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Messages - Feaw

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1
Editor Discussion / Re: What's in the chests?
« on: November 20, 2014, 12:09:21 PM »
Not that it would add much at this point, but I made this picture when I started out in the editor to help myself with this;



The top 4 chests always contain one of the 3 possible items, and only one.
The purple chest contains all 3 items at once.
I believe there are rarity tiers, because the top 4 chests seem more likely to yield gems than lives or upgrades, but I'm not sure.

EDIT: Yeah, the int values are most likely the rarity factors.

2
Custom Maps / Re: [Campaign] Campaignofeaw [WIP]
« on: November 03, 2014, 05:47:10 AM »
I got the file to work, with thanks to Hipshot, and I've been working on it more, and now theres a downloadable version with much more content. It is still pretty short, but it should give you a taste of what to expect!

Opening post has been updated with all the details and link to the file!

Enjoy, and feedback is always appreciated! :)

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Custom Maps / Re: [Campaign] [WIP] X (Act 1 BETA)
« on: October 27, 2014, 01:04:20 PM »
Ill give you a tip, you can bypass it completely, in room 2 (First room you encounter enemys) there is a mana upgrade and health, if you get those there's a switch on the wall that removed the gates at the end of room 2 section, this will give you 4 extra lives and a potion of invincibility, if you use the potion of invincibility for the circular trap area then you can bypass it completely, just hit the switch after it (This is a must) before the potion runs out, then you wont have to redo it all over again, there is a check point after that part btw

It is not possible to get there with a Priest btw, he has too little HP and will die at the very edge of the vortex.

Anyway, I must say that I've been really enjoying this campaign. It is very hard, but in a good way. I reached the boss with 0 lives, so I just couldn't finish it and started over with the double lives crutch.

I absolutely love the mapping, there's so much decoration and mood going on, really nicely done! :)

I really would appreciate some way for the Priest to get at the other side of the vortex though.. I always play as the Priest, and it's not exactly great to not be able to make it there since I only have 30 HP. I technically could return later when I have a bit more HP but that defeats the whole purpose of that secret...


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Editor Discussion / Re: How do I change map size?
« on: October 26, 2014, 05:04:16 AM »
Well, my mini map's limit seems to have increased the more I put in my level.. so I think this problem has been solved :P.

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Custom Maps / Re: [Campaign][Intro/WIP] Campaignofeaw (Campaignophile)
« on: October 26, 2014, 02:37:28 AM »
Here is a video of the intro for you guys:)

<a href="http://www.youtube.com/watch?v=LJb6AUH3Qlg" target="_blank">http://www.youtube.com/watch?v=LJb6AUH3Qlg</a>

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Custom Maps / Re: [Campaign][Intro/WIP] Campaignofeaw (Campaignophile)
« on: October 25, 2014, 05:35:19 PM »
It works now.

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Custom Maps / [Campaign] Campaignofeaw [WIP]
« on: October 25, 2014, 01:56:15 PM »
Hello everyone :).

I have recently gotten into levelmaking for Hammerwatch, and have been working on a custom campaign.

The campaign is called Campaignofeaw, which is a pun on campaignophile.

The plan is to have between 4 to 8 floors, albeit smaller floors than Hammerwatch's main campaign.
It will mostly stay true to Hammerwatch's original style, but with many different and new touches and elements.
I'm not aiming for it to be a cakewalk, you'll be on your toes pretty regularly, but it won't be continually, and I'm also aiming for as little frustration as possible, it's all about the fun anyway!

So far it's still in a very early stage, but I'll be slowly working on it and to hopefully one day finish a full custom campaign.

Here are two screenshots to show you some of what's been done so far and what to expect;



I also have a demo ready for you, and this time, it actually works flawlessly. Thanks to Hipshot for pointing out why my file didn't work previously.

Download it here;
https://www.dropbox.com/s/gu7ih6wtrtknd3b/Campaignofeaw_Demo.hwm?dl=0 - 9.19 MB

I will be posting more updates as I go and will also make content downloadable every mile stone.

Enjoy the game, stay tuned, and feedback is always appreciated! :)

8
Editor Discussion / Re: Triggering Scripts When Player Hits Activate
« on: October 25, 2014, 08:37:12 AM »
\n Doesn't seem to add a new line for me... I worked around it with max bubble width and adding spaces for spacing, but it's a bit tedious...

9
Editor Discussion / Re: Making a key drop from the ceiling?
« on: October 24, 2014, 01:09:24 PM »
Oh! Just play an effect that has the animation of a falling key, and add the key item, and time it right so it spawns at the exact moment it hits the ground :D. Never thought it'd be that easy. Might as well just do that instead of the spawning from the object.

Thanks Hipshot! =)

10
Editor Discussion / Re: Making a key drop from the ceiling?
« on: October 24, 2014, 10:02:34 AM »
I changed my mind now, and I'm just adding a new key item with a slightly different graphic that won't work like the other keys, and doesn't really have a purpose on it's own without scripts (like the orbs etc). It will just spawn when you destroy a certain object, instead of falling down.

I might still try and see if a falling key is possible, though, it might be neat for another event!

11
Editor Discussion / Re: How do I change map size?
« on: October 24, 2014, 07:15:13 AM »
No, the opposite, it's really tiny.

12
Editor Discussion / Re: Making a key drop from the ceiling?
« on: October 24, 2014, 06:55:18 AM »
Hmmm....yeah I think I'll just make a doodad key item, I want it to open a gate instead of a normal door anyway, so that way it won't end up in your inventory (you can't edit it out of your inventory once obtained unless you open a door).
I can just make it play the animation once it enters, looking as if it falls down, make a little bounce and time the sound right when it bounces.
I don't think I'm gonna use hammersprite for this, though, I've heard many people have issues with it. I'm just gonna do it manually I think.

Thank you!

13
Editor Discussion / [Resolved] Making a key drop from the ceiling?
« on: October 24, 2014, 05:39:10 AM »
Gonna go ahead and ask a third question haha.

So basically, I want to have a key drop down like the bombs that fall down when you make an incorrect move in the campaign puzzles. I hiiiighly doubt this is possible, since I'm pretty sure the bombs are hardcoded/prefabs to fall down when called, but if anyone knows how I can achieve this, let me know. Ideally it would make a small bounce, but that's likely not gonna happen haha.

14
Editor Discussion / [Resolved] How do I change map size?
« on: October 23, 2014, 11:11:55 PM »
Another question here; I noticed that at points in the level, you can just keep walking, but the minimap wont be revealed, and enemies won't perform attacks well.


As you can see I walked to the map borders here, but it's really tiny, and I don't know how to change this. I think I once saw something about map size when I first started a new level in the editor, but I can't seem to find it now. It's also weird how the origin is close to the borders (it's a few tiles below the Vitality shop).

15
Editor Discussion / Re: How do you get water working?
« on: October 23, 2014, 11:07:32 PM »
It will take me a while, and I have a tendency to never finish projects, but I'll try my best :).

Thank you for the kind words c:.

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