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Messages - KptnKook

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16
Resources / Re: [WIP][Campaign] SpaceStation
« on: August 29, 2013, 10:53:25 PM »
nice genre! maybe not suitable for the medieval times, but a big potential for a sci-fi mod.
it looks overly awesome.  :o

17
the more modability the higher the potential for creative exploration of the custom map designers. also more possibilites to attract people, based on genre and modification.

but i think myran knows that already.... i think he has done a good job with this framework, so i believe, with a bit of patience, all those things will be added someday!

18
i am for that, since i heard from this game.
most of the people who say that it should stay like that, could use some more open-mindeds about this. this classical genre can be put to its limits much more with a more decent battlesystem.

i definetely don't wnt any large or fingerbreaking combos, but i would like to see more things that can happen, like being stunned, being poisoned, being on fire, setting things on fire maybe, when u are mage...etc.
the movements of the enemies and a kind of more realistic fieldview, rather then a distance-trigger could add sneaking possibilities and has potential for planned and more cooperative ways to approach enemies. 8)

19
Editor Discussion / Re: Basic (door)Key mechanism?
« on: August 29, 2013, 03:44:52 PM »
great.. i am so willing to do this!   8)

i am also willing to add a new "rope" item, which can be used on some occasions. it should be seen in the hud, also.

20
Editor Discussion / Basic (door)Key mechanism?
« on: August 29, 2013, 01:30:43 AM »
I realized, that i don't even know how to open a door, after taking the bonus_key. how do i trigger, toggle or set this up?
i don't know how to detect that a key was picked up.  ???

thanks

21
Editor Discussion / Re: Target Players for Projectile direction
« on: August 29, 2013, 12:02:49 AM »
thank you! i'll look into it!

22
okay..

i'm wondering if there is any way whatsoever to drain a specific players hp. i've put up a timertrigger, which is triggered by an globalflag. if "a player" is standing inside circleshape during a specific period of time, this globalflag gets triggered.

how can i now define, that the effects triggered go only to this specific player, which activated the globalflag?

or in other words, how can i differ between the players?

23
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.6
« on: August 28, 2013, 08:37:11 PM »
I like it so far.. couldnt see much, since hammerwatch seems to have crashed.. i couldnt find your game aferwards.

maybe you should guide the player more with some directions or minimaps, to give them a basic overview about exits etc.
but i know, you already have that in mind..

i also would love to know how you managed to make the direction-decision for your language setup. that's great, you could be able to add dialogue player decision dialogues into it! i ll check that up right now!

any way to share the source to see how you made this?

keep up the good work..



24
Editor Discussion / Re: Prototype mobs: Goblin towers
« on: August 28, 2013, 07:33:06 PM »
the shooter works very good. i would just think that you could add some trigger animation or even just a sound (to make it harder), shortly before the shot.

i like the arrow turret also... but it would be also nice, if some projectiles of turrets also hit the, enemies and therefore can be used for players advantage? maybe not the arrows, since they are to much, but maybe the fire projectile?

25
Editor Discussion / Re: Custom map Design Team
« on: August 28, 2013, 07:04:07 PM »
I'm making ad adventure right now. My goal was also to show new aspects in script eventing besides the puzzles in those 2d games. i am maintaining an monkeyisland adventure style in the events and riddles to add a living ambience, using talking and reacting npc's.  I was very happy to see your way of scripting dialog into the game.

if you are interested in both immersive/adventure scripts in your game i would be glad to add some.  also classical creative storytelling is my best of interests. if you want to add some spice into the story, or need inspiration, i can give advice or just "listen".

but i'm no programmer. i get to my limits sometimes... if somebody would be there to help me out with some minor issues, i can improve my work and unfold the creative approach into a practical one much faster.
i'm also drawing a kind of cavetroll based on the boss-knight. so, i can also try myself in some pixelwork.


i live in germany.
i have got plenty of time.
i'm very interested in learning and in fact making a 2d game on my own (with gamemaker), which comes very near to this game, from the basics.
i can only show you the troll i drawn. i just begun my event scripting story, and would want to add more into it, to show you.

here is one pic of the troll. it's not done yet. and it's my first piece of pixelart! :) don't judge to hard on me! you can actually see the improvements in the details or the posture, by examinig the first pic and those at the end...

regards

26
Editor Discussion / Re: Behaviors, Spells (actors)
« on: August 28, 2013, 06:44:40 PM »
i would like to know also...

is there maybe also a way to change behaviours or stats in editor? maybe turning off the aggro-ratio of one enemy, whitout having to change the .xml of it?

27
Editor Discussion / activate backwards hp regen. namely poison player
« on: August 28, 2013, 06:27:48 PM »
How can I determine, if a player is hit by an enemy? or how can i activate the backwards hp regeneration effect on one player, after he got hit by a predefined "poisonous" enemy?

i did not manage to beat the game until now... are there poisonous enemies, which i can look into?

28
Custom Maps / Re: [Versus/Competitive PvE] Hotlane - BETA
« on: August 27, 2013, 03:05:09 AM »
wow... i dont get past the first floor :)

i really appreciate the effort and it looks and sounds pretty nice for me!
but it seems i'm to unskilled to beat it, for now...  :P

29
Editor Discussion / Target Players for Projectile direction
« on: August 27, 2013, 02:45:02 AM »
any way to give an projectile shooter the player's coordinates as a target instead of up, down, left, right?

or lets say the boss_death_knight being able to shoot his projectiles in the players direction instead of in a circlespread?

30
I wonder if i can bind a new key to toggle globalflags in order to indirectly be able to add kind of skills and events?

Also, can diverse attacks be detected and distinguished? i would want the system to distinguish between arrows or fireballs for example, so that it can behave differently. things could be set on fire or other ones activated only by arrow etc.

and while i'm on it anyway:
i could basically add new categories and items which could be seen in the minimap hud? i want to add rope-consumables, it would be fitting next to the skull and money display. with a mix of tilemapping and globalflags which counts how many ropes got used and bought, it would be possible, wouldn't it? ???

thank you

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