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Messages - Juschlan

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1
Yeah, use your ore wisely. You will probably use them for the offense shop :D
Defenseshop is always 1 on my map for example

2
Hammerwatch Discussion / Re: campaign 2 / boss 1: Dune Sharks strategy?
« on: October 01, 2014, 08:15:21 AM »
The Dune Sharks are pretty easy. My strat is to buy as much movement speed as possible (3 is max). With this amount of speed you can easily dodge their attacks, as long as you don't get trapped in the sand-cycles.

I always go to the bottom left, because there is much place. I ran through that boss several times, but in the recording I did I made it at the first try without any deaths (Priest on hard).

Try soloing them, usually they are 2, which is also possible. The fewer Dune Sharks there are, the easier you can attack them.

3
Hammerwatch Discussion / Re: Floor 7 northern room?
« on: January 04, 2014, 01:59:33 AM »
Yes, I know that part. You need to find some planks. Maybe they could help you get there ;)

But if you want to spoil yourself:

SPOILER: It's part of the ending which you can see in this video

4
Bug Reports / Loading a savestate, menu music keeps playing
« on: January 03, 2014, 12:55:57 PM »
G'day,

If I load my Act2 Floor 5 savestate right at the "back to Floor 4 stairs" (stairs are checkpoints) the menu music keeps playing instead of the lovely act 2 music. Entering the stairs fixed that.

If I load in the title "FLOOR 5" still appears, so it's not the GlobalEventTrigger

5
Hammerwatch Discussion / Re: Steam IDs (Co-op)
« on: September 27, 2013, 05:21:22 PM »
Best chance anyone has of getting a game rolling spontaneously would be to join the http://steamcommunity.com/groups/hammerwatchlfg group and sit in the group chat until you manage to get a few people in chat to agree on starting a game.

At least until some sort of dropin/out system can be added.

Yeah, thank you for the information^^ Hope I will someday find one

6
Hammerwatch Discussion / Re: Steam IDs (Co-op)
« on: September 27, 2013, 01:31:43 PM »
A server host would be cool =(

7
Hammerwatch Discussion / Re: "Waiting for players to exit"
« on: September 15, 2013, 10:56:32 AM »
Yeah, I noticed that before, hope it will change

8
Hammerwatch Discussion / Re: Steam IDs (Co-op)
« on: September 15, 2013, 10:54:54 AM »
You want to beat the hard campaign?
Use some crutches maybe? :D
allways played hard in beta so I got some experience

ID: Juschlan

9
Hammerwatch Discussion / Re: Patch Notes for 1.1
« on: September 13, 2013, 11:22:33 PM »
Okay, I need some training with the survival map but its awesome
OP boss, just spamming everything

10
Bug Reports / Re: Another Combo Nova "bug"
« on: September 13, 2013, 07:15:26 PM »
That also happens when you stand next to a wall while in combo mode: No blasts are coming out in any direction

I never tested with regular walls, but you are right, should work as well.

11
Bug Reports / Another Combo Nova "bug"
« on: September 13, 2013, 01:57:07 PM »
G'day everyone,

If you "touch" an enemy target, no combo nova appears. It does appear, but you can't see it, because it's instantly despawning because it hits the enemy target (try this with Queen or other bosses, because there's a HP Bar)
The "blasts" that aren't coming from there, where the enemy touches you, should fly away, instead they hit the enemy target, which deals MASSIVE damage.
This bug happens, because the nova blasts spawn inside of you and have a bigger hitbox than you. I hope you understand what I'm trying to tell ^^

If you want to see how this looks ingame, I created a video
See? I touched him, but the nova blasts aren't flying to the left, where there's nothing, and deal high damage, also if some blasts hit the eyes to the top

This could be easy to describe, but my english vocabulary isn't big enough.

12
Bug Reports / Re: Combo Nova bug
« on: September 13, 2013, 01:21:04 PM »
Yeah, it's intentional so that the combo itself doesn't chain a larger combo.

Yeah, I was just about to say that. Imagine there are extremely many mobs, kill 10 of them and your Combo is like infinite (or until all enemies are dead)

I also know a combo bug, I noticed it on many enemies, I will post a new topic, just have a problem describing^^

13
Hammerwatch Discussion / Re: Hammerwatch Survival patch - Sneak peak
« on: September 09, 2013, 06:33:18 AM »
Nice to here your voices.

Suprisingly cool :O !!

Yeah, thought it would be like the beta-survival? I did :D

The thing I don't like is that the radius of the falling rocks is extremely big, if you take a look at that small rocks that are about 8 pixels wide.

14
Hammerwatch Discussion / Re: Auto-fire Mod
« on: September 06, 2013, 08:18:57 AM »
If you press "up" in regular intervals you can shoot as fast as possible without spamming.
And if you shoot automatically, how should you slowly walk forward and shoot at the same time?
If you need that, use it, but I can't play with such a "mod" or "makro" thingy.

15
Editor Discussion / Re: [Recruiting] Custom map Design Team
« on: September 05, 2013, 11:29:38 PM »
I can't believe it, that also someone else wants a Custom map Design Team. Thought about that before. If there's a Team it should do multiple maps.
I played around with the editor and I'm not a good mapper, because I suck at the easiest Scripting. I'd like to create the doodad-placement stuffs, but:
Quote
i will be working on the overall level design and compiling all the resources created
Maybe someone does the paths, someone the Design (Act 1 chains, Act 4 paintings), someone does the puzzles and secrets and someone adds doors, keys, money food etc. That way you could do everything way faster than a single person

I don't think, that you will find all that what you want, like a sound creator or music creator.
Good Luck! I hope your ideas can become true. I want to play more Hammerwatch maps!

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