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Messages - NekoBaron

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31
Technical Support / Re: Custom maps dont show up when i save from editor.
« on: January 03, 2014, 04:26:32 PM »
the editor uses a different game build so you can easily test custom campaigns when making them, you have to turn it into a campaign pack to use them in the main version of the game.

It basically just to save time so you don't have to keep packing your map to test it constantly.

32
you can click join friends on steam friends in hammer watch and connect to them, I did it last night to annoy one of my friends :p.

33
Editor Discussion / Re: Kinda cool.
« on: December 27, 2013, 12:37:29 PM »
Ok, I'll make a guess. You added a way to create random rooms simply / can spawn like a tiny section of map.

Or there's like 300 overlapping object spawn on each one :p.

34
Bug Reports / Re: Ranger Unable to shoot diagonally to the upper left.
« on: December 25, 2013, 12:46:47 PM »
Wont work unless you have a magic mechanical keyboard that doesn't use the standard arrays, its to do with how keyboards are designed.

I tend to use X for attack and ASDF for the skills and potions and have strafe on shift if your wondering what to use instead, try having your hand over the letters and set what you find comfortable.

35
Bug Reports / Re: Ranger Unable to shoot diagonally to the upper left.
« on: December 23, 2013, 03:35:40 PM »
Are you using a keyboard? Due to how keyboards work some combinations wont register, what key set-up do you have?

36
Editor Discussion / Re: Lots of Traps = Bugs?
« on: December 17, 2013, 11:02:10 PM »
Cant really tell what the problem is without seeing the actual map to be honest.

37
Editor Discussion / Re: Lots of Traps = Bugs?
« on: December 16, 2013, 01:56:23 AM »
Each output from a script object has its own delay value if that's the problem.

38
Hammerwatch Discussion / Re: Improvements
« on: December 01, 2013, 06:48:10 PM »
Character is not always visible
An outline would be decent but personally I never had a problem, also outlining monsters would ruin a few surprises on custom maps when they're intentionally hidden.

Gold on the screen
Honestly the game is ment to be fairly fast paced and you wont worry about gold until you get to a shop, and you can see it when on the map screen.

Stats
I think your overcomplicating it for yourself, however I will say that since they've added the stat boosting items for the survival map would be nice to see how boosted you are for each one. Personally I only want to know my own stats so that would save having to upload extra data to other players.

Map
If you've played though the entire campaign once you will learn most of the maps, plus the map design is actually quite intelligent and generated as you go along which means the map can be updated with secret passages easily. It also means custom maps will have a map made for them without any extra work.

I will say on my first play through I kind of wanted to know when I saw out of reach areas, but once I accepted I couldn't reach em yet and kept playing I found I could open them up later.

Pre-game Items
You can use the game modifiers if your having trouble or want the game to be harder already.

39
Editor Discussion / Re: Override Sprites?
« on: November 24, 2013, 08:03:51 PM »
Yes you should be able to theoretically, I don't know about character sprites but I do know for a fact the survival level overrides some of the default assets.

They just need to be in the exact same area and place as the normal sprites since you cant change the actual player xml yet. (I belive)

40
Technical Support / Re: Editor Out of Memory
« on: November 20, 2013, 08:18:52 PM »
If you notice, the tilemap conflict is saying "shares same level as tilemaps/a_dirt.xml and tilemaps/a_dirt.xml - both of which are YOUR tilemap and I'm not sure how I'm supposed to fix this :/ Is it because I ahve the assets dumped into my editor folder?
Uh yeah I can imagine that would annoy the editor greatly having every asset double loaded.

I have the unpacked assets in my editor (IE editor/assets) folder which wont load them up in the editor or game.

41
Technical Support / Re: Editor Out of Memory
« on: November 17, 2013, 01:37:59 AM »
I don't think its the level having too many assets, but that you have a lot of custom assets which are all loaded into the editor even if they're not used.

It might be all the 64 scale images taking up too much for the editor, from what I remember the default general scale is 16 so 32 is 4x as much needed and 64 is 16x as much being used by images.

42
Editor Discussion / Re: Collectibles - How do they work?
« on: November 16, 2013, 12:39:17 PM »
I think the orbs are like planks, for use however you want. I'm using the orbs as the main item to collect for my campaign.

43
Technical Support / Re: Editor Out of Memory
« on: November 16, 2013, 12:38:55 AM »
I put a lot of my art assets into a single file, you can have multiple xmls reference the same image file.

How many xmls and images we talking about? I'm curious what the limits are or if they're just something your hitting,

44
Editor Discussion / Re: Collectibles - How do they work?
« on: November 16, 2013, 12:36:27 AM »
You kind of answered you own question since you seem to know how the planks worked.

You can give a global any name and check it whenever you want it to.

45
Technical Support / Re: Editor Out of Memory
« on: November 15, 2013, 08:06:37 PM »
You could try merging some art assets to one file if your using a separate file for each one.

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