View Full Version : Short demo of a few weapons from Worms Reloaded and Worms Unlimited
_Kilburn
1 Mar 2011, 21:23
Oh look, it's powered by Project X.
http://www.youtube.com/watch?v=2aoP2DBZ2JM
Seriously, this thing is awesome, a shame that none of the people who are beta-testing the latest version are using it to its full potential. Actually it's kind of dead for now and that's sad.
I drew and coded those weapons a long while ago but only started making a video of them recently. I already showed it to a bunch of people but never really found a valid reason to post it here.
The video demonstrates all the weapons I have done so far, including remakes of weapons from Worms Reloaded (well, Worms Open Warfare 2, actually), and weapons from Worms Unlimited (http://worms2d.info/Weapons_(Worms_Unlimited)).
Unfortunately there is probably no way for you guys to play this for now, mainly because those weapons depend on an unreleased version of Project X that I can't distribute. Mostly because that version only runs on an old version of Worms Armageddon, so all you can do is hope Entuser keeps working on it and releases a fully working and public version soon. :-/
So yeah, enjoy the video. If you have any suggestion on what I should do next, feel free to post them. I also started working on the Tazer (http://worms2d.info/Tazer) and I would really like to make the Beehive (http://worms2d.info/Beehive) next. Those weapons are really much fun to code. :p
http://uppix.net/2/c/4/def66591c8921a245fd21cca9aa19.png
Cueshark
1 Mar 2011, 22:18
They are awesome man. Good job! :<
Oh wow that stuff is really really cool. The hang glider is particularly inspired.
That's pretty dang sweet!
Although... first thing I noticed?
Drill-shaped Bunker Buster.
Man Kilburn, I thought we already went over this...
WOW, these are soooooo cool. I can't wait to try this stuff out. Hang gliders and magnetic missiles !!!!! Awesome work.
_Kilburn
2 Mar 2011, 08:44
Oh wow that stuff is really really cool. The hang glider is particularly inspired.
Haha, everyone loves the hang glider. :cool:
Drill-shaped Bunker Buster.
Man Kilburn, I thought we already went over this...
Heck no. :mad:
Since I have to draw those sprites and make them fit the WA theme (more or less), I might as well redesign them a bit. That's mostly why I made the Bunker Buster, I wanted to see my sprites in action, because gameplay-wise it's not really an exciting weapon. :p
Oh, wow!
Sentry guns and electromagnets in my WA? Excellent!
Also, the bowling ball seems to be hilariously versatile.
All we'd need now are placeable bowling pins to knock over and we have an amazing new game mode.
I hope that stuff like your weapons will eventually be officially implemented into WA's updates.
Or at least semi-officially, as a community pack, so everyone has the same version.
Explorer
2 Mar 2011, 09:58
Cool! Awesome!
Though I have thoughts for some weapons:
1. Bowling Ball seems too strong. I suggest to lighten the ball a little?
2. Sentry Gun's accuracy seems too high, is it intentional?
EDIT:
3. Hang Glider seems too large comparing to the worms' size.
_Kilburn
2 Mar 2011, 10:50
1. Bowling Ball seems too strong. I suggest to lighten the ball a little?
What I can do is cap the maximum force and damage it can inflict, other than that I think it's balanced. The video demonstrates pretty extreme situations that don't show up very often, most of the times you'll be able to do at most 60 damage if you drop it from a high place.
2. Sentry Gun's accuracy seems too high, is it intentional?
No. :p I'm pretty much sure I gave it some spread but maybe my spread code never worked, it always had pinpoint accuracy.
3. Hang Glider seems too large comparing to the worms' size.
Ah well, I'll have to redraw it anyway, the deploy animation is horribly clumsy.
Never been good at animating things. :(
http://uppix.net/a/0/2/daff6bc84dd0873a7960f3a4e648e.gif
Although I think it will look wrong if I make it too small. Hang gliders are pretty large as far as I know.
Also, the bowling ball seems to be hilariously versatile.
All we'd need now are placeable bowling pins to knock over and we have an amazing new game mode.
Haha, finally someone who gives the Bowling Ball the interest it deserves.
But who needs bowling pins when you have worms? :cool:
Haha, finally someone who gives the Bowling Ball the interest it deserves.
But who needs bowling pins when you have worms? :cool:
Bowling pins don't move and return fire. :D
Sir, this is too awesome. Dream come true.
+1 about them sentry weapons. They seem too dead-on. xD
Explorer
2 Mar 2011, 14:13
What I can do is cap the maximum force and damage it can inflict, other than that I think it's balanced. The video demonstrates pretty extreme situations that don't show up very often, most of the times you'll be able to do at most 60 damage if you drop it from a high place.
I wish it could be even lower. 40-50 damage.
The pushing force could be lower, too. (Should be not higher than firepunch's force)
Although I think it will look wrong if I make it too small. Hang gliders are pretty large as far as I know.
How about making the glider 20% smaller?
Anyway, good drawing.
Man it's all awesome and it would be even more awesome to have Project X as a part of regular WA Beta Updates.
(Should be not higher than firepunch's force)
How about making the glider 20% smaller?
I agree with both.
CyberShadow
2 Mar 2011, 16:16
I think the bowling ball looks fine as it is, considering how situational it is. The glider looks fine compared to real-life gliders.
Don't change the glider size. We have big maps. The glider's fine.
Truly amazing the things that go on behind the scenes. Things like this, rubberworm and the continious updating of the game will make sure WA will stay strong for years to come!
I say let's have this available to everyone today rather then tommorrow!
Indeed they seem cool and some of them need skills to be used in the best way.
By the way , the hang glider seems like it could give a too big advantage attemping to get in a place , doesn't it?
i would suggest this weapon : a sentry gun which throws mines (0 seconds mines) , and other which works like a flamethrower (maybe you could code it to be able to choose between a kind of sentry gun (like choosing bounce of nade)
For a moment I thought I were watching a new Reloaded teaser video but it's not. :p Nice work.
_Kilburn
3 Mar 2011, 05:36
Indeed they seem cool and some of them need skills to be used in the best way.
By the way , the hang glider seems like it could give a too big advantage attemping to get in a place , doesn't it?
i would suggest this weapon : a sentry gun which throws mines (0 seconds mines) , and other which works like a flamethrower (maybe you could code it to be able to choose between a kind of sentry gun (like choosing bounce of nade)
Hang glider has its own advantages, it's not as versatile as the Rope, not too convenient for slowly drifting downward as you can do with the Parachute, and you can't really go up with it (well, you can but not much). However it's quite fast, and works well even when gliding against the wind.
Entuser and I made a mine sentry a long while ago. It's cool but seriously overpowered, although that's probably because it's not as developed as this one and never stops firing mines. We had a few of those in a rope race map, those parts were rather frustrating to get past. :p
You can see it in action in the old PX trailer: http://www.youtube.com/watch?v=tgaAGrM7bJw (starts at 0:40)
Oh and a flame throwing sentry gun could be interesting, but wouldn't the range be too short for it to be efficient?
Explorer
3 Mar 2011, 07:31
Oh and a flame throwing sentry gun could be interesting, but wouldn't the range be too short for it to be efficient?
I don't think the problem is in the range, but the wind factor.
Suppose that your 'sentry flamethrower' is targeting a worm in direction against the wind. After that, FIRE! The wind then pulls the flame back to the flamethrower, and BOOM! Your flamethrower is destroyed by its own flame. :(
The glider looks fine compared to real-life gliders.
OK, never mind about the glider size.
Maybe sentry guns should be immune to flame?
Anyway I like idea of flame throwing sentry gun because he won't be too distracting(won't be too hard to pass) but will be able to protect some small area that is defined by wind at that turn.
A flame-throwing sentry gun would look cool... but I don't see it having any actual use. It'd be horribly inaccurate, have small range, and... wouldn't really do much aside from throw fire everywhere.
And by "everywhere", I mean "everywhere that a worm wouldn't be able to get to anyway because they're a sentry there".
Entuser and I made a mine sentry a long while ago. It's cool but seriously overpowered, although that's probably because it's not as developed as this one and never stops firing mines. We had a few of those in a rope race map, those parts were rather frustrating to get past. :p
You can see it in action in the old PX trailer: http://www.youtube.com/watch?v=tgaAGrM7bJw (starts at 0:40)
Oh and a flame throwing sentry gun could be interesting, but wouldn't the range be too short for it to be efficient?
I see , nice video , mines could be powerless (a critical hit just causes 20 damage) , and maybe the mine sentry should have just 7 mines to throw in a turn.
And about the flame sentry , if you put it in a tight place it would work fine , by the way , it should be powerless too (it could throw just small fire dots (which are red) and less timefire than a normal worm)
I have another idea of a weapon :
What about of kinds of poison?? (You could change the type of skunk by pressing a number like the fuse time in grenade) , a example of diferent kinds of poisons can be these :
A poison that makes the worms affected to fall asleep.
The sleepy worm cant move or attack , and he wont wake up ever until it got pushed or attacked.
If you only have 1 worm and it falls asleep , a nearby explosion , drop or shout can wake up it.
A poison that can paralize a worm. The worms affected by this poison wont be able to move (they can use rope or jetpack) as if the artillery mode were on for them. They can shoot , and they will be able to move after the number of teams x3 (if there are 4 teams , the worm will be able to move after 12 turns). Collecting a health crate allows again the worms to move.
I havent tought about more kind of poisons , if someone has another idea of one , post it.
This kinds of poisons can be used in Suicide bomb too.
What do you think?
_Kilburn
3 Mar 2011, 18:33
I see , nice video , mines could be powerless (a critical hit just causes 20 damage) , and maybe the mine sentry should have just 7 mines to throw in a turn.
And about the flame sentry , if you put it in a tight place it would work fine , by the way , it should be powerless too (it could throw just small fire dots (which are red) and less timefire than a normal worm)
The range would still be too short. The regular sentry gun has pinpoint accuracy, it's there for defending areas and it does its job perfectly, I don't really see why you'd need more types of sentries.
A poison that makes the worms affected to fall asleep.
The sleepy worm cant move or attack , and he wont wake up ever until it got pushed or attacked.
If you only have 1 worm and it falls asleep , a nearby explosion , drop or shout can wake up it.
Could be interesting, but it would need more worms animations and I'm not very good at that. :-/
And your last worm shouldn't fall asleep, that would be way too annoying.
A poison that can paralize a worm. The worms affected by this poison wont be able to move (they can use rope or jetpack) as if the artillery mode were on for them. They can shoot , and they will be able to move after the number of teams x3 (if there are 4 teams , the worm will be able to move after 12 turns). Collecting a health crate allows again the worms to move.
Looks like the Glue Gun (http://worms2d.info/Glue_Gun). I wouldn't call that paralysis if they can still use weapons.
Explorer
4 Mar 2011, 00:23
What about of kinds of poison?? (You could change the type of skunk by pressing a number like the fuse time in grenade) , a example of diferent kinds of poisons can be these :
A poison that makes the worms affected to fall asleep.
......
A poison that can paralize a worm.
I myself won't call these 'poisons', think a different name, please?
(The mechanism that works the same as poison doesn't mean the weapon should call poison.)
Sleep drug?
Glue?
double post edit
A poison that makes the worms affected to fall asleep.
The sleepy worm cant move or attack , and he wont wake up ever until it got pushed or attacked.
If you only have 1 worm and it falls asleep , a nearby explosion , drop or shout can wake up it.
I would suggest that the worms asleep should be asleep in one turn only. It should wake up next turn no matter what, for balancing reason.
OMG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!
thats all for now xD
This weapons should become official in a future patch, seriously....the art tottally fits the game also....
But, on the other hand, I dont think T17 would allow cybershadow to add more weapons to the game....
