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Messages - ChrisN

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16
Custom Maps / Re: [Campaing] Fallen kings
« on: January 07, 2015, 11:22:21 AM »
When I tried the level I could not progress further than to the bronze key. This button seems not to be working


http://imgur.com/7WIxq7i

Overall I thought it was a great experience, cool map layouts which keeps it interesting at all time! Hopefully you will be able to fix this so we can continue our crusade through the fallen castle! :)

17
Custom Maps / Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
« on: December 08, 2014, 10:03:04 AM »
"real release date by the end of the month."

It feels almost like a Christmas gift! Hope you guys will be able to release it! :D

I am excited to see what kind of quests there is coming :)

18
Wooohoo, 8th place most time online! :D

19
Custom Maps / Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
« on: December 04, 2014, 11:18:30 PM »
Looks great!

Hope to be able to play this! :D

20
Resources / Re: Custom Paladin Re-skin (w/ CAPE!)
« on: November 20, 2014, 06:32:15 PM »
I only see a kickass warlock skin!

21
Resources / Re: Need some help, not sure how to do this.
« on: November 11, 2014, 10:06:55 AM »
Thanks! :)

I am looking forward seeing the final result! :D

22
Resources / Re: Need some help, not sure how to do this.
« on: November 08, 2014, 11:07:14 PM »
It depends on what you want to do with this character.
I think you should define more what this creature is and maybe look at other references or at least try to find some, this will help you a lot when making the creature.

I've also made some pointers and a fast paintover on things that could help you to improve the creature


(I made two versions because I was sure if those things sticking out was horns, easy to mix up stuff when it comes into pixel art)

I've added
More contrast to the skin
No outlines
Added shadows and highlights

These are all attributes that we apply on hammerwatch characters :)

Hope these points help you!

23
I am not sure what kind of sets of synths they have being using but maybe you could ask them directly through their fb website? I am sure they will notice of the message there and if you have any further questions for them

:)

https://www.facebook.com/twofeathersstudio
 

24
Hammerwatch Discussion / Re: Hammerwatch has no Hammers
« on: October 12, 2014, 09:51:01 PM »
*sigh* more work for me!

While we are at the topic of hammers and watches, maybe this guy needs to be included somewhere


25
Editor Discussion / Re: Couple of questions about sprite scripting
« on: October 11, 2014, 11:15:47 PM »
The editor is not made for gifs to be used. The editor will just crash if you point on a gif file through the xml's. (I tested it out)

----------------------

Press F1 in the editor to see collisions and origins.

The origin is the pivot point of any sprite. It determines where the collision starts and what is above or below if the objects are in the same layer.



As you see in the picture, objects that are above a origin will rendered as behind it.

I have marked with blue where the origin point is on a few creatures. As you can see we recommend placing the origin in the middle of characters while environments is varies a lot more mostly to make sure the players or objects does not appear infront weird on any object.

Hope that answers your questions! :)

26
Hammerwatch Discussion / Re: HammerWatch Arcade Cabinet
« on: October 10, 2014, 08:59:48 AM »
Sounds amazing!

Hope you find a candidate who is willing to make that art!

Just out of curiosity: How large does the images need to be?

27
Resources / Re: New Class - Totem Ranger!!
« on: October 08, 2014, 09:19:03 AM »
Really nice!

It got me inspired so I made a little sprite when I got home just for fun!





Instead of calling it totem ranger maybe call it Druid or Shaman? If you were going to remove the bow and arrow ofc :)

28
@Dai Tou Zai

Maybe you are referring to shift+F6?(Layers>Rendered layers>Lighting inside the HammerEditor)

29
Custom Maps / Re: [Campaign] [WIP] X (Act 1 BETA)
« on: October 05, 2014, 04:56:16 PM »
Great map! I tested out the map with the theif in singleplayer, I couldn't even get passed the first room with enemies without losing all my ten lives.
So me and hipshot played co-op both of us being rangers using infinte lives. Its still is very very hard but in a challenging way! We finished the map in 58mins when we played infinite lives.

Before the big boss we both have lost about 15 lives but after the boss we had lost 30 lives each. I think it would be better if the boss was easier because right now we were just suiciding into the boss(es) .

The only thing that bothered me while playing was some of the walls 

You should change the wall color so it matches the same as the floor, it will look more consistent therefor look better.

Overall I think it is a fun map and you definitely have created something good, I am excited to see what more you are going to add into the campaign and looking forward to play the real release! :)

30
Resources / Re: Need some help, not sure how to do this.
« on: October 01, 2014, 09:45:52 AM »
I think your work looks nice!

You could also go inside one of the original assets and and just paintover your custom ones. This way you get a understanding of how the textures work in HammerEditor.

First of all:
What program are you comfortable using? There are a lot of softwares that many different pixel artists use.
- Photoshop (what I use daily)
- GraphicsGale
- Pro Motion
- MSpaint( its works, but if you use this you should look into downloading another software)

I know photoshop uses a animation tool that has existed from CS3, I use that daily.

When it comes to your other questions I guess its better for you dive into how the editor works so you get a understanding of the workflow yourself.

Kashlavors sticky should really come helpful here for you:
http://hammerwatch.com/forum/index.php?topic=2026.0

Goodluck! :)

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