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Messages - Enjay

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1
Editor Discussion / Re: Displaying a Variable in a Speech Bubble
« on: February 28, 2014, 11:28:27 AM »
Depending on your level of motivation, you can either script everything out so the number is randomly selected by a random script, which also activates the appropriate text for it. (Or marks a flag that the text checks before being made, depending on whether these are happening at the same time or separately)

Your other option is for Hipshot to tell you how to do it. I believe that it's possible, as the speech bubbles can handle references to other things (Proof in campaign, where the speech scripts don't actually write what they write, they just say "PassageHidden" or some key-phrase like that, which the editor than parses into "You have found a hidden passage!".

2
Hammerwatch Discussion / Re: A few questions
« on: February 19, 2014, 03:21:11 AM »
You click the load button and load your multiplayer file just like any other save, and then you have your friends join you through the multiplayer "join" option.

3
Hammerwatch Discussion / Re: Temple of the Sun - some spoilers in here.
« on: February 07, 2014, 03:23:05 AM »
Awesome to know! Thanks for supporting us all Hipshot :D

4
Hammerwatch Discussion / Re: Please consider different classes.
« on: February 06, 2014, 12:50:53 PM »
I'm not normally one to get on the whole "Suggestions" train, however I just wanted to say that I truly like the idea of the Spell Sword. Mostly because of the flavor, and I'm just a sucker for elementally enchanted weapons. It's like, the greatest thing... ever.

5
Hammerwatch Discussion / Re: Temple of the Sun - some spoilers in here.
« on: February 06, 2014, 12:47:41 PM »
would like to see a bit of colour variation.

I like this for reasons.

That all looks amazing! Looking forward to more assets to have fun with, as well as an excuse to get my friends back together and play more HammerWatch.

With this campaign are you planning on releasing the editor files, like you did with the original campaign? There are some things I already see that I'd be interested in recreating, such as the custom hud elements and such.

6
Editor Discussion / Re: Triggering Scripts When Player Hits Activate
« on: January 31, 2014, 05:57:07 PM »
You can have a doodad being hit trigger scripts. This should be enough to get anything you need done, unless you're trying to have something activate-able in the figurative middle of nowhere, since most things you would want to activate are doodads. Alternatively, I see no reason why you couldnt make a square doodad that is completely transparent, able to be walked through, and has no shadow that would then trigger on being hit.
*Caveat: I do not know if objects that can be walked through can register hits, but I assume they can*

7
Resources / Re: Natural Cave / Cliff Theme
« on: January 27, 2014, 11:05:56 AM »
Posted this over on the Ravenwatch thread, but that's really impressive!

As for my set, I'll be doing some color variations soon just because it's easy enough, and I think my next big resource project is going to be very similar to what you've made there, but more in the style of Hammerwatch (Read: Grassy with gray rocks, probably no water though). My main goal is to make sure the resources stay consistent with the graphical acuity that is present in the original game resources, so that people can make use of them more easily while creating their own custom campaigns and maps, and not have to worry about being able to use native resources and having them clash with custom resources.

Glad to hear you like what I've done so far. It's not much, but I'm working towards more :D


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Custom Maps / Re: [Campaign] - Ravenwatch - Update (1/24/2014)
« on: January 27, 2014, 10:41:21 AM »
This is all extremely impressive! Amazing work so far :D

9
Resources / Re: Sprite Usage
« on: January 23, 2014, 10:16:00 AM »
That's where I'm at. I also have a terrible habit of getting just far enough to show the potential of something, and then dropping it entirely. So to combat crushing people's expectations, I'm not showing anything until it's finished. :D

10
Hammerwatch Discussion / Re: Defeating the Survival Lich?
« on: January 23, 2014, 10:07:50 AM »
It seems like the go-to strategy for this is to have friends deal with all of the additional enemies, while one ranger attacks from outside of the lich's missile-range. Solo it seems like it would be nearly impossible, and trying to kill the lich with melee seems like a long-shot as well. It is by far the hardest fight in the packaged hammerwatch game. Good luck :D

11
Custom Maps / Re: [Campaign] [WiP] No name yet!
« on: January 21, 2014, 05:12:49 AM »
ObjectEventTrigger - Destroyed

12
Resources / Re: Sprite Usage
« on: January 20, 2014, 01:02:19 AM »
Ahh, this is an issue with Tilemaps specifically. You have to change the layer that the tilemap uses in it's xml to something that none of the other tilesets use. I managed this by just changing it to various things until it worked.

13
Editor Discussion / Re: max number of scripts?
« on: January 20, 2014, 12:59:31 AM »
There is no practical limit to placing scripts in the editor (Source: I just copied and pasted 10k+ scripts), I see no technical reason why connecting and using those scripts would cause problems. The only thing to be careful of is that one single trigger does not cause too many actions, as that could cause noticeable stuttering. As long as it's just "Enter area, reveal area" it shouldn't be too hard for a computer to handle.

14
Resources / Re: Sprite Usage
« on: January 19, 2014, 02:27:02 AM »
Tons of errors is normal. That's saying that the resources you have there are just copies of resources that are already present. They should work fine.

For custom stuff I can't tell you what the issue is without seeing it myself, otherwise I'd just be shooting in the dark :D

15
Editor Discussion / Re: Doodad priority (overlap)
« on: January 17, 2014, 12:42:45 AM »
*Mother of Mazes*
Holy Maze! That's... Scary.
And no insult taken :D

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