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Messages - Hipshot

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16
Hammerwatch Discussion / Re: What we are up to right now (read this or die).
« on: September 19, 2015, 09:01:37 AM »
No no, we are a team now, actually, 6 people, we just hired another coder so.
So, it would be, 2 code, 2 art and 2 level design...

17
Hammerwatch Discussion / Re: What we are up to right now (read this or die).
« on: September 17, 2015, 08:21:01 AM »
Ah, it's going good, it takes time to develop a completely new engine, but here's the latest video!

<a href="http://www.youtube.com/watch?v=aKgk9I1wVvg" target="_blank">http://www.youtube.com/watch?v=aKgk9I1wVvg</a>

I'm gonna try and get out something more on multiplayer not to long from now, I hope. Would love to show the versus, with all our cool weapons!

18
Hammerwatch Discussion / Re: 1HP Challenge
« on: September 13, 2015, 01:36:12 PM »
This is actually very impressive. Especially on that Knight boss, seeing how damn random that ground slam attack is.

19
Editor Discussion / Re: Custom Players
« on: September 13, 2015, 01:32:02 PM »
Well, if you place the png where they "should" be in the game, then it will be replaced yes.

20
Technical Support / Re: OpenAL doesn't let me play
« on: September 13, 2015, 01:30:07 PM »
Can't really help here. I assume it's something with the intel graphics drivers. Most issues related to graphics in this game has come from laptops carrying an intelcard and/or from people on mac.

This is also why the return policy on steam is good, if someone can't get the game to work and feel that they made a bad purchase, they can always return the product. Even gog has a similar policy I think.

21
Hammerwatch Discussion / Re: HammerWatch on Mobile ?
« on: September 03, 2015, 09:21:28 AM »
It's a little complicated, the developer can't really give a definite answer, since he didn't develop the engine himself, that's pretty much the only info I can give at this time. Since the game is still in development I'm expecting more answers to this later on.

22
Editor Discussion / Re: Custom Players
« on: September 03, 2015, 09:00:32 AM »
Well, the only thing you can really do is change the graphics, not the behaviour.

But you SHOULD be able to use hammersprite, just for the png, I think.

23
Hammerwatch Discussion / Re: HammerWatch on Mobile ?
« on: August 31, 2015, 10:22:10 AM »
I'm not sure, I can ask the developers though.

24
Hammerwatch Discussion / Re: Hammerwatch dead?
« on: August 31, 2015, 09:19:51 AM »
HW2 will eventually happen, when that is, I don't know - but don't expect it in a while.

25
Resources / Re: Help, how i can unpack a level?
« on: August 12, 2015, 02:00:38 PM »
Seems it was solved in another thread so.

26
Resources / Re: Help, how i can unpack a level?
« on: August 12, 2015, 12:28:53 PM »
Yes you can, I don't remember the command though, I'll do some research.

27
I know, I think it would be a great asset to the community. It's not on my table though.

28
Editor Discussion / Re: Custom potions?
« on: July 30, 2015, 12:47:05 PM »
We ignored the speed potion, we actually had one, but it didn't feel too good when you also had the combo speed. I guess you can make an upgrade that increases speed then make an upgrade that decreases speed and somehow force the player to take it.

29
Hammerwatch Discussion / Re: HammerWatch on Mobile ?
« on: July 21, 2015, 07:39:51 PM »
Hi!

We haven't made this game, but we fully endorse it and have provided all assets from HW to Hammarhaja (the developer) so they could develop their own version of HW for mobile (iphone/android), we have been helping out with some additional new assets and provided some input regarding the design. I think the game have great potential, the full release is supposed to be this autumn.

The idea actually came with me having ideas of a smaller HW version for mobile, since I don't think the larger PC game would fit very well (I really hate that laggy touch input, sorry all phone lovers), then I talked to a few people and eventually met with Johan (Hammarhaja), that started doing his (and a few other developers) version of Hammerwatch, using Kings new engine Defold. Crackshell, me and Myran are not a company that develops mobile games and we are also very busy developing Serious Sam's Bogus Detour and our new platform - that will eventually also power a full PC HW2.

I should also say, that HW1 will most likely hit PS4 this year, not 100 about the date, but it's being port by a studio called Blitworks, http://blitworks.com/hammerwatch/

30
Custom Maps / Re: [CAMPAIGN] The Ascent
« on: July 19, 2015, 09:41:15 PM »
I understand what you mean, I have never seen so many deaths as my friend had, when we completed the level, he had died well over 250 times, myself some 45 or so (unlimited lives). Man did he die from those spikes. I think that's why people might vote down the level at the workshop, also, perhaps cause they don't understand the need for a paladin in the level.

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