Author Topic: [Axe] Worms - name subject to changes  (Read 35539 times)

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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #75 on: March 18, 2014, 10:44:36 am »
Thanks :) I planned to release a playable demo after some bugfixes and after I get aiming working.

It's not that I don't care about suggestions, it's just that for now I'm focusing on more important things :P

Offline DJ Omnimaga

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Re: [Axe] Worms - name subject to changes
« Reply #76 on: March 22, 2014, 01:33:34 am »
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.
color on a monochrome calc?? O.O

Just kidding, I can't wait to try this :)
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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #77 on: March 25, 2014, 11:53:50 am »
Bump,

I kept promising it since a couple days, now here it is ! A playable Worms demo ! :w00t:



So here you go, download the zip file here and have fun ! That's an order :evillaugh:

Everything you need is detailled in the included readme. The zip also contains a map, WORMMAP0.8xv (it's our test map), which you will need to run the game, and which only contains 6 worms, so when you run the app Worms you pretty much press [2nd] and then you can play two teams of 3 worms each. :)

Enjoy and share comments :D

Offline tifreak

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Re: [Axe] Worms - name subject to changes
« Reply #78 on: March 25, 2014, 01:07:36 pm »
I'd have to say that looks pretty awesome :D I might throw it at my calc afterwhile, when I get some more done with my own projects.
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Offline DJ Omnimaga

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Re: [Axe] Worms - name subject to changes
« Reply #79 on: March 25, 2014, 03:47:12 pm »
I love the screen transition btw O.O

Also glad this comes along nicely. This is definitively gonna be front page material when I get around writing news and stuff.
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Offline Streetwalrus

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Re: [Axe] Worms - name subject to changes
« Reply #80 on: March 25, 2014, 05:27:44 pm »
Well, what they said. It does look awesome. Keep it up ! :D

Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #81 on: March 26, 2014, 03:35:21 pm »
I forgot to mention several things :/ please be king enough not to destroy.the edges of the map - top bottom left and right- since collision will occur outside the map and you don't want to destroy things outside the map with your bazooka.

Offline Streetwalrus

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Re: [Axe] Worms - name subject to changes
« Reply #82 on: March 26, 2014, 04:59:10 pm »
Will it bazooka the whole RAM ? :trollface:

Offline Keoni29

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Re: [Axe] Worms - name subject to changes
« Reply #83 on: March 28, 2014, 04:15:42 am »
I had some fun with loading levels from random memory locations when I was working on Herocore. You get the craziest levels. With worms you will probably get a scrambled mess of pixels though because I think you save your levels as a bitmap.
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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #84 on: March 28, 2014, 12:18:33 pm »
Yup that's it. Since Herocore used tilemaps, it's way funnier ;D

Offline Hayleia

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Re: [Axe] Worms - name subject to changes
« Reply #85 on: March 28, 2014, 12:22:07 pm »
In Pokemon, when you are visiting the RAM, you can actually walk on teleporters (like carpets or doors) that lead you in another random place :P

Anyway, nice work :D
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Offline aeTIos

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Re: [Axe] Worms - name subject to changes
« Reply #86 on: March 29, 2014, 05:42:49 am »
That's cool hayleia :D
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Offline Hayleia

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Re: [Axe] Worms - name subject to changes
« Reply #87 on: March 29, 2014, 06:18:32 am »
Wat ? Did you mean "matref" ?
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Offline aeTIos

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Re: [Axe] Worms - name subject to changes
« Reply #88 on: March 29, 2014, 06:24:29 am »
No, I meant like the ram exploration stuff.
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Offline Matrefeytontias

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Re: [Axe] Worms - name subject to changes
« Reply #89 on: March 29, 2014, 12:24:42 pm »
* Matrefeytontias goes cry in a corner :'(