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Messages - Pyrodioxide

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1
Editor Discussion / Editor (multiple users) function
« on: October 13, 2015, 09:00:44 PM »
Hey Hammerwatch community!

I am back from my (very long) summer break and have resumed my work on my own campaign as of this week. :)
Since it is starting to become a big project I am teaching a friend of mine how to use the editor so he can help me with this.

I know this is currently not possible through the editor, but I would love to work on the same level simultaneously.
Currently he is working on different levels while I support him on skype and work on another level/portion.

I know it is a long shot, but maybe someone knows/has a way around this?
Or this functionality could be added to the editor of HW2 or the upcoming Serious Sam Bogus Detour game.

Just random thoughts I felt like sharing.

Kind regards,

Pyrodioxide

2
Custom Maps / Re: [CAMPAIGN] Dungeon of Doom V1.0
« on: May 18, 2015, 10:51:06 PM »
Wow Hipshot :) I've been following the SSBD project closely and I just want to say that I think it is really cool that you still take time to try custom Hammerwatch maps! (With you guys being so busy and all :) ) I'll be sure to post my custom Hammerwatch map/campaign and resources in a month or two when it is finished.

Also from what I can tell the editor for SSBD looks amazing! Looking forward to trying that too. 

3
Custom Maps / Re: [CAMPAIGN] Dungeon of Doom V1.0
« on: May 15, 2015, 11:38:54 AM »
Hey Flemse, nice to see you posted your custom map!

Put in a poll option next time you upload/post your map, so people can vote ;-)
I played your map solo as the ranger. (will play it again with a friend and I'll let you know about that later)
My playtime: 45 minutes

I liked the overall idea, style and enjoyed playing it :)
Below is my opinion, mostly based on my personal taste.
(My first custom map has yet to be released, so do not regard me as an expert on this :P)

Pro's:
-The custom music was great especially the final boss music. (At First I thought the music was a bit soft, but since it was playing pretty much every floor it blended into the background nicely)
- I think the amount of upgrades and gold the player gets is very good. (not too much/not too little)
- I liked the final boss stage a lot.
- The ignite/flame sound for the torches was a nice touch
- I really liked the fact that (mini)bosses had speech boxes and liked what they said. (Gave them a personality)
- It was a short, but nonetheless finished and well-rounded map/campaign. (This asks for more :) )
- The start of the map has a nice build-up of enemy types and numbers.

Room for improvement:
- Floor 4 could have been a bigger challenge and I suggest spawning the reward after the "boss" has been defeated
- Playing ranger is of course easy mode on most maps and I will play as a wizard next game, but even when taking that into account halfway through it became a bit too easy for my personal taste.
- Most of the time is spend on one big floor which -although designed nicely- does not entirely give me the full experience and rewarding feeling of making progress.

Easy fixes and bugs I encountered:
- There is a secret area with a puzzle that has torches. The light from the torches is visible through the ceiling panel even before the secret is revealed.(Turn on torches when secret is revealed or use a hide/show script for the torches)
- I had to hit the breakable walls 6+ times to break them. (Not sure what script you are using, but I suggest copying the script in the example folder (editor/example/levels/breakable_wall.xml)
- On the right of the exit to lvl 2 there is one wall piece slightly nodged more forward than the rest. (when using the minimap I saw something like this twice)
- When I was past the firefloor traps and the 8 pillars with torches ignited, the torch on the second pillar of the above four did not disappear properly
- When walking back and forth on the bridge that leads to the exit (that leads to the bossfloor) a panel was flickering/blinking.
 
Final thoughts
I liked playing it and would like to see more. :)
I would not like to sound greedy, but I liked it and I think this deserves another act and some added floors to the first act.
Keep up the good work and be sure to post any future maps :) Also keep exploring the editor and what it can do.
If you have the time I like to see more custom puzzles and quests in the next version.
I hope this feedback is somewhat useful to you

The bugs I encountered were minor and more of a visual thing.
Most can easily be fixed to make your map even better. (If you ever need help feel free to ask)

4
Editor Discussion / Re: Custom HUD
« on: May 13, 2015, 06:57:25 PM »
Thanks Hipshot! This is awesome!

5
Editor Discussion / Re: Valuables bug
« on: May 02, 2015, 08:42:08 PM »
Hmmm what a strange bug..,, looks pretty cool though.
Looks like a custom map, does this only happen in this map/the editor or also in the main campaign(s)?

Have you added or changed anything in the items folder? specifically the item.png in your custom map folder?

Below you will find my version of the valuable_9.xml and items.png so you can compare them with your files.
The valuable_9.xml links to a specific area in the items.png for the sprite it uses, Maybe your code in the xml or location of the sprite in the items.png has changed somehow?

My version of the files as found in the Hammerwatch folder: http://we.tl/nDAtGN2Xcn

Hope the issue is resolved soon :)

6
Editor Discussion / Re: Jukebox script
« on: April 29, 2015, 12:48:03 AM »
I just did the lazy mans way of using player in area then starting music LMAO

Nice! I have been thinking of improving the script I have right now with a better selection method, but I'd need more than 10 songs for that to be viable. I have a friend who said he would make custom music for the custom map I am working on. So I thought adding a jukebox would keep it fresh in case people do not like the music and/or a particular song better.

7
Editor Discussion / Jukebox script
« on: April 28, 2015, 04:36:35 PM »
I hope this is the right place to post this ;-) (First post)



So basicly: I made a hit detection script that adds 1 to a variable which is then checked and triggers the matching playmusic script
Example: hit object -> add 1 to variable --> Check variable; on true; equal to 3 --> playmusic

When equal to 5 it sets the value at 0, effectively resetting the jukebox.
The current number of songs the jukebox plays is 5, but theoretically you could make that any number.

TL;DR Jukebox script! (Have not seen it yet, so made it for all of you to use/edit)
Included the script below

Source http://we.tl/emN8V5ImfG

Post scriptum:

Ever since I played rpc190's Hexen: Beyond Hammerwatch campaign I have been lurking on this forum.
I really enjoyed Hexen back in the day and thought its execution was beyond awesome and shortly after decided to pick up the editor myself.(about 3 weeks ago)

I saw that many of the custom maps I have played through the workshop were made by the awesome people of this forum. (thank you)

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