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Messages - Heretic

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61
Custom Maps / Re: [Campaign] - Ravenwatch - Update (1/24/2014)
« on: January 24, 2014, 06:46:27 PM »
Added Reaper and Skeleton previews, and the cliff tilset/beach examples.

62
Resources / Re: Natural Cave / Cliff Theme
« on: January 24, 2014, 06:11:21 PM »
Hey awesome! Cliffs can make levels a bit more interesting to look at. Here is a sample of the cliffset I'm working on currently:



63
Resources / Re: Marker Doodads - colors!
« on: January 24, 2014, 05:21:30 PM »
Hey awesome! Great job on those! Anything else to come?

64
Custom Maps / Re: [Campaign] - Ravenwatch - Update (1/2/2014)
« on: January 16, 2014, 07:10:31 PM »
Yes my stylus broke! :P  But an idea of what we're working on right now is finishing the last few actors for act1, including the miniboss. The boss is mostly drawn but neesd to be put in, and redrawn if needed (yikes!)

Other than we've finished some more parts of the graveyard tileset including cliffs/stairs, etc. Ocean and beach/waves, destructibles, food/health items, decorations and more :P

I should be getting my new stylus today or tomorrow, so maybe in a week or so we can release a progress video to replace the old one :P

65
Editor Discussion / Re: Kinda cool.
« on: January 10, 2014, 04:25:12 PM »
As an area designer myself I understand where you're coming from Hipshot! Procedural generation is the death of area-design.

HOWEVER

Roguelikes are a different type of game for a different type of skill anyways. Meant to be perma-death, randomized as hell, and very challenging. It's supposed to be a more arcady-style of playing where you play and play again, and play again until your skills have grown - at THAT game. Making the best decisions based on the randomized situation you're in, etc.

HW Is just a different game - the area design is a part of the challenge and game just like the randomized ones are. This is a set playing field, how good can you get at it?

I only defend the roguelikes because I <3 roguelikes a-lot :D But as an area designer, there is tragedy in the loss of that human touch and thought in the layout of the battlefield.

66
Editor Discussion / Re: Trap effects
« on: January 10, 2014, 04:11:23 PM »
Any update on this?

Yes! 1.2 is out! There are custom buffs to be used now, I use several already such as:

When zombie spikes get you - you slow down (waaay down)
Spiders shoot you with web, and webbing gums up your feet and slows you down.

The buffs allow you to do the following:

Upon receiving damage -
Change damage multiplier (usually to lessen it, multiply by 0.7, etc)
Change movement multiplier (same, like multiply by 0.5)
Create a light effect around the player
Display a 'buff' on the player (like my webs)
Set a time limit on the buff.


You can view these effects merely by playing the HW campaign - as all older mobs have been redone to include things such as burning, poison, cold/slow, etc!

Here is the default one for maggot poison:

Code: [Select]
<buff>
<behavior>
<dictionary>
<string name="color">135 255 165</string>

<int name="duration">4500</int>
<float name="speed-mul">0.66</float>
<float name="dmg-mul">0.75</float>

<dictionary name="damage">
<int name="freq">1500</int>
<int name="dmg">2</int>
<bool name="can-kill">false</bool>
</dictionary>

<array name="effects">
<dictionary>
<string name="type">particles</string>

<string name="sprite">effects/particles.xml:poison-particle</string>

<int name="freq">75</int>
<int name="rate">50</int>

<vec2 name="dir">0 1</vec2>
<float name="dir-spread">0</float>

<float name="speed">0.25</float>
</dictionary>
</array>
</dictionary>
</behavior>
</buff>

And to call the buff in an actor's attack, its actually in the Projectile.xml that the actor uses:

Code: [Select]
<projectile directions="8" collision="0.75" damage="5" speed="0.75" behavior="neutral">
<behavior>
<dictionary>
<string name="buff">buffs/maggot_poison.xml</string>
</dictionary>
</behavior>

...ETC

Was that helpful?

67
While I have this thread open is there any way to select a doodad that is underneath another doodad without first moving the top level doodad out of the way?

The easiest way is to click the doodad on top, press the "H" key on the keyboard to temporarily 'hide it'. Select/adjust the doodad you wish, and then to bring back all
'hidden doodads' press shift+h. Let me know if that's helpful :D

68
You can use the Circle Shape and SquareShape scripts to make a shape/area, then have those triggers like Area Trigger to point to them.


69
Custom Maps / Re: [Campaign] - Ravenwatch - Update (1/2/2014)
« on: January 09, 2014, 04:35:19 PM »
Since you mentioned that you need any help you can take for this project in then I would gladly give you a helping hand. I am no good at game design, but I study English language and literature at university so if you need any help with the setting, plot or mood I can always give my two cents!

Let me know if you need any help with anything!

Thanks so much! I'll pm you!

70
Editor Discussion / Re: Kinda cool.
« on: January 09, 2014, 04:19:47 PM »
With the example Hipshot provided that looks awesome as it can add some bonus or secret areas in your maps!

71
Custom Maps / Re: [Survival] : Eye of the Storm Arena v1.1
« on: January 09, 2014, 04:18:59 PM »
I've asked in my video and thread for any help I can get! :) The reason why is I am mostly drawing assets right now, and have not begun the level design at all yet. With someone building the dungeons they will help progress the game to release faster, and they will be able to 'request' assets they may need or want or that I haven't considered because I'm tunnel visioned so badly on drawing walls :D

Send me a PM if you're interested!

72
Custom Maps / Re: [Survival] : Eye of the Storm Arena v1.1
« on: January 09, 2014, 04:06:57 PM »
It may take time to put out the next patch. I'm currently figuring out modding, I have 4 hammerwatch projects I'm working on at the same time, I'm creating 2 indie games by myself in real life, and I'm learning to use unity so I can move on to 3d indie titles. So there's a lot of stuff I have to do. But expect barrel frenzy to get revamped, get ready for a new dungeon map, and get ready for another eye of the storm patch.

You should consider building dungeons for Ravenwatch :P

73
Custom Maps / Re: [Survival] : Eye of the Storm Arena v1.1
« on: January 09, 2014, 03:25:51 PM »
I agree, kiting is kinda a part of HW and is really unavoidable. A good example is the ravens on my game are far faster than every player, yet they can still 'kite' because their attack animation is more than a single frame, which mens they have to stop to attack, and the attack doesnt resolve until the final frame is shown - so you will always be able to move away from the mob before it can melee you.

74
Custom Maps / Re: [WIP] - (Proof of Concept): Barrel Frenzy
« on: January 08, 2014, 03:19:31 PM »
Yes very interesting! Like you're trying to push the engine to its limit :P

75
Editor Discussion / Re: Adding Doodads, actors, etc...
« on: January 07, 2014, 01:43:18 AM »
To have assets available in the campaign you would have to have their folders located in your campaign folder. For instance, HammerWatch/Editor/Ravenwatch. If you had the campaign folder on your Documents folder it would be Documents/Ravenwatch. They don't technically have to be organized by their type, but it definitely helps and is best practice to place them in their folder for their type, Actors to Actors, Doodads to Doodads, etc.
Also when creating your own campaign you have to have an info.xml and level.xml in the root campaign folder and in order to 'load' your assets into the editor you would need to create a map, save it in the campaign folder, then load it from the campaign folder. This will load all assets from that campaign folder to use in the editor along with the default assets for Hammerwatch.

You can use the info.xml and level.xml in the Editor/Example folder in your HW directory as examples of what your versions should look like.


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