Author Topic: [Axe] Worms - name subject to changes  (Read 40508 times)

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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #105 on: May 19, 2014, 06:26:41 pm »
I can, but I assure you it's a huge mess, as every project I do I might say. :P Here you go anyway. Run prgmWRMSETUP once to generate the required appvar. Compile whole program as app. The relevant part of the code is in prgmWORMMOVE.

Attached both text and axiom version of BITMAP4.

EDIT : by the way, compile prgmWORMSRC, and you'll need one map - attached it.
« Last Edit: May 19, 2014, 06:58:41 pm by Matrefeytontias »

Offline Streetwalrus

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Re: [Axe] Worms - name subject to changes
« Reply #106 on: May 20, 2014, 01:44:32 am »
Y u no make a zip ? :P

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #107 on: June 05, 2014, 04:03:19 am »
Update,

Following the new rules (no going out of the map by left or right), most bugs have been eliminated. Also, worms now die if they fall under the map, and both worms and projectiles are now free to fly above the map with no collision error or memory corruption ;D

I guess that's a release then. I lowered the number of teams to 2 for now, because it makes more sense to have 2 teams of 3 worms than 3 teams of 2.
« Last Edit: June 05, 2014, 04:34:30 pm by Matrefeytontias »

Offline Streetwalrus

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Re: [Axe] Worms - name subject to changes
« Reply #108 on: June 05, 2014, 04:04:55 am »
Yay that's great ! :D

Offline Eiyeron

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Re: [Axe] Worms - name subject to changes
« Reply #109 on: June 05, 2014, 04:17:58 am »
Yay update! \o/
I should take another 84, just for playing on it.

Offline chickendude

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Re: [Axe] Worms - name subject to changes
« Reply #110 on: June 05, 2014, 02:59:36 pm »
 t tried sending it to my 84+ but get a signature error for the app :/

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #111 on: June 05, 2014, 03:13:32 pm »
Oh, well I guess you just have to throw it to Wabbitsign :)

I'll do that, but you need to wait some time.

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #112 on: June 05, 2014, 04:34:52 pm »
Bump,

I did it and updated the above package, so download it again if you previously did, sorry about that ;D

Offline chickendude

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Re: [Axe] Worms - name subject to changes
« Reply #113 on: June 05, 2014, 06:55:59 pm »
Great, it works now thanks! And this is great! It would be nice if you could hold [sto] or [ + ] rather than press and release to move it, but i like the idea of using all those keys to select an angle. It'd be nice too if turning the other direction flipped your angle rather than resetting it to 90º. It'd also be nice if there were a button you could hold to view more of the map, for example pressing and holding [XTØn] and then being able to move the camera freely with the arrow keys. Letting go of the button would slide the camera back to it's normal position around the character.

Also, [Mode] seems to leave artifacts behind when you move the worm, though i assume that's either a debugging thing or something not finished yet since it's not mentioned in the readme ;)

Anyway, great work, Matrefeytontias :D
« Last Edit: June 06, 2014, 09:14:03 am by chickendude »

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #114 on: June 06, 2014, 07:56:01 am »
Well, the point of [sto] and [ + ] is to be very accurate (they make the aiming line move 2° by 2° !), so making them holdable makes no sense.

For the flipping things, well yeah I could do that :)

Moving the camera alone is planned, I was just focusing on other things for now, and yeah [x,t,Θ,n] was the planned key.

Indeed, [mode] is for debugging, it simply loads the next worm as active worm. You're not intended to touch it :P
« Last Edit: June 06, 2014, 09:55:49 am by Matrefeytontias »

Offline chickendude

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Re: [Axe] Worms - name subject to changes
« Reply #115 on: June 06, 2014, 09:24:04 am »
Yep, i didn't even notice that they'd changed my +. About the keys, i figured that you'd made it that way on purpose, but i thought it'd be nice to have a slight delay (like when holding the arrows down with _GetKey) before moving the angle again as i like to just use the two buttons when i'm already relatively close ;)

Offline Runer112

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Re: [Axe] Worms - name subject to changes
« Reply #116 on: June 06, 2014, 12:21:26 pm »
One thing that bugged me slightly about the aiming system is that multiple angles produce the same aim guide line. This could be remedied by using a custom line drawing routine that, instead of taking integer inputs, takes fixed-point inputs. Such a routine written in Axe would possibly be in the ballpark of 3-5x slower than the standard line routine, but since the line being drawn isn't very long and you're not doing much other computation, the extra time consumed shouldn't be a problem.

Alternatively, you could probably just play with the length of the guide line and find the minimum length that gives a different endpoint for every allowed angle (of which I believe there are 64, so 16 per quadrant?).

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #117 on: June 06, 2014, 12:28:55 pm »
Well that's because the 83+ has fat pixels :P one thing I also thought of was drawing the hypothetic bullet's trajectory if it was shot, but then I thought it would be too easy (and it's not Worms's way to do, too).

The problem is that to have different aiming lines for each angles you need a very long line. And that's not possible because it would quickly get clipped off the screen by Axe's line routine. A solution I found is saying "haha, that takes a bit of getting used to" and letting it that way :P

Also yeah, there are 64 angles per quadrant, but only 128 are accessible anyway (you can't fire under yourself).

Offline Runer112

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Re: [Axe] Worms - name subject to changes
« Reply #118 on: June 06, 2014, 04:54:40 pm »
When I tested it, it seemed like you only allowed 16 different angles per quadrant. You could easily get 16 unique lines out of that by either extending the line a bit or using a custom fixed-point coordinate line routine.

EDIT: Apparently the number is 32. Still might be feasible.
« Last Edit: June 06, 2014, 04:56:31 pm by Runer112 »

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #119 on: June 06, 2014, 05:08:01 pm »
Oh oops I meant 64 possible angles at all <_< so yeah, 32 per quadrant (you move by a minimum of 2° between 0 and 128 °). Extending the line doesn't seem to be the good solution, and I can't see how a custom line routine would do better than Axe's one given that the size of pixels really is the limitation.