I think Cybershadow wouldn't want to anyway (and I don't want it in "clean" trunk neither). But as 3rd party mod, it's awesome.
Glider is fine. It should stay as it is, uber awesome.
But I'm a bit annoyed by fact you drawn better and smaller fan than mine :D It was real nightmare.
http://worms2d.info/Fan
Also, I am the man who draws concept images!!!(tm)
CyberShadow
4 Mar 2011, 18:37
Scripting and custom weapons are ideas which we want to add to W:A eventually, but not before 4.0.
Ooooooh, don't mind what I wrote then.
But still, I am the man who arranges the draws concept images!!!(tm)
And one more thing: There's absolutely no point in buying WR now, right?
_Kilburn
4 Mar 2011, 19:45
Also, I am the man who draws concept images!!!(tm)
Haha, nice to meet you, your concept images are pretty inspiring, I certainly didn't miss them. :p Sorry for the Fan though, I thought the design was a bit too simplistic so I made my own.
http://uppix.net/f/8/2/781821770b46eda60744728c7aaa1.png
Doesn't look too bad from far away.
And one more thing: There's absolutely no point in buying WR now, right?
Shh, don't go around saying that! I wouldn't want the folks at Team17 to suddenly abduct me for ruining their sales. :eek:
Ooooooh, don't mind what I wrote then.
But still, I am the man who arranges the draws concept images!!!(tm)
And one more thing: There's absolutely no point in buying WR now, right?
Well...I already brought WR.....
But in my opinion.....having sentrys in WA is more than enough to not buy WR
And having fans + magnets....would turn WA in the best worms in the series in any aspect but graphics...
Having downloadable custom weapons with online support in WA....could kill the future of the franchise in PC xD
Wow like it will be the perfect worms game, Keep it up.
i waited 8 years for something like this.
If you want to redraw the Hang Glider deploy animation.....you can consider deploying from behind also....
I mean....
Deploy from the back(animation poorly-shopped by me):
http://i377.photobucket.com/albums/oo216/jsgnextortex/daff6bc84dd0873a7960f3a4e648e2-1.gif
Actual Deploy Animation:
http://uppix.net/a/0/2/daff6bc84dd0873a7960f3a4e648e.gif
Maybe its just me.....but I think deploying from behind makes it even more awesome :P (adding sunglasses could be cool also)
_Kilburn
5 Mar 2011, 09:12
Maybe its just me.....but I think deploying from behind makes it even more awesome :P (adding sunglasses could be cool also)
That actually looks pretty cool. I'll give it a try later. :p
Explorer
5 Mar 2011, 09:39
Haha, nice to meet you, your concept images are pretty inspiring, I certainly didn't miss them. :p Sorry for the Fan though, I thought the design was a bit too simplistic so I made my own.
http://uppix.net/f/8/2/781821770b46eda60744728c7aaa1.png
Doesn't look too bad from far away.
(might be off-topic)
I like your fan graphic. I wonder how you draw it? Which software do you use?
That sungalsses thing seems pretty cool.
And I have to say that I loved having different types of barrels (in earlier Project X teaser).
_Kilburn
5 Mar 2011, 12:31
(might be off-topic)
I like your fan graphic. I wonder how you draw it? Which software do you use?
I'm using Macromedia Flash 8. It's very outdated and not exactly for drawing stuff but it does the job really well and it's a lot smaller than the more recent versions (Adobe Flash CS3 :confused:)
CyberShadow
5 Mar 2011, 12:45
Have you considered tweening the animations? You could make them look a lot smoother that way...
these are very very very very awesome especially bowling ball and hang glider
i hope team17 adds this as a pack or something to the game so people can download and use them both offline and online mods.
i almost forgot put sunglasses it will look cool
_Kilburn
14 May 2011, 18:38
Haha, no update in a while because I was focused on other projects, I only went back to this recently.
I've been redrawing those sprites so that they fit the WA style and palette better, looking any good?
http://uppix.net/c/8/7/0e37ef1a47594dca0bf93a6cd72f6.png
I had to cheat on the super bunker buster (that bomb with a red hot drill) a bit because I couldn't find any colour in the WA palette that would look good.
Also better hang-glider animation, deploying from the back as jsgnext suggested, and a tiny bit smaller.
http://uppix.net/f/a/3/a0fdea50675a00c956ca62e2db59a.gif
I finished the Tazer too, it's pretty fun to use. :p
http://www.youtube.com/watch?v=-xe0MFdr3fQ
Bonus:
http://uppix.net/d/9/1/7a7542afa52e6a16ce8d4561488f1.gifhttp://uppix.net/0/a/4/cc443e2e930d74467b1a21166ee46.gif
So yeah, as I said a while ago, I'd like to start working on the Beehive (http://worms2d.info/Beehive), although I'm not sure how smart I should make those bees. I wouldn't mind making something smarter than the Magic Bullet but I'm not sure what algorithm would be the most efficient one.
A boomerang would be cool too but I can't think of interesting uses for it. The one from Worms Open Warfare 2 was utterly useless, and that's a shame.
http://uppix.net/c/8/7/0e37ef1a47594dca0bf93a6cd72f6.png
Eh what! Still using the old sprites? :p
Beehive (http://worms2d.info/Beehive)
Just wondering, this weapon is used for the facebook game "Wild Ones". Is this idea taken from that game?
A boomerang would be cool too but I can't think of interesting uses for it. The one from Worms Open Warfare 2 was utterly useless, and that's a shame.
Make the boomerang. It's the last thing I'd call useless, considering how often it saved my butt.
How will the beehive actually work? I mean, the WU page says it'll attack any worm close enough until it leaves or dies, but what about worms that end their turn within range, or get launched into its range, or what about when it's placed right next to a worm?
_Kilburn
14 May 2011, 19:14
How will the beehive actually work? I mean, the WU page says it'll attack any worm close enough until it leaves or dies, but what about worms that end their turn within range, or get launched into its range, or what about when it's placed right next to a worm?
Oh I'll probably make it more like the sentry gun, the bees will simply come out and attack their target for a few seconds, and then go back to their hive. No need for the whole "damaging without ending turn" business.
Eh what! Still using the old sprites? :p
Oh yeah, I couldn't get the magnet to look good in the end. :( Well I didn't really try hard either, I think I'll make those outlines a bit less dark, otherwise they stick out way too much when in-game.
Just wondering, this weapon is used for the facebook game "Wild Ones". Is this idea taken from that game?
Haha no idea. :p I don't remember when the Worms Unlimited page was done but it was probably a long while ago, maybe Facebook didn't even exist back then.
Make the boomerang. It's the last thing I'd call useless, considering how often it saved my butt.
Oh really? It's horribly hard to use, doesn't inflict any damage, and barely pushes, it's like a long-range prod that collects crates. How could that save your butt? :eek:
Pac-Man
14 May 2011, 19:57
Did someone already say
FANtastic?
*rimshot*
Oh really? It's horribly hard to use, doesn't inflict any damage, and barely pushes, it's like a long-range prod that collects crates. How could that save your butt? :eek:
Is it hard to use? it uses the same flight path as grenades and bazookas, I don't think it's hard to aim with it.
I had a specific scheme from OW2 in mind, similar to shoppa, with just two or three ropes and a few torches. I know I've used th boomerang frequently there to collect as many crates as possible without wasting my ropes.
Anyway, it's also rather useful if it gets to one-on-one and close-to-sudden_death situations. In Battle Islands on a high map, I was on a higher level than my opponent and there was some sort of a drop zone at the other site of the map. He constantly used the boomerang to collect those crates and even gathered a super sheep :(
But there are more specific situations when a boomerang comes in handy, like when you really need to get a health crate but can't waste your rope either. Or like in this video (http://www.youtube.com/watch?v=nW8z_xcTgjE&feature=related) at 3:50, when I killed that worm using the boomerang because first I wanted to stay up there and second because an explosion would have destroyed too much of the landscape. Additionally, mines are limited and when I had used a grenade it could have bounced off easily.
Well, I really like the boomerang I have to admit :p just remember it's useful when you don't want to cause an explosion but still wanna push a worm far away. As you can see, the boomerang pushes the worms a lot further than the prod, actually.
_Kilburn
14 May 2011, 21:19
Last time I checked, the boomerang in OW2 had incredibly awkward physics, it feels like a grenade with low gravity with insane horizontal acceleration, at least on the DS version. Couldn't hit anything with it. :(
Yeah I guess the fact that it collects crates would be useful if you don't want to waste a rope. Otherwise, if you want to push a worm from far away without damaging the landscape, that's what the Longbow is for. Heck, it even does damage and has two shots.
Well yeah except you don't usually have an infinite supply of arrows so it all depends on the scheme, but my point is that I don't find it particularly fun to use. :(
Edit: Hey, that thing got buffed in Battle Islands! :eek: I swear, in OW2 it had horrible physics and barely pushed worms at all.
MihaiS_
15 May 2011, 01:57
Awesome stuff on display here. I just hope that I'll get to enjoy playing with these before my kids do.
Edit: Hey, that thing got buffed in Battle Islands! :eek: I swear, in OW2 it had horrible physics and barely pushed worms at all.
True, but only in the DS version ;)
It does have a few advantages as well. It's more accurate than arrows and it can be thrown in all directions. It also collects crates for you, I think it's worth a try :)
And actually, you're the coder, right? If you believe that thing should do damage or should push worms even further - or if none of these things but instead make the boomerang not end your turn or something - you can make it like that, can't you? :D
SgtFusion
15 May 2011, 02:31
Oh, wow...this mess RULES!! I only just watched the trailer video, but it is awesome!!
The sprites are really well done, and the weapons are cool and fun. Especially the hang-glider. One thing, though - the tazer seems rather overpowered.
_Kilburn
15 May 2011, 08:52
And actually, you're the coder, right? If you believe that thing should do damage or should push worms even further - or if none of these things but instead make the boomerang not end your turn or something - you can make it like that, can't you? :D
Haha, of course, I was simply wondering if the boomerang was worth making or not. :p
Oh, wow...this mess RULES!! I only just watched the trailer video, but it is awesome!!
The sprites are really well done, and the weapons are cool and fun. Especially the hang-glider. One thing, though - the tazer seems rather overpowered.
Thanks! :D
The tazer isn't all that overpowered, the situation seen in the video was kind of extreme, most of the time you won't be able to chain through more than 4 worms with it (and 4 worms is already quite a lot). It can zap objects as well, so you can use mines and barrels to extend its range. Personally I always use fans because they don't end your turn, but since the tazer instantly blows up most objects, it's not always a good idea, the fan isn't something you're supposed to have in huge quantities.
Also it does 24 damage to every worm it hits, 24 because the shotgun does 25 per shot, I felt like 25 would be a bit too much. :p Although 24 might be still too much, it used to be 15, but then it would feel really underpowered. I'll probably settle with 20, or reduce the damage it does every time it zaps something.
Nice job. Now a portal gun please!
Oh I'll probably make it more like the sentry gun, the bees will simply come out and attack their target for a few seconds, and then go back to their hive. No need for the whole "damaging without ending turn" business.
So... it's a sentry gun that doesn't end turns and that deals damage when someone hits it?
That's... pretty lame, actually. Especially considering how it'd probably be used more as a means of defense (using its damages-the-attacker thing) than as a sort of area you can't cross without taking damage.
_Kilburn
15 May 2011, 13:58
So... it's a sentry gun that doesn't end turns and that deals damage when someone hits it?
That's... pretty lame, actually. Especially considering how it'd probably be used more as a means of defense (using its damages-the-attacker thing) than as a sort of area you can't cross without taking damage.
It ends turns, there is no reason for it not to end your turn, that's the only thing I don't like about Run's concept (or whoever originally thought of it).
