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Messages - Xeronkar

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16
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
« on: February 12, 2014, 10:33:16 PM »
So, sadly I just tried to display an embeded Youtube player, but I can't understand how. I sent an PM to Hipshot to be sure.
I think just posting a link will not attract people to watch the vidéo :/

17
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
« on: February 12, 2014, 08:53:01 PM »
If you agree, i can put your video on the first page of this thread. Than could bring you some viewers, and make a better presentation for me :)

Ahah, could be a tales of music, but it's a Golden Sun music, adapted for the SSBB game : http://www.youtube.com/watch?v=0eSlsV6ysY4

18
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
« on: February 12, 2014, 04:38:59 PM »
Wow, what an amazing feed back :D

I had the curiosity to stalk to your video, and watched it. I really appreciated, it is really motivating to see a video on what we did :D

Did you turn on/off something in your graphical options ? Because I didn't saw any light effect, we worked about it to indicate the right path to take in the 1 dungeon (and for other stuff too). As you can see on the first page of this thread, there is some light effects.

If you have some advices on our english texts, please report them, i'm french and have some work to do on it.
Yeah, i saw you can push NPCs away, that made me laugh too xD But I don't know if i can fix this :/

About the first dungeon, i'm working to re-think the level design about spawners et breakables, but will still in the same idea.

For the boss, damages are intentionaly high because it's very easy to dodge, and if you're playing with 4 player, it became really to easy because only one person is focus by the boss' attacks.

Anyway, thank's a lot for the time you take to record a video and give a so complete feed back ;)

PS : I added an arena system to the right of the town since the 0.8.2, I think that could interest you ;)

19
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
« on: February 11, 2014, 01:50:06 PM »
Ooooh, i see, i'll just change the bar skin without using a gate :p

20
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
« on: February 11, 2014, 12:26:50 PM »
I'll probably use another system to open gates, with more flags and switchs, and less keys.

Thanks for the feed back, i'll look at it :)

Hip : Yes, but the problem is you can use those keys in other situations and other levels :/

21
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
« on: January 25, 2014, 03:31:59 PM »
There we go, the 0.8.2 version is now uploading ;)

So, i wanted to announce something.

In 3 months, i gonna have some tests to enter in a great Video game school (ISART digitals), and they asked me to bring some projects i'm working on. I'll bring Requiem of Hammerwatch as my main project, and hope the jury will like it as you :)
So, I really want to thank you for your support, because thanks to you, i'll probably make my wishes come true :)
Thanks again.

22
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
« on: January 25, 2014, 02:13:25 PM »
So, it's the week-end, gonna fix that today ;)

23
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
« on: January 12, 2014, 02:57:14 PM »
There's no upgrade for movement speed at level 1 :p
Thanks a lot for your support :)

24
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
« on: January 07, 2014, 07:34:55 AM »
That's a really great idea Keppler :D
I'll probably think about it, i like it a lot ;)

25
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
« on: January 06, 2014, 12:55:37 PM »
Hum yes, could be interesting, i will think about it, especially if it could fit with my projects about the campaign.
I'm thinking to make a better story, something really immersive, but it's not very easy because we can't know how many players will play, and which role they will choose. I have lot of ideas, but the editor can't allow me to do it like i want. For example, i started a pursuit race, powerfull monster chasing you in huges corriddors, and i have to delete all my work because i can't set the respawn point where i want without teleporting all the team.
Lot of little things like this.

Keppler : Yeah, i'll note your proposition, i'll call you if I need some corrections :)

26
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
« on: January 06, 2014, 07:46:58 AM »
So !

Jagetzu we're working on it, we maybe found someone to solve this ;)

Gammer001 thanks a lot for your feed back :)
The first dungeon will be nerf in the 0.9 patch, and the boss will too.
We will also working on this, and re-think the level design a little.
For the arena, i gonna publish a 0.8.2 patch to solve this problem. But there is only 3 waves for the moment, i just wanted to test if the arena could work fine :)

27
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
« on: January 04, 2014, 03:05:22 AM »
Thanks a lot Mayek :D

Icegill : Yes that normal, because i want to add other waves of monsters, then open a hole to an underground boss ;)
It will be set in the 0.9, i promess :D

28
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.1
« on: January 03, 2014, 09:44:14 PM »
We just released the 0.8.1 version, check the patchnote for more details :)
Hope you will enjoy, and please take time to give a feed back :)

29
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
« on: January 02, 2014, 12:35:36 AM »
So, we decided to share the hotfix to solve graphical about grass.
We also added some improvements on NPC dialogs (not finished yet)

So stay tuned, we're still working on it, you can also try the first try (totaly buged) of the arena, so if you have some advices on it (especially on the level design), we are listening :)

30
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
« on: December 24, 2013, 01:02:25 AM »
So, the 1.2 version came with some graphical bugs. We're working about it, and will improve some following things.

So, for the new 0.9 version :

- Town improvements (especially about NPC's)
- New arena system (New map, new reward system, etc)
- Maybe a new dungeon ?
- New level design for the first dungeon (ennemies are less hard)

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