Author Topic: [Axe] Worms - name subject to changes  (Read 42218 times)

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Offline TheCoder1998

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Re: [Axe] Worms - name subject to changes
« Reply #45 on: January 10, 2014, 02:21:35 pm »
lookin' good, keep up the good work  :thumbsup:
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Offline Sorunome

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Re: [Axe] Worms - name subject to changes
« Reply #46 on: January 10, 2014, 02:56:39 pm »
:crazy: That is awesome!

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Offline ClrDraw

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Re: [Axe] Worms - name subject to changes
« Reply #47 on: January 10, 2014, 06:15:38 pm »
This is so cool!!! XD I love how cute the worms are. How did you ever get the idea for this game?
« Last Edit: January 10, 2014, 06:16:12 pm by ClrDraw »
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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #48 on: January 11, 2014, 04:46:26 am »
It's based on a "real" game, you know :P I didn't get the idea.

Offline chickendude

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Re: [Axe] Worms - name subject to changes
« Reply #49 on: January 11, 2014, 03:14:08 pm »
Matrefeytontias, another amazing project. It looks amazing! I can't wait to play it :)

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #50 on: January 15, 2014, 11:55:19 am »
Bump,

So, after modifying a bit more the subsystem (it should be done now, but I can't say for sure), I added a nice transition that shows when you finish your action with one worm and switch control to another :)



Worms repartition into teams still being worked on.

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #51 on: February 23, 2014, 01:27:24 pm »
So yeah ... I've been both busy with the TI-Concours and school and lazy with everything else, but I've finally decided to work on that again. I promised I'd finish this one after all.

So since the last time I've added complete teams support, high jump (dunno how to call it in English, but you'll see it in the screenshot) and I started working on the weapons pop-up. My graphist is having fun with the 4-levels grayscale weapons sprite :P (although for now you only see the question mark sprite).


Offline Sorunome

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Re: [Axe] Worms - name subject to changes
« Reply #52 on: February 23, 2014, 01:28:44 pm »
Hehe, looking nice! Let's get super-sonic with jumping :D

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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #53 on: February 23, 2014, 01:30:52 pm »
Sorunome I actually had some fun setting insane gravity settings for the high jump :P I could like go from one edge of the map to another (left-right and up-down) depending on what jump was used ;D

Also, the controls are exactly like the "real" Worms games : press once to do a normal jump, and twice quickly to do a high jump :)

Offline pimathbrainiac

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Re: [Axe] Worms - name subject to changes
« Reply #54 on: February 23, 2014, 01:56:26 pm »
This is awesome! Will it have link play, eventually?
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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #55 on: February 23, 2014, 01:57:38 pm »
I initially planned that, but since the program is already >7400 bytes, I doubt anything involving link play will fit in.

Offline pimathbrainiac

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Re: [Axe] Worms - name subject to changes
« Reply #56 on: February 23, 2014, 01:59:00 pm »
There's always Crabcake :D
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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #57 on: February 23, 2014, 02:00:33 pm »
I think I have less than half of the final game done ... so I'm more worrying about how much RAM I'll have left.

Offline pimathbrainiac

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Re: [Axe] Worms - name subject to changes
« Reply #58 on: February 23, 2014, 02:01:37 pm »
You could always compile it as an App. *shrugs*
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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #59 on: February 23, 2014, 02:02:42 pm »
I mean, including link play in the game might make it > 24k since I will also need to put in "normal" play. So an app isn't a solution since its limit is 16 384 bytes.
« Last Edit: February 23, 2014, 02:03:20 pm by Matrefeytontias »