I'd say it's like a cross between a sentry gun and a mine, and it seems like it would do the job pretty damn well when it comes to restricting an area, since the only way to get past it without taking damage is to use movement tools.
Using it for defending one of your worms wouldn't work so well, since bees are supposed to be neutral.
Nice job. Now a portal gun please!
http://www.youtube.com/watch?v=1SCq43hsHII
That's... pretty lame, actually. Especially considering how it'd probably be used more as a means of defense (using its damages-the-attacker thing) than as a sort of area you can't cross without taking damage.
Mh, in Wild Ones it's only used for causing a lot of damage. And maybe a bit of defending specific areas. Of course, this game's concept doesn't match with Worms. Can't really imagine what it's going to be like in WA :-/
The tazer sounds like it's only going to be useful for Sudden Death or situations where you need to hit some darksiding low energy worms. So, probably not the most interesting thing of your mod :D
http://www.youtube.com/watch?v=1SCq43hsHII
That's cool, but it's not WA. :)
Using it for defending one of your worms wouldn't work so well, since bees are supposed to be neutral.
Putting one right in front of your own worm will turn it into a "if you shoot this worm you get hurt no matter what" weapon, without actually hurting the worm that it's next to as long as they don't move away.
_Kilburn
15 May 2011, 15:56
Putting one right in front of your own worm will turn it into a "if you shoot this worm you get hurt no matter what" weapon, without actually hurting the worm that it's next to as long as they don't move away.
Longbow. :p
That and it only works as long as that worm doesn't move at all, so I don't think it's such a good strategy. The beehive will have relatively low health too, something around 60 so it can take bazooka shots but definitely not something like a dynamite.
jsgnext
15 May 2011, 17:16
The new hang glider look a lot more WAish than before.....nicely done (the sunglasses are awesome too, now make it so it plays "dealwithit.ogg" xD)....
The new hang glider looks too small compared with the old one....but I understand that in-game, being big can cause unnecessary collisions....
The rest of the sprites looks even better than the hang glider....specially the bowling ball (the old one looked like a coconut)
Now I need to know where entuser lives...I have some pending business with him....
The beehive will have relatively low health too, something around 60 so it can take bazooka shots but definitely not something like a dynamite.
Wait... do you mean the beehive doesn't expire on its own?
_Kilburn
15 May 2011, 21:20
Wait... do you mean the beehive doesn't expire on its own?
Why would the bees inside suddenly die? Sentry guns don't expire on their own in WR, do they?
I don't know. In Wild Ones they do die after they did a certain amount of damage (because bees die once they stabbed you I guess) and I believe it would certainly be overpowered otherwise. Magnets stop working after a few rounds as well so worms can't protect themselves forever. Yes, sentries don't go out of order, but they can be tricked easily (a little too easy IMO :rolleyes:) and their amount of health, 50hp, is even lower. They can be destroyed within a turn using shotgun or uzi and it even works with a fire punch for some reason.
In Worms Battle Islands it's even more balanced. You've got an E.M.P. grenade there that destroys sentries immediately if it hits them, so you wouldn't even have to waste any of your weapons. Usually it doesn't make sense to put a sentry next to an enemy worm as it would just throw that grenade to it's own feet. You really need to think of better places for the sentry and hope your opponent sucks at long distance grenade shots :p
_Kilburn
16 May 2011, 07:43
Okay, I have an idea. Poison. :p
Poison would instantly kill all bees inside the beehive. How does that sound? Since you have one Skunk in your inventory with the Intermediate scheme, you could choose between using it to get rid of that pesky beehive, or keep it for later.
Also Poison Strike. I never really bothered coding it but it's really not hard to do.
Okay, I have an idea. Poison. :p
No good. The skunk is far too limited a weapon, being only able to affect enemies directly level or a bit above it. It won't affect a beehive out of range. And it could only be used by the worm that's trapped by the sentry, unless you want to poison your own guy. And any instance of two worms trapped is screwed. Plus, a skunk is generally too valuable to use on what is basically a neutral sentry. Taking your shot and trying to jump away would normally be a better idea.
jsgnext
16 May 2011, 14:16
what about fire? (petrol bomb)
I mean, the fire burns the beehive and the smoke sleeps the bees......forever
Some criticism:
IMO, the tazer is unrealistic and overpowered. (At least the one seen in that video some where above.)
Real life tazers need to make contact with the target by either touching it with both electrodes, or firing wired hooks, which conduct the current.
There never is never a visible electric arc between the tazer and the target (except maybe in the range of a few centimeters).
And definitely none between the target and a follow-up target, because both electrodes are on the tazer itself, so the circuit is closed already, and if part of the current is lost, it would get earthed. At most if another target is touches the first one or is very close, it could be possible to transfer some current.
A chain reaction across the whole map is ridiculously overpowered though. This is a handheld device and no transformer station or lightning bolt after all.
Why can't we play this already? :eek:
Other than that, I really like what I'm seeing there and I'm sure it'll improve even more.
;)
Realism is not a good argument against Worms ideas.
_Kilburn
16 May 2011, 17:57
IMO, the tazer is unrealistic and overpowered. (At least the one seen in that video some where above.)
Real life tazers need to make contact with the target by either touching it with both electrodes, or firing wired hooks, which conduct the current.
There never is never a visible electric arc between the tazer and the target (except maybe in the range of a few centimeters).
And definitely none between the target and a follow-up target, because both electrodes are on the tazer itself, so the circuit is closed already, and if part of the current is lost, it would get earthed. At most if another target is touches the first one or is very close, it could be possible to transfer some current.
A chain reaction across the whole map is ridiculously overpowered though. This is a handheld device and no transformer station or lightning bolt after all.
Yeah I have to admit that it's not really a tazer, more like a lightning gun or something like that. I only used that name because Worms Unlimited calls it like that. After all bananas aren't supposed to explode, duplicate, and obliterate one half of an island either. :p
Also it's not really overpowered because you rarely encounter such long chains. That video was obviously staged, I just manually placed those worms on the map to make the longest chain possible.
Why can't we play this already? :eek:
Well damn, I told Entuser to publicly release it but he just didn't want to. :(
Then the update happened and he had to redo Project X from scratch. From what I've seen, he's still working hard on it and I really hope he'll finish it soon. Hopefully there won't be too many compatibility issues with my scripts. :p
Realism is not a good argument against Worms ideas.
Says the one who argued SgtFusions W:A icon didn't look good because it was out of proportion to a standards organisations version
After all bananas aren't supposed to explode, duplicate, and obliterate one half of an island either. :p
Well, there's a difference between such things. If you include exploding banana bombs or super sheeps for the lols, that's one thing. If you include a weapon named like a real life one although it does something completely different than you'd expect, that's another thing. Hard to explain but chances are you understand what I mean :D
Says the one who argued SgtFusions W:A icon didn't look good because it was out of proportion to a standards organisations version
That's nothing to do with it at all. I don't think I have to explain that :p
Also it's not really overpowered because you rarely encounter such long chains. That video was obviously staged, I just manually placed those worms on the map to make the longest chain possible.
I wouldn't call it overpowered either, but I'd like to try out a few "Worms Unlimited" schemes before I'll state a definite opinion ;) (same for the beehive. The poison is a good idea, not because it balances things but rather because it sums up the number of possibilities and provides an even more flexible gameplay.)
Poison would instantly kill all bees inside the beehive. How does that sound? Since you have one Skunk in your inventory with the Intermediate scheme, you could choose between using it to get rid of that pesky beehive, or keep it for later.
Would that be the Intermediate scheme that doesn't have any custom weapons in it?
Realism is not a good argument against Worms ideas.
Aww, not that discussion again.
If something in Worms is called "Taser", you expect it to behave like a taser, with all "standard" Worms physics applying, of course.
Just like you expect that gravity in Worms pulls them "downwards" because the soil is drawn at the bottom edge of your screen, or that the bazooka fires a rocket shell.
The players are real, living in a real world and having their minds set to that, so that's what you first expect when something apparently looks and sounds similar.
Besides, the Wormiverse is more like an alternate reality, where annelids are humanoid in shape and size, and where the Geneva conventions are deliberately ignored by boobytrapping sheep and old ladies.
SgtFusion
17 May 2011, 00:37
Call the taser "electrolaser." Electrolasers are real-life ranged lightning weapons.
CyberShadow
17 May 2011, 05:52
If something in Worms is called "Taser", you expect it to behave like a taser, with all "standard" Worms physics applying, of course.
The shotgun fires in a precise, straight line and can be used to snipe targets on the other side of the map.
_Kilburn
17 May 2011, 07:51
The shotgun fires in a precise, straight line and can be used to snipe targets on the other side of the map.
Haha, I don't remember having any problem with that when I played Worms for the first time.
Yeah now that I think of it, it's not that bad because if a beginner assumed it worked like a real life taser, they would try to hit a worm with it at point blank and see what happens. Or since it's supposed to be in the same row as the shotgun, they would assume they should take some distance before firing. Either way they would figure out how it works pretty quickly, so it's not really such a big problem, is it?
The shotgun fires in a precise, straight line and can be used to snipe targets on the other side of the map.
You know what I mean.
If you read "shotgun", you can expect a gun that shoots something out of the barrel.
If you read "taser", you surely don't expect a lightning storm across the map, that hits all worms in a chain reaction, and also knocks them around.
Also:
http://en.wikipedia.org/wiki/Shotgun_slug
Besides, the fact that the shot from a shotgun in Worms flies in a straight line, without slowing down, is due to the wormy physics that apply to all gun weapons.
It's a game, so it can never be realistic, but that doesn't mean that we should now have ridiculously silly weapons.
The silly weapons like sheep and grannies that already are in Worms were purposely made silly for comical effect and are immediately recognized as silly and unrealistic.
Not so all the weapons that have real-life counterparts (e.g. bazooka, grenade, airstrike,...). Those are more or less simulating the real-life variant that a player most likely knows how they work.
If the Taser weapon, using a real-life name (which even is a trademark), follows this scheme, a player will most likely expect a simulation of the real-life weapon (with other physics of the game environment applying).
As _Kilburn already stated, naming it something like "lightning gun" would be much better.
The shotgun fires in a precise, straight line and can be used to snipe targets on the other side of the map.
Fun fact: In German, it's called "rifle" because of what it does.
However, it's been called a shotgun from Worms 3D on. It's true that shotguns can shoot single bullets, too :p
By the way you have a 0.3 second stuck after exploding the oil drum (and the double explosion sound too), why does that appear? Some overflow?
Please Please do the boomerang!! It can be added to ropestyle!!!
I tryed it with rope at WormsOpen Warfare 2 and its so coooooool , the boomerang follows you wherever you rope to , and was so funny , bet that with jetpack too.
:D trust me , so funny , and cann be cool a roping style as i said.
_Kilburn
17 May 2011, 21:38
By the way you have a 0.3 second stuck after exploding the oil drum (and the double explosion sound too), why does that appear? Some overflow?
PX doesn't precache sprites, so when certain sprites appear for the first time in a match, the game hangs for a moment because it loads those sprites into memory.
That's mostly obvious with barrels because the flame sprites need to be loaded.
Please Please do the boomerang!! It can be added to ropestyle!!!
I tryed it with rope at WormsOpen Warfare 2 and its so coooooool , the boomerang follows you wherever you rope to , and was so funny , bet that with jetpack too.
:D trust me , so funny , and cann be cool a roping style as i said.
Well if you say so. I'll give it a try then. ;)
I think I should focus on the beehive first though, we've been talking so much about it but I didn't actually start working on it, I'd better have something new to show.
Yes, I've also made up a boomerang race scheme in Worms Battle Islands. Its main challenge is to rope continuously and fast enough to escape the boomerang. Once it touches you, your turn is immediately over as I set the retreat time to zero. Rules were that you may not move until you fired a boomerang and pressed fire again so it followed you.
