Author Topic: [Axe] Worms - name subject to changes  (Read 41265 times)

0 Members and 1 Guest are viewing this topic.

Offline TheCoder1998

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 434
  • Rating: +20/-2
  • my art is written in code, not in graphite
    • View Profile
    • My website :D
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:
my ticalc acc:

http://www.ticalc.org/archives/files/authors/113/11365.html

Spoiler For The Best Song Ever:


follow me on tumblr :)
www.rickdepizza.tumblr.com

check out my anilist :D
http://anilist.co/animelist/29701/Rickdepizza

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: [Axe] Worms - name subject to changes
« Reply #46 on: January 10, 2014, 02:56:39 pm »
:crazy: That is awesome!

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline ClrDraw

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 627
  • Rating: +61/-2
    • View Profile
    • GitHub
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 »
Visit my GitHub for all my TI programs as well as other projects.
Also check out my website.

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
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

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
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

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
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

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
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

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
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

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
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

  • Occasionally I make projects
  • Members
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1731
  • Rating: +136/-23
  • dagaem
    • View Profile
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?
I am Bach.

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
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

  • Occasionally I make projects
  • Members
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1731
  • Rating: +136/-23
  • dagaem
    • View Profile
Re: [Axe] Worms - name subject to changes
« Reply #56 on: February 23, 2014, 01:59:00 pm »
There's always Crabcake :D
I am Bach.

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
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

  • Occasionally I make projects
  • Members
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1731
  • Rating: +136/-23
  • dagaem
    • View Profile
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*
I am Bach.

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
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 »