Author Topic: [Axe] Worms - name subject to changes  (Read 40488 times)

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Offline Streetwalrus

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Re: [Axe] Worms - name subject to changes
« Reply #90 on: March 30, 2014, 02:54:29 am »
* Streetwalrus gives Matref a friendly slap on the shoulder to make him feel better :)

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #91 on: March 30, 2014, 03:03:25 am »
Thanks ;D

By the way, I added the banana, but since I'm not at home for the WE you'll have to wait until tomorrow or.the day after to have screenshots.

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #92 on: May 09, 2014, 05:46:49 pm »
Holy necropost Batman ! O.O

Well, a lot of things happened lately, so I stopped working on anything for quite a long time.

But now I'm back on Worms :D what is good is that the game (that you lost) is now significantly more stable. Also, it's more optimized (around 10 kb by now, but still an app), and the banana works better ;D

You can expect screenshots by tomorrow (it's midnight here right now), this time for real ;D

Offline ClrDraw

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Re: [Axe] Worms - name subject to changes
« Reply #93 on: May 09, 2014, 06:03:08 pm »
Oh good, I was worried this project died :)
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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #94 on: May 10, 2014, 03:55:46 am »
My team and me promised that we would finish this one. There were many unachieved Worms clone, and it would be too sad to never see the actual game on a calculator.

But for now, I promised a screenshot ;D


Offline ClrDraw

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Re: [Axe] Worms - name subject to changes
« Reply #95 on: May 10, 2014, 01:51:18 pm »
Dang  O.O  This is seriously incredible.
« Last Edit: May 10, 2014, 03:50:33 pm by ClrDraw »
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Offline XiiDraco

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Re: [Axe] Worms - name subject to changes
« Reply #96 on: May 10, 2014, 02:13:26 pm »
Woa this is really cool.

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Re: [Axe] Worms - name subject to changes
« Reply #97 on: May 10, 2014, 04:45:16 pm »
Looking nice!
Oh good, I was worried this project died :)
Calculator projects never die. :)
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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #98 on: May 10, 2014, 04:52:02 pm »
Sometimes they do, but this one shall not.

Thanks everyone :D

Offline Streetwalrus

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Re: [Axe] Worms - name subject to changes
« Reply #99 on: May 10, 2014, 06:05:52 pm »
A calc project will only die if the author dies without having released the source. :P

Offline 123outerme

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Re: [Axe] Worms - name subject to changes
« Reply #100 on: May 14, 2014, 09:39:52 pm »
Sorry that I'm late to the party, but this looks amazing!  ;D
I like the worm design and the items menu!

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #101 on: May 19, 2014, 03:19:15 pm »
Alright, after some refactoring and thinking, I'm announcing several things that will probably unplease Worms fans, but hey, it's a calculator, I'm sure you'll understand.

First, no water at the bottom of the map. This latter isn't really big, I prefer utilizing all of it. Thus, if a worm falls off the map, it dies instantly - as it did with water.

Second, no worm exiting the map by its left or right side, for the same reason - the size of the map itself. Instead, you'll have an indestructible wall on both sides of the map. Projectiles and worms will can still fly on the top of the map though.

After getting that working, my focus will be on implementing the hand grenade - no holy hand grenade because no sound :(

Anyway, cheers, next update is soon ;D

Offline Eiyeron

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Re: [Axe] Worms - name subject to changes
« Reply #102 on: May 19, 2014, 03:22:52 pm »
I'll speak as a wormer (Worms fan)
For water, I don't really mind, this is just a eyecandy, as long we get the thing working
For walls at the side of the map, can't you really just get the worm *disappears* when it gets out? Dommage :(
Holy Hand Greande without sound is fine, I can just shout "HALLELUIAH" each time it'll explode! :p Just make it and make it flash when we have to shout! :D

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #103 on: May 19, 2014, 03:24:57 pm »
For walls at the side of the map, can't you really just get the worm *disappears* when it gets out? Dommage :(
Well, I tried, but my collision routines really make things too difficult. I gave up after 8 RAM clears.

Holy Hand Greande without sound is fine, I can just shout "HALLELUIAH" each time it'll explode! :p Just make it and make it flash when we have to shout! :D
Remember we can only afford 16 weapons though, and really, the smoke effect looking like a holy cross is just too space/time-consuming. Sorry about that.

Offline Runer112

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Re: [Axe] Worms - name subject to changes
« Reply #104 on: May 19, 2014, 05:59:25 pm »
For walls at the side of the map, can't you really just get the worm *disappears* when it gets out? Dommage :(
Well, I tried, but my collision routines really make things too difficult. I gave up after 8 RAM clears.

If you could share the relevant bits of code, people (likely me) could try to help debug it and get it working.