There was one single flaw though: If you manage to escape the boomerang for long enough (note that your turn will also end if the boomerang clashes with landscape or other objects), after one minute or so, it would explode with the strenght of a Holy Hand Grenade.
As this is next to impossible to achieve in normal matches, I believe that's some sort of a prank by Team17 :p Actually, all weapons would explode after a certain amount of time, also in WA and WWP, if I remember correctly.
I invented that scheme for Battle Islands because there are finishing lines, means the track is a circle. (http://www.youtube.com/watch?v=7CEnRAdH1z8) It doesn't make much sense with the finishing point in Open Warfare 2 :-/
I'm pretty sure most weapon projectiles in the game vanish/explode 10 seconds after being fired. Worms 2 let you exceed this however (Was aww yeah as you can have excessively powered TNT and when it is placed somewhere it's sprite steadily grows for the whole duration it exists and you can make it last for several minutes if you so desired but such long fuses just makes the weapon exceedingly boring to use lol.).
Explorer
23 May 2011, 14:04
Tazer or "lightning gun"
http://www.youtube.com/watch?v=-xe0MFdr3fQ
Wait, may I suggest something about this?
Chain Lightning!
Actually I've seen something like this in Warcraft 3, it's a hero's special ability called Chain Lightning. So I think I could just adapt the name.
EDIT: By the way, would you limit the maximum bounces of that thing (e.g. up to 3 targets)? Warcraft does this to balance the game.
Warcraft III is a real-time aerial perspective strategy game, that's a bit of a difference. As the situation as shown in the video is extremely rare anyway, I'm not sure whether limiting it is necessary at all :-/
While we're at it, the damage of Chain Lightning in Warcraft 3 is reduced by 30% for each "jump" it does.. That would be a nice way to nerf the power. :)
Scripting and custom weapons are ideas which we want to add to W:A eventually, but not before 4.0.
But why? Honestly no one cares about the bug fixes anymore, the game runs just fine. The colored map additions and battyropes were the first interesting change made in a patch for a long time and that was years ago.
I am not trying to downplay the incredible work you and deadcode have provided. It is astonishing the commitment made to such an old game and the beauty of the patches.
However what people really want is new schemes and gameplay options, thats why they stick around waiting with hope every year and then every 2 or 3 years get another bug fix....
CyberShadow
25 May 2011, 00:48
Because it'd be a lot harder to add them in 3.x and still be able to support them properly in the future. 4.0 is, most importantly, a redesign of the codebase which will allow easily adding the most requested features.
Because it'd be a lot harder to add them in 3.x and still be able to support them properly in the future. 4.0 is, most importantly, a redesign of the codebase which will allow easily adding the most requested features.
Ok. Well what you guys done already is amazing, dont want to downplay it in anyway. Keep it up, please =P
_Kilburn
3 Jun 2011, 18:53
Couldn't find the inspiration to code the beehive and the boomerang so I made something else instead. :cool:
http://www.youtube.com/watch?v=Sp8ihSEF0Tk
http://www.youtube.com/watch?v=s9bKAPjXIcA
Sheep-on-a-rope! :D
I have never seen the original WA sprite for it, but that's very close to how I imagine it.
http://wormscesky.cz/images/blog_ovce_na_lane.gif
Original sprite from Worms DC.
Finally someone made the sheep on a rope xD
The cow strike from W4M looks Vgood also....
Keep it up!
Soooooo niiiiiiiiicee , still waiting for Proyect X for .31 xD
Installing .29 in another folder xD
Sheep-on-a-rope! :D
I have never seen the original WA sprite for it, but that's very close to how I imagine it.
Does that mean it was originally intended to be in WA? :O
Speakin of Worms DC, the rope physics seem to be kinda screwed up in a way it's hard to describe. Let's say, there's no loss of speed when you touch any land so that your worm swings around forever until you cut the rope. I'm not sure if that's how it was when I played that game on an actual Amiga so might that be an emulation issue with WinUAE?
Soooooo niiiiiiiiicee , still waiting for Proyect X for .31 xD
Installing .29 in another folder xD
Isn't this for the new Project X version we will never see in public?
Isn't this for the new Project X version we will never see in public?
Its sad, but I must agree...
But, in the other hand....its nice to know what we could have done with it xD
I wonder why entuser doesnt release a temporal ver of project X....just to mess arround with....since it looks like he will never finish the project and he dont even bother on appearing here to prove he is working on it...
_Kilburn
4 Jun 2011, 19:43
Its sad, but I must agree...
But, in the other hand....its nice to know what we could have done with it xD
I wonder why entuser doesnt release a temporal ver of project X....just to mess arround with....since it looks like he will never finish the project and he dont even bother on appearing here to prove he is working on it...
Is that pessimism I see here? :mad:
He's still working on it by the way. It takes time you know. And he's not the kind of guy who posts on forums much anyway.
According to him, everything is progressing at a steady rate, and it might be ready in the middle of this summer.
Does that mean it was originally intended to be in WA?
Yes.
And DC/CS have the original animated sprites.
Same goes for the laser sprites, as seen in my avatar on the left (red beam added by me).
Speakin of Worms DC, the rope physics seem to be kinda screwed up in a way it's hard to describe. Let's say, there's no loss of speed when you touch any land so that your worm swings around forever until you cut the rope. I'm not sure if that's how it was when I played that game on an actual Amiga so might that be an emulation issue with WinUAE?
I have never experienced it any other way with all the WinUAE versions I've used over the years.
Seeing that the rope in Worms 1/Reinforcements/United on PC doesn't feel much different and also the fact that Squirminator2K would have mentioned a discrepancy like that, give me enough reason to believe that it indeed is supposed to work like that.
It might be ready in the middle of this summer.
Great news :D
Great news :D
Indeed it would be awesome, the new weapons would make WA 2.0 so to say, however, as I understand it, the existing scripts would have to be rewritten for the new Project-X version so that would probably add to the wait :confused:
raffie, I've got some exciting news for you if you've been waiting for W:A 2.0
_Kilburn
6 Jun 2011, 21:10
Indeed it would be awesome, the new weapons would make WA 2.0 so to say, however, as I understand it, the existing scripts would have to be rewritten for the new Project-X version so that would probably add to the wait :confused:
Actually no, Entuser told me most of my scripts work without any problem, there wasn't even a need to rewrite anything!
There are still a bunch of glitches left though so I guess it will go into a more or less long debugging phase, and then it will go public.
Actually no, Entuser told me most of my scripts work without any problem, there wasn't even a need to rewrite anything!
There are still a bunch of glitches left though so I guess it will go into a more or less long debugging phase, and then it will go public.
You made me forget my failed exam :D :D :D :D
raffie, I've got some exciting news for you if you've been waiting for W:A 2.0
Cheers for the laugh. :D
FoxHound
20 Jun 2011, 06:19
Excellent job! Your sprites are very good! Many of them have a Worms style in my opinion. This video is really great, now I'm one more player waiting for PX running in 3.6.31.0! The weapons are fantastic! Some of them are really good for the gameplay. You are Very, Very, VERY good!
_Kilburn
20 Jun 2011, 06:27
Excellent job! Your sprites are very good! Many of them have a Worms style in my opinion. This video is really great, now I'm one more player waiting for PX running in 3.6.31.0! The weapons are fantastic! Some of them are really good for the gameplay. You are Very, Very, VERY good!
Thanks! :D
Talking about PX, I got to test the latest version, and it's working almost perfectly, there are just a few glitches there and there that need some fixing, but other than that I think it shouldn't take too long before the public release. :cool:
Also sorry for not showing anything new for now, didn't really have much time to code anything lately.
Thanks! :D
Talking about PX, I got to test the latest version, and it's working almost perfectly, there are just a few glitches there and there that need some fixing, but other than that I think it shouldn't take too long before the public release. :cool:
Can't wait for that :) PX and the newly added weps will definatelly revolutionalize playing WA!
One question i have, will this latest PX version be compatible with RubberWorm? I remember having to delete it from the WA dir when using the old .29 compatible PX.
Ideally offcourse, we could use features from both modules in a game :cool:
_Kilburn
20 Jun 2011, 10:50
Can't wait for that :) PX and the newly added weps will definatelly revolutionalize playing WA!
One question i have, will this latest PX version be compatible with RubberWorm? I remember having to delete it from the WA dir when using the old .29 compatible PX.
Ideally offcourse, we could use features from both modules in a game :cool:
Well right now it's still a WormKit module, but from what I understood, since it has a rather particular nature, it won't depend on WormKit anymore and it will have its own launcher. Which makes sense since it's not compatible with most WormKit modules.
That and, well, quite a lot of features from RubberWorm would be rather easy to remake in PX. I'd probably give that a try some time but I'm not sure the people who are behind RubberWorm would appreciate it. :cool:
That and, well, quite a lot of features from RubberWorm would be rather easy to remake in PX. I'd probably give that a try some time but I'm not sure the people who are behind RubberWorm would appreciate it. :cool:
You better talk to Kawoosh about that;)
Also, with WormKitDS (http://forum.team17.co.uk/showthread.php?t=46030) you don't need to run WormKit.exe anymore.
_Kilburn
20 Jun 2011, 11:47
You better talk to Kawoosh about that;)
Also, with WormKitDS (http://forum.team17.co.uk/showthread.php?t=46030) you don't need to run WormKit.exe anymore.
I was planning to do the "bouncy worms" part of RubberWorm, because RubberWorm without bouncing worms wouldn't be right, would it? Pretty much sure Pisto did that part so I'd rather ask him.
Also PX won't be loaded as a WormKit module so you won't really need anything else. :p
Also PX won't be loaded as a WormKit module so you won't really need anything else. :p
But it can use a modified WA's DLL which will make WA to load PX also, like WormKitDS does (it's btw open-source), without any need of a launcher
Is it really necessary to use a separate loader? I think WormKit is very handy to load mods without the need for all kinds of separate loaders/hacks. Thats from a user's point of view off course.
_Kilburn
20 Jun 2011, 17:25
Well, since PX isn't compatible with most WormKit modules, I'd say it makes more sense to give it its own loader. Otherwise you'd have to make a batch script to swap files around etc... and it would be rather annoying.
I'd probably give that a try some time but I'm not sure the people who are behind RubberWorm would appreciate it. :cool:
You better talk to Kawoosh about that;)
I was planning to do the "bouncy worms" part of RubberWorm, because RubberWorm without bouncing worms wouldn't be right, would it? Pretty much sure Pisto did that part so I'd rather ask him.
to be honest, nothing in the Kawoosh version of RubberWorm but /wdca is new, if you keep in mind that wkLaserFix, wkKaosMod, wkTrastulloPerAtrox are also works of mine.
You guys of PX feel free to redo anything with the PX engine. If I still had the sources I'd give them to you, but after I realized that I would have never returned back to worms I didn't care to save them from the last hd format. You should ask Deadcode (I passed him them some time ago) so maybe you could make a an emulation-quality copy of RubberWorm.
to be honest, nothing in the Kawoosh version of RubberWorm but /wdca is new
How about /speed and crateshower-with-craterate merging?
He was inactive some months, and now he will code more new features.
Well, since PX isn't compatible with most WormKit modules, I'd say it makes more sense to give it its own loader. Otherwise you'd have to make a batch script to swap files around etc... and it would be rather annoying.
A better solution would be a WormKit module which allows one to set their loaded WormKit modules during runtime with a checklist of togglable addons (like the toggling of WoW addons from the button on the character selection screen). It could also inform the user of possible conflicts in a non-annoying way (with a column for such messages).
This might be easiest to do by forking WormKit. It would load WormKit modules as normal, with an additional selection screen.
