Moving Maps. [Archive] - Team17 Forum

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Abnaxus
18 Oct 2011, 10:37
Hey dudes !
Wanted to know if it was possible to allow moving maps in Worms ?
I don't know if there is a way to code it, but since there are PNG maps, can't we had another type ?
Thanks for answering.
Yours sincerely,
xDragonfirex.

StepS
18 Oct 2011, 10:38
Wanted to know if it was possible to allow moving maps in Worms ?
I don't know if there is a way to code it, but since there are PNG maps, can't we had another type ?
I don't think so. But why would you want anything other than PNG? It's already good as it is, the other formats can suck or take much space.
And also, what do you mean by "moving maps in Worms"?

Abnaxus
18 Oct 2011, 11:01
I'd like more than PNG cause we can't make moving pictures on it (or I missed something).
For example, you get a RR maps with some walls moving alone (50 pixels up than 50 pixels back down as example).
Would be lovely in Shoppa & Roper too (pretty hard for this last, but still cool).
Well, in fact it would rocks in every schemes. ^^

raffie
18 Oct 2011, 11:16
I'd say it's possible
http://www.youtube.com/watch?v=GX5U4_Yp4Ps
:)

Abnaxus
18 Oct 2011, 12:22
Ho god, it rocks !
Except we can't use rope on this moving thing. :/
I mean, what if you need to use rope in a moving wall in rr (and it's the only way to reach top) ?
PS: How to code those rolling saws ?

StepS
18 Oct 2011, 12:24
I'd like more than PNG cause we can't make moving pictures on it (or I missed something).
For example, you get a RR maps with some walls moving alone (50 pixels up than 50 pixels back down as example).
Would be lovely in Shoppa & Roper too (pretty hard for this last, but still cool).
Well, in fact it would rocks in every schemes. ^^
I'm sorry, but you can't make the real "moving" maps - that would eat 13 GB of RAM, imagine how fast would the game need to change the textures.
If you really want some moving parts of maps, then you will need to use Project X's power and do some parts as sprites:)
raffie, these are just moving sprites, also I have that script but it's a bit bugged on the public versions of PX 0.8.0 (flickers and damages worms improperly)

raffie
18 Oct 2011, 12:29
raffie, these are just moving sprites, also I have that script but it's a bit bugged on the public versions of PX 0.8.0 (flickers and damages worms improperly)
Off course they're moving sprites, it's just the end result is, a map with moving objects on it, no matter how it's conceived ;)
Would be nice to have a bugfree version anyway.

StepS
18 Oct 2011, 12:33
Ho god, it rocks !
Except we can't use rope on this moving thing. :/
I mean, what if you need to use rope in a moving wall in rr (and it's the only way to reach top) ?
PS: How to code those rolling saws ?
The sprites on the video are copyrighted, but MEDVED has recently done a free remake, here (http://myfiles.my1.ru/wa/other/saw.pxl) it is.

Abnaxus
18 Oct 2011, 13:06
I don't get it, why couldn't we make some moving objects ? Since other games can ?
Anyway, how to code those sprites ? I mean without getting the source code of WA.
I really don't get how to code anything on WA, even if I know languages, etc... <.<
PS: About sprites, you can't use if others don't have, can you ?
And aren't they encrypted ?

Lex
24 Oct 2011, 11:19
When a rope attaches somewhere, it is attached to that absolute pixel position relative to the top-left of the map data in memory. A similar mechanic is true for the standing positions of all objects. Implementing moving map objects would require implementing relative positioning. For example, a vertical-moving platform would then be required to update the position of all objects directly above its top surface every frame, and would also require checking for any map data above said objects every frame (squish checking). Of course it's all possible, but it sounds very messy to implement within the current WA engine, without even mentioning the huge effort it would take to implement.

Abnaxus
29 Oct 2011, 02:19
Ok, thanks. :)

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