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Messages - prophet

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1
Resources / Re: Custom Paladin Re-skin (w/ CAPE!)
« on: November 25, 2014, 01:27:55 PM »
crowarlock*

2
Custom Maps / Re: [WIP] Hammer Souls v.1.2.1 (Dark Souls rendition)
« on: November 25, 2014, 01:17:40 PM »
New update (about 6 patches) is LIVE! (both steam and 4shared link in here are up to date)

Spoiler for PATCHNOTES::

This last updated actually contain many patches that were not uploaded due to my forgetfulness.

------------------------------------

V-1.2.2

CRYBABIES' BALANCE PATCH

- Drake Sword and Red Tearstone Ring rebalanced (reduced overall damage);
- The Hellkite Drake now scales with difficulty (easy and normal will be the same as previous versions, hard has same stats as the vanilla version's Dragon);


- TrollingNoobs now scales with difficulty (reduced damage for normal and easy, damage on hard will be the same as previous versions);
- The already spawned number of archers in the begining of undead burg (after the title) now scales with difficulty (easy = none, medium = 3, hard = 7, as in the same as previous versions);

- Fixed a bug where archers would respawn whenever u entered the archer's tower roof.

------------------------------------

V-1.3

ORANGE SOAP SIGN PATCH

- Added (orange) Messages from other worlds, scattered throughout the whole world;
- Read messages by standing over them (readable 2 times to avoid cluttering the screen, after that, they will disappear).

------------------------------------

V-1.4

THE BISHOP ARISES!

- Added 7 new attacks to Havel (Including fans' favorite Great Magic Barrier);
- Added a death body and all sounds related to Havel;

------------------------------------

V-1.5

¡OLÉ TORERO! PATCH

- Added 4 new skills (Smashing Leap, Stomp, Blood Bath, Stab) to Taurus Demon;
- Blood Bath: Now Taurus will leave a trail of blood when hit - players bathed in blood receive a damage buff of 20%;
- Added a death body and all sounds related to Taurus Demon;
- Added music to the Taurus fight;
- Reworked Taurus' Cleave sprites and fixed its hitbox issues;

- Added a new easter egg (there is no message hint related to this one);

- Fixed the fog in the Bridge Structure level - now it will move properly;
- Added fog to the Low Undead Burg level;
- Added wind sounds to some areas;
- TrollingNoobs will now drop a humanity upon death, as an invader should (this change affects all difficulties).

------------------------------------

V-1.5.1

OPTIMIZATIONS

- Fixed Taurus sprite issues.
- Optimized game files, reducing the size of all data.

Discuss this update in the discussions section.

-----------------------------

V-1.5.2

*hotfix*

- Removed the menu theme. Now it should be completely silent.
- Fixed the problem with music not playing in the taurus fight and windy sections.

3
Editor Discussion / Re: pushable boxes?
« on: November 25, 2014, 01:12:15 PM »
No need for any of that, just use <collision static="false"> and anything will be pushable.

4
Editor Discussion / Re: Boss scripting
« on: November 15, 2014, 06:14:42 AM »
Hello!

Bosses are hardcoded in the engine, so there is no reason to use any bosses in the game if not to use one of their attacks (if I remember well enough, Act 2's boss_knight's strike and Act 3's boss_lich's tele-strike). Everything else can be recreated with either scripts or composites.

  • First set the behavior to composite

Quote
<actor behavior="composite">

  • Then set the type of movement, wich will dictate how actively the AI will aproach the player.

Melee gets as close as possible before executing a skill.

Quote
         <dictionary name="movement">
            <string name="type">melee</string>
            <float name="speed">1</float>
         </dictionary>

Ranged is more passive, getting close just enough to cast a skill.

Quote
         <dictionary name="movement">
            <string name="type">ranged</string>
            <float name="speed">1</float>
            <float name="range">1</float>
         </dictionary>

Passive stays still.

Quote
         <dictionary name="movement">
            <string name="type">passive</string>
            <bool name="set-dir">true</bool>
         </dictionary>

  • And in the end, add the skills
(here is a topic with a list of all skills avaiable - also read comments for other ones that were missed by the op).

**
P.S.:

Let me give you all an advice:

The most important thing to note before making a nice enemy is to imagine how the player will act when facing the enemy.

Let me give you an example:
In my mod, HammerSouls, the boss "Trolling Noobs" is a composite set as melee but casting spew. This creates a totally different aproach to the mechanics, where the player is used to expect casters to cast a skill from 3 units away rather than 0 units, wich is how close this boss gets to the player before casting spew - this makes most players take damage from 2 units, and since it's a spew, they take way more damage if they flee in a straight line.

5
Custom Maps / Re: [WIP] Hammer Souls (Dark Souls rendition)
« on: October 24, 2014, 09:07:10 PM »
Hey guys, Just passing by to let you know that hammersouls 1.2.1 is live on steam workshop (i have been wondering: can non steam players get the files from there?).

@edit: Just added a 4shared link for the 1.2.1 version. I really hope you either have steam or 4shared!
@edit: Ah! Also added a lot of info that was just released on the steam workshop page. My bad if I let any non steam player down!

6
Hey! Loved the Majula bonfire!
Have you played HammerSouls? I wonder if my bonfire on/off might be of any help on your mod?

7
Custom Maps / Re: [WIP] Hammer Souls (Dark Souls rendition)
« on: August 15, 2014, 11:20:02 PM »
No, you can't make a friendly npc that targets an enemy. What you can do however, is a tower where the projectiles can damage an enemy, maybe you can use that? An idea I had previously was to switch a tower from foe to friend, so it would damage enemies instead and help you out in areas where there's a lof of enemies and such, of it shoulden't be so easy to push that convert button either.

