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Messages - bewt

Pages: [1] 2
1
Thanks.

You saved the day.

2
this is at the bottom of the actor
Code: [Select]
<sprite scale="16" name="channeling">
<texture>actors/yeti.png</texture>
<origin>16 24</origin>
<frame time="70">78 215 32 32</frame>
<frame time="70">110 215 32 32</frame>
<frame time="70">142 215 32 32</frame>
<glow scale="16">
<texture>actors/yeti.png</texture>
<frame time="70">78 283 32 32</frame>
<frame time="70">110 283 32 32</frame>
<frame time="70">142 283 32 32</frame>
</glow>
</sprite>


this is what is calling it:
Code: [Select]
<dictionary>
<string name="type">ground-hit</string>
<string name="anim-set">attack</string>
<string name="chnl-anim-set">channeling</string>
<int name="cooldown">1000</int>
<float name="range">5</float>
<string name="sound">sound/monsters.xml:hit_flower_1</string>
<string name="attack-effect">actors/yeti.xml:attack-effect</string>
<int name="dmg">50</int>
<int name="max-targets">2</int>
<int name="dmg-delay">400</int>
<float name="dmg-range">0.5</float>
</dictionary>

I can't find any documentation on how to make channeling animations, is it just not possible? I can't see why I couldn't use it as it exists in the game and also this line <string name="chnl-anim-set"></string>

3
Editor Discussion / Re: Composite mob type with bomb abilities.
« on: April 22, 2014, 10:21:35 PM »
Sweet, this is exactly what I needed.

Are there ever going to be hooks for custom potions?

4
Custom Maps / Re: [Level] Hammer Souls (Dark Souls rendition)
« on: March 25, 2014, 11:57:11 PM »
how do ya'll feel about torrents?


5
Editor Discussion / Re: Composite mob type with bomb abilities.
« on: March 24, 2014, 08:10:42 PM »
My friends and I are aiming to release a pretty extensive campaign before June.

I'm in charge of most of the .xmls, new creature creation, and balance. And I am responsible for about half of the level design.

I don't want to give any details but If it's half as good as the normal campaign I will be happy.

6
Editor Discussion / Re: Composite mob type with bomb abilities.
« on: March 22, 2014, 08:52:03 PM »
Ah okay. Is that going to be the same patch as the desert campaign? And will it happen before June?

7
Editor Discussion / Re: Composite mob type with bomb abilities.
« on: March 21, 2014, 09:34:27 PM »
lol kind of like a creeper yeah.

Imagine walking through a dark hallway and hearing a shrill scream. A dark figure sprints at you, as fast, or faster than you can run. At the last second it explodes, doing damage to you and leaving behind a couple more creatures which are similar (but don't explode).

8
Editor Discussion / Re: Composite mob type with bomb abilities.
« on: March 21, 2014, 09:06:03 PM »
Furthermore I'm not talking about a bomb drop on death like the wisp does.

I want something like a slime that can move.

9
Editor Discussion / Composite mob type with bomb abilities.
« on: March 21, 2014, 08:41:44 PM »
Hey all.

I was wondering if there was a way to add the bomb unit ability to a composite mob.

I want to make an enemy that runs at the player and explodes when in a certain range.

Additionally is there a resource which allows me to look at all of the nuances of mob .xmls? eg type, attacks, etc.

10
I tried it with a blank sprite and noticed that it doesn't actually affect gameplay. My spiders worked as well as they ever did. It's just an editor error message.

I'm really not sure what the deal is. My pngs are 32 bit.

11
Update: Just re-saved the sprite forcing it to 32 bit. Did not work.

I'm going to save a blank image and load that and see if it works.

12
paint.net, my friends think I'm an idiot, but it does what I need it to do for pixel art. I was assuming that it was something like that. I think I tried re-saving before but I'll try it again.

Errors aside, Could illustrator work better for pixel art? I just make placeholder sprites and get my art friends to fix them.

13
Technical Support / Re: Everything is red?
« on: March 03, 2014, 11:55:22 PM »
My friend had this problem and was able to fix it by fiddling with his nVidia settings. I have an AMD so I don't know which exact settings he used. I'll see if I can get him to help.

Like Myran said above, there has to be a setting you can manually enable regarding OpenGL.

14
Hello all.

I had a working projectile for one of my spider enemies. It slows the player, etc.

It worked early January, I guess last patch. I've been mapping again and upon loading of my old maps in the editor I get resource errors.

Code: [Select]
projectiles/enemy_spider.xml: Can only read RGB or RGBA textures
projectiles/enemy_spider.xml: Couldn't load texture specified in sprite
projectiles/enemy_spider.xml: Already loaded texture
projectiles/enemy_spider.xml: Couldn't load texture specified in sprite
projectiles/enemy_spider.xml: Already loaded texture

It repeats 5 more times, giving a total of 8 couldn't load textures. I am assuming this is for each of its 8 directions. IRRC I have other projectiles too, but I don't think I changed the sprites at all. Additionally I have custom sprites for other entities of my mod. The projectile is the only thing giving me this error.

I also used the maggot sprites and xmls for reference, if that says anything.

Perhaps something has been changed in the syntax since the patch?

