinth with all the arrows shooting =)

67
Custom Maps / Re: [Campaing] Fallen kings
« on: January 06, 2015, 04:37:09 PM »
I will try it out tomorrow morning in coop =)

68
Hammerwatch Discussion / Re: Custom Maps? Short Maps? Some Brainstorms
« on: January 05, 2015, 09:54:31 AM »
I do agree that people should make shorter, more tight campaigns that they can actually finish, but it's difficult. I think it comes with experience, being able to make a short and good campaign and being able to start and close it well. I think Amrans Pirate's Cove does this really well, it's not too long and have some custom assets in it.

If I had more time on my hands, I would very much to create an actual custom map for HW that was smaller but more tight action.

69
Editor Discussion / Re: Make towers attack monsters, not players?
« on: January 05, 2015, 09:45:25 AM »
Yes, you can create such a tower, you can't specify the tower to aim at monsters, but you can change the projectiles to damage only monsters. If the behavior is behavior="neutral" or behavior="penetrating" then you can change the target by changing the category in the behavior section, like this example of the large boulder inside the temple, in the desert campaign:

Code: XML
  1. <projectile directions="1" collision="13" damage="1000" speed="1.5" behavior="penetrating" hit-sound="sound/misc.xml:info_boulder">
  2.        
  3.         <behavior>
  4.                 <dictionary>
  5.                         <entry name="category-override"><string>None</string></entry>  
  6.                         <entry name="range"><float>1000</float></entry>                
  7.                         <entry name="penetration"><int>100</int></entry>
  8.                         <entry name="dmg-mul"><float>1</float></entry>                 
  9.                 </dictionary>
  10.         </behavior>    

You can change the category from None (means target all) to Player (avoids players) or Enemy (avoids monsters)

70
We did talk about this early on, I'm not sure what we decided, but whatever it was, I think it's something that would be addressed late in the development. I'm not against letting people convert their HW stuff to this engine, but then we need some good way of converting the gameplay too ofc.

Anyway, look at how the mouse controls the player and aim.
<a href="http://www.youtube.com/watch?v=3KWZjRAYkcA" target="_blank">http://www.youtube.com/watch?v=3KWZjRAYkcA</a>

71
Hammerwatch Discussion / Re: The co-op scene
« on: December 14, 2014, 11:53:18 AM »
I think it's easier for you to find people to play with in the steam forums really =)

72
We talked about the core features yesterday and when it comes to versus mode the biggest issue is getting the netcode up to a level where you can play over the Atlantic and have a high ping w/o any major issues, just as you can do with many other more established games, this is not as easy as it sounds. Those issues are far less in coop, cause you fight AI and if it's lags or gets a bit desynced it won't really effect the gameplay - people just don't feel cheated out of a kill in the same way. That's our biggest issue getting a solid versus experince.

When it comes to amount of players, I say we probably need to restrict the games split view feature to 4 but, other than that, it's up to lobby and HUD design as the limit, we talked about more than 4 players, 6-8 would be really cool to see.

73
I'm not sure the text tab will be there in the end, no reason really, texts can be inside a script layer instead. But for now, inside it, you have the possibilities to place text on the ground in the editor and have texts seen only in editor or both game and editor.

Pens are used to make walls and things in a row, it's a bit buggy and so, but I've already used it when I created level 1 in SSBD.


74
We don't have any scripts yet, but yea, they will get simpler, the once that can be made simpler.

Here's a funny video btw

<a href="http://www.youtube.com/watch?v=oxFe-HxJqnE" target="_blank">http://www.youtube.com/watch?v=oxFe-HxJqnE</a>

75
Yea, I'm aware =) But when we developed HW, it was about getting everything to work and make a game, not much else. I hope we can have fewer entities with more options in them instead!

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