The Ultimate Site of Worms Armageddon

Worms: Armageddon => General discussion => Topic started by: StepS on August 10, 2012, 08:39 PM

Poll
Question: Are the oxygen points needed?
Option 1: Yeah, it would feel more like real
Option 2: Nope, underwater worms don't have much possibilities anyway (see thread)
Title: Swimming worms
Post by: StepS on August 10, 2012, 08:39 PM



http://img6.imageshack.us/img6/1898/stwps5prvw.png


I've just released it here (http://px.worms2d.info/forum/viewtopic.php?f=13&t=479).
Changes since the video: Enabling fastwalk enables fastswim, missiles now affect swimming worms, some fixes.
There are no oxygen points in Swim Suit, however an alternative weapon called "Swim Mask" will be released later which will feature the oxygen points.
Title: Re: Swimming worms
Post by: Masta on August 10, 2012, 08:52 PM
(https://i.imgur.com/qDQeQMf.png)
Title: Re: Swimming worms
Post by: StepS on August 10, 2012, 08:53 PM
Quote from: Masta on August 10, 2012, 08:52 PM
i have seen that sprite in someone's avatar here on tus, i don't remember who, tho...
franz  ;D
btw, worms having arms isn't something unusual. If you look closely at dragonball releasing sprite...
Title: Re: Swimming worms
Post by: Masta on August 10, 2012, 08:56 PM
(https://i.imgur.com/qDQeQMf.png)
Title: Re: Swimming worms
Post by: StepS on August 10, 2012, 08:58 PM
Quote from: Masta on August 10, 2012, 08:56 PM
hm, ye that's true. a few questions tho.. if ur turn ends, u will drown? can u use the parachute and rope (jetpack) under water? and gj.. looks fun. (:
you will drown if TestStuff is not enabled. You stay inbetween turns when it's enabled, however at the end of game you drown.
Killing underwater worms in that case isn't hard - by using a gun, aqua sheep, homing missile, or making an explosion capable of reaching the worm.
Jetpack and rope depend on the setting of "Underwater jetpack/rope". You can hug an underwater worm from underneath jetpack to drown him too.
Title: Re: Swimming worms
Post by: franz on August 10, 2012, 09:28 PM
 8)
Title: Re: Swimming worms
Post by: NAiL on August 11, 2012, 12:06 AM
swimming worms, cool!
Title: Re: Swimming worms
Post by: Teemto on August 11, 2012, 01:15 AM
Looks pretty awesome.
Title: Re: Swimming worms
Post by: OrangE on August 11, 2012, 02:34 AM
very nice!
Title: Re: Swimming worms
Post by: MonkeyIsland on August 11, 2012, 02:42 AM
That's very nice StepS :)
But swimming in the water must be tough, that was so easy and fast.

I wish that could be rubberworm though.
Title: Re: Swimming worms
Post by: StepS on August 11, 2012, 08:13 AM
Quote from: MonkeyIsland on August 11, 2012, 02:42 AMBut swimming in the water must be tough, that was so easy and fast.

I can reduce the max speed to 2, if needed  :)
Title: Re: Swimming worms
Post by: Hussar on August 11, 2012, 08:56 AM
cool !
Title: Re: Swimming worms
Post by: Kaleu on August 11, 2012, 09:12 AM
Hehe too fast indeed, very nice mod.
Title: Re: Swimming worms
Post by: Ramone on August 11, 2012, 11:22 AM
I had this same idea! And I'm happy to see that I'm not the only one who have thought of it. In every old game entering water would mean instant dead, same as in w:a. Later (with better engines) they have added the swimming and diving possibility.. i.e. Half Life 2, GTA San Andreas...

Dunno if it's possible to make a difference between floating on water and diving underwater, 'cause in that case, if someone plops your worm and he had enough health to live, he could float on the water until his turn comes and then swim back to the ground or w/e.. And when they're under water, there could be a timer of how long they can "hold their breath", like fuel on the jet pack, i.e. they can dive for 10 secs and then must come out to "take a breath"..