But this tower would be targeting the player as well, wouldn't it? I could work with a stationary npc (let's say I would make sprites of a npc standing still while shooting an AK-47 at a boss) but he would need to keep agro at the boss, not the player.

Anyway, isn't the boss AI modable at all? I'm pretty sure you answered it elsewhere, but why exactly isn't playable classes and boss AI not moddable?

8
Custom Maps / Re: [WIP] Hammer Souls (Dark Souls rendition)
« on: August 15, 2014, 04:38:38 AM »
@Hipshot: Another thing I would like to ask as well:

Even though I asked about the boss AI stuff, I'm pretty sure it's not moddable. So, the problem is: I'm not really into drawing sprites if they can't meet up the hype of the correspondent creature (I'm not that happy with the result attained with Havel...).

Then I started working with some possibilities to end up the campaign while keeping the momentum within the content, and the one that shined the most was the one related to having a minion (if you played Dark Souls, a summon) to help you with the boss. Basically make a mob that can't be hit by the player and will agro the boss. Is it possible?

9
Hammerwatch Discussion / Re: Hammerwatch IRC?
« on: August 15, 2014, 02:09:32 AM »
Wouldn't it be easier to just create a steam group? Like HammerEditors?
It was me and 4 idlers in there wohoo!

10
Custom Maps / Re: [WIP] Hammer Souls (Dark Souls rendition)
« on: August 13, 2014, 08:28:34 PM »
Thx for answering!

Can you elaborate more related to boss AI? Here is an idea I had for a leap attack, but I guess it would only work in a boss AI...

Leap
  • Set blink for traveling towards player (negative dist)
  • stage 1 (out of current location): jump animation (3 frames: 1st mob lay down, 2nd mob start jump, 3rd mob is off ground);
  • stage 2 (into new location): landing animation (6frames: frame 1~3 mob shadow getting focused in ground, 4th mob still mid air, 4th mob landing, 5th mob hits ground and scraps).
  • Set splash damage for landing damage// (area splash effect)

11
Hammerwatch Discussion / Re: Beta test the new campaign.
« on: August 13, 2014, 01:55:01 AM »
No problem.

I did a multiplayer run, found a weird loop in the passage lvl, where from the second to last section we would be warped back to like... the 2nd section? kepting loop back and foward instead of moving us to the next section.

Ah, also, nice idea on making the entrance to temple floor 3 randomized! I was surprised at first.


P.S.: In a side note, there was a problem with ppl not being able to deal dmg or collect coins, but I'm afraid it was lag/ network problems. Just throwing it out here.

12
Hammerwatch Discussion / Re: Beta test the new campaign.
« on: August 11, 2014, 09:46:00 PM »
I went through the campaign once.
I think I've found every room and secret, except for that one guy locked in temple f1 (and a random ? baloon that I've considered a bug).

Bugs and BadDesigns:
LIBRARY - make the spawner from the library coming from the entrance (with the npc) to the side, so the player doesn't get in a loop while pressing up.
ARENA - There's a boss hp glitch (keeps flashing up and down, probably related to boss respawning constantly?).
PASSAGE - There's no ground indicator of flower hit area || door spawner problem as in library.
TEMPLE F1 - There's a ? baloon close to the lever guy room, inside a wall.
TEMPLE F2 - mana tower (purple) hit's glow sometimes stays after hitting.
TEMPLE F3 - after activating the portal back to the hub you can't come back from the hub to this lvl.
SUN TEMPLE ENTRANCE AND LIBRARY - down exit door has no map indicator
OUTSIDE - the npc next to the final boss portal says it's activated even if it's not || make it so the cook has a potion vendor icon (I included the lack of this npc as a bug untill I actually found out it was a quest unlock - let it  be clear from the start).

Boss Feedback:
ARENA - Put enemies inside the Arena with the SandMouths. It's easly cheeseable if you go to the bottom of the screen and move horizontally.
KRILIT - We definetly need some new mechanic for this one, as it's a recycled crystal lich. Make it so you slide in the icy floor is a good start.
FINALBOSS - The whole concept of being able to leave the room is ok, but it gets a bit annoying to move in and out through those vaults. I went in cuz of completionism, but it cut out a lot of the adrenaline from the boss itself.

Miscelanea:
MIRROR - There's a mirror reward for killing one tower. I usually kill every monster in the game, but I can see ppl who skip stuff getting stuck with this one!

That's it.

P.S.: Hipshot, plz answer my questions in the composite thread, will ya? I'm quite frustrated as of now... If you can also take a look in the designs I've come up with in my HammerSouls thread, would be nice to have some light.

13
Editor Discussion / Re: How to make a Countdown
« on: August 04, 2014, 06:03:16 PM »
Ok, I'm glad for being able to help.

14
Editor Discussion / Re: Composite Skills
« on: August 04, 2014, 04:51:47 PM »
Any plans for knockback?
I am working in a boss that will use a leap/stomp.
Splash damage is doable as for now, but I haven't found a way to create a knockback effect.

Also, any chance of reproducing paladin's charge skill (dist attack) in a composite? For a bull like enemy.

@Regarding Level Event: Sounds great for a scripted climax in a fight... Change of floors, lights, earthquakes, dialogue...
Really? No answer? Front page BUMP

15
Editor Discussion / Re: How to make a Countdown
« on: August 04, 2014, 04:50:04 PM »
What kind of countdown you want?
In general you can easly make it by delaying the script activation (the box with no title on the script options).
I'm guessing you want a text countdown in the screen... enjoy.

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