A better solution would be a WormKit module which allows one to set their loaded WormKit modules during runtime with a checklist of togglable addons (like the toggling of WoW addons from the button on the character selection screen). It could also inform the user of possible conflicts in a non-annoying way (with a column for such messages).
This might be easiest to do by forking WormKit. It would load WormKit modules as normal, with an additional selection screen.
I wholeheartedly agree! The WormKit infrastructure and it's modules are such a clean way of loading mods it would be a shame to ignore it.
_Kilburn
21 Jun 2011, 14:45
A better solution would be a WormKit module which allows one to set their loaded WormKit modules during runtime with a checklist of togglable addons (like the toggling of WoW addons from the button on the character selection screen). It could also inform the user of possible conflicts in a non-annoying way (with a column for such messages).
This might be easiest to do by forking WormKit. It would load WormKit modules as normal, with an additional selection screen.
Oh yeah, I was going to suggest giving the possibility to tell WormKit what modules to load via command line arguments. And a specific argument which tells it not to load the wk*.dll modules that it loads by default. This way you can simply create a bunch of different shortcuts to WormKit to launch it with specific modules. Would be quite easy to do, no need for any fancy GUI and all that stuff.
And it would also allow people to create graphical frontend's for it.
That's a terrible idea. There's already an inconvenient way to disable modules: renaming/moving them. A GUI can already be created for that purpose. A command line option would just further complicate things unnecessarily.
The point of my suggestion in my previous post here is to have a convenient way to disable modules, with a convenient pre-launch check-list GUI. Such a GUI could also include extra information regarding version numbers and module conflicts.
Also, Franpa, the plural of "frontend" is "frontends".
Pac-Man
22 Jun 2011, 16:51
WormsStudio has such a GUI ;D but it's totally incomplete in total.
http://img.webme.com/pic/i/imagesmicrosoft/wormsstudiowormkitmanager.png
Nice! That looks great, but it's missing the "version" (or "date"; probably a better choice), "compatible WA versions", and "conflicts" columns.
Pac-Man
22 Jun 2011, 17:18
Don't ask for it, WormsStudio development has been cancelled years ago ;D
_Kilburn
22 Jun 2011, 17:54
That's a terrible idea. There's already an inconvenient way to disable modules: renaming/moving them. A GUI can already be created for that purpose. A command line option would just further complicate things unnecessarily.
The point of my suggestion in my previous post here is to have a convenient way to disable modules, with a convenient pre-launch check-list GUI. Such a GUI could also include extra information regarding version numbers and module conflicts.
Also, Franpa, the plural of "frontend" is "frontends".
A GUI doesn't sound really convenient if you ask me. It would get in your way every time you want to run the game, a bit like Silkworm back then, when WA wasn't compatible with Windows XP. I don't see how command line options would complicate things further, you just create your shortcuts once, and then all you need to do is click whichever one you want to run the game.
From that, adding an interface would be quite trivial too. Just make a launcher with a GUI that launches WormKit with certain command-line parameters.
I'm not sure you're being serious about the version and conflicts part. You do realize that it will require an external database with information regarding every popular module, and that said database will have to be regularly updated, right?
It wouldn't require a database. It would require module developers to release their modules with accompanying text files (with a simple standard syntax to be read by loaders and humans alike), just like WoW addon developers do.
Your "many shortcuts" method of loading the game with module sets could be paralleled by loader profiles, savable and selectable by the GUI.
A command line option could be used to disable the GUI and run with the previously-set modules (or all seen modules by default).
I think that any programmer who's played World Of Warcraft and investigated most of the UI addons to an extreme level at some point in their lives would have a better understanding of UI convenience than anyone who hasn't. There's so much greatness in the systems employed by that game and its community's addon developers.
Pac-Man
24 Jun 2011, 11:50
It wouldn't require a database. It would require module developers to release their modules with accompanying text files (with a simple standard syntax to be read by loaders and humans alike), just like WoW addon developers do.
Or simply putting it in the DLL properties. Maybe in a specific format so more information can be parsed out.
_Kilburn
9 Jan 2012, 18:52
http://uppix.net/a/d/6/45b35998a9c319e68802d8ecffb92.gifhttp://uppix.net/6/2/4/268cfb652ee74f13c090f855fecde.gifhttp://uppix.net/4/5/f/eb7827375668f9d7400c1f7fc6f21.gif
Now to implement that in game. :cool:
Also yeah, I'm working on fixing my weapons so they are fully working with the newest version of PX. Since I didn't have time to take care of them back then, Entuser fixed when releasing them with the official PX release, and he broke some stuff in the process.
There really should be more people developing stuff for Project X rather than boring "fiddler-like" weapons, I find it quite sad that it died shortly after release because everyone's put off by the lack of proper documentation. Should I try to write one?
There really should be more people developing stuff for Project X rather than boring "fiddler-like" weapons, I find it quite sad that it died shortly after release because everyone's put off by the lack of proper documentation. Should I try to write one?
I have a few concepts for the version 5.0 of my weapons, most of them will be scripted. :)
You can see here (http://px.worms2d.info/forum/viewforum.php?f=13) in the thread for everything that I promise to be done.:o
Sheep-On-A-Rope?
I do Rope-On-A-Sheep
If anyone is coding a cool weapon and would like quality graphics to go along, please do ask me (pm me here or whatever). I've drawn for example the Helicopter that Tuomaz is coding
_Kilburn
9 Jan 2012, 20:41
http://uppix.net/3/9/2/5868347b2ceb98445af12043f45b4.png
Ninja sheep to the rescue! :D
If anyone is coding a cool weapon and would like quality graphics to go along, please do ask me (pm me here or whatever). I've drawn for example the Helicopter that Tuomaz is coding
Whoah, that's pretty damn neat!
Thanks!
& can't wait for your updates!
That sheep-on-a-rope is a work of art!!! Great work kilburn!
SgtFusion
11 Jan 2012, 08:16
There really should be more people developing stuff for Project X rather than boring "fiddler-like" weapons, I find it quite sad that it died shortly after release because everyone's put off by the lack of proper documentation. Should I try to write one?
Yes, please!
_Kilburn
11 Jan 2012, 11:27
Yes, please!
Gee, guess I'll have to get to work then. Should I assume that the reader knows the bases of object oriented programming, explain the entire language, or just tell them to go read a good book about C++ and then present them with the major differences between EAX (the language that PX uses) and C++?
Also:
http://uppix.net/7/2/d/63b45fe42784888dd04e16b6013f4.png
Now I only need sounds, but I can't find anything that is fitting and not overly cheesy.
Now I only need sounds, but I can't find anything that is fitting and not overly cheesy.
That is looking amazing!
About the sounds, may I call your attention to this post:
http://forum.team17.co.uk/showpost.php?p=751612&postcount=46
_Kilburn
11 Jan 2012, 11:35
That is looking amazing!
About the sounds, may I call your attention to this post:
http://forum.team17.co.uk/showpost.php?p=751612&postcount=46
Oh yeah, I saw that post. They seem to lack something in my opinion, the first one is too bland and the second one sounds more like a super fast spinning UFO. Although maybe I can get something decent out of the second one with some editing, but I'm no sound designer. :(
Aha, well I've uploaded my entire /lasers folder so maybe you find something that you can use there (http://worms.am/_lasers.rar)
Most of them make a pulsating sound though while i would guess a continuous sound would be more appropriate maybe?
_Kilburn
11 Jan 2012, 13:32
Aha, well I've uploaded my entire /lasers folder so maybe you find something that you can use there (http://worms.am/_lasers.rar)
Most of them make a pulsating sound though while i would guess a continuous sound would be more appropriate maybe?
Well, in the end I took 10629_SFX, changed the pitch and mixed it with a humming sound and it's sounding pretty decent. Gotta make a video of it in action later. Thanks! :p
Well, in the end I took 10629_SFX, changed the pitch and mixed it with a humming sound and it's sounding pretty decent. Gotta make a video of it in action later. Thanks! :p
Cool, would love to see it in action*, and no probs at all.
*and even more, use it ingame :p
SgtFusion
12 Jan 2012, 00:46
Gee, guess I'll have to get to work then. Should I assume that the reader knows the bases of object oriented programming, explain the entire language, or just tell them to go read a good book about C++ and then present them with the major differences between EAX (the language that PX uses) and C++?
I think you should add explanations/examples of how to do things with the different object types and functions on their respective pages, assuming that the reader knows the very basics (or slightly less) of object-oriented programming.
http://uppix.net/7/2/d/63b45fe42784888dd04e16b6013f4.png
Holey moley!
What are the specs?
Did you implement the features like I suggested several months back?
Especially animals fitting through the tunnel, but not worms?
And nudging worms and heating oildrums.
_Kilburn
13 Jan 2012, 05:19
Holey moley!
What are the specs?
Did you implement the features like I suggested several months back?
Especially animals fitting through the tunnel, but not worms?
And nudging worms and heating oildrums.
Yeah, all of them. :cool: Except girders acting like mirrors because that's really not possible. :(
The laser lasts 5 seconds, and it can deal a maximum of 45 damage to a single worm. Normally it can do more than that but I capped it to suit Run's whole idea of "hit a worm through terrain and still do decent damage". Might lower the cap a bit even more, since it's like an Uzi with perfect accuracy.
It cuts about that much:
http://uppix.net/8/0/3/41420003acadd5a727c6f2552a1bc.png
After some testing, that seems a bit too long. :p Will probably make it a little bit slower.
Can you adjust your aim while firing? What's its DPS?
Pac-Man
13 Jan 2012, 16:12
Yeah, all of them. :cool: Except girders acting like mirrors because that's really not possible. :(
The laser lasts 5 seconds, and it can deal a maximum of 45 damage to a single worm. Normally it can do more than that but I capped it to suit Run's whole idea of "hit a worm through terrain and still do decent damage". Might lower the cap a bit even more, since it's like an Uzi with perfect accuracy.
It cuts about that much:
http://uppix.net/8/0/3/41420003acadd5a727c6f2552a1bc.png
After some testing, that seems a bit too long. :p Will probably make it a little bit slower.
I'd still say 2/3 are ok for a real nice laser. Make a blue laser which cuts as long as this.
Thats actually a pretty neat idea, I would say have the option between red/blue/green laser with different characteristics, like i.e.: one is shorter and more dispersed, another is longer but more focussed...
Pac-Man
13 Jan 2012, 16:41
And one can burn 20GB on a disk and another one only 650 MB on anoth... wait
_Kilburn
13 Jan 2012, 19:09
Can you adjust your aim while firing? What's its DPS?
Of course, but it's hard to hit something at long range since the aim isn't smooth. I might try to add some aim smoothing but that might be pretty hacky because it has to work on top of the default aiming system.
Right now it does damage every 3 frames (every 60 milliseconds pretty much), the first 5 hits a single worm takes deal 2 points damage, the next hits only do 1 point of damage. Once a worm has taken more than 45 points of damage from the laser, they stop receiving damage from it. That guarantees that you'll do significant damage, but not too much even if you go for the cheap move and pin a single worm in a corner with the laser.
As I said, 45 damage feels a bit high so I think I'll reduce it down to 30, since its main purpose is to do reasonable damage even when your target is hidden from most damage sources. I'm not sure I like the idea of multiple laser modes, a laser gun is a concept that's pretty straightforward and that one does what you would expect it to do, adding extra complexity on top of it wouldn't be such a good idea in my opinion.
It would be nice if you could use it to unfreeze an enemy which is inside an ice block.
That would only make minimal to no damage.
_Kilburn
13 Jan 2012, 21:44
It would be nice if you could use it to unfreeze an enemy which is inside an ice block.
That would only make minimal to no damage.
