-
Content Count
18 -
Joined
-
Last visited
Everything posted by Harpoon Hanna
-
Fight the hordes alongside your two trusty sidekicks: a goatman wizard and a Jotunn Valkyrie. Cast lightning, fireballs and much more as enemies call for backup. Buff and heal your allies, cast Fear on your foes. It's just a sampler of an upcoming game. Dark Art 1.5.... Okay now it's Dark Art 1.5 a. Had a few spawning issues, but it's all good. Working on damage balance and new enemies. It's an evolving project and it changes a lot right now.
- 1 reply
-
- 2
-
Lights are broken. The brighter spotlight is the old one, the dim light is the new one, the same thing is true for point lights. I went to an old game file, all the old settings were there... intensity, range, spot angle. I made a blueprint, put it in the new game I am making. I lost all the old parameters and it only has an intensity setting now. Both lights are set to highest intensity, new and old. Look how dim the new light is, it's worthless and has a short range. Please fix when you can, thanks.
-
That's ma boat. All my baskets are now full and my pockets are stuffed, but now I can't add a wicker basket to the primitive boat. I can free place an inventory item, but not a crafted item. What am I doing wrong? It used to work.
-
Yeah, that's the thing. There is no option for construction or build mode anymore. I can enter free place mode that's it, which means you cannot place anything, it's just red. There WAS an option, but I guess a patch killed my primitive boat. That's okay.
-
Thank you so much. In the meantime, trying to figure how a player can reach the unreachable tower, I made a flying submarine rocket which is pretty cool.
-
How do I teleport without having to die? I can't figure out the magic word to relocate the player (just a short distance), although I know it's possible. Thanks a bunch
-
Throw the switch and you teleport to the top of the tower. That sort of thing.
-
Now you can ride on the comet. Blue crystals make very nice twinkling stars in the sky.
-
Give up a screenshot. What are you doing for all those hours, anyway. I'm busy in the editor, working hard. I started making buildings using terrain stamping instead of blocks, that way it doesn't affect the data cap on mobile games and I can make a bigger game, so I have been playing with that lately, trying to make decent buildings.. What have you been up to?
-
Messing around with lights and animated lights and objects casting shadows, like a kaleidoscope. I'll make a quest to awaken the golem, with lightning like Frankenstein, then it follows you and helps you fight, something like that. Pictures don't capture the magic, it's a pretty cool light show. Edit: I uploaded a demo game: CRYSTAL CURSE, it's not much, but you can see all the purdy colors.
-
Yes! Thank you, it works perfectly.
-
Goal: Upon respawn, show the number of times the player has died. This is what I have, which throws the error because I am trying to "say" a number. What is the correct way? I would like to say "You have died X times." Sorry to ask such a n00b question. Thanks.
-
More NPC Interactability
Harpoon Hanna replied to Hunter-Over-Fire's question in Suggestions & Feedback
I found that if you change the camera to FPS upon approach to a vendor, focusing only on the vendor, makes the whole interaction much more personal and more meaningful. Kinda dumb, but it helps bring it to life. -
In an attempt to streamline game making, I was working on auto-scaling fights. The first screenshot is what i have so far. The damage of the best weapon the player has, times 4 = enemy hit points. Each fight takes 4 swings, no matter what weapon you are using or what enemy you are fighting (sort of.... not taking variable enemy resistance to physical damage into account. Also, this is based on your minimum weapon damage and min/max damage spread varies by weapon.) But, basically, it works. Obviously, you can vary that 4 round fight idea, like 3 to 5 rounds, etc. Four round fights are best when fighting multiple enemies, I think. So now, you get that, no matter the weapon or enemy. That's the first screenshot. The second screenshot is my problem. It doesn't work. I want enemy damage to scale according to the armor the player is wearing. Total all the resistances of your armor, adjust the enemy damage so that it kills you in four rounds, no matter what armor, no matter what enemy. I see that the "Resistance" tile is obsolete? Hmm. Any thoughts on this? Making games is tedious, I just want to take some of the effort out of it because the balancing of weapon + armor =enemy is the hardest part to get right and requires endless tinkering. An easy "slider" to adjust fight difficulty is what I'm chasing.
-
Enemy damage vs Player armor. Can it be scaleable?
Harpoon Hanna replied to Harpoon Hanna's topic in Editor Help
Thanks! I did not know what pure damage was, it make sense. I appreciate your help, I think can make it work now. -
Game is done, I learned a lot. The spawn engine is the best one I've made, it's based on Killing Floor 2. The main thing is the simple design. It makes it easy to place enemies and swap them around and the spawn rates are simple to adjust. And it works up to 5 players. It needs more, like auto balance player vs enemy. It needs re scripting because I have low skill, but the basic idea is correct. I also learned vampire magic, where landing the killing blow gives a small heal. It's awesome in combat, when it's on the brink and you make a few good dodges to heal, rally and win. It is a compelling thing when coupled with some sort of loss upon death, but a difficult balance, hence the auto-balance idea. That will be the next game, probably a gladiator type game with waves of enemies, like leopards and guys with spears in an arena, just to refine the spawn engine some more. PS I was formerly XXon
-
Play my new game, Three Red Sisters. Multiplayer up to 5 players. Kill monsters, make money, buy equipment. Find the lair of the three sisters! Brand new, still making some changes. Let me know what you think.