Author Topic: Actor - Bloodlust Tower  (Read 4425 times)

Kashlavor

  • Posts: 79
  • Spike Dodger.
    • View Profile
Actor - Bloodlust Tower
« on: April 29, 2014, 11:58:52 AM »
My first foray into spriting, the Bloodlust Tower.  Make encounters more exciting by throwing in some easy to recognize buffs for players to  hack down, a tower which applies the damage/movement bloodlust buff in an area.  Has animation, glow effect, and a death animation.  Let me know if you have any resources or tips on how to get better at this whole art thing.  Inspired partly by Ravenwatch's cool torches.




Dropbox: https://www.dropbox.com/s/94arj8tg54ra8e8/Bloodlust_Tower.zip
« Last Edit: April 29, 2014, 12:02:55 PM by Kashlavor »
Starting work on the Lair of the Archnecromantrix, a Hammerwatch campaign!

Hipshot

  • Developer
  • Posts: 455
  • Level Designer
    • View Profile
Re: Actor - Bloodlust Tower
« Reply #1 on: April 29, 2014, 01:39:09 PM »
Nice, this is what I use for my bloodlust banner that drops from fallen enemies.

Code: [Select]
<actor behavior="composite">
<behavior>
<dictionary>
<entry name="hp"><int>200</int></entry>
<entry name="multiplayer-scale-hp"><bool>true</bool></entry>
<float name="aggro-range">50</float>
<float name="max-range">50</float>
<entry name="ignore-hit-effects"><bool>true</bool></entry>
<vec2 name="hp-bar">0 -1.25</vec2>
<entry name="death-snd"><string>sound/monsters.xml:death_tower_banner</string></entry>
<entry name="hit-effect"><string>effects/particles.xml:hit_eye_1_small</string></entry>
<entry name="hit-particle"><string>effects/particles.xml:particle_eye_1_small</string></entry>
<entry name="corpse"><string>actors/tower_banner_1_razed.xml</string></entry>
<float name="editor-range-marker">5</float>

<dictionary name="movement">
<string name="type">passive</string>
<bool name="set-dir">false</bool>
</dictionary>

<array name="skills">
<dictionary>
<string name="type">buff</string>
<int name="cooldown">100</int>
<float name="range">50</float>
<float name="cast-range">5</float>
<string name="category">Enemy</string>
<string name="buff">buffs/banner_bloodlust.xml</string>
</dictionary>
</array>
</dictionary>
</behavior>

And then the buff:

Code: [Select]
<buff>
<behavior>
<dictionary>
<string name="color">255 0 0</string>
<int name="duration">150</int>
<float name="dmg-mul">1.5</float>
<float name="speed-mul">1.5</float>
<bool name="snare">false</bool>
<bool name="stun">false</bool>
</dictionary>
</behavior>
</buff>

The most notable difference seems to be that mine don't go on and off when you move away from it. I wanted it to be like a totem that always gives enemies the buff even when you are not close to it. I made a (enemy)healing banner and a manadrain banner.

« Last Edit: April 29, 2014, 01:57:43 PM by Hipshot »

Kashlavor

  • Posts: 79
  • Spike Dodger.
    • View Profile
Re: Actor - Bloodlust Tower
« Reply #2 on: April 29, 2014, 02:28:31 PM »
Good ideas, going to implement that as well.
Starting work on the Lair of the Archnecromantrix, a Hammerwatch campaign!