That's a bit far fetched, it's just a laser gun, and it's supposed to be a mid-tier weapon, somewhere between the Longbow and the Minigun. Too many features will make it overpowered and I don't want it to be a superweapon. Plus it wouldn't make much sense since not even the flamethrower can unfreeze frozen worms.
Plus we have the Tazer for that purpose already :)
Too many features will make it overpowered and I don't want it to be a superweapon. Plus it wouldn't make much sense since not even the flamethrower can unfreeze frozen worms. That wouldn't make it overpowered imo. Since a player would waste his complete turn only to unfreeze an enemy I think its totally legit. Not to mention that there will be only a few situations like this anyway (which is probably a counter argument :p ).
As for the sense: Well the laser is nothing but a highly concentrated beam of light which also causes a lot of heat, alot more than the flamethrower (or you wouldnt be able to cut through ground).
So firing a spread of moreless warm fire on the ice block cant unfreeze it because its too weak. If you however would be able to conzentrate that fire onto the ice block and turn up the heat (= Laser) the ice would finally melt and unfreeze the enemy.
I believe we already have enough "run and gun" weapons, it would be great if there were some more tactical ones. But you're doing them so its your decision of course ;)
Plus we have the Tazer for that purpose already the tazer can unfreeze enemies but the flamethrower dont? how is that even logical? (I never tried it btw)
_Kilburn
14 Jan 2012, 18:59
Plus we have the Tazer for that purpose already :)
Umm, it doesn't unfreeze worms. Although electrical arcs also generate a tremendous amount of heat so it could make sense too. But I don't like the whole idea of unfreezing worms, Freeze is supposed to be a last resort utility when you just can't do anything and decide to wait for your enemies to kill each other, there shouldn't be a counter for it, other than water of course.
DarkLord22
14 Jan 2012, 19:07
Freeze is supposed to be a last resort utility when you just can't do anything and decide to wait for your enemies to kill each other, there shouldn't be a counter for it, other than water of course.
What about petrol? Ok, so it doesn't "unfreeze" a worm, but it does pěss people off. ;)
_Kilburn
14 Jan 2012, 19:12
What about petrol? Ok, so it doesn't "unfreeze" a worm, but it does pěss people off. ;)
Didn't CyberShadow say that this wasn't intended?
Umm, it doesn't unfreeze worms.
Maybe you're using a different library than me, but the Tazer I've been using in my schemes definitely does unfreeze the worm u use it on.
_Kilburn
14 Jan 2012, 19:29
Maybe you're using a different library than me, but the Tazer I've been using in my schemes definitely does unfreeze the worm u use it on.
I don't remember coding that in. :eek:
Either it's an unfortunate side effect, or Entuser has been screwing with my scripts.
Back on the subject of the laser: how possible is it to hit multiple worms? As in, could it do lots of damage against enemies in a line if the player changes target?
Or could it do lots of damage against enemies in a line in the first place? It has pushback, right?
_Kilburn
14 Jan 2012, 20:24
Whoops! Looks like it was my fault, tazing worms really unfreezes them and it seems to be an unintended side effect from my custom animation. Fixing it.
Back on the subject of the laser: how possible is it to hit multiple worms? As in, could it do lots of damage against enemies in a line if the player changes target?
Or could it do lots of damage against enemies in a line in the first place? It has pushback, right?
It has quite a bit of pushback yeah, doesn't mean it can't do a lot of damage against enemies standing in a line. About 3 seconds of exposure is enough to reach the damage cap of 45. One second of exposure already does about 20 damage.
Actually it's obscenely overpowered when used on the first turn on flat maps like the MICROPROSE map.
...yeah looks like I'll have to nerf that thing.
Edit: bonus pic
http://uppix.net/2/3/b/23422faa024fab2df301a47603339.png
Pac-Man
14 Jan 2012, 21:56
Is it technically infinite? :D
(I never noticed the MicroProse map was so polygonish 10 years ago)
_Kilburn
15 Jan 2012, 17:57
It traces 2048 pixels forward, that's not infinite but it's usually good enough.
Also you guys should stop replying to dcrew, he'll eventually get bored if he doesn't get any reaction.
Also you guys should stop replying to dcrew, he'll eventually get bored if he doesn't get any reaction.
I'm sorry,what? Did... did a bunch of posts get deleted just before I read this? Or did you somehow manage to forget what thread you were in half-way through writing a post?
Pac-Man
15 Jan 2012, 18:59
No, it's just the truth ;D
I think I make a high-res version of the Microprose map with a new rendering haha
_Kilburn
15 Jan 2012, 19:38
I'm sorry,what? Did... did a bunch of posts get deleted just before I read this? Or did you somehow manage to forget what thread you were in half-way through writing a post?
He doesn't seem to read this thread so it's funnier if I don't write that straight to his face, plus it was particularly destined to Pac-Man, who replies a lot to his posts. :p
Back on topic, I still need to fix some big issues with magnets since objects that are affected by them never stop moving, which is particularly annoying with holy grenades and dud mines. If I manage to put such objects to sleep once they are stuck against a part of the landscape I won't even need to trigger mines as soon as they fall under the influence of a magnet.
Also the bowling ball is still terribly glitchy, but that's just because I made a custom physics engine from scratch only for it, with no proper knowledge of physics or whatsoever. Maybe I should rewrite it some day, there's so much horrible code in there.
Once that's done, I guess I can release a new revision of my scheme and start working on more new weapons. :p
I like how the bowling balls keep pushing each other, usually getting three of them in a small hole creates a Newton's cradle which freezes the game :p
DarkLord22
16 Jan 2012, 18:13
I like how the bowling balls keep pushing each other, usually getting three of them in a small hole creates a Newton's cradle which freezes the game :p
I believe having antiglitch included in the scheme should solve that problem.
I like how the bowling balls keep pushing each other, usually getting three of them in a small hole creates a Newton's cradle which freezes the game :p
hehe, ProcessBallOnBallCollision:D
have you tried including antiglitch.pxl to your scheme? that should help (not always, but should)
b1llygo4t
17 Jan 2012, 08:40
whats wrong with unfreezing worms?
how about a freeze weapon that only freezes the worm that uses it? you could set the number of turns he stayed frozen. the game could skip that worm in favor of other worms on that team (unless there are none, then the whole team gets skipped)
or a freeze weapon that froze a single OTHER worm.
heck there should be traps that freeze/unfreeze worms.
::EDIT:: is it possible to make a single lib that added the unfreeze ability to a list of weapons?
Freeze traps is an interesting idea, maybe like a freeze mine? Explodes with a cloud of liquid nitrogen freezing anything touching the gas cloud? (Essentially gas canister that freezes instead of poisons)
how about a freeze weapon that only freezes the worm that uses it?
Hi, I already did this, see here (http://www.youtube.com/watch?v=s9A8fVYBwWI) in the end. It will of course be used like the usual freeze, and will be present in StepS' weapons 5.0;)
b1llygo4t
17 Jan 2012, 11:15
you could clone the fire particles and toxic gas, make em blue, give em the freeze attribute and call it liquid nitrogen. make variations of a few weapons that spew these out and give the unfreeze ability to some existing weapons for a new play mechanic. fire and nitrogen particles should cancel each other out.
how would the penalty for being frozen by an enemy source work?
you could take it a step further and freeze other things like mines, barrels, crates, turrets, fans, etc.. make it so you can send frozen things flying with an explosion.
Pac-Man
17 Jan 2012, 16:25
Dude, you have too much good ideas
_Kilburn
17 Jan 2012, 17:46
http://worms2d.info/Freeze_Ray
I kinda overlooked that weapon but it might turn out to be interesting with a few tweaks. Gotta admit that the ability to freeze objects to save them for later is a pretty cool concept.
Yeah, I remember that "developer tip" saying sometimes you should save health crates for later and better use, only that that was mostly impossible because your enemy would reach it first if you didn't pick it up immediately. A tool that can freeze and unfreeze objects would certainly be interesting.
b1llygo4t
17 Jan 2012, 21:46
i like the idea of freezing a mine to walk by it or b.batting it into enemy territory. or freezing a crate in enemy territory from a distance so they can't pick it up. or freezing a worm during water rising so that it skips its turn and sinks. :cool:
so would frozen worms skip a turn?
great care would have to be taken when creating freeze weapons to ensure balance. there aren't a lot of weapons that can poison worms and probably for a good reason. i don't think freeze weapons should do any damage.
the freeze ray as described in the knowledge base seems a bit over powered because it lasts long enough to freeze multiple targets very easily.
so would frozen worms skip a turn?
That might be too powerful.
It would easily let you kill a healthy worm, that you couldn't have killed by other means, by drowning during water rise.
How about drastically reducing a worm's walking speed and jumping height?
E.g. reduce it so much, that you would need to use Fast Walk and Low Gravity respectively to get back to normal values.
(This probably would also need to affect rope/bungee swinging and parachute steering.)
That way, you can tremendously affect a worm, but not force your enemy to a complete, uncontrollable halt.
b1llygo4t
18 Jan 2012, 12:27
you could just as easily block a worm with a girder and make him drown with water rising. at least the worm would waste a turn blasting through the girder. if the worm is low enough he will die if he skips a turn you could probably just blast the land out from under him?
so long as the freeze weapons are far and few between and have a decent level of difficulty to use i don't see it being over used. it is a weapon and all, the game is full of cheap shots
snowball: throws like a grenade, explodes into a small freeze cloud on contact with a worm or terrain.
::EDIT:: creating weapons to expand on the frozen worm mechanic just to replace the frozen worm aspect seems redundant.
so long as the freeze weapons are far and few between and have a decent level of difficulty to use i don't see it being over used. it is a weapon and all, the game is full of cheap shots
Heh, if Armageddon weren't included as a weapon yet it probably wouldn't be going to be.
"Here's my idea: How about a weapon that can be used to let comets rain down, destroying the whole map, and causing draws almost every time it's used?"
Reactions: Duh.
Pac-Man
18 Jan 2012, 18:51
If you are a darksider, you survive it.
If you are a darksider, you survive it.
Unless you dug in just at the side of the map that Armageddon decided to pulverize completely :p
Pac-Man
18 Jan 2012, 19:05
Armageddon meteorits aren't really random, I bet. Most of them hit worms extremely in their faces. Funniest thing are the last 3 meteorits which mostly always hit the last worm which would survive the shower if he wouldn't get hit this last time.
you could just as easily block a worm with a girder and make him drown with water rising. at least the worm would waste a turn blasting through the girder. if the worm is low enough he will die if he skips a turn you could probably just blast the land out from under him?
so long as the freeze weapons are far and few between and have a decent level of difficulty to use i don't see it being over used. it is a weapon and all, the game is full of cheap shots
snowball: throws like a grenade, explodes into a small freeze cloud on contact with a worm or terrain.
::EDIT:: creating weapons to expand on the frozen worm mechanic just to replace the frozen worm aspect seems redundant.
The slowed-down, frozen effect of such a weapon could perhaps last for multiple turns (e.g. same as petrol bomb fires burn).
I like the snow ball idea.
Requires more skill to use than a fired/launched weapon, and also allows to hit a target without a line of sight.
1batata
21 Jan 2012, 20:55
so fire would unfreeze the worms? Maybe that would be too many gameplay mechanics for one simple weapon.
b1llygo4t
22 Jan 2012, 09:26
so fire would unfreeze the worms? Maybe that would be too many gameplay mechanics for one simple weapon.
we are talking about expanding the freeze mechanic. the ability to unfreeze worms, the ability to freeze your worms for multiple rounds, the ability to freeze enemy worms so they are skipped for multiple turns, ect. it's not just about fire.
i don't think electricity would melt ice.
an explosion could melt ice, maybe frozen worms should have health similar to a barrel, i.e. when they take enough damage they unfreeze.
an explosion could melt ice, maybe frozen worms should have health similar to a barrel, i.e. when they take enough damage they unfreeze.why should an explosion melt ice? I could imagine it would break the ice but an explosion itself would cause not more heat than a flamethrower (or laser) so it would make no sense to melt the ice there.
