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Messages - Hipshot

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Custom Maps / Re: [CAMPAIGN] The Ascent
« on: July 19, 2015, 01:14:56 PM »
Yea, the spike areas are very tricky with a controller, my friend started using the Dpad too. Still, difficult.

Also, I suggest making the firetraps a LITTLE less damage, they almost feel like the spike traps now.

32
Editor Discussion / Re: Editor preview images
« on: July 06, 2015, 11:11:17 PM »
We will look into that when serious sam is done.
But pretty much yes, new engine, new everything.
Won't be the same though =/ =( it will be different.
Let's take it outside.

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Editor Discussion / Re: Missing .xml file?
« on: July 02, 2015, 10:51:11 AM »
OK, but it works now?

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Editor Discussion / Re: Editor preview images
« on: July 02, 2015, 10:50:37 AM »
yea, we are working on our new platform, that will power Serious Sam and a future HW2, it has a preview function of assets.

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Editor Discussion / Re: Missing .xml file?
« on: June 21, 2015, 10:05:03 AM »
They are from the expansion, did those things not get extracted?

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Custom Maps / Re: [RELEASED] - Ravenwatch - Act 1 BETA - 0.18
« on: June 16, 2015, 10:24:56 AM »
There's really no reason to crowdfund a mod for an old game, I don't see a big enough crowd =/

And HW wasn't crowdfunded, it was funded from savings and took about 9 months to do. But people should be aware that the game released in august 2013, is not the same game as now, we have added so many features to make the game better and also the expansion.

37
I would place a static collision in the way before. Like, hide a piece of wall or something there, then destroy the wall when needed =D

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Custom Maps / Re: [CAMPAIGN] Dungeon of Doom V1.1.1
« on: May 20, 2015, 02:13:52 PM »
You need to place the level exit areas OUTSIDE the sprite, on the ground. You should be able to download the entire official campaign here somewhere and look how I did it there =)

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Custom Maps / Re: [CAMPAIGN] Dungeon of Doom V1.1.1
« on: May 20, 2015, 10:31:31 AM »
Consider placing this on the Steam Workshop if you can.

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Custom Maps / Re: [CAMPAIGN] Dungeon of Doom V1.1.1
« on: May 20, 2015, 10:30:50 AM »
We completed it this morning, Wizard, Paladin and Priest, I think we died 8 times on the boss.
A really fun level, the only thing I think I would like to see just a little more money.
The frost tower gauntlet was really really fun, having one player taunt the tower beam and the others killing it.

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Custom Maps / Re: [CAMPAIGN] Dungeon of Doom V1.0
« on: May 18, 2015, 10:31:21 AM »
That was really fun, but we died on the boss. We will try again soon.
We were a Paladin, Priest, Wizard and Warlock.

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Custom Maps / Re: [CAMPAIGN] Dungeon of Doom V1.0
« on: May 17, 2015, 02:05:23 PM »
We will try this out tomorrow morning =)

43
Bug Reports / Re: Spots lacking terrain collision [Original campaign]
« on: April 05, 2015, 11:15:18 AM »
Thanks! I'm always interested in bugs like these.

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Custom Maps / Re: [Campaing] Gauntlet Retro-Campaing [RLZ/WIP]
« on: April 04, 2015, 01:49:34 PM »
I'm pretty sure this is dead.

45
Hmm, I suggest you rethink the water outside, right now, that permadeath is kinda bad, even with the signs. We even managed to get a paladin over anyway with a priest healing at the same time. Still...
I think you should place collision there instead, just place some walls and hide them.

I know you have performance issues in the overworld, but that's because of all the units (around 17000 I think) you are using, maybe the size can be reduced a slight bit without losing the feeling of it?

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