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Offline Hayleia

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Re: [Axe] Worms - name subject to changes
« Reply #60 on: February 23, 2014, 02:13:06 pm »
Maybe you could compile as an app and put all data in an external appvar ? Like all text, every splash and background, every LUT or whatever data you have.
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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #61 on: February 23, 2014, 02:13:40 pm »
I could do that but : I don't have data.

Offline TheMachine02

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Re: [Axe] Worms - name subject to changes
« Reply #62 on: February 24, 2014, 10:12:15 am »
You could use Pageswap too,  and then puts some bigs functions into the app
Well, you will lose performance - but not *that* much I guess  ;D

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Offline Streetwalrus

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Re: [Axe] Worms - name subject to changes
« Reply #63 on: February 24, 2014, 11:00:52 am »
LOL TheMachine. XD But you're right anyway.

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #64 on: February 24, 2014, 12:51:11 pm »
Well yeah, I could actually do that :P thanks for reminding me.

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #65 on: March 05, 2014, 08:16:26 am »
Bump,

If anyone wants to see/help with the source code, I made a git repository. Just fork it and submit pull requests :)

http://github.com/matrefeytontias/Axe-Worms

Offline Streetwalrus

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Re: [Axe] Worms - name subject to changes
« Reply #66 on: March 05, 2014, 12:52:04 pm »
Massive issue with your repo : you should convert the source files to plain text. Otherwise you don't really benefit from the differential features source code managers provide. In other words, a shared Dropbox folder would be as efficient as your current setup. Not that useful if you ask me.

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #67 on: March 07, 2014, 08:32:59 am »
Dropbox or Github is the same for you, but Github is easier for me. So yeah.

Also :



Not complete but I'm working on it (before you ask, images and effects don't correspond ;D ).

Offline Eiyeron

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Re: [Axe] Worms - name subject to changes
« Reply #68 on: March 09, 2014, 10:08:34 am »
Idea: highlight the current worm by changing his sprite.
Another idea : Don't animate the turn change if the worm is it's already onscreen, move the camera instead.

Offline Geekboy1011

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Re: [Axe] Worms - name subject to changes
« Reply #69 on: March 09, 2014, 03:14:22 pm »
Idea: highlight the current worm by changing his sprite.
Another idea : Don't animate the turn change if the worm is it's already onscreen, move the camera instead.

I second Both of these for changing the sprite does the in game screen support greyscale? If it does I would just fill the active worm in grey. Simple But obvious.

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #70 on: March 09, 2014, 04:04:13 pm »
I won't change the sprite due to lots of them being used by a single worm for animation, but I can instead draw an outlined box around the active worm. I don't want to add grayscale in order to keep the game at at least 20 FPS (is currently the case).  Also yeah, I'll just do smooth camera moving if the next worm is already visible.

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #71 on: March 16, 2014, 08:14:45 pm »
Bump,

Bazooka now destroys things ! :D That also means I now have a new mechanic to easily damage the map.



EDIT : no need to tell me about the damage-displaying bug, I noticed <_<
« Last Edit: March 16, 2014, 08:16:56 pm by Matrefeytontias »

Offline ClrDraw

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Re: [Axe] Worms - name subject to changes
« Reply #72 on: March 16, 2014, 08:23:18 pm »
That's epic XD
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Re: [Axe] Worms - name subject to changes
« Reply #73 on: March 17, 2014, 01:37:32 pm »
Yup, that's awesome :D

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Re: [Axe] Worms - name subject to changes
« Reply #74 on: March 18, 2014, 01:13:58 am »
It's looking amazing! I know you don't much care for these suggestions, but an easy way to distinguish the currently selected worm could be just to display it every other frame (assuming you update the whole map every frame) or xor it to give it a fake grayscale. The box idea or better yet a little (animated!) down arrow would also work well :)

I love how you move around the map with the slope/pixel-level detection. The animations are also great. I still can't wait to play this game :D