Also I dont believe we should add health to an ice block, that really destroys its purpose to ensure protection for the worm who used it.
My intial thought was to have a counter weapon that would "waste" a whole turn only to defreeze the worm again.
But I also have the idea now of introducing a whole new category called frost weapons to the game. Like a frost grenade or a snow storm that would make the worms sick just like poison only stronger (just to make them more useful than those :p ).
Also some posion weapons would be nice like a posion bow or a blow pipe...
But thats just some thoughts for new possible weapons for worms, nothing serious :D
Feicurl
22 Jan 2012, 15:50
Hi all , i did have a question : does the CPU use the custom weapons ?
Hi all , i did have a question : does the CPU use the custom weapons ?
No. There are no new AI scripts, they don't react to sentries or magnets either.
Pac-Man
22 Jan 2012, 21:06
And if you replace the weapons set at the position of the zook? CPU worms doing kamikaze? :D EDIT: tested that, crashes :S EDIT2: Lol, but they shoot homing missiles without selecting a target
b1llygo4t
23 Jan 2012, 06:34
why should an explosion melt ice? I could imagine it would break the ice but an explosion itself would cause not more heat than a flamethrower (or laser) so it would make no sense to melt the ice there.
Also I dont believe we should add health to an ice block, that really destroys its purpose to ensure protection for the worm who used it.
i think fire should melt ice, but it should have to do a certain amount of damage to the ice before it melts. similar to how a barrel has to take a certain amount of damage before it blows up. this way a single flamelet from some random chaos wont melt the worm.
i agree explosions shouldn't melt ice. nothing should except fire. and maybe the laser. there are so few weapons that create fire things would still remain balanced, and to have the ability to freeze you opponents worms so they skip a few turns would add alot of strategic elements.
sickness can already be multiplied by 2, im sure someone could create a lib that allowed worms to get more multiples. i don't see a reason to make another sickness class. maybe ability based effects like slowing the worm down as bonz said, sounds more like the effects of a glue gun or sticky trap.
_Kilburn
23 Jan 2012, 07:47
Keep it simple guys. Poison already does it job well, no need for more health sapping weapons. I think we should simply have a freeze gun, which works a bit like the flamethrower but with lighter, smoke-like particles. Firing those particles at any object or worm for, let's say, 1 second, encases the target in a block of ice. If you keep firing at a block of ice, it will solidify it even further.
The "health" of an ice block can be seen with its shape and opacity, a full health block would look like a perfect cube and have a rather opaque appearance, while a block that's about to break or melt would be transparent and have a more irregular shape.
Ice blocks can take damage from almost anything, although anything that isn't fire only does minor damage to them. They will also take damage every turn, since they melt. Which means that the longer you fire the freeze gun at a target, the longer they will be frozen.
When a worm is frozen, it cannot play until it is unfrozen. That doesn't mean a team has to skip their turn, the control simply goes to the next worm. If all worms in a team are frozen, the next worm who's supposed to play is instantly unfrozen.
How does that sound? :p
b1llygo4t
23 Jan 2012, 08:26
i created a thread so we can discuss this without derailing this thread.
those are some interesting ideas kilburn. i especially like the idea of the temporary frozen hit points taking damage each turn to simulate them melting. you should repost in the other thread :)
That sounds really good to me Killburn. I really like the snowball idea aswell. Awesome!
I'd say it'd be better to have one thread for all related stuff than splitting it into two threads. Kilburn's weapon updates aren't frequent enough to need a thread of their own, I think.
When a worm is frozen, it cannot play until it is unfrozen. That doesn't mean a team has to skip their turn, the control simply goes to the next worm. If all worms in a team are frozen, the next worm who's supposed to play is instantly unfrozen.
Sounds too much like it would be too beneficial to use it on your own worms. It's always more effective to fight with one worm left than with two or three. And with multiple players, it guarantees that the remaining players will fight it out while your frozen worms are safe.
In fact, I'm having trouble thinking of a situation where it'd be a good idea to use it on enemy worms, other than to get cheap water deaths.
b1llygo4t
23 Jan 2012, 21:50
Sounds too much like it would be too beneficial to use it on your own worms. It's always more effective to fight with one worm left than with two or three. And with multiple players, it guarantees that the remaining players will fight it out while your frozen worms are safe.
In fact, I'm having trouble thinking of a situation where it'd be a good idea to use it on enemy worms, other than to get cheap water deaths.
people already use the freeze weapon to avoid taking damage while the other players beat each other up anyway, and other people could unfreeze your worm if they put in the effort. not to mention they could just freeze their worms in response, which seems to be the norm anyway.
you can't think of any situations where it would be a good idea to disable an enemies worm? what if they have one worm in position to do a bunch of damage to a bunch of your worms? what if a crate spawns next to them? ctf games? i can think of more...
b1llygo4t
23 Jan 2012, 21:55
My proposed idea would add a new strategic game play element that would mesh well with most existing schemes and facilitate some new ones. it would only require the inclusion of 2 new weapons with simple sprites and some simple modifications to a few existing weapons thus cutting down on the weapons panel requirements and keeping things simple and balanced. it would also only require some simple modifications to an already existing and under utilized game mechanic.
Mechanic additions:
You should be able to freeze your own worms, enemy worms and objects such as crates, mines, barrels, etc. for multiple turns.
Frozen worms should be unusable. you should not be able to pick up frozen crates. you should still be able to control your other worms.
You should not be able to blow up frozen crates or barrels.
You should not be able to set off frozen mines, the game should keep track if the mine was activated before it was frozen. if activated prior it should explode when it becomes unfrozen.
The frozen state should have temporary health points that are only weak against fire. once these points are depleted the worm should unfreeze. 2x damage should not effect this.
The name of the frozen worm should be replaced by the number of temporary hit points and turns left before he unfreezes. this should only be displayed to the owner of the worm. information about objects should be displayed to all players.
Frozen worms/objects should be able to be moved around by explosions and things like the b. ball bat similar to how mines can be moved.
The number of turns and temporary hitpoints before a worm thaws should be added to an already frozen worm if frozen again.
New Weapons:
Snowball: the snow ball should throw like a grenade. it should have the option to set the number of turns the frozen worm/object would be skipped instead of the fuse(1-3). it should have lowered viscosity so it flies slower. it should be slightly effected by wind. it should explode on contact with either worm or terrain into a small puff of blue smoke(like poison gas) that freezes worms/objects. it would do no damage.
Snowball Strike: the user would select the target just like any other strike but would be able to select the number of turns worms/objects remain frozen (1-3). Once the target is selected the thunder cloud sprite should appear and snow particles should begin to fall. 5 snowballs should then fall out.
Adjusted Weapons:
Freeze: the freeze weapon would only effect one worm/object. -/+ would determine if it froze the worm using the freeze weapon or another worm/object. 1-3 would determine the number of turns the worm/object would remain frozen. if freezing another worm/object the worm should wear the freeze weapon hat and use the prod finger animation.
Flame thrower, Petrol Bomb, Napalm Strike, etc.: fire particles would do damage to the frozen worm temporary hit points.
Game Play Concepts:
Activate a mine and freeze it, use the b. bat to send it into enemy territory.
Freeze a barrel and b. bat it into enemy territory.
Use the snowball to freeze crates in enemy forts to slow their arsenal.
Freeze a barrel to give yourself enough time to get your team away from it.
protect individual worms for more than one round without having to waste each turn and still being able to play with your other worms.
Stop an enemy worm from damaging a pile of worms so you can move them.
people already use the freeze weapon to avoid taking damage while the other players beat each other up anyway, and other people could unfreeze your worm if they put in the effort. not to mention they could just freeze their worms in response, which seems to be the norm anyway.
This would be a freeze that lasts multiple turns.
People would not put in the effort. Especially when there's another enemy that they could just hit instead.
Being able to freeze all of your team that aren't in a safe place is too situational, it's not the same as Freeze.
what if they have one worm in position to do a bunch of damage to a bunch of your worms? what if a crate spawns next to them? ctf games? i can think of more...
Freezing the worms in danger is smarter than freezing the worms that are an immediate threat.
Blowing up the crate is smarter than freezing the worm next to the crate.
And I haven't played a CTF game before, so I can't say anything about that.
b1llygo4t
24 Jan 2012, 00:19
Freezing the worms in danger is smarter than freezing the worms that are an immediate threat.
Blowing up the crate is smarter than freezing the worm next to the crate.
your reasoning makes no sense. your worms will just unfreeze the next turn and be stuck in the same position. if you freeze the worm you can go get the crate.
linear thinking...
your reasoning makes no sense. your worms will just unfreeze the next turn and be stuck in the same position.
Firstly, it's several turns - enough time to take out the immediate threat.
Secondly, even if you couldn't take out that immediate threat, it wouldn't be hard to time it so that they unfreeze on your turn, when you'd be in control of one of those worms and able to move it.
And lastly, if you freeze an enemy, there's still the fact that the enemy has worms that will usually be in a position to attack your vulnerable worms before you can move them.
if you freeze the worm you can go get the crate.
While wasting a turn and a fairly useful tool doing so? Nobody would do that.
b1llygo4t
24 Jan 2012, 23:15
Firstly, it's several turns - enough time to take out the immediate threat.
Secondly, even if you couldn't take out that immediate threat, it wouldn't be hard to time it so that they unfreeze on your turn, when you'd be in control of one of those worms and able to move it.
And lastly, if you freeze an enemy, there's still the fact that the enemy has worms that will usually be in a position to attack your vulnerable worms before you can move them.
unless they sink your frozen worm by blowing out the landscape.
While wasting a turn and a fairly useful tool doing so? Nobody would do that.
what if the crate is too far away to get to in one turn? or what if the worm you have selected can't get to the crate but another worm on your team could on your next turn? how useful is a weapon if you don't use it?
your assuming that all worms on any team have access to any part of the map in both of these scenarios. your also not taking into account the ability to unfreeze worms
1batata
29 Jan 2012, 16:44
Ok the weapons imagination is getting out of hand now...
Don't wanna sound impatient or anything, but any updates on the progress? Or maybe plan on release anything? :p
DragonQ
13 Mar 2012, 14:07
Awesome video, some great weapons there. Sentry guns and the magnets are particularly awesome and add so many possibilities to gameplay.
How about an Invisible Mine Launcher? :D
How about an Invisible Mine Launcher? :D
Just like a mine launcher, only that you get the impression the worm wouldn't carry a weapon at all! How cool is that? (°.°)
Awesome video, some great weapons there. Sentry guns and the magnets are particularly awesome and add so many possibilities to gameplay.
How about an Invisible Mine Launcher? :D
these weapons were already released with px on august 2011, he just forgot to update the 1st post.
an invisible mine launcher - thanks, im currently making one. made a mine launcher, tomorrow will do a invisible one as well;)
DarkLord22
13 Mar 2012, 22:07
an invisible mine launcher - thanks, im currently making one. made a mine launcher, tomorrow will do a invisible one as well;)
Instant Mine Launcher? That might be too similar to a bazooka, but would still be cool imo.
SgtFusion
14 Mar 2012, 00:47
He said invisible mine launcher, not instant.
Instant Mine Launcher? That might be too similar to a bazooka, but would still be cool imo.
invisible, not instant.
however you guessed right: i was going to make both:D
the invisible one won't be instant
it won't be like bazooka: it still reacts only on worm
Prefuse: 1 sec.
Pac-Man
14 Mar 2012, 12:04
with dud mines coming out for bad luckers
with dud mines coming out for bad luckers
yes, if dud mines are enabled in scheme, then some can be dud
yes, if dud mines are enabled in scheme, then some can be dud
Also allow random mines to work on that launcher!
