• [Axe] Worms - name subject to changes 5 2
Currently:  

Author Topic: [Axe] Worms - name subject to changes  (Read 35496 times)

0 Members and 1 Guest are viewing this topic.

Offline Hayleia

  • Programming Absol
  • Coder Of Tomorrow
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3367
  • Rating: +393/-7
    • View Profile
Re: [Axe] Worms - name subject to changes
« Reply #60 on: February 23, 2014, 02:13:06 pm »
Maybe you could compile as an app and put all data in an external appvar ? Like all text, every splash and background, every LUT or whatever data you have.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

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 #61 on: February 23, 2014, 02:13:40 pm »
I could do that but : I don't have data.

Offline TheMachine02

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 452
  • Rating: +105/-0
  • me = EF99+F41A
    • View Profile
Re: [Axe] Worms - name subject to changes
« Reply #62 on: February 24, 2014, 10:12:15 am »
You could use Pageswap too,  and then puts some bigs functions into the app
Well, you will lose performance - but not *that* much I guess  ;D

The Creator who forget is works , it is baddddd  :P

* TheMachine02 runs far far away
« Last Edit: February 24, 2014, 10:12:57 am by TheMachine02 »
AXE/asm programmer - unleash the power of z80 //C++//C

epic 3D things http://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: [Axe] Worms - name subject to changes
« Reply #63 on: February 24, 2014, 11:00:52 am »
LOL TheMachine. XD But you're right anyway.

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 #64 on: February 24, 2014, 12:51:11 pm »
Well yeah, I could actually do that :P thanks for reminding me.

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 #65 on: March 05, 2014, 08:16:26 am »
Bump,

If anyone wants to see/help with the source code, I made a git repository. Just fork it and submit pull requests :)

http://github.com/matrefeytontias/Axe-Worms

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: [Axe] Worms - name subject to changes
« Reply #66 on: March 05, 2014, 12:52:04 pm »
Massive issue with your repo : you should convert the source files to plain text. Otherwise you don't really benefit from the differential features source code managers provide. In other words, a shared Dropbox folder would be as efficient as your current setup. Not that useful if you ask me.

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 #67 on: March 07, 2014, 08:32:59 am »
Dropbox or Github is the same for you, but Github is easier for me. So yeah.

Also :



Not complete but I'm working on it (before you ask, images and effects don't correspond ;D ).

Offline Eiyeron

  • Urist McEiyolobster
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1430
  • Rating: +130/-10
  • (-_(//));
    • View Profile
    • Rétro-Actif : Rétro/Prog/Blog
Re: [Axe] Worms - name subject to changes
« Reply #68 on: March 09, 2014, 10:08:34 am »
Idea: highlight the current worm by changing his sprite.
Another idea : Don't animate the turn change if the worm is it's already onscreen, move the camera instead.

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: [Axe] Worms - name subject to changes
« Reply #69 on: March 09, 2014, 03:14:22 pm »
Idea: highlight the current worm by changing his sprite.
Another idea : Don't animate the turn change if the worm is it's already onscreen, move the camera instead.

I second Both of these for changing the sprite does the in game screen support greyscale? If it does I would just fill the active worm in grey. Simple But obvious.

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 #70 on: March 09, 2014, 04:04:13 pm »
I won't change the sprite due to lots of them being used by a single worm for animation, but I can instead draw an outlined box around the active worm. I don't want to add grayscale in order to keep the game at at least 20 FPS (is currently the case).  Also yeah, I'll just do smooth camera moving if the next worm is already visible.

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 #71 on: March 16, 2014, 08:14:45 pm »
Bump,

Bazooka now destroys things ! :D That also means I now have a new mechanic to easily damage the map.



EDIT : no need to tell me about the damage-displaying bug, I noticed <_<
« Last Edit: March 16, 2014, 08:16:56 pm by Matrefeytontias »

Offline ClrDraw

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 627
  • Rating: +61/-2
    • View Profile
    • GitHub
Re: [Axe] Worms - name subject to changes
« Reply #72 on: March 16, 2014, 08:23:18 pm »
That's epic XD
Visit my GitHub for all my TI programs as well as other projects.
Also check out my website.

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 #73 on: March 17, 2014, 01:37:32 pm »
Yup, that's awesome :D

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

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
Re: [Axe] Worms - name subject to changes
« Reply #74 on: March 18, 2014, 01:13:58 am »
It's looking amazing! I know you don't much care for these suggestions, but an easy way to distinguish the currently selected worm could be just to display it every other frame (assuming you update the whole map every frame) or xor it to give it a fake grayscale. The box idea or better yet a little (animated!) down arrow would also work well :)

I love how you move around the map with the slope/pixel-level detection. The animations are also great. I still can't wait to play this game :D