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Messages - CrusaderDeleters

Pages: 1 ... 3 4 [5] 6 7
61
Editor Discussion / Re: Sprite ancouring
« on: July 08, 2014, 08:58:11 PM »
Sprite anchoring? where do you see that? the origin?

62
Hammerwatch Discussion / Re: Hammerwatch IRC?
« on: July 08, 2014, 08:43:35 PM »
We're still here. :) Gimlao and Ramond have been kind of active in it.

63
Editor Discussion / Re: Importing Custom Doodads
« on: July 08, 2014, 01:17:35 PM »
Did you edit the file path for the new doodad image?
I usually keep it in my own doodad subfolder within my campaign map:
Hammerwatch/editor/Imprisoned/doodads/decoration/test.png

64
Hammerwatch Discussion / Re: Please consider different classes.
« on: July 08, 2014, 01:15:35 PM »
But what about the double-edged sword class
Wat.

65
Hammerwatch Discussion / Re: Please consider different classes.
« on: July 07, 2014, 11:22:34 PM »
The gladiator in my eyes would be strong, but i think it would be less OP than the paladin simply because it does not heal itself, and doesnt have an ever expanding arc attack. An idea I had would be to make it more like a double edged sword kind of class, which would modify how the abilities work a little. For example, Rage could do damage to enemies and the gladiator. This might make it more balanced, or it could make everyone hate it, but its an idea.

No need to heal yourself if you're taking 100 damage per millisecond, Killing everything in 1 shot, or you're already being healed by combo-heal (which doesn't cost mana, that I use for Holy Storm). Everything's OP for the paladin.

Honestly, I wouldn't mind if the paladin got a heavy damage nerf, but got some more defensive skills (such as Shield Wall), and they add a Barbarian class which replaces the current Paladin.

66
Resources / Re: Having trouble getting custom sprites to work
« on: July 07, 2014, 10:49:43 PM »
I make my own sub-directories for all of my custom images.
Hammerwatch/editor/<campaign>/doodads/decorations/test.png, and the testimagepart1.xml in the same folder, referring to the same image.

67
Editor Discussion / Re: Custom HUD
« on: July 07, 2014, 10:20:53 PM »
WHAAAAT WHAAAAAAAAAAAAAAAT! console.xml   I have never heard of this. Where is this?
It's his in-game cheat engine. I'll grab a link for ya. :)
http://hammerwatch.com/forum/index.php?topic=2074.0
It is literally a pinned topic called "Console Commands" XD

68
Hammerwatch Discussion / Re: Please consider different classes.
« on: July 07, 2014, 03:21:07 AM »
Gladiator: Golden Armor and holds an Ax - High Damage, Medium Health
This is a cool idea, like a slower moving class?
Yet just as OP as the Paladin?
*wooshwooshwooshwooshwooshwooshwoosh* Wellp, I just cleared a room full of skeletons.

69
Hammerwatch Discussion / Re: [Multi] "Browse" menu
« on: July 06, 2014, 05:57:29 PM »
I just found this out today: Use your mousewheel while browsing your saves/customlevels/multiplayer.

70
Hammerwatch Discussion / Re: [Multi] "Browse" menu
« on: July 06, 2014, 04:34:35 PM »
I just noticed that the Level selection screen is also missing a scrollbar.
This will bug me even more.

71
Hammerwatch Discussion / Re: Hammerwatch First Looks Series
« on: July 06, 2014, 03:56:21 PM »
I don't think he even checks this anymore. That's almost 2 months away.

72
Editor Discussion / Re: (Ask)
« on: July 06, 2014, 02:48:27 PM »
Actually, that would be a nice addition to the family.

73
Editor Discussion / Re: Not making levels
« on: July 06, 2014, 03:30:41 AM »
If you don't want more dynamics in lighting and a more fail-proof method of keeping people from level-jumping by glitches, then yeah, use one level! :D

74
Editor Discussion / Re: (Ask)
« on: July 06, 2014, 03:28:00 AM »
Just rip the Dead Bush and Saplings from minecraft. It's third-party content, so Hammerwatch can't get slammed for it. :)

75
Editor Discussion / Re: Crash when objectevent "hit" on walls
« on: July 05, 2014, 03:08:20 AM »
Update: I fixed the problem.
Here, http://i.imgur.com/BmoLEwH.png I figured out that the Variable Checker (The one that leads to the Object Destroy, Play Sound, and Layer Change) did NOT use the variable as a variable. The Variable was actually set to the "On True" portion.

Could we have a different colored checkered line to tell the difference? :)

Edit: On even better news, how the On Hit works, it won't activate twice, even though I'm hitting both of the walls at the same time.

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