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Messages - Clarity

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16
Hammerwatch Discussion / Re: Suggestion and question about modding
« on: September 10, 2013, 11:45:24 PM »
How is this resource extractor different than the one in our editor folder? And what exactly is this repacker for?

Well this extractor allows for more files to be extracted which allows modders to open up more files like the behaviours and the repacker allows modders to convert our modded files into ones that are usable in game.

17
Hammerwatch Discussion / Re: Please consider different classes.
« on: September 10, 2013, 11:43:15 PM »
Well we need classes that fit the fast-paced play style and I think rouge and priest would do well, but priest may suffer due to the fact that the game just doesn't have time to wait for a priest to mow through the mobs with a certain level of difficulty. Even as a casual class the priest suffers, but I think rogue will do well if it has the same attack speed of the paladin and the same range as the warlock, combined with the ability to throw a dagger, but the dagger will be useless unless it is a high-damage ability or rather causes a status effect like Stun which may stop the enemy from moving and attacking, or disarming an enemy or a group (which is better) so they can't attack. Just my two cents.

18
Custom Maps / Re: [Campaign][WIP] Diablo 1: Hammerwatch Editor
« on: September 10, 2013, 12:32:41 AM »
The "programming" behind custom Characters (Monsters) isn't a big problem, but the skins need a lot of time ( ~ 45 skins for a good animation).
You have to declare all the animation - texture - coordinates [start: x/y] & [+x/+y] of the image file and the texture times. (in the .xml file of the Character)
The real programming behind the Characters are the "behaviors" (melee, ranged, spawner, caster...) but I have currently no idea how to make a "behavior" :/
I hope my English is understandable.

Actually making behaviors isn't too hard, depending on what you want to make and custom mobs are hard if you're actually making complex ones.

19
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
« on: September 08, 2013, 04:29:58 AM »
You know there is other dungeons after ?
Once the first dungeon is clean, you can access to the second.

And as a ranger, like a lot of bosses, you don't have problem with bosses in general.
But i remind you it's just the first boss, the easiest of the whole campaign ;)

Back, I know there's more dungeons afterwards I just didn't have the time to look through it, but overall I feel like you're going in the right path, but you just need updated NPCs, custom sprites and custom music or the HammerWatch music, then you'll be fine.

20
Resources / Re: Color Gradient Doodads Pack
« on: September 08, 2013, 01:32:33 AM »
Hehe, now I can create my horror-ish map. Thanks so much~

21
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
« on: September 08, 2013, 01:31:32 AM »
I placed a NPC who explain it's the arena here :)
But i'll probably add a map only for the arena, or his entrance at least

Review: As I continued the journey I think the first dungeon was well made. I felt happier that this dungeon was in the game. I don't have much time so this is as far as I can go. Overall I felt the first dungeon really hit the spot in terms of level design and it was everything I could have asked for.

Problem: The first boss, as a ranger wasn't difficult at all. I just sat there and fired, then in a few minutes it died. It wasn't able to hit me with anything, it's little minions died instantly and all the boss did is sit there and die in front of me, so I think the boss needs to be fixed for class equality. All I can see is melees having a little trouble with it, that's all. Besides that the boss acted like the first boss in the main campaign so it didn't feel too unique, but it was a great attempt.

Rating: 2.5/5

22
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
« on: September 08, 2013, 01:06:08 AM »
So you just notted the entire campaign on three maps ?

Anyway, you just gone in the wrong side of the village, because it's not the first dungeon, but a start of an arena system, and need loooooot of improvements.
To continue the story, just go to the left, and discover our real work ;)

About bad english, i have a low/average level in this language, and my friend a very low level. So we'll do our best to improve that point, but it can take some time :/

And about custom graphics, we don't have any and i think we'll don't have for the moment, because we just want to improve systems in first ;)

A little clarification on what that was would've been helpful. I will return with another review.

23
Editor Discussion / Ebbing Clarity now up for hire!
« on: September 08, 2013, 01:05:04 AM »
Hello fellow dungeon crawlers! Ebbing Clarity's back and here to say a few things for future maps and map developers. I am now up for hire. What does that mean you say? Well basically I like playing custom maps and am actively play-testing people's maps and was offering them my opinion in a sort of review form post. So I am now ready to be hired for free!

Just send me your maps either in this thread or by PM if you want the map file to be secret (I will not release any beta-map without permission) and will provide in-depth feedback on the map, look for bugs and will mainly play as a Ranger, unless I am told to play as a certain class. When sending your maps do send me your form.

