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Offline DJ Omnimaga

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Re: [Axe] Worms - name subject to changes
« Reply #15 on: December 22, 2013, 07:30:52 pm »
Looks very nice! Also is the programming team part of the TI community but anonymous like zMegaman?

Also, gCn, right?
« Last Edit: December 22, 2013, 07:31:32 pm by DJ Omnimaga »

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #16 on: December 22, 2013, 08:05:02 pm »
Nope, one-calc multiplayer, each player plays his turn after the other on the same calc. But I might think of a gCn version now that you mention it - that will be after the game is done though.

And we're not part of the TI community nor anonymous. We're named RMV Pixel Engineers, just a team I guess. You can come see us and follow our progress at http://mattias.refeyton.fr/rmvPixEn/.
« Last Edit: December 22, 2013, 08:06:24 pm by Matrefeytontias »

Offline Eiyeron

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Re: [Axe] Worms - name subject to changes
« Reply #17 on: December 26, 2013, 05:49:56 am »
One thing : Holy Hand Grenade.

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #18 on: December 26, 2013, 06:01:24 am »
That's planned of course :P

Offline Sorunome

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Re: [Axe] Worms - name subject to changes
« Reply #19 on: December 26, 2013, 06:47:51 am »
But will you have to count to 3?
Not to 2 because that is to short, counting to 4 is to long, only 3 is the number you shall count up to.

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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #20 on: December 26, 2013, 08:31:26 am »
Don't even think about 5. You shall count to 3, and 3 is the number you shall count to.

Offline pimathbrainiac

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Re: [Axe] Worms - name subject to changes
« Reply #21 on: December 26, 2013, 12:17:00 pm »
I believe the line is "5 is right out!" :P

Anyways, do you have any new screenies for us?
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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #22 on: December 26, 2013, 12:21:46 pm »
In nearly an hour, yeah ;)

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #23 on: December 26, 2013, 03:39:28 pm »
Well, that was 2 hours ;D

Anyway, I've set up a proper map identification system that permits us to search for maps in the VAT and discarding other appvars ! :D



Next, set up game structure :
  • Move worm,
  • Use weapon,
  • See the other worms fly (or not),
  • Calculate and display damages,
  • Go to worm of next team.
It's so not funny to work on that. Trust me.

So yeah Runer112, this is what your axiom is for :P do you find it amazing enough ? ;D
« Last Edit: December 26, 2013, 03:42:06 pm by Matrefeytontias »

Offline pimathbrainiac

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Re: [Axe] Worms - name subject to changes
« Reply #24 on: December 26, 2013, 04:11:54 pm »
This is very amazing! How will the players be able to tell which worms are their own, though?
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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #25 on: December 26, 2013, 04:15:49 pm »
Since Worms are too small to have different graphics and bitmapping is too slow to have greyscale, I guess we'll display R, G, B or Y above each worm to tell its color.

Offline pimathbrainiac

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Re: [Axe] Worms - name subject to changes
« Reply #26 on: December 26, 2013, 04:17:26 pm »
Cool. Keep the great work coming!
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Offline fb39ca4

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Re: [Axe] Worms - name subject to changes
« Reply #27 on: December 26, 2013, 07:24:27 pm »
You could also have black and white worms.

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #28 on: December 26, 2013, 07:38:31 pm »
That makes 2 teams, not 4.

Offline Sorunome

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Re: [Axe] Worms - name subject to changes
« Reply #29 on: December 26, 2013, 07:40:59 pm »
light grey + dark grey :P

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