Author Topic: [Axe] Worms - name subject to changes  (Read 41290 times)

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Offline pimathbrainiac

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Re: [Axe] Worms - name subject to changes
« Reply #30 on: December 26, 2013, 09:00:10 pm »
he said no grayscale :P

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.
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Offline fb39ca4

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Re: [Axe] Worms - name subject to changes
« Reply #31 on: December 26, 2013, 09:01:22 pm »
Then, as another differentiator, there could be two shapes - rounded like you currently have, and boxy sprites.

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Re: [Axe] Worms - name subject to changes
« Reply #32 on: December 27, 2013, 12:00:42 am »
I have no idea how to quickly differentiate between allies enemies and which worm is currently selected. Maybe assign a 4x4 or 8x8 symbol over each worm to know which team it belongs to. And if this symbol can switch color if it overlaps an obstacle like a rock that would be ideal.
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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #33 on: December 27, 2013, 03:51:08 am »
Then, as another differentiator, there could be two shapes - rounded like you currently have, and boxy sprites.
No, I think I'll stick with what I said earlier. That will be more practical and light code-wise than duplicating every sprite.

I have no idea how to quickly differentiate between allies enemies and which worm is currently selected. Maybe assign a 4x4 or 8x8 symbol over each worm to know which team it belongs to. And if this symbol can switch color if it overlaps an obstacle like a rock that would be ideal.
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« Last Edit: December 27, 2013, 03:54:19 am by Matrefeytontias »

Offline TIfanx1999

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Re: [Axe] Worms - name subject to changes
« Reply #34 on: December 27, 2013, 01:00:33 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.

I think this works pretty well, though since there are technically no colors I might do the teams by number (if it were me).

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #35 on: December 27, 2013, 01:04:24 pm »
Mh yeah, I'll display 1 to 4 above each worm depending on the team, this actually makes more sense than colors.

Offline Sorunome

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Re: [Axe] Worms - name subject to changes
« Reply #36 on: January 04, 2014, 06:20:59 am »
Yeah, numbers is a good idea.
Or maybe pattern on the worm?

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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #37 on: January 04, 2014, 06:24:12 am »
... Seriously, why don't you read what I write for once.

Since Worms are too small to have different graphics

Offline Sorunome

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Re: [Axe] Worms - name subject to changes
« Reply #38 on: January 04, 2014, 06:26:41 am »
i mean, complete white, complete black, horizontal stripes and vertical stripes are pretty simple.....

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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #39 on: January 04, 2014, 06:28:06 am »
Did you see a screenshot of the program ? I can't even fit stripes on Worms, they are too small (8*6) !

Offline Sorunome

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Re: [Axe] Worms - name subject to changes
« Reply #40 on: January 04, 2014, 06:31:10 am »
Did you see a screenshot of the program ? I can't even fit stripes on Worms, they are too small (8*6) !
yes i did see it.
So maybe white, black, checkerboard, and like a thingy like this:
X0X0X
00000
X0X0X
00000

etc.
Because i think that could fit in such a small worm....

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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #41 on: January 04, 2014, 06:33:34 am »
I'll just go with numbers. This way I won't have to have 4 copies of the same sprite for animations.

Offline Sorunome

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Re: [Axe] Worms - name subject to changes
« Reply #42 on: January 04, 2014, 06:39:44 am »
How about having a mask for the pattern? :P
Anyways, numbers are fine too, i just had this idea :P

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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #43 on: January 04, 2014, 06:40:57 am »
Too much work for not much use :P the way I handle worms, I just have to add one line of code to make worms recognizable by team with numbers above them.
« Last Edit: January 04, 2014, 06:41:15 am by Matrefeytontias »

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #44 on: January 10, 2014, 02:19:11 pm »
Alright, I finally got around the game subsystem ;D I must admit it was a real pain to synchronize all variables to make certain actions possible in a particular phase. Also, worms can be damaged and die ! But no explosion yet. That'll come :P



Next I'll take care of worms repartition into teams, because the engine doesn't actually use the team information each worm has.
« Last Edit: January 10, 2014, 02:19:46 pm by Matrefeytontias »