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Messages - NekoBaron

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Editor Discussion / Re: AllPlayersArea trigger message
« on: May 25, 2014, 05:21:47 PM »
If you use the resources extractor you can examine the doodads xml files and see what states they can have for any original game assets.

I'm guessing its not sticky because it has spoilers / unfinished and is only really to give people and idea of what they've been doing instead of announcing its finished or anything like that.

Editor Discussion / Re: Trying to add this to a map
« on: May 19, 2014, 12:51:45 PM »
the asset is in the survival level pak, I think hipshot posted the assets from the survival level somewhere but I cant remember where any more.

Hammerwatch Discussion / Re: Game Suggestions.
« on: May 19, 2014, 12:37:44 PM »
You can already use strafe with the archer and move while shooting in one directing, twin stick would make the already laughably easy archer class  even more overpowered. Twin stick based games are also frustrating and horribly biased against keyboard only players.

They wont be adding true random generation levels since its a lot of works and they wanted the game to have a much more personal hand crafted feel instead of relying on random which gives the game a much richer experience.
You can try some user created campaigns and someone did try making a random level generator a while back.

While automatic firing may seem like a good idea the characters will slow down when attacking and you may find yourself dying a lot more, some people have made their own scripts for auto attacking on the forums already.

Custom classes and Weapons are technically possible but last time I checked are locked to prevent people making an overpowered class and using it to run through the campaign. I have not tried making one for a custom campaign though yet which is the only feasible option.

Hammerwatch Discussion / Re: Impossible is possible
« on: May 17, 2014, 10:27:03 AM »
The achievement was actually based on the old random reward generator and require every tile to be a win, hence why it really was near impossible in the old version.

A number of people finally got this when they changed the win requirements as it was horrible unfair before.

Hammerwatch Discussion / Re: Playing as wizard and it stutters
« on: May 15, 2014, 07:51:19 PM »
your not talking about the stop start you get when firing are you?

post pc stats if you think your getting an actual issue and that might help work it out.

Editor Discussion / Re: Map unpacker
« on: March 10, 2014, 02:19:03 PM »
Its generally seen as frowned upon to decompile or depack other user content for most games depending on what you intend to do with it.

And as hipshot said you can get the games level resources already, and if you actually need help working something out your better off asking the person who made it first.

Hammerwatch Discussion / Re: Temple of the Sun - some spoilers in here.
« on: February 06, 2014, 12:04:38 PM »
I want that temple set to use for my campaign :p.

The desert set is kind of flat looking colour wise though, would like to see a bit of colour variation.

Editor Discussion / Re: Scripting questions Updated
« on: February 04, 2014, 07:48:21 PM »
Well I was thinking if your making a 2nd wall set you can use doodad states to change their animation sets (which can be a single frame), so you dont need 2 doodads overlapping everywhere. You can reference the original graphics file and your own ones in a doodad.

Editor Discussion / Re: Scripting questions Updated
« on: February 04, 2014, 07:18:24 PM »
If you decide its more effort than its work I think it should be possible to make an invisible doodad with priority to show on top and have it wipe the minimap in a blank colour or even an intentionally confusing pattern. You could see over the walls though but the minimap would be useless to cheat with.

As for being behind doodads its just one thing of the engine, far as I know there isn't a script to do it automatically to a doodad but you could make your own wall doodads and change their state to show a transparent version, you'ld need a lot of triggers though and its not ideal in multiplayer at times.

Editor Discussion / Re: Doodad priority (overlap)
« on: January 21, 2014, 08:48:37 PM »

I created high pillars for a bit of a fun test, the smoothed shadows don't quite line up though but they wont give any overlap issue and the collisions are all set.

Resources / Re: The extra resource pack [WIP]
« on: January 21, 2014, 08:43:57 PM »

Tried to emulate tall pillars with correct shadows, also releasing the pack for anyone to use. You just need to chuck the doodads folder into your campaign and reload the resources in the editor. All the doodads and anything else are in their own extra folder so you can search for the pack easily in the doodads menu.

Only requirements are these doodads and graphics are for hammerwatch mapping only, because they're just edits of the games graphics. You don't have to credit me but linking to this topic for anyone else to use would be nice.

Editor Discussion / Re: Doodad priority (overlap)
« on: January 21, 2014, 03:52:50 PM »
You'ld need to make your own copies of the doodads and give them their own shadow shapes, it looks great but issues like that do tend to pop up since a lot of things presume only 1 level high.

I did start a custom pack of edited doodads, maybe I should add a few and just release it for anyone to use since all the art work is from the game originally with slight modifications.

Actually what you could do is fake the shadows with invisible objects, but that's not a particularly good thing to do though.

Currently, nope.

Biggest issue is last time I checked there isn't any split screen local coop so intentionally moving players far apart does not work well.

Technical Support / Re: Editor run crash
« on: January 03, 2014, 04:43:26 PM »
It's strange that I don't have the example folders anymore myself though...
They've gone completely or just from the steam version? because I left a back up of hammer watch on my desktop and still have them ( I'm sure a few of us do).

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