Not only am I ready for play-testing I am also up for modding for your map as long as credit is given and whether the custom request is actually reasonable or not. I will provide a form below for hiring me as a modder (obviously free of charge) and please don't give me some troll request like make a mob and then suddenly be like "oh wait, actually I don't need it."

Play-Testing Form
Map Name:

Is this a survival map, campaign or is it something else? (do clarify what it is):

Is there a specific level or area you would like tested or have me pay more attention to?

Map file or link:
===============================================================================================
Mod Request Form
Type of mod (Mob, Behaviour, Boss, etc.):

What is the mod?

Any special requests?

Mod deadline:

Where and what will this be used for?
===============================================================================================

24
Custom Maps / Re: [Campaign][WIP] Greyfall
« on: September 08, 2013, 12:50:49 AM »
Review: This map had me genuinely stunned. The level design and plain creativity just had me speechless. I loved the idea, I like the story and the great wizard boss in the beginning. I think the old idea for Greyfall had the right idea and I truly anticipate the development of this map.

Rating: 5/5

Problem: As a ranger the wizard boss felt a little OP and took a little while to beat, but it was do-able. Just keep in mind class equality when you make the new version.

25
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
« on: September 08, 2013, 12:42:54 AM »
Review: Requiem of Hammerwatch, boy oh boy. This looked like it took a bit of work to make huh? At first I entered the town and my first impression was, "Wow, I have high hopes for this map." I felt like the music and sprites were great, but they aren't yours and were made somewhere else, that really leveled things down for me because I was genuinely hoping for a new and great experience in this game. I liked the fact that there were chests in the forest, but they weren't really secret because of how visible they were and the fact that an NPC just blurts out that there's treasure in the forest and the NPCs have some bad english, I feel you should really review.


The main problem: Eventually I moved on to the first dungeon and as I immediately saw just a swarm of 50 skeletons, I closed the game and began to write this. No. Just no. I see this happen too much in too many maps, that is now just really annoying. HammerWatch in all honesty is a pretty easy game, but a lot of people just aren't that good or make it seem like it is much harder than it is. The main problem with maps and people complaining HammerWatch is easy and then trying to fix it with mobs in numbers is completely wrong. Don't try to make something "hard" by having lots of numbers, that is not the way to go. Having millions of mobs doesn't make it hard, it makes it plain tedious and not harder in anyway. The main campaign is way harder, why? They don't use millions of mobs in every room, they map them out plan where they are trying to make every corner you turn another experience with more difficulty. If you want to make a hard dungeon, make puzzles and consider less mobs with a nice layout making it really difficult.

Rating: 1/5

26
Custom Maps / Re: [PvP][WIP] Hotlane - BETA 0.3
« on: September 08, 2013, 12:26:41 AM »
Very fun, very unique, well done. It's a fun map, but it takes forever to beat one lane, besides that I think it was creatively made. 3/5

27
Custom Maps / Re: [Survival] Linaru's Survival map
« on: September 07, 2013, 11:53:04 PM »
Great fun map! Linaru, I think it's a fun sort of play if your bored and just activate the traps casually and win kind of map, but it's not much of a survival imo. So, as a survival map I give it 1/5, but as a casual map 5/5 I genuinely had fun for some reason.

28
Hammerwatch Discussion / Re: Suggestion and question about modding
« on: September 07, 2013, 11:51:24 PM »
I attached the resource packer tool to make a assets.bin file.

Thanks, you always deliver whatever I need :)

EDIT: Since Myran hasn't replied to my PM, I'll say it here. I can't seem to unpack the exe for the behaviours and when packing the assets folder, whether modded or not it shrinks it's file size a whole lot and isn't usable anymore.

29
Custom Maps / Re: [Survival]Survival in Colosseum 1.04
« on: September 07, 2013, 10:07:23 PM »
I really enjoyed this map, but I feel like I wasn't able to make much fun out of it unless I was soloing, because most people I've played with in the community aren't good at HammerWatch or just haven't played much. Being experienced with the ranger class I felt this map was a cinch for me, but overall I feel like it was a great map, but requires a little more improving for a little more difficulty.

30
Hammerwatch Discussion / Re: Auto-fire Mod
« on: September 07, 2013, 10:04:31 PM »
I associate it as a cheat :/
Because the player don't use his own clicking skills :)

Yeah, I assume the 'clicking skills' thing is why Hammerwatch doesn't feature auto-fire to begin with. I just had a hard time enjoying the game without it. Honestly I think including auto-fire as one of the crutches would be the best compromise between our two opinions.

I don't think auto-fire being a cheat is the problem, its just that it is kind of unnecessary and really an insignificant thing for this game, at least that's how I feel about it.

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