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Messages - NekoBaron

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91
Editor Discussion / Re: Composite AI and XML Guidelines
« on: September 27, 2013, 08:29:58 PM »
The only way I know at the moment is to decompile the dll's with the game to look at the composite functions and check what possible variables they can be given but at the moment It's fairly vague if your not used to looking at pure code and references.

I think the composite class is mostly designed for ranged units and allowing a diverse skill set or there might be a way to set it up to allow it to have melee attacks. I know for sure you could fake melee attack with invisible projectiles with a short lifespan.

92
Hammerwatch Discussion / Re: Feedback and a few suggestions v1.1
« on: September 27, 2013, 06:46:50 PM »
Personally myself.

1 Dont know myself.
2 That's just the kind of game it is, a ranger with penetrating shots or a wizard can clear pots quite quickly. (Some of the custom campaigns are even more pot spam and yeah I feel the same then), also the pots and creates drop randomly so they're designed to be a bonus (the main treasure will be in the open or chests).
3 Mouse support isn't as easy as people think one game (A vally without wind 1/2) had such issues trying to balance it out ended up ditching mouse aiming due to the way they wanted the game to work.
4 I would think the minimap is limited so the game doesn't have to load up the extra resources that are way off screen, the mini maps are actually all dynamic and really impressive with the editor (Its not just 1 giant image you can browse).
5 Being able to move when attacking would wreck the balance currently since melee units tend to need to stand to do their attack animation as ranged heros could god strafe everywhere.
6 There's 3 difficulty levels and an option to turn on health regen, the game is partially about managing health items plus the paladin gets a heal skill that can heal everyone.
7 The first 3 levels are the first ACT of the game, other creatures and harder variations appear in later acts.
8 Some are very easy to get to but if you want to get better upgrades earlier some of them are hidden or require like you said, jumping through hoops.


You have to remember a lot of the appeal  for hammerwatch is going to be the editor and custom campaigns, its actually really modifiable and you can create custom graphics/enemies/levels and script in a lot. You could make an entirely script based adventure game inside it with enough time.
I think I read they're hoping to revamp the campaign at some point to include the new runes too.

93
Hammerwatch Discussion / Re: Steam IDs (Co-op)
« on: September 27, 2013, 01:56:15 PM »
Best chance anyone has of getting a game rolling spontaneously would be to join the http://steamcommunity.com/groups/hammerwatchlfg group and sit in the group chat until you manage to get a few people in chat to agree on starting a game.

At least until some sort of dropin/out system can be added.

94
Custom Maps / Re: [CAMPAIGN][WIP] Azuron
« on: September 27, 2013, 11:46:48 AM »
The gold door is back at the top of the map, if you feel up for it and managed to get there its a short walk on the 2nd floor and a custom boss battle (need more work on the art still but I loved making the actual boss skill set).

As for everything re spawning I think that's an issue with how I set up the levels.xml, I wanted to use the acts category to make the minimap show the right names for areas but it seem if you change act the game deletes all the data for the levels to save space. Which explains why you cant go back on the main campaign so either I have to make it all one big act or talk to the dev team about making it an option to lose map data on act change.

yeah the forest dungeons a lil dull but I'm hoping by only having 1 floor and a smaller 2nd floor people wont mind a bit of grinding and I added a lot of shortcut buttons to cut down travel time, I'm planning each dungeon to have its own theme and flow so the next one will be in a desert tomb and such so puzzles and traps will play a bigger part.

95
Technical Support / Re: The game start, but I can only see black squares
« on: September 27, 2013, 12:02:30 AM »
You using windows 8? I keep reading about problems and  people having to manually install the right opengl drivers for it.

Don't know myself since I upgraded to 7 lately since I jump an OS usually (Had XP on before).

96
Custom Maps / Re: [CAMPAIGN][WIP] Azuron
« on: September 26, 2013, 10:50:14 PM »
There is an early alpha version now posted in the opening post.
You can currently play up to the end of the first actual boss of the forest caves.


Its dark in there.

There's a lot of place holder art still and invisible walls to stop people walking off the maps for now but it should be playable for anyone.

97
Technical Support / Re: The game start, but I can only see black squares
« on: September 26, 2013, 07:44:33 PM »
Someone on the steam forums was getting the exact same issue and they apparently fixed it by using windows update to update the .net framework.

Check if you've ignore windows updates and see if you can update any related to .net and in general keep windows up to date.

98
Hammerwatch Discussion / Re: Patch Notes for 1.1
« on: September 26, 2013, 03:51:04 PM »
Cheers, and this is amazingly fun. I have a boss now that runs up close, blinks behind you (I put a negative in the blink distance) and summons ticks everywhere with seekers a low health.

99
Resources / The extra resource pack [WIP]
« on: September 26, 2013, 12:11:23 AM »
So this is currently just a general idea if people are interested. The idea is to add a few extra doodads, items, characters and tweeks using the current textures to make a few nice additions.

