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Topics - RedRookLord

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1
Custom Maps / [Campaign] Starwatch
« on: July 26, 2014, 09:04:16 PM »
Here is a little demonstration video to wrap up most of everything you need to know about the mod/campaign.

https://www.youtube.com/watch?v=laY4xZvTgRA

"Greetings, I am Redrooklord, from the Hammerwatch Forums, today I bring you an announcement/demonstration/preview of a new mod I am developing called Starwatch, the star wars mod for hammerwatch. I've only been working on this for about a week and I've made far more progress than I could ever hope for. Originally, I planned on making this a 1 level mission, but I've now extended it to a 3 level mini campaign due to the progress I've made. In about a week or so I'll be starting up some kind of closed beta and soon after, the full release. After that, I'll be working on adding new assets and releasing all of them in 1 giant asset package for anyone to make their own starwatch levels. I hope you enjoy the video."

NEWS!

Starwatch has been released, head over to the Hammerwatch Workshop and search for Starwatch!

Workshop Page: http://steamcommunity.com/sharedfiles/filedetails/?id=407693877

Let me know what you guys think.

2
Technical Support / Having trouble getting latest resources
« on: July 23, 2014, 04:39:10 PM »
I used the assets.bin on the resource extractor, but since the last time I used it, there's been several updates and the assets.bin isn't up to date anymore. If there's like a download link to the latest version, that'd be nice, or if there's a way to update my resources, that'd be nice too, but I really don't want to have to back up my stuff so I can delete everything and re-install.

3
Resources / [Taking Requests] Rook's Sprites
« on: July 13, 2014, 02:06:21 AM »
It took some time to think, but Heretic has managed to convince me to do this. I'm certain this is the first thread of it's kind, a sprite request thread. I prefer to do still sprites without animation as it is faster and far less of a headache, but I think I'll do those as well. Due to the fact that I believe I may get more requests than I can handle, I ask that you only make 1 request at a time and once I finish your request, I'll take another, even if you are the same person...duh. Anyway, if you want a quick example of some work I've done, I made this a few months ago...

http://hammerwatch.com/forum/index.php?topic=1889.0

That's a pretty good example, but since then I've practiced my sprite creation skills and I have a much better method for making animated sprites that will make it much less painful, but still a headache. Note, when making a request, you either need to explain nearly every detail of how you want the sprite to look like and/or provide images for reference, or you can just give a very brief description of the sprite and allow me to figure out the rest to make it look the best I can with my style.

I can do enemies, spawners, players, objects, but not terrain, it doesn't suit me well. I'll get to you as soon as I can after you request.

4
Resources / Custom Paladin Re-skin (w/ CAPE!)
« on: January 18, 2014, 09:00:38 PM »
This is a paladin re-skin, with a cape. Nothing much to say, but it's some of my best work yet.

EDIT: I've also added a warlock re-skin. (ALSO WITH CAPE!)


5
Custom Maps / [WIP] - (Proof of Concept): Barrel Frenzy
« on: January 08, 2014, 02:31:36 AM »
Hey everybody! Back again, but this time I have a little experiment instead of the usual legitimate map. The idea is you run around with any character and you're inside this MASSIVE grid of MANY MANY barrels. There is no goal and no ending and it's extremely impractical, but I thought it was really fun and I hope someone gets some ideas from it and uses the idea. Think of it like dungeon keeper. For extra fun, I added some spawners and chests to find in the massive grid.

If you want to download the map, just note that it takes about a minute to load the map up and it hasn't been tested in multiplayer, but once you get in the map...at least in singleplayer...the map should work just fine and there doesn't appear to be much lag but it may depend on your hardware.

(Note): You won't see the DL link if you are not logged into a forum account.

6
Custom Maps / [Survival] : Eye of the Storm Arena v1.1
« on: January 07, 2014, 02:14:38 AM »
Introduction

Hello wonderful, small hammerwatch community. This is my first dungeon I'm going to publicly release and it's a survival type. Originally, I was going to make a traditional dungeon, but I decided to make something a lot shorter instead and this was the result of one evening of dungeon crafting. The concept is that when an enemy is killed, another will take its place. It's just one wish that I could detect enemy deaths instead of enemies leaving an area and detecting what the enemy type is, but I had to find work-arounds.

The Map - Difficulty Varies (Easy - Hard)



So, a lot of the map is based on a slight amount of randomness. There are currently 4 different random triggers in the map. The first is chests. At the center of the arena, there are 3 groups of 5 chests each. These chests, as you probably know, can provide either upgrades, lives, or money. They give players a reason to run around the room rather than staying in the narrow corridor at the entrance to the shop/spawn zone. Second, there are consumables that randomly spawn at the edges and center of the room. They provide either health or mana, depending on which spot you're at. Lastly, and the most important, when an enemy dies, another RANDOM enemy respawns instantly. Thankfully, stronger enemies are rarer, but if you let them stack up, eventually, all the enemies will be tier 3s or 4s. It's a good idea to eliminate these more powerful opponents quickly before they start stacking up in large numbers. With recent tests, I have determined that the map definitely works in multiplayer, but I think multiplayer might get an overhall soon. I have also determined that the end game is a little boring, so I want to spice it up. Let me know what you think about multiplayer and also what you think about both single and multiplayer end game below.

Conclusion

If you like what you see, try out the map and say what you think about it below. If you think something is unfair or you have some ideas for what I could do to the map, also post that down below. I'll attach the map below as well.

(Note): I've gotten some confused users asking where the link is. You need to be logged into a forum account to see the link at the bottom of this main post. Find the latest version and it should work, just follow the instructions in the zip file.

Patches

Patch 1.1

-Complete arena redesign
-Minibosses now spawn
-Income is reduced
-You now gain money per kill
-Removed potion vendor

7
Editor Discussion / (Help) Error with packaging map
« on: January 04, 2014, 03:34:13 PM »
Ok, so these problems have been around awhile...but I think the solutions are all out of date and I can't find the solution anywhere in the forums, on youtube, on the wiki, or anywhere for that matter.

So when I try and test the map through the editor, it gives me an error and I don't know how to fix it and I haven't found an out of date answer either. I've tried spawning with a camera, I've tried spawning with a spawn point, niether work.

So I've tried the old way of making a folder and running the folder through the game, but that obviously doesn't work. The folder doesn't show up.

The last thing I tried was packaging the .xml file through the level packer. I tried doing just the .xml and I tried .xml in a folder. That doesn't work. I'm guessing I need the extra content in the folder for it to work, but the problem now is my copy of hammerwatch didn't come with an example folder.

So now that I've explained what I've tried...could somebody explain to me how they make their maps at this current date and how they test it? Sorry if there's an obvious answer somewhere, but I've looked for a couple hours now and I haven't seen it.

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