Here is the xml for the projectile:

Code: [Select]
<projectile directions="8" collision="0.75" damage="3" speed="1.7" behavior="neutral">
<behavior>
<dictionary>
<string name="buff">buffs/spider_slow.xml</string>
</dictionary>
</behavior>

<sprite scale="16" name="0">
<texture>projectiles/enemy_spider.png</texture>
<origin>4 4</origin> <!-- west -->
<frame time="100">0 8 8 8</frame>
<frame time="100">24 8 8 8</frame>
<frame time="100">0 32 8 8</frame>
<frame time="100">24 32 8 8</frame>
</sprite>
<sprite scale="16" name="1">
<texture>projectiles/enemy_spider.png</texture>
<origin>4 4</origin> <!-- north west -->
<frame time="100">0 0 8 8</frame>
<frame time="100">24 0 8 8</frame>
<frame time="100">0 24 8 8</frame>
<frame time="100">24 24 8 8</frame>
</sprite>
<sprite scale="16" name="2"> <!-- north -->
<texture>projectiles/enemy_spider.png</texture>
<origin>4 4</origin>
<frame time="100">8 0 8 8</frame>
<frame time="100">32 0 8 8</frame>
<frame time="100">8 24 8 8</frame>
<frame time="100">32 24 8 8</frame>
</sprite>
<sprite scale="16" name="3"> <!-- north east -->
<texture>projectiles/enemy_spider.png</texture>
<origin>4 4</origin>
<frame time="100">16 0 8 8</frame>
<frame time="100">40 0 8 8</frame>
<frame time="100">16 24 8 8</frame>
<frame time="100">40 24 8 8</frame>
</sprite>
<sprite scale="16" name="4"> <!-- east -->
<texture>projectiles/enemy_spider.png</texture>
<origin>4 4</origin>
<frame time="100">16 8 8 8</frame>
<frame time="100">40 8 8 8</frame>
<frame time="100">16 32 8 8</frame>
<frame time="100">40 32 8 8</frame>
</sprite>
<sprite scale="16" name="5"> <!-- south east -->
<texture>projectiles/enemy_spider.png</texture>
<origin>4 4</origin>
<frame time="100">16 16 8 8</frame>
<frame time="100">40 16 8 8</frame>
<frame time="100">16 40 8 8</frame>
<frame time="100">40 40 8 8</frame>
</sprite>
<sprite scale="16" name="6"> <!-- south -->
<texture>projectiles/enemy_spider.png</texture>
<origin>4 4</origin>
<frame time="100">8 16 8 8</frame>
<frame time="100">32 16 8 8</frame>
<frame time="100">8 40 8 8</frame>
<frame time="100">32 40 8 8</frame>
</sprite>
<sprite scale="16" name="7"> <!-- south west -->
<texture>projectiles/enemy_spider.png</texture>
<origin>4 4</origin>
<frame time="100">0 16 8 8</frame>
<frame time="100">24 16 8 8</frame>
<frame time="100">0 40 8 8</frame>
<frame time="100">24 40 8 8</frame>
</sprite>



<sprite scale="16" name="d0">
<texture>effects/hit_projectile_spider.png</texture>
<origin>4 4</origin>
<frame time="100">0 8 8 8</frame>
<frame time="100">24 8 8 8</frame>
<frame time="100">48 8 8 8</frame>
</sprite>
<sprite scale="16" name="d1">
<texture>effects/hit_projectile_spider.png</texture>
<origin>4 4</origin>
<frame time="100">0 0 8 8</frame>
<frame time="100">24 0 8 8</frame>
<frame time="100">48 0 8 8</frame>
</sprite>
<sprite scale="16" name="d2">
<texture>effects/hit_projectile_spider.png</texture>
<origin>4 4</origin>
<frame time="100">8 0 8 8</frame>
<frame time="100">32 0 8 8</frame>
<frame time="100">56 0 8 8</frame>
</sprite>
<sprite scale="16" name="d3">
<texture>effects/hit_projectile_spider.png</texture>
<origin>4 4</origin>
<frame time="100">16 0 8 8</frame>
<frame time="100">40 0 8 8</frame>
<frame time="100">64 0 8 8</frame>
</sprite>
<sprite scale="16" name="d4">
<texture>effects/hit_projectile_spider.png</texture>
<origin>4 4</origin>
<frame time="100">16 8 8 8</frame>
<frame time="100">40 8 8 8</frame>
<frame time="100">64 8 8 8</frame>
</sprite>
<sprite scale="16" name="d5">
<texture>effects/hit_projectile_spider.png</texture>
<origin>4 4</origin>
<frame time="100">16 16 8 8</frame>
<frame time="100">40 16 8 8</frame>
<frame time="100">64 16 8 8</frame>
</sprite>
<sprite scale="16" name="d6">
<texture>effects/hit_projectile_spider.png</texture>
<origin>4 4</origin>
<frame time="100">8 16 8 8</frame>
<frame time="100">32 16 8 8</frame>
<frame time="100">56 16 8 8</frame>
</sprite>
<sprite scale="16" name="d7">
<texture>effects/hit_projectile_spider.png</texture>
<origin>4 4</origin>
<frame time="100">0 16 8 8</frame>
<frame time="100">24 16 8 8</frame>
<frame time="100">48 16 8 8</frame>
</sprite>

</projectile>

Any help would be appreciated. I might just tear it down and rebuild it.

15
Hammerwatch Discussion / What language is Hammerwatch written in?
« on: January 25, 2014, 07:04:25 PM »
I am a beginner programmer at best. I'm sorry for not looking hard enough if this has been answered before.

I really like the ease of content creation with xmls, spritesheets, and what not. But what language is the source code written in? C#?

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