Basically the point is not to make all new graphics and replacements but to enhance the current textures and make some useful items for everyone to use.

This is currently what I've created from the current assets.

https://www.dropbox.com/s/06ssmngu8kanuq5/Hammerwatch%20Extra.jpg

On the left there are doodads that can be used to create the illusion of a doorway, this is good when used to make buildings appear complete when created outside.
On the right are special diamond color shapes, this will save a lot of extra doodads if you want to have diagonal walls and such.

All of these have custom minimap setting and perfectly fit in the game including the shadow for the doorway.

So really that's the idea, I haven't had to draw anything new just tweek and manipulate the existing artwork to create a few simple additions that anyone can use.

The idea is other things that can be added such as a premade chest with say a random rune inside or made to drop a certain key only. It could even be other things like making extra enemies with the existing enemy artwork and giving them other skills like an archer with a blink skill.

100
Custom Maps / Re: [Campaign] Castle Bloodshed 1.0a
« on: September 25, 2013, 05:17:50 PM »
Z fighting is when 2 doodads that are rendered at the same level are overlapping, the game doesn't understand which on should be rendered in front of the other so they fight and flicking a lot in places. You can see this in the editor usually in places if you slowly scope over the map.

The main issue with those early bosses is with the lack of arena for them you can avoid them which is good, but on the down side their blood swarm attacks penetrate the walls and can hit you across the map. You could set them up to drop a small diamond on death to give more reason to hunt them down.

Also a few save points are too close to enemies like the flower spikes.

101
Custom Maps / Re: [Campaign] Castle Bloodshed 1.0a
« on: September 25, 2013, 11:24:00 AM »
Played as solo paladin for now, obviously only did one floor for obvious reasons.

The music was really unsuitable and doesn't really fit with the game (Zelda 1 dungeon theme got repetitive fast)
The mini skeleton bosses were just frustrating at such an early level and the final boss of the first floor can be exploited on a corner, generally if you want bosses you need to design an enclosed area for them.
The entire first floor was just too large and could do with being split up into about 2/3 floors plus there's extra keys in places.
Some of the first shooters can be avoided by walking right up to the wall.
With the level being tight and compact the spawners on the other side of walls tend to get activated early leaving swarms by the time you get around there.
A lot of graphical bug with some walls being out of place, z fighting and invisible areas/breakables not being textured right.
Lack of pacing with health items early on.

I did the entire first floor without quitting.
Didn't feel too repetitive.
2nd floor looked like it had interesting concepts for 2 players (but 1 player might feel left out ding all the buttons only)

I wont rate it since I didn't finish it, honestly the only main issues I had was the music and the random breakable walls in places.

102
Hammerwatch Discussion / Re: Patch Notes for 1.1
« on: September 24, 2013, 08:46:59 PM »
Are some of the survival assets packed only into the hwm? Was trying to use the small boss lich art temporarily and it didn't find it so I'm guessing some of its pack in and I was hoping to look over it and the projectile xml's and such.

103
Editor Discussion / Re: [Recruiting] Custom map Design Team
« on: September 24, 2013, 04:04:46 PM »
I may be interested in the Script eventer position since I've been playing with the scripts a lot lately and trying to understand them to update the wiki. I'm also can understand the XML easily so if we have any artists they can concentrate on that part only and let others set up the xml files.

Only questions would be who's acting as level designer or will you split it up with one person taking project lead and pass the general level designs onto others so they can implement them.

Plus do you have any idea of a time-scale you'd like to work at else I get the feeling it might end up with people running at different speeds and bottlenecking a lot causing people to lose interest.


Don't have any specific to post yet (other that the super early alpha preview of my campaign) but I've got a degree in computer games programming wasting away so I'm fairly confident I can come up with some interesting ideas in the script editor over time.

104
Custom Maps / Re: [PvP] Hotlane 1.0b - The competitive PvE map
« on: September 24, 2013, 02:46:15 PM »
If you want something interesting to add to lanes, put a puzzle in places, like the 4 button random secrets in the campaign to slow people down without resorting to enemy spam.

Also forgot to mention, the part of the lane with archers on the side you might want to add a path to get on to attack them when you get to the end so knights can at least kill the archers and lichs.

105
Custom Maps / Re: [PvP] Hotlane 1.0b - The competitive PvE map
« on: September 24, 2013, 01:36:08 PM »
Played it solo just for a laugh, dont have tme to find another player for now. Asides from the obvious problems that cant be solved yet like individual spawn points and such here's the only issues I found.

The rune spawning at the bottom was more of a reason to suicide, obviously cant do much without separate spawns. i also noted it was on a random that isn't using the select one only flag which was causing multiple runes to spawn at times.

Also when it came to the boss it was actually easy to lure him down to the spike traps and kill him quickly with it so you might want to disable traps or in the boss.xml make him unaffected by traps.

You could also have announcement chats like "player blues boss is down to 50 percent" and such by using the object filter I think to add a lil more pressure to other lanes.

I wont rate it since I don't feel I should yet.

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