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Messages - NekoBaron

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76
Editor Discussion / Re: Parralax?
« on: October 09, 2013, 12:08:41 AM »
A few custom campaigns rarely use it but if you want to test it in the editor use the testparralax.xml and play about with it, you could flash the entire screen up with any set effect sprite if you wanted.

77
Editor Discussion / Re: Parralax?
« on: October 08, 2013, 04:48:41 PM »
Its used to create an overlay on top of the screen such as fog, and lets you set the speed and direction that it scrolls in.

78
Bug Reports / Re: 2 Game/Editor graphical bug with border tiles
« on: October 08, 2013, 04:44:15 PM »
alpha is to do with transparency, like if you wanted to use one of the dirt stain or moss tiles on other tiles but have it transparent instead of harsh solid.

79
Editor Discussion / Re: Infinite range
« on: October 07, 2013, 01:53:06 PM »
I know pretty much every enemy on the survival level has a aggro-range and max-range of 20 and the boss lich himself has 40 for both if you wanted to compare.

80
Resources / Re: The extra resource pack [WIP]
« on: September 29, 2013, 06:59:18 PM »
I'll be adding extra buttons to my pack.

One object is a multiple coloured button node, the rest are single buttons with a timer icon and the first 5 letters.

They're just simple edits of the existing buttons but can be used for various things and to represent other things like a timed switch.

Anyone got any other ideas?

81
Editor Discussion / Re: Hammerwatch Wiki
« on: September 29, 2013, 05:07:14 PM »
I wonder if people would use a wiki if we sat up one on hw.com instead, a mediawiki, the system wikipedia uses...
I feel the game is too small atm though?

It might a good idea later on since an official one can be tarted up and presumably we could link to actual game assets then instead of everyone having to submit images of every object, but at the moment it still needs a lot of work and a few more contributors, the current wikia one is getting better overtime though.

82
Editor Discussion / Re: CUSTOM PUZZLE TIME!
« on: September 29, 2013, 05:05:05 PM »
Interesting!

I have been thinking about asking the community for some puzzles before, mostly for the desert campaign, but I haven't sorted out the details and such. The same kind of puzzles over and over again get's boring =/

I'm pretty confident with most of the scripting elements now and have suggested an extra scripts objects that would be helpful in another topic. I'd be pretty happy to help get some collaboration together to help design the areas and the puzzles and such for an official campaign and such, no pay of course just the permission to put it down as work on a resume at some point (I kind of have a wasted games programming degree at the moment).

Plus I'd also really appreciate my idea of an extra community content pack being looked into and included so everyone has access to a few extras such as the multicoloured buttons/icons and other helpful features, would love to get my hands on a more accessible editor first though since running a level from editor requires me to copy paste hammer watch to a new folder for now and I get worried I'll copy paste over something important when it updates.

I've made a timer spike trap and a loop spike circuit for now and also this:

Random disco because it seemed like a good laugh.

Edit:

A randomly generated combination lock that could be extended easily.

Would a hieroglyphics puzzle work well in a desert? could random it every game.

83
Editor Discussion / Re: CUSTOM PUZZLE TIME!
« on: September 29, 2013, 02:33:25 AM »
Double post, because I remade another classic puzzle.



The idea is to swap blue and red over by moving or jumping over the other colour, I don't remember the name of it but some people may recognise it.

I'm thinking of releasing these puzzles freely at some point when I have a couple more made, plus they use part of the extra asset pack I'm trying to make.

84
Bug Reports / Re: Editor wont run levels
« on: September 28, 2013, 09:57:51 PM »
If your trying to use the run level from the editor you might have better luck if you copy paste the entire hammerwatch folder to another location (I use my desktop) for now and run the editor from there. Hopefully they will fix it at some point to work directly, might just be an issue with steam or something.

85
Editor Discussion / Requesting CompareVariables script object
« on: September 28, 2013, 07:46:06 PM »
Can we get a script object that is similar to CheckVariable but is able to check between 2 actual variable objects.

Would save trying to make about 50 script objects just to compare 2 variables to each other if require, I'm hoping to use them for random combination locks.

86
Editor Discussion / Re: CUSTOM PUZZLE TIME!
« on: September 28, 2013, 06:04:16 PM »
I'm hoping to use what I learnt about the variables and such to update the wiki, its kind of fiddly but makes sense after a while. and all the script elements take up about 3 screens due to the complexity.

Thankfully the copy paste in the editor is pretty smart and can paste groups as a new group of elements, saves a lot of time.

87
Hammerwatch Discussion / Re: hwm and hbm mapfiles! what is the difference?
« on: September 28, 2013, 04:42:22 PM »
if you look at the bottom of the 2nd page of that discussion it says they're files for the beta version of Hammerwatch apparently.

88
Editor Discussion / CUSTOM PUZZLE TIME! [INCLUDES SOURCE FILES]
« on: September 28, 2013, 04:28:43 PM »
Did the lights out puzzle on the 3rd level? How about we make it 3 colours instead >:D

http://www.youtube.com/watch?v=GIUoNSi6GwI

Made this in about 2/3 hours today, uses 1 custom doodad for the button and it is randomly generated each time.

I'm going to make the custom button doodad as part of my extra assets pack so people hack have buttons with 6 colour variations instead or used them for multiple combination puzzles, what ever you can think of.

Edit: Open Puzzles for All!
DOWNLOAD: https://www.dropbox.com/s/jfzyob7o5kckq4w/puzzles.7z
Put the puzzles folder in your editor folder, you can play from the editor or the testing version of hammer watch inside the editor folder.

