Haydee
Parabellum Demo
27 Comments
Limitlessman 8 Oct, 2018 @ 9:08am 
Cool puzzle
I want more :)
Stell  [author] 16 Aug, 2017 @ 11:38am 
@davidlopezsalazar
Oh, and I'm glad you enjoyed it! :>
Stell  [author] 16 Aug, 2017 @ 11:38am 
@davidlopezsalazar
Probably not. I gave up the idea awhile ago, the editor for Haydee is very buggy and can cause you to loose files as they randomly corrupt while working. I had spent a good 5-6 hours on a very intricate hub room for the full thing and ended up losing it.
I might try to do it again soon though, sorry :c
davidlopezsalazar 16 Aug, 2017 @ 5:06am 
Are you going to make a whole map? I liked the demo
scruffy3249 21 Jun, 2017 @ 4:55pm 
.-.
scruffy3249 21 Jun, 2017 @ 4:49pm 
welp i did it exactly as said and for some reason it won't work
scruffy3249 21 Jun, 2017 @ 4:46pm 
woopscaps
scruffy3249 21 Jun, 2017 @ 4:46pm 
OK THEN
Stell  [author] 21 Jun, 2017 @ 4:43pm 
@scruffy3249
There's 3 coordinates around the map, a letter followed by a number (like E3). Use those coordinates with the switch.
scruffy3249 21 Jun, 2017 @ 4:38pm 
i don't understand the puzzle with the auto switch and i don't get the answere you gave Haydee_Lover
Anarack_Warriors 13 May, 2017 @ 9:55am 
that makes scense
thanks:steamhappy:
Stell  [author] 13 May, 2017 @ 9:47am 
@Haydee_Lover
You get 3 receiver buttons. You're missing one more cord.
Anarack_Warriors 13 May, 2017 @ 9:17am 
i cant figure out the puzzle with the the letters and numbers
im guessing you use the auto switch to activate D1 and E4
but i try to and it doesnt work
Noble271 4 May, 2017 @ 4:51am 
thanks
Stell  [author] 3 May, 2017 @ 3:11pm 
If you approach the door to the other puzzle you'll see a mirror.
Noble271 3 May, 2017 @ 7:13am 
i got the first puzzle with the buttons but whats next???
R1N5L3R 2 May, 2017 @ 10:41pm 
очень круто, сделайте побольше таких комнат 5+!!!
Stell  [author] 30 Apr, 2017 @ 5:40pm 
I'd assume it's their own engine, but it shares a lot in common with Unreal engine (plus they're both openGL if I'm correct)
You can get somewhat deep with the engine, it's not definetly not meant for some of the stuff I'm trying to do, but doing it causes me to use a lot of logic/triggers than the game was made for (the logic in this one room map here has more logic than around 10 levels of base haydee combined).
UrielManX7 30 Apr, 2017 @ 3:49pm 
Wow, I was surprised you can do that deep things on the engine, although, it shouldn't surprie me much, the vanilla game surely is not the limit of the potential of said engine, hope it behaves good and doesn't give you trouble coding what you want.
Bte, what even is the engine the game is made on? Don't tell me it's unreal or something konwn like that :v
Stell  [author] 30 Apr, 2017 @ 3:42pm 
Definetly, I was thinking that too,
I was planning on having collectable items you find throughout the scenario that help you along the way. Both a mix of stuff you can lookout for and shoot, and others that are just hidden pickups. Little spoiler but I do plan to have a shopkeeper kind of character just like the merchant in RE4. He'll showup every now and then and you can spend credits you find to buy ammo/weapons.
UrielManX7 30 Apr, 2017 @ 9:02am 
A suggestion I just came to my mind; although I have no idea how feasible it would be.
You remember the mini game in RE4, the shot gallery to collect the figurines?
Grieve 28 Apr, 2017 @ 10:07pm 
brief, but fun. i definitely wanna see more
Stell  [author] 28 Apr, 2017 @ 9:40pm 
@UrielManX7
Exactly how I feel, and how I'm going about my maps I'll try to make. I'm not a fan of having spaced out checkpoints, with unfair learn as you go enviornment/traps, that never reoccur or have a pattern to learn off of.
If I have some sort of ambush encounter or trap in my map, you'll more than likely encounter it fairly soon after a checkpoint, and it should have some kind of recognizable pattern or something you can now lookout for.
Again, thanks for the play, means a lot. :)
UrielManX7 28 Apr, 2017 @ 8:02pm 
Yep, cleared it fairly wuick, though I'm not entirely sure if I just got lucky or I hit the nail on the head.
Anyways, good job on it. It would be pretty nice having more and more ppl modding maps for this game, looking forward for what other puzzles you'll come with. Just a tiny little itsy bitsy petition...When you get around to make your campaign, pls avoid the unfair ambushes tha vanilla has, and the enemies just outise of doors, never pushis the player with things they couldn't possibly have known before hand. The combat in this game is very simplistic, because the main focus are the puzzles, so basically, the only chance enemies have to dmg you is by unfair ambush or by sheer numbers.
Stell  [author] 28 Apr, 2017 @ 4:51pm 
Cool! Glad it worked alright and was not too hard to finish for you guys. It sucks that it's so short but I do plan on expanding it. :>
Pedro Kantor Crowe fr 28 Apr, 2017 @ 10:35am 
very nice!
KattFish 27 Apr, 2017 @ 11:45pm 
Just played through, worked fine for me. I liked it all. Short and sweet. Mirror backwall was cool too. Thanks for sharing! :)