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Old 30 May 2012, 21:53   #1
Star&Moon
 
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idea Worms Armageddon Forever!

When it comes to Worms games, Worms Armageddon was, and still is, the best Worms game ever!

That's why I think Team17 should re-release Worms Armageddon with new features, and an updated graphics engine! (like Worms Ultimate Mayhem!)

Some of the new features could be:
Hat Support, (For Snazzy Worms!) Dangerous Mines, (Like in WUM where the mines can blow up in several different ways, except with the option to turn them off.) Alpha Channel Support, Forts, etc.

If Team17 does this, I will buy it, even if it's 25$!
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Old 30 May 2012, 22:03   #2
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it's a good idea.. but ur best chance is to just dl project-x and all that, it's kinda upgraded and, u can wear hats ^^
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Old 30 May 2012, 23:26   #3
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question

quoted:
Originally Posted by Masta View Post
it's a good idea.. but ur best chance is to just dl project-x and all that, it's kinda upgraded and, u can wear hats ^^
Uh... What? Are you talking about an existing project?
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Old 31 May 2012, 10:23   #4
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quoted:
Originally Posted by Star&Moon View Post
Uh... What? Are you talking about an existing project?
http://px.worms2d.info
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Old 31 May 2012, 11:21   #5
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I don't see how hats are a "feature" anyway.
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Old 31 May 2012, 12:40   #6
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shut up h8er hats r cool
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Old 31 May 2012, 14:43   #7
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quoted:
Originally Posted by StepS View Post
Anti-Aliasing for a sprite-based game entirely in 2D?

Sounds useful
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Old 31 May 2012, 17:18   #8
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quoted:
Originally Posted by Masta View Post
it's a good idea.. but ur best chance is to just dl project-x and all that, it's kinda upgraded and, u can wear hats ^^
U can? You're not talking about the cyan Christmas hats library are you? Because that just makes all worms have the same hats (not per team), sometimes (that is, if that particular sprite has been made with a hat). And to top it all of, it makes the animation clunky.

I got rid of that thing so fast. . .
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Old 31 May 2012, 17:29   #9
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quoted:
Originally Posted by raffie View Post
U can? You're not talking about the cyan Christmas hats library are you? Because that just makes all worms have the same hats (not per team), sometimes (that is, if that particular sprite has been made with a hat). And to top it all of, it makes the animation clunky.

I got rid of that thing so fast. . .
these are just ported sprites from wwp aqua, not really hats, and with 2 times less fps (because koreans were probably lazy). It shouldn't be considered anything special, and anyway I just made it for test, to try the sprite replacements which is cool. I just didn't finish the ones where worms hold weapons (they're two times more, and every sprite has to be converted properly to work).
hats could be scripted or dynamic (floating at the set position over the worm, with the Z coordinate to make it appear on the back, well dunno, depends on a type of hat), it wouldn't look accurate but it would be a lot easier and a more universal solution (with the ability for team hats, just like you said). Or instead making two separate sprite packs (which would be a HUGE work, considering the 6 team variants and ALL the frames of every sprite needed to be replaced) and then giving them to the teams.

PS: so yeah, the best solution is to make hats scripted - just that's it, a separate hat sprite, fitting to the worm's states (for example, auto rolling on backflip). Just every state has to be worked on once, and then it's going to be an universal tool for putting hats to your worms. if that's worth it, i may begin doing some tests
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Last edited by StepS; 31 May 2012 at 17:37.
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Old 5 Jun 2012, 09:27   #10
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quoted:
Originally Posted by Thurbo View Post
Anti-Aliasing for a sprite-based game entirely in 2D?

Sounds useful
It is useful indeed.

I suppose in a next step, you could utilize the same AA routines for proper projectile reflection physics.
You know, instead of having your grenade bounce off of each surface of a square pixel, they could then actually bounce off of the whole curve.
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Old 7 Jun 2012, 23:01   #11
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Well, back to the original subject, what does Team17 think of this idea?
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Old 8 Jun 2012, 06:14   #12
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quoted:
Originally Posted by bonz View Post
It is useful indeed.

I suppose in a next step, you could utilize the same AA routines for proper projectile reflection physics.
You know, instead of having your grenade bounce off of each surface of a square pixel, they could then actually bounce off of the whole curve.
This has already been done in W:A... probably about a year ago. I'm too lazy to find a link to the module .. but it's somewhere on these forums. Entuser and/or Pisto made it I think.
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Old 8 Jun 2012, 08:47   #13
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quoted:
Originally Posted by Obn3g0n View Post
This has already been done in W:A... probably about a year ago. I'm too lazy to find a link to the module .. but it's somewhere on these forums. Entuser and/or Pisto made it I think.
http://worms2d.info/RubberWorm - 1.0 alpha preview link. (for 3.6.29.0)
it has a critical flaw however - when the grenade falls into rolling on a pit, it may considerably lag the game until exploded
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Old 8 Jun 2012, 17:26   #14
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quoted:
Originally Posted by StepS View Post
http://worms2d.info/RubberWorm - 1.0 alpha preview link. (for 3.6.29.0)
it has a critical flaw however - when the grenade falls into rolling on a pit, it may considerably lag the game until exploded
Doesn't it also have the nasty bug of grenades and stuff getting stuck? A notably disastrous result for Holy Nades.
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