Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Amran

Pages: [1] 2
1
Editor Discussion / Re: Water-Wall Transitions
« on: August 10, 2015, 06:20:34 PM »
Here's a quote from Myran on unpacking hwm files. The Resource Extractor program mentioned can be found just under the ..\Hammerwatch\editor directory.

So, 'ResourceExtractor map piratecove.hwm' should do it!

You can actually do it with the regular ResourceExtractor program that's also used to unpack the assets.bin, just add the argument "map" to it, so something like:
ResourceExtractor.exe map generated.hwm

2
It doesn't seem like there's a limit to the gambler, but the chances of getting different items changes based on the number of players in the game. Also not certain about the ore, but in the two play throughs here we weren't able to max out the vendors. Be sure to choose your upgrades wisely!

3
I love the point and click nature of working with the editor, including how the scripting system is handled. Something that might be nice to see is a way to comment scripts and features, such as being able to draw a highlighted box around an map area and labeling it.

4
Custom Maps / Re: [Campaign] Pirate's Cove
« on: July 12, 2014, 01:37:30 AM »
You know what you can do, use the playGib entity and play a set of dirt that scatters when you dig.

Look at the gib_npc, should be a good one, just change the colors and so into earth or sand.

Added this in as well now, thanks. :)

There's a new version of the level uploaded. New areas, secrets, and other adjustments!

5
Editor Discussion / Re: Custom HUD
« on: July 07, 2014, 06:11:36 AM »
Great, thank you for posting this sample! I've used this to add a hud element for the shovel in Pirate's Cove.

6
Custom Maps / Re: [Campaign] Pirate's Cove
« on: July 07, 2014, 03:38:30 AM »
What I think you should do, is use the new HUD system to add the showel to the hud when you found it. I'm gonna write a small tutorial on how to do this a bit later.

And, it's nice that it's in the Workshop, so more people can play this level!

That would be great for consistency. I'll be checking out the sample you posted later for certain!

7
Custom Maps / Re: [Campaign] Pirate's Cove
« on: July 04, 2014, 02:16:38 AM »
The recent Hammerwatch patch introducing Workshop support brought me back to look at this again. I've updated the level to correct some visual glitches that had been found since the original release.

I'm also curious if others would like to see more done with this map in the future. New areas? Additional secrets? Changes to the balance or pacing? If anyone has some ideas, be sure to let me know!

8
Custom Maps / Re: [Campaign] Pirate's Cove - Beta
« on: May 01, 2014, 02:18:20 AM »
What an awesome level! The seagulls are great and the boss fight was very entertaining. You put some true talent into this - do you have any plans to make a full campaign or anything like that?
Thank you, glad you enjoyed it! I currently don't have any plans for a full campaign, but we'll see what happens. :)


Hye,I think you uploaded the wrong map ist the survival map.Please fix it.
Might have renamed the wrong file by accident, it should be the correct map now. Thanks for letting me know!

9
Custom Maps / Re: [Campaign] Pirate's Cove - Beta
« on: April 29, 2014, 03:21:21 PM »
Wow!
This was really nice, the best custom level I played to date, for several reasons, both gameplay and graphics. I played right now as a Wz, but I will be trying the other 4 classes on this level. Short and sweet.

It connects to the regular campaign features very well, by using several already used systems, like the tutorial text system, colored buttons and spikes, glasswalks etc, but it also adds and enhances those, like the additional shovel feature.
The level design is very solid, I highly enjoyed playing through this, didn't get bored and/or lost at any moment really, some times I looked at the map, but you did a really good job reconnecting paths and opened shortcuts as you got further.
Graphics looks great, I love that instead of going all custom assets, you focused on solid construction and added smaller features like the birds, the little boat the merged theme_a and theme_f and of course the ship. Also, the light is very well put together, you are using some slight white add-lights as fog simulation which I like, floor tiling holds the same quality as the rest, a good mix of the two themes that fits well together color-vise and all.

This is kinda what I wanted to see in a custom level and also a very good start, since it assets-vise probably was pretty easy to make and you could focus on the gameplay instead. You probably modded other games before this right?

I didn't really find a lot of errors here, an idea is to clear the minimap from the treasure icon once looted, also the collision of the mast holder is kinda annoying.




Btw, the shovel feature, I had an idea to use a shovel "quest" in the desert campaign, to open up new paths, maybe I can't do that any more now =) But I have a frying pan at least!

Thank you for the feedback, it means a lot coming from a designer of the original game! I really enjoyed the look of both theme_a and theme_f, and thought it might be fun to mix the two into something slightly different. The handful of new sprites were made by Seylyn and myself, and were to help add the little touches to this combination.

Having the water display on the minimap was already on the to-do list, something I'll be sure to get into the next release. Also good point on the treasure marker, and not the first complaint I've had about the 'masts'. I'll get these changed as well.

Certainly not the first content I've done for a game! I'm really looking forward to the campaign you're working on as well (it was neat to see that pop up on MapCore even). Would be interesting to see a shovel mechanic appear there too. :)

10
Custom Maps / [Campaign] Pirate's Cove
« on: April 29, 2014, 04:18:07 AM »
"A rumor of wealth hidden deep in the pirate cove has drawn you to another adventure. Collect all the cursed treasure, and escape with your lives!"




This is a release version of the level, with the intention to iron out any more bugs or balance issues that might still pop up. Any feedback would be great!
There's a new version of the level uploaded now. New areas, secrets, and adjustments!

Steam Workshop

ModDB Download

11
Editor Discussion / Re: Composite Skills
« on: April 19, 2014, 05:36:05 PM »
Thanks for taking the time to document this, definitely handy to know!

12
Editor Discussion / Re: Player Only Collision / Map Image
« on: April 19, 2014, 03:16:06 AM »
No player only collision, no :\
Add a 80x60 image named icon.png in to the map directory (next to the info.xml and levels.xml)

Great! Thank you for the fast reply!

13
Editor Discussion / Player Only Collision / Map Image
« on: April 18, 2014, 06:55:17 PM »
Two more questions relating to a level I've been working on!

-Is there a way to set the collision of a doodad to only block players, but not projectiles or enemies?
-How can an image be set to display in the menu screen when the map is selected (rather than the question mark preview image).

14
Editor Discussion / Re: Scripting questions Updated
« on: February 05, 2014, 03:34:05 AM »
Yep, sounds like a workaround if you don't mind the extra scripts!

If you make each wall a prefab I believe the scripts will be hidden when placing them in the editor.

15
Editor Discussion / Re: Scripting questions Updated
« on: February 05, 2014, 12:12:52 AM »
Could problems arise in multiplayer from scripting it this way? I haven't looked into it much, but if the scripts work as I assume, cases like this could come up:

-Player 1 enters area behind wall, causing OnEnter to fire and the wall to change to translucent
-Player 2 enters area behind wall, causing OnEnter to fire and no change to the wall as it's already translucent
-Player 1 leaves area behind wall, causing OnLeave to fire and the wall to change to opaque
-Player 2 would then be behind a non translucent wall?

Pages: [1] 2