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Messages - Heretic

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46
Resources / Re: Creation of Mobs, Players, Sprites?
« on: June 10, 2014, 09:23:25 PM »
As Kash says the best way to get an idea of what they are is to unload that assets.bin folder, go to the "characters" folder and open one of the images to see the "Sprite Sheet".

After that you can also open one of the .xmls to see exactly how the options are set up in the XML code. XML for HW is very easy, but if you've never coded anything before I can understand how confusing it will be. There is currently a tutorial going on by Linaru that I believe is addressing some of the basics for the XML, but I'd be happy to help you out with any of your questions.

The first step will be to draw a sprite sheet for your new mob (and yes, mob is short for mobile which is short for mobile-ai-object I believe).
Take a look at the Tick sprite sheet, and maybe draw your mob using that as a reference. You will need:

8 directions of movement, and 8 directions of attacking. Idle and death animations are optional, but you can do those as well. Once you have that sprite sheet you can open the tick.xml and just replace the info for the animations there with the info for yours (replace tick.png with newmob.png, and change the coordinates and sizes to your sprite)

If you need help with that, let me know!


Once RW Act 1 is released, I'll be making some videos on some basic spriting and animating and such, with pointers and tips to the best of my ability. I'm happy to help however I can!

47
Sorry on the delay folks! I had hoped to get it finished before I went out of town for a vacation to meet my wife's family and such, but that didn't happen! As an update, I'm currently working on the final level which I think will be the funnest level, and once that's done I'll be releasing the act 1 beta for all to play!

Thanks so much for everyone's patience, this project has been a lot of fun in the making!

48
Resources / Re: New Area - Turak's Censor (Looking for advice)
« on: May 05, 2014, 08:12:28 PM »
It looks good! My tip would be just to keep at it. Keep adding decorations and such to fully flesh out the tileset. I only started drawing when I started working on Ravenwatch last year, but you can take a look at the new artwork in the Ravenwatch trailer: https://www.youtube.com/watch?v=HE6_pok2fcc

What kind of theme are you going for? Is this a sort of tomb thing or a dungeon? It looks a bit like clay.

Also, does that waterfall move?

49

So you actually have a spritebank in the monster's actor xml?  Is the prefab just a circle area or somesuch that triggers when the players get close?

For the skeletons and spiders yes, its an area near them that triggers the playeffect, and then spawns the mob precisely where it should be after the animation

50
Very exciting.

How did you do the music?  Just looking for tips on art/music (anything really).

Also curious how you implemented the spawning animations (skeletons rising from ground or spider dropping from ceiling).

I especially like the stairs, adding in the cliffs and elevation to the level really breaks things up and adds some more dimension and texture to the level design.

I used Audacity, which is a freeware audio editing software. I got permission from Mochipet to use their song and then mixed it using that program.

Spawning animations are a bit tricker - in the .xml you can have a sprite bank and name it something (I name mine "Summon") <sprite name="summon"> and in the editor you can use the PlayEffect and select the monster.xml:summon as the effect you want to play. To get it on the reaper and spider boss it is a scripted event so I can really customize it how I want - but to do it for the skeletons and the spiders I made a prefab so that I don't have to script every little mob. The prefab lets me script it just once and then place it however many times I want :D

Thanks for your feedback, I wanted to have the outdoor areas have a new feel to them, and the cliffs/stairs were a perfect way to get the feel I wanted!

52
Custom Maps / Re: [Campaign] Pirate's Cove - Beta
« on: April 29, 2014, 12:45:51 PM »
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?

53
Editor Discussion / Re: Composite mob type with bomb abilities.
« on: April 29, 2014, 02:09:23 AM »
It has been suggested, I'm not sure if Myran has made a decision on that yet. There are the buffs for dmg and speed that you can pull off with an area script, but so far there is not a way to make custom potions that you pop at any time. Make some noise on that I wanted it since a while back :D

54
Editor Discussion / Re: Composite Skills
« on: April 19, 2014, 02:03:12 PM »
This is awesome thanks!

55
Editor Discussion / Re: Player Only Collision / Map Image
« on: April 19, 2014, 05:17:21 AM »
Can have collision ignore projectiles though <collision shoot-through="true">

56
Custom Maps / Re: [Campaign] - Ravenwatch - Update (1/24/2014)
« on: April 08, 2014, 03:56:11 PM »
Please! End the map! I'm from Argentina, and waiting for this because seems awesome!

Thanks for your hype! I assure you I'm just as excited to release this, but as it is a solo project it has been quite a bit of work! I want to release act 1 by the end of this month and absolutely all of my spare time is going into this, I look forward to your feedback once it releases!

57
Custom Maps / Re: [Campaign] - Ravenwatch - Update (1/24/2014)
« on: April 02, 2014, 04:52:08 PM »
Hopefully later this month a playable beta of Act1 will be released and I'll put the link on this thread here. The boss is finished (mostly) and so are most other assets except for the town tileset. All that is left is building the actual areas and we will have something playable for feedback!

58
Resources / Re: [ASK] Elf sprites
« on: February 27, 2014, 02:56:07 PM »
Getting help on projects is pretty tough. This is the biggest reason Ravenwatch is taking so long (I'm coming up on a year here). I haven't been able to find any help at all, though some people will volunteer they either never follow through or they realize the amount of work and tap out. You gotta reaaally want it!

If you don't know how to do graphics or pixel art or anything, you should learn. Before working on Ravenwatch I had never drawn anything ever. Never even installed photoshop before. Now I've purchased a pad and stylus to make my artwork go faster. If you could see the difference in my first art and the art I have now its a stupid huge gap :P

Anyways, my point is if you want to make this game you can. You just have to be willilng to learn and try new stuff. Also, Hipshot and I are always here to help answer questions or give advice!

Also, there are a lot of pixel art communities out there that can provide advice or tutorials for beginners.

59
Resources / Re: New player sprites
« on: February 13, 2014, 04:12:00 PM »
And here's my first sprite: a Ranger Womble



Download link

I don't know how I didn't see this earlier, but this is fucking golden.

60
Resources / Re: Natural Cave / Cliff Theme
« on: January 30, 2014, 06:25:22 PM »
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.
Yeah after posting it here I decided I should update it onto my thread haha - so it was posted here first :D

I like your goal of keeping it within the HW theme so that they can be used along side the other tilesets. My project is more of an attempt to fully convert the HW look and style to my own, using 0 vanilla resources. If others want to use those resources or monsters, etc, they can, but I don't think it would mesh well with the HW vanilla. Heck, maybe they will I dunno :P We'll see once its all done I guess!

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