NOTES: Some of the puzzles use custom doodads and wont work if you copy paste them into your own campaigns, and please don't if you intend to. This is for people to learn from and I am quite happy to help people make their own puzzles since some of these are also complicated to understand and not ideal for directly copy pasting.

89
Hammerwatch Discussion / Re: Light bulb!
« on: September 28, 2013, 02:17:07 PM »
Until hammerwatch is more capable of dropin/out or you have some way to hack around that a dedicated server isn't really going to help much yet. Plus I presume hammerwatch is peer to peer, the same reason PvP isn't ideal yet either.

90
Editor Discussion / Re: Composite AI and XML Guidelines
« on: September 27, 2013, 08:59:31 PM »
I ended up trying out http://www.telerik.com/products/decompiler.aspx?gclid=CN61s-b2ybkCFbMbtAodmW8AzA and it seems to do just fine.

I tried converting an eye enemy into composite and giving it a blink skill.

Code: [Select]
<actor collision="5" behavior="composite" minimap="menus/minimap.xml:enemy">
<behavior>
<dictionary>
<entry name="hp"><int>80</int></entry>
<entry name="multiplayer-scale-hp"><bool>true</bool></entry>
<entry name="aggro-range"><float>15</float></entry>
<entry name="max-range"><float>20</float></entry>

<dictionary name="movement">
<string name="type">melee</string>
<float name="speed">0.6</float>
</dictionary>

<entry name="death-snd"><string>sound/monsters.xml:death_eye</string></entry>
<entry name="hit-effect"><string>effects/particles.xml:hit_eye_1_small</string></entry>
<entry name="hit-particle"><string>effects/particles.xml:particle_eye_1_small</string></entry>

<array name="skills">
<dictionary>
<string name="type">blink</string>
<int name="cooldown">2500</int>
<float name="range">6</float>
<string name="sound">sound/misc.xml:spawn_tele</string>

<float name="dist">-4</float>
<string name="effect">effects/particles.xml:flash</string>
</dictionary>

</array>

</dictionary>
</behavior>


<!-- Idle -->
<sprite scale="16" random-start="true" name="east">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="250">40 20 20 20</frame>
<frame time="250">100 20 20 20</frame>
</sprite>

<sprite scale="16" random-start="true" name="northeast">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="250">40 0 20 20</frame>
<frame time="250">100 0 20 20</frame>
</sprite>

<sprite scale="16" random-start="true" name="north">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="250">20 0 20 20</frame>
<frame time="250">80 0 20 20</frame>
</sprite>

<sprite scale="16" random-start="true" name="northwest">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="250">0 0 20 20</frame>
<frame time="250">60 0 20 20</frame>
</sprite>

<sprite scale="16" random-start="true" name="west">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="250">0 20 20 20</frame>
<frame time="250">60 20 20 20</frame>
</sprite>

<sprite scale="16" random-start="true" name="southwest">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="250">0 40 20 20</frame>
<frame time="250">60 40 20 20</frame>
</sprite>

<sprite scale="16" random-start="true" name="south">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="250">20 40 20 20</frame>
<frame time="250">80 40 20 20</frame>
</sprite>

<sprite scale="16" random-start="true" name="southeast">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="250">40 40 20 20</frame>
<frame time="250">100 40 20 20</frame>
</sprite>


<!-- Walk -->
<sprite scale="16" name="east-walk">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">160 20 20 20</frame>
<frame time="150">220 20 20 20</frame>
</sprite>

<sprite scale="16" name="northeast-walk">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">160 0 20 20</frame>
<frame time="150">220 0 20 20</frame>
</sprite>

<sprite scale="16" name="north-walk">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">140 0 20 20</frame>
<frame time="150">200 0 20 20</frame>
</sprite>

<sprite scale="16" name="northwest-walk">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">120 0 20 20</frame>
<frame time="150">180 0 20 20</frame>
</sprite>

<sprite scale="16" name="west-walk">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">120 20 20 20</frame>
<frame time="150">180 20 20 20</frame>
</sprite>

<sprite scale="16" name="southwest-walk">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">120 40 20 20</frame>
<frame time="150">180 40 20 20</frame>
</sprite>

<sprite scale="16" name="south-walk">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">140 40 20 20</frame>
<frame time="150">200 40 20 20</frame>
</sprite>

<sprite scale="16" name="southeast-walk">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">160 40 20 20</frame>
<frame time="150">220 40 20 20</frame>
</sprite>


<!-- Attack -->
<sprite scale="16" name="east-attack">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">40 80 20 20</frame>
<frame time="150">100 80 20 20</frame>
</sprite>

<sprite scale="16" name="northeast-attack">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">160 0 20 20</frame>
<frame time="150">220 0 20 20</frame>
</sprite>

<sprite scale="16" name="north-attack">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">20 60 20 20</frame>
<frame time="150">80 60 20 20</frame>
</sprite>

<sprite scale="16" name="northwest-attack">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">120 0 20 20</frame>
<frame time="150">180 0 20 20</frame>
</sprite>

<sprite scale="16" name="west-attack">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">0 80 20 20</frame>
<frame time="150">60 80 20 20</frame>
</sprite>

<sprite scale="16" name="southwest-attack">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">120 40 20 20</frame>
<frame time="150">180 40 20 20</frame>
</sprite>

<sprite scale="16" name="south-attack">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">20 100 20 20</frame>
<frame time="150">80 100 20 20</frame>
</sprite>

<sprite scale="16" name="southeast-attack">
<texture>actors/eye_1.png</texture>
<origin>10 12</origin>
<frame time="150">160 40 20 20</frame>
<frame time="150">220 40 20 20</frame>
</sprite>
</actor>

It goes up to you and blinks behind you every few seconds but I can't find a way to give it a normal melee attack using the default methods.

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