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Topics - Enjay

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Editor Discussion / [Suggestion] Comment Script
« on: January 15, 2014, 11:14:36 AM »
More or less, I would like to see a script node in game where it had absolutely no purpose other than holding some in-editor text that was visible when you clicked on it.
Currently I'm thinking of using AnnounceText scripts just to accomplish this, but they show rather limited text.

Ideally this would have an icon that was visually dissimilar from the other nodes so as to say "Hey! I'm a comment!"

This would be great so as to set up large strings of logic that might become muddled.

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Resources / Natural Cave / Cliff Theme
« on: January 15, 2014, 03:50:37 AM »
Ladies and Gentlemen! Hammerwatch Editors and Enthusiasts! Devs!

Behold and be amazed by, my first custom resource set! (Ooooh, ahhhh!) Simply download and extract the doodads and tilemaps folders into your assets, and merge the folders!

Natural Caves and Cliffs
By Enjay


This is 100% a re-work of Theme_F, to fit the needs of the campaign I am working on. I changed the ledge pieces so that they looked like natural rock, as opposed to the tile stone-work that the native themes make use of for ledges. Also, the ledges going down have transparency (Similar to the shopkeeper's cliffs in the Survival level shop), so they can be used with parallax, or as long as there aren't any tiles underneath them, they'll fade to black as normal.

Since this is a natural theme, corners are a lot trickier, and as such there are many more doodads in the theme than in the others. These are for dedicated corner pieces so that there aren't any strange graphical issues. You can see these corners in the following image. There are both exterior corners, and interior corners.


The Interior corners are actually entirely unnecessary in some situations, depending on how the tile lies below it (Sometimes it just lines up to look nice), but having the interior corners makes it so it will always look neat and clean. You can use the interior and exterior corners to create diagonals. I messed with the collision on the interior corners, as well, so that it feels more natural when you decide to run directly into them. I could probably make it a bit better if I wanted to put preposterous amounts of detail into it, but I like it as it is now.

The wall pieces are almost entirely unchanged from the theme_f walls, and as such, they might be ugly in places! Sorry Myran and Hipshot, but they're just kind of icky every now and then. (Specifically the T-Intersection pieces, they just don't seem to line up like they should). I might fix this at some point, and re-upload it, but this is unlikely, because I've just been creatively using the other wall pieces to get things done.

The Door is also custom (No stairs, just the tilemap fading into black), and looking at it right now, I might do a second version that has the path going into it. (The path is just the default theme_f path)

Feel free to reply with questions and critiques, and I'll happily respond. I probably won't change anything all that quickly (Since I am entirely making this to meet my own needs), but if you bring up something that is bothersome, I'll probably get around to changing it eventually.

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Editor Discussion / Custom Resource Naming Convention
« on: January 13, 2014, 10:22:24 PM »
So I've been in the process of making custom doodads and tile-sets for a campaign I'm toying with, and have run into a naming convention issue. Originally I was just writing over 'theme_f', but realized that was stupid, since I might want to use that later, even if I'm not using it now. Then I created a 'theme_g', and moved everything there, but when I got to creating a custom Color Cover, I realized g was also taken, which brought me to a key realization. If I want to continue using this theme, and package it for others to use, it should probably have a name that fits convention and won't eventually be made less functional due to releases from the devs.

So any input as to what I should be naming this? Three letter codes to dictate who created the pack, and then start at a?

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Hammerwatch Discussion / Lich / Bishop (Spoiler Warning)
« on: January 08, 2014, 10:08:26 PM »
After playing through the game, it seems that the entire host of a chess board is an active part of trying to kill you.

You take out the Queen early, then a Knight. The entire game you're slaughtering endless pawns.

Finally, you confront and behead the King, and then the whole castle (rook) tries to kill you.

So all that leaves is the Lich, and I'm wondering why he's not a bishop?

Not really all that significant, but something I noticed nonetheless.

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