Instant fun. :D
DarkLord22
14 Mar 2012, 17:41
He said invisible mine launcher, not instant.
I know, I was talking about 2 different weapons.
invisible, not instant.
however you guessed right: i was going to make both:D
the invisible one won't be instant
it won't be like bazooka: it still reacts only on worm
Prefuse: 1 sec.
Ok cool. Keep up the awesome work StepS.
Any news on the Sheep-on-a-rope and the laser?
Ok, I decided to release the three launchers i made: Mine launcher, Random Mine launcher, Instant Mine launcher.
Delay before fuse is 1 sec instead of 4 (because 4 is too much for a launcher), which also ensures that you can't just directly shoot full-power an enemy with instant mine.:cool: I can increase it however, if needed.
If dud mines in scheme are enabled, the mines shooted by these launchers may sometimes be dud too.
A replay here (http://dl.dropbox.com/u/48532592/wa/replays/minelaunchers_rep.zip) (px needed!).
I didn't do the Invisible mine launcher yet, because it requires some other technique (if we simply replace a mine sprite, all mines will be affected, and not only the ones who were shooted by the launcher). I'll release it once I fugure it out.:cool:
Also I didn't make a custom canon sprites (I took the one of bazooka); if they are needed - write me.
Download and discuss here (http://px.worms2d.info/forum/viewtopic.php?f=13&t=418).
_Kilburn
15 Mar 2012, 17:51
Oh geez sorry guys, I keep switching projects and right now I'm working on something that has nothing to do with Worms, so that means I haven't touched PX in ages.
In the meantime, just have my current version (http://kilburn.ftp.free.fr/kilburn_weapons.zip). Unzip both folders in your main WA folder. It contains libraries that will probably overwrite the default ones, so don't be scared and overwrite everything, nothing bad will happen.
Oh geez sorry guys, I keep switching projects and right now I'm working on something that has nothing to do with Worms, so that means I haven't touched PX in ages.
In the meantime, just have my current version (http://kilburn.ftp.free.fr/kilburn_weapons.zip). Unzip both folders in your main WA folder. It contains libraries that will probably overwrite the default ones, so don't be scared and overwrite everything, nothing bad will happen.
Awesome! :eek: That is a very nice surprise from you!:o
However, there is a compilation error at the laser gun:
PXS : CError : TRZ:Process : fault to process symbol PlaySoundAtPos@PCCSoundFile@fffB
at Lib: wp_lasergun.pxl: Script: lasergun:91
What is that PlaySoundAtPos function? It seems like producing stereo sound at the specified coordinates, but I can't find it anywhere (pxdata, etc). The same for UpdateSoundPos
PS: the sheep-on-a-rope has a zero count, and it has a bug if you launch it from air (from a jump for example). Btw, when on a rope, it has a bigger gravity than when flying, is that ok? And also a bovine blitz should better handle the camera position
Either way, excellent! :D
I was wondering about that too but _Kilburn said high ninja sheep gravity was totally on purpose. :-/
_Kilburn
15 Mar 2012, 21:12
Awesome! :eek: That is a very nice surprise from you!:o
However, there is a compilation error at the laser gun:
What is that PlaySoundAtPos function? It seems like producing stereo sound at the specified coordinates, but I can't find it anywhere (pxdata, etc). The same for UpdateSoundPos
PS: the sheep-on-a-rope has a zero count, and it has a bug if you launch it from air (from a jump for example). Btw, when on a rope, it has a bigger gravity than when flying, is that ok? And also a bovine blitz should better handle the camera position
Either way, excellent! :D
Yeah PlaySoundAtPos is a function I made for stereo sound. The archive contains an outdated version of utils.pxl, that's why the error occurs. I updated it, so redownload it and everything should be ok.
I'm aware of those issues, except the "zero count" one, what do you mean by that exactly?
Also high gravity ninja sheep is on purpose, apparently it had higher gravity in Worms DC as well, which kinda makes sense since a sheep is heavier than a worm, and I thought it would be a bit overpowered if it was as maneuverable as a worm.
Yeah PlaySoundAtPos is a function I made for stereo sound. The archive contains an outdated version of utils.pxl, that's why the error occurs. I updated it, so redownload it and everything should be ok.
I'm aware of those issues, except the "zero count" one, what do you mean by that exactly?
Also high gravity ninja sheep is on purpose, apparently it had higher gravity in Worms DC as well, which kinda makes sense since a sheep is heavier than a worm, and I thought it would be a bit overpowered if it was as maneuverable as a worm.
well, there are some bugs.
if you drop a sheep from a jump - you will not be able to shoot after the first shot (unless you press enter and then spaces again).
if the first rope shot didn't attach to a wall, the sheep will not be ropable anymore.
PS: is your utils merged with the last px update one (with the keypress revision)?
_Kilburn
15 Mar 2012, 21:19
well, there are some bugs.
if you drop a sheep from a jump - you will not be able to shoot after the first shot (unless you press enter and then spaces again).
if the first rope shot didn't attach to a wall, the sheep will not be ropable anymore.
Ah yeah I forgot about the limited rope issue because I tend to test everything with infinite ropes. Normally there's a variable which controls the number of rope shots left but it stopped working after an update and I never bothered finding a fix for it.
As for the sheep being bugged when dropped from a jump, I still don't know how to fix it. Keep in mind that the sheep on a rope is the hackiest piece of code I've ever written, and honestly I don't even know how some of the workarounds I've used work exactly, all I know is that they work, more or less. :p
Ok. the sheep on a rope should have another place on the 5th row (it currently occupies Super Sheep which is rarely used even). Maybe that will be hard with the wa power tweak (i hate how if you put a launcher on the mine's position with power tweak, it gonna **** up), but anyway.:) a count in px scheme then maybe [edit: i see that the "Sheep" is free].
And the bovine blitz - it should have a better camera handling, for me it only points the camera when it fastly appears, and then the camera doesn't follow it, and i have to scroll manually.
These weapons really impressed me. Keep it up! :D
Pac-Man
15 Mar 2012, 21:49
Too bad I can't see that there's no "aiming" sprite for the Ninja Sheep when the worm still has it in hands.
Too bad I can't see that there's no "aiming" sprite for the Ninja Sheep when the worm still has it in hands.
i'm gonna make one
and the drown
Pac-Man
15 Mar 2012, 22:40
Better leave that task to the boss designer of this weapon...
_Kilburn
16 Mar 2012, 04:52
Yeah.
don't touch my stuff
I've been testing your updated weapon pack, and i'll post problems that i've encountered in the hope it will help with debugging. I've copied the weapons from the scheme you provided into my existing Kaos scheme.
- Sheep-on-a-rope: Works only when set to unlimited, I cant get a sheep to fire a rope when set to 1
- The new Lib of the Bunker Buster seem to crash the game, whenever the BB starts to drill. This didn't happen when I hosted a game on WN and played by myself with no other players joined.
All the other updates done to the older weapons seem to have improved them, the new features to the fan are awesome, the Lightning Strike doesn't show errors anymore and looks very cool now, the Bowling Balls look like they handle gravity a bit more naturally, and I like the newly added sound to the Tazer.
Can't wait for updates :)
strange. i didn't have these problems, all is fine to me
btw, bunker busters go through an indy terrain :D
Pac-Man
18 Mar 2012, 10:03
I also don't have any of those problems. Is your PX up to date?
Hmm okay, maybe it 's a conflict with other PX modules or something went wrong with copying the weapons into my existing scheme... (my PX is up to date)
No, modules cant conflict. Maybe a problem with your spacebar? is it remapped, etc? Weapons detect the physical space press, or i dont know
Spacebar isnt remapped or anything. I'm continuing testing...
Yeah I had same problems when I tried to combine it with a kaos scheme using PX scheme editor. I think Bowine Blitz and Sheep-on-a-rope had only 1 in "shoots:", I changed BB to 3 and sheep to -1 (infinite ropeshots, for fun). Now they work fine, except sheep sometimes has 0 rope shots.
Very nice weapons :)
Just like a mine launcher, only that you get the impression the worm wouldn't carry a weapon at all! How cool is that? (°.°)
He means an "Invisible Mine" Launcher. A launcher that shoots invisible mines.
Good day
I was being sarcastic (http://www.youtube.com/watch?v=Xn0bfwHmlmg)
Pac-Man
19 Mar 2012, 15:10
http://images2.wikia.nocookie.net/__cb20110502003902/spore/images/9/9e/OH-RLY.jpg
Pac-Man
29 Mar 2012, 11:25
Hi there, I optimized the PX editors and fixed some nasty things in them... because noone seems to visit the PX forums often enough I think I post my link here http://px.worms2d.info/forum/viewtopic.php?f=15&t=421 to catch attention X)
Nice work Pac-Man. Will your new editor by any chance be more user friendly? Ie.. less programming type stuff, mouseover explanations, etc?
Well, no mouse over explanations. I don't know everything 100% by myself. That's what the wiki is for.
But the interface will be Visual Studio 2010 like :P
Pac-Man
14 Apr 2012, 17:54
Here's a set of dumb weapon sprites I use for my even dumber scheme:
http://pacman.highfsb.net/px/weaponimages.zip
http://pacman.highfsb.net/px/weaponimages.png *preview here when the server is up again :S*
Feel free to use them anywhere, in your scheme, as a picture to go on other peoples nerves or as a print on your toilet paper, whatever.
crashwa.png implies a very nasty weapon that crashes your opponents game? :P
Pac-Man
18 Apr 2012, 20:11
Actually it crashes only the one who is using it. And I think it's better that way ;P
Pac-Man
19 Apr 2012, 16:32
What should happen to quitters
jsgnext
19 Apr 2012, 22:26
Now you should make a "ByeByeFace" weapon...it increases the framerate of the game to 1 billion at 900hz, making your monitor explode and melting your face so you cant play anymore...
It would be the most effective weapon in the game!...something like suicide bomber but better...
Now you should make a "ByeByeFace" weapon...it increases the framerate of the game to 1 billion at 900hz, making your monitor explode and melting your face so you cant play anymore...
It would be the most effective weapon in the game!...something like suicide bomber but better...
ROFL :D
ByeByeFace . . . :D
Pac-Man
20 Apr 2012, 11:34
Bad thing is: It won't work :)
(for some reason I want to do WinAPI calls when using weapons... > : D)
Hmm not sure if this has been brought up anywhere else, but there has been an update to the utils.pxl at some point that has corrupted teleports. i took an old utils.pxl from a replay and tested that and it fixed it. so the latest utils.pxl seems to bug the teleports in the partraps.pxl i believe.
amazing job seriously. these weapons are like made by a professional, i really hope you come back to making much more of them and hope too they get added in an official patch :cool:
i just have one doubt, since im super-noob on editing things and modding: i would like to have the "normal" weapons and too the custom ones, some kind of bigger table of weapons with the old ones + the new ones (without replacing the old ones).
Is this possible? if so, please help me because im totally unable to find it by myself.
thanks in advance and excuse my terrible english :eek:
Obn3g0n
27 Oct 2012, 23:54
Yes, you can have as many weapons as you want, without replacing any. If there are more than will fit in one weapons box, they get put into a second (or third etc) weapons box. Use the "+" button to cycle through the weapons boxes :).
Yes, you can have as many weapons as you want, without replacing any. If there are more than will fit in one weapons box, they get put into a second (or third etc) weapons box. Use the "+" button to cycle through the weapons boxes :).
im having weird errors trying to do it :/
mostly with kilburns' pack, because when i check all his libraries at the LIBRARY button on the editor when i try to load any scheme with these libraries enabled it starts to give errors like "PSX error var PXBULLET" or something like this...
help me please!
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