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Topics - NekoBaron

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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.

« 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

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!
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.

Resources / The extra resource pack [WIP]
« on: September 26, 2013, 12:11:23 AM »
So this is currently just a general idea if people are interested. The idea is to add a few extra doodads, items, characters and tweeks using the current textures to make a few nice additions.

Basically the point is not to make all new graphics and replacements but to enhance the current textures and make some useful items for everyone to use.

This is currently what I've created from the current assets.

On the left there are doodads that can be used to create the illusion of a doorway, this is good when used to make buildings appear complete when created outside.
On the right are special diamond color shapes, this will save a lot of extra doodads if you want to have diagonal walls and such.

All of these have custom minimap setting and perfectly fit in the game including the shadow for the doorway.

So really that's the idea, I haven't had to draw anything new just tweek and manipulate the existing artwork to create a few simple additions that anyone can use.

The idea is other things that can be added such as a premade chest with say a random rune inside or made to drop a certain key only. It could even be other things like making extra enemies with the existing enemy artwork and giving them other skills like an archer with a blink skill.

Bug Reports / 2 Game/Editor graphical bug with border tiles
« on: September 24, 2013, 10:28:53 AM »
The first issue I believe is caused by border tiles being on the edge of the 20x20 squares the tiles are saved it, due to the lack of the same tilemap in an adjacent border the game does not render any in the tile. You can see this error yours self by slowly making a line of tiles that have a border and tends to happen every 20 tiles (IE -10, -30 , -50 ect).

The second issue is when using the brush alpha setting with border tiles, the border edges use 100 alpha instead of using the value from the joined side.

Editor Discussion / Hammerwatch Wiki
« on: September 20, 2013, 08:28:33 AM »
So who else is helping or interested in the random hammerwatch wiki?

Started editing a few pages myself the other day, was curious if anyone uses it much too since I'm hoping to redo the pages on the scripting objects and add a few basic written tutorials (Since people like me dislike watching videos tutorials).

Plus I'm sure other people have had a lot more practice with the editor that I have so would be nice if some people could just check the info is correct.

Custom Maps / [CAMPAIGN][WIP] Azuron
« on: September 15, 2013, 09:53:22 PM »

Enter Azuron and fight across the land, collect the 3 gems to unlock the wizards tower and defeat him to stop his reign of terror over the people of Azuron.

What the campaign will have:
Starting mines
Overworld map
3-8  general map locations (villages, pass through areas, bonus caves)
4 Main Dungeons (collect 3 gems to unlock the 4th one)
Scripted events (Im enjoying the path scripts)
Basic custom art since I cant draw well.
Custom enemies / bosses

The difficulty is going to vary a lot, I'm using the difficulty filter to remove extra enemies and spawners on easier difficulties, anyone should be able to chill through easy and anyone looking for a challenge should be pressured by hard.

Going to add final screenshots and download in this post, and post work in progress in additional posts.

ALPHA 0-15
ALPHA 0-19

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