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Messages - Flemse

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46
Editor Discussion / Re: Water-Wall Transitions
« on: August 10, 2015, 04:53:50 PM »
Hi, those are custom doodads made by Amran. I'm sure he'll let you use them if you ask him nicely :)

47
This is really nice. You guys(Crackshell) should consider making an official program like this for the new engine, maybe with integration into the editor.

48
Editor Discussion / Re: Custom potions?
« on: July 28, 2015, 10:55:51 PM »
Ok, that's too bad. I wanted to make a speed potion, but I guess that can't be done.

49
Editor Discussion / Custom potions?
« on: July 27, 2015, 06:57:23 PM »
I'm trying to make a new type of potion, but I'm having some trouble. Anyone know what xml file holds the potion info?

50
Custom Maps / Re: [RELEASED] - Ravenwatch - Act 1 BETA - 0.18
« on: July 21, 2015, 10:47:34 PM »
Have you given up on the project? I think it's really nice, and I'd like to see some more. It could use some more action/challenge and traps during the level, the pacing can become a little dull, but otherwise it's top class. Love the boss.

51
Custom Maps / Re: [CAMPAIGN] The Ascent
« on: July 21, 2015, 08:50:32 AM »
I'm not going to downvote it, I really liked what was there up to that point, and you put some real efford into it.

52
Custom Maps / Re: [CAMPAIGN] The Ascent
« on: July 19, 2015, 08:10:52 PM »
It's not really about the controller, I simply don't enjoy that type of gameplay. The game was really fluid up untill the spikes, but then it comes to a complete halt, where everyone is inching along, complaining/cursing and trying to find any exit to end it as fast as possible. There was a collective sigh/moan in the group when we cleared the first area and found that the next one was an even tighter spike maze. We simply didn't have fun anymore, and we chose to quit the campaign before using all our lives up.

I think it's a shame, because everything else was really nice, and I think it could be great if you simply took out all the spike mazes. But I also realize some people like this kind of gameplay, and of course I don't expect you to tailor your campaign to my tastes :)

53
Custom Maps / Re: [CAMPAIGN] The Ascent
« on: July 17, 2015, 11:44:05 PM »
Hi, we tried your map, and it was enjoyable until the spike area(s).

54
Technical Support / Re: Black screen,only hear music[PLS HELP :3]
« on: July 14, 2015, 10:11:11 AM »
Do you use Nvidia? Game is a little buggy with some of those, but you can fix it by going into the 3d options and force Hammerwatch to run with the Nvidia processor, instead of the integrated option.

55
Editor Discussion / Re: Editor preview images
« on: July 06, 2015, 09:36:59 AM »
Was that Hammerwatch 2 confirmed, Hipshot? :D

56
Editor Discussion / Editor preview images
« on: June 21, 2015, 04:33:39 PM »
Hey guys, I really like the editor, but I would love to have a preview of the selected item in the list. Right now, you have to place the asset on the scene and see what it is, which can get very tedious. Could you possibly add such a feature? I would love to have it as a feature in the HammerEditor, but if that's not possible, it would be great if you would consider it for Serious Sam BD.

57
Editor Discussion / Re: Missing .xml file?
« on: June 21, 2015, 04:27:59 PM »
I had to unpack campaign2 to get those things as well, they weren't in the asset.bin.

58
Found a game breaking bug. When you don't go into the the teleport by the guy who asks you to get his magic book, but instead take the one on the left, you get caught by the boss in the tomb, behind the closed gates.

59
Custom Maps / Re: [CAMPAIGN] Dungeon of Doom V1.1.2
« on: May 21, 2015, 11:41:56 PM »
That is great, I can learn a lot from those files :)

Exits should work now, and I've added slightly more money, fixed some bugs, added missing sounds and done some minor aesthetics improvements.

60
Custom Maps / Re: [CAMPAIGN] Dungeon of Doom V1.1.1
« on: May 20, 2015, 11:32:48 AM »
It makes me really happy to hear that you guys like it, that means a lot :D

I uploaded the scenario to the workshop yesterday, so that's already taken care of :)

And yes, I do plan to make more, because I've really enjoyed making this. It'll be a while before I can start work on it, because I'll be working on finishing my exams right now, but when they are over, I'll most likely start work on a 2nd act right away.

About the feedback:

I found out about the exit thing myself yesterday, but didn't have time to fix it. When I use levelExitArea, it doesn't seem to register that the other players are there, and just stays at the level with the waiting for other players text. And when I use levelExit it just takes all the players down immidiately. Do you have an example of the script you guys use to change floors that I could possibly take a look at?

Do you mean the gold key behind the bronze door? Because that's a personal favorit, we've already had many laughs watching people get completely suprised by it :D I want to make more of that kind of traps when I make the 2nd act.

Thanks again for trying my scenario and giving feedback. Any criticism is always welcome. I'll be sure to post any update I make both here and on the workshop.

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