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Messages - Phantom

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46
Custom Maps / Re: [Campaing] Gauntlet Retro-Campaing [WIP]
« on: September 18, 2014, 06:56:21 PM »
Do whatever you want to it.

47
Custom Maps / Re: [Campaing] Gauntlet Retro-Campaing [WIP]
« on: September 18, 2014, 05:42:45 PM »
No problem, modify the .xml files as you please to fit the mission you need to. I was planning to make a spider next while slowly working on my campaign (although that'll take some time and I'm on vacation right now) (looks like there's already a spider from version 1.3 . No need for me to reinvent the wheel then).


48
Custom Maps / Re: [Campaing] Gauntlet Retro-Campaing [WIP]
« on: September 17, 2014, 10:47:04 PM »
yay gauntlet

49
Hammerwatch Discussion / Re: Patch Notes for 1.3 (Sept 2014) with Expansion
« on: September 17, 2014, 10:44:23 PM »
Since this game is not PvP, I agree with the autofire remarks. I myself also have mild/moderate carpal tunnel syndrome. If you know what you're doing, you should still be good to go, but sacrificing your fingers and hands for repetitive stress injuries is not a good a tradeoff. I did see some "get good" type of people who may argue against people who can't mash are just bad, but that isn't the case. I can mash, but at a high risk of worsening my carpal tunnel so I will choose not to mash. Its a bit rough on the hands.

50
Editor Discussion / Editor on Laptop Red and Black Screen
« on: September 15, 2014, 07:49:54 AM »
Hello, I decided to access the hammerwatch editor on my laptop and it only shows black screen and red for tiles when I place them. I can run hammerwatch just fine when playing it, but for some reason the editor doesn't seem to work properly. I can get it working fine on my desktop back at home.

I have 4 GB of RAM on this laptop, Intel HD 4000, i5 3210M 2.5 GHz

51
Hammerwatch Discussion / Re: Custom Maps & Pubs
« on: September 14, 2014, 03:02:51 PM »
Ooo, that's nice to know. Maybe I should host up some custom maps that's easy to play through for pubs sometimes. I do feel a bit sorry having to kick (well its my friend who mostly boot people off our room) when direct IP for us fail so we do the host public but put a "FRIEND's ONLY" title. Well I do, they're quite lazy to do it. Some exposure would be nice.

I do wonder what happen if the custom map may go up to about 70 MB or something like Requiem for Hammerwatch.

52
Hammerwatch Discussion / Custom Maps & Pubs
« on: September 13, 2014, 07:51:53 PM »
I hardly ever see anyone play custom maps when I browse (I usually play privately with friends anyways and haven't played on pubs with randoms). Out of curiosity I decided to see what is being played and it is mainly the official campaign being play and sometimes survival.

I wonder why do not more people play customs (for example Pirate Cove is good for a quick round). There are some custom maps that I do see that can potentially become a disaster if randoms join though.

Another question I have is do people need to download the custom map beforehand in order to join or does the game automatically download the map for them?

53
Hammerwatch Discussion / Re: STEAM vs. DRM Free version?
« on: September 13, 2014, 07:49:23 PM »
Steam gets the updates first. You can still run the .exe without steam on and it still works without steam. The workshop feature is also very nice to auto update and keep track of custom maps and such. My friends wanted to grab some steam version sooner or later just so they can be achievement whores, haha since steam has achievements.

54
Bug Reports / Survival Respawn After Grabbing Health Upgrade
« on: September 12, 2014, 02:29:40 AM »
While playing the official survival with some friends. When we are dead and do not have lives to respawn, if someone picks up a +5 health upgrade then get to the shop, the dead person will respawn inside the shop with 5 health left, saving us the trouble of having to buy a +1 life to revive them.

55
Hammerwatch Discussion / Re: Hammerwatch has no Hammers
« on: September 11, 2014, 02:43:30 AM »
Don't think it was called Hammerwatch for the hammers but rather because the castle in the first campaign happen to be called "Castle Hammerwatch" :p

56
Hammerwatch Discussion / Re: Beta test the new campaign.
« on: September 06, 2014, 08:17:23 PM »
I finally got the beta campaign to work out for myself. I'm taking a break so I haven't gotten to the first boss yet, but I do have one question.

Is the the autofire slower now? Compare to version 1.23 and beta 1.3, archer arrows are a lot slower now if I hold down autofire. For me to reach maximum potential of shooting, I would have to spam the attack button (which would be rough for people with RSI or carpal tunnel). Paladin still seem the same autofire since 1.23 which isn't the max speed either, but doable I guess.

57
Resources / Phantom's Resources
« on: September 06, 2014, 06:23:02 AM »
Hello guys, while I work on my campaign for hammerwatch, I decided to release any custom content I manage to create for you guys to use if you want to use anything custom for hammerwatch. Just please remember to give me credit if you use any assets. Feel free to edit my assets to your likings.

I'll start off with a custom monster. It's pretty simple, my first pixelart. A ghost.



The zip contains the sprite above, the xml, death sound, and effect.

58
Editor Discussion / OpenGameArt Sprites and License Questions
« on: September 01, 2014, 02:51:12 AM »
http://opengameart.org/

I'm just curious about using opengameart sprites on a custom campaign, but if a sprite for example has a license for example Creative Commons by Share Alike, would that mean I have to release my entire campaign source files or just provide links and credit to the original author?

59
Hammerwatch Discussion / Re: New Class Ideas
« on: August 29, 2014, 07:28:32 PM »
From reading this Editor Guide: http://hammerwatch.com/forum/index.php?topic=2026.msg4221#msg4221

I see that we can make entire new enemies with custom sprites and set their health, speed, attacks, etc.
I also see that we can tweak existing class stats and upgrades through vendor.

I'm not fluent in programming or coding, but I imagine wouldn't they create both monsters and the heroes the same way in the code due to many overlapping traits such as health, attack, speed, etc? Kind of like square is rectangle but rectangle isn't square thing, where they both stem from a parent "Unit" class yet are treated slightly differently in code.

I could just be stupid and way over simplifying how coding works, sorry if I sound like that.
The difference between an AI unit and a Player is that you can't change the spells of the player.
But you got half of the idea.

Could we change the looks of each spell for players or no?

60
Hammerwatch Discussion / Re: Hammerwatch IRC?
« on: August 15, 2014, 07:08:33 PM »
I usually find Skype chat groups easiest to talk in.

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