I believe that this feature would bring a lots of new ideas for some new ways of playing, new tactics etc..

Might be cool if worms had a diving equipment like Aqua sheep, diving mask and a breathing pipe.. Tho it's not necessary..
Good one Steps!  ;)

p.s. I agree they're diving too fast on that video example, it must be slower..

Weeeeee, worms learning how to swim! :D
Title: Re: Swimming worms
Post by: StepS on August 11, 2012, 11:42 AM
Quote from: Ramone on August 11, 2012, 11:22 AMAnd when they're under water, there could be a timer of how long they can "hold their breath", like fuel on the jet pack, i.e. they can dive for 10 secs and then must come out to "take a breath"..
Actually I have thought about this. The thing is if there's a strong need in this. Underwater worms die anyway when the turn ends (if TestStuff is disabled), not to mention that it's not always easy to go back onto landscape. When teststuff is enabled, they can also be easily killed (see message above), and die at the end of round.
As about speed - I'll reduce it, and maybe add an additional utility called "Fast Swim" for faster swimming.
I'll add a poll about breath points
Title: Re: Swimming worms
Post by: Ramone on August 11, 2012, 11:52 AM
What about the ability that a worm can "float" on the water if he's ploped?
That would make a huge difference, plop would not mean instant death..
Title: Re: Swimming worms
Post by: StepS on August 11, 2012, 01:19 PM
Quote from: Ramone on August 11, 2012, 11:52 AM
What about the ability that a worm can "float" on the water if he's ploped?
That would make a huge difference, plop would not mean instant death..
of course, it would be the same just without ability to move the worm :)
but what would you do with that worm then?
Title: Re: Swimming worms
Post by: Uzurpator on August 11, 2012, 01:26 PM
add this weap in t17 tus sheme! xD games wil be faster xDD
Title: Re: Swimming worms
Post by: Ramone on August 11, 2012, 01:31 PM
When his turn comes, he could swim back to the ground and continue the game? That's the big difference, you can't kill 200hp worm with a plop, that worm would still have i.e. 156 hp left when he swims back to the ground in his next turn... And if it's not his turn, they could shoot at him too while he's floating on the water..
Am I fantasizing too much? That's too complicated?  ???
Title: Re: Swimming worms
Post by: StepS on August 11, 2012, 01:37 PM
Quote from: Ramone on August 11, 2012, 01:31 PM
When his turn comes, he could swim back to the ground and continue the game? That's the big difference, you can't kill 200hp worm with a plop, that worm would still have i.e. 156 hp left when he swims back to the ground in his next turn... And if it's not his turn, they could shoot at him too while he's floating on the water..
Am I fantasizing too much? That's too complicated?  ???
worms don't stay between turns when TestStuff is disabled. That's a hardcoded limitation, and bypassing it will require lots of unnecessary tricks, hacks, and whatever, resulting in loss of features.

Btw, with the oxygen points he would die at some point when they end
I can also add a "hp reduction" when the oxygen points reach zero.

Another idea: the "invincibility" weapon (as from my set (http://img6.imageshack.us/img6/1898/stwps5prvw.png)) would also give the unlimited oxygen until next turn
Title: Re: Swimming worms
Post by: Ramone on August 11, 2012, 01:49 PM
Quote from: StepS on August 11, 2012, 01:37 PM
worms don't stay between turns when TestStuff is disabled. That's a hardcoded limitation, and bypassing it will require lots of unnecessary tricks, hacks, and whatever, resulting in loss of features.

Btw, with the oxygen points he would die at some point when they end
I can also add a "hp reduction" when the oxygen points reach zero

Does that mean it's possible if TestStuff is enabled?

The idea that I had is that worms would not be drown and instantly dead when they enter the water, either way - by being ploped or by jumping in water by themselves..

That's why I meant to somehow separate those two as two different features, "floating" and "diving". Oxygen points would be needed if worm "dives" under water and not needed if worm "floats" on the top..

I'm just fantasizing, I guess it's too complicated to do that.. ;x
Title: Re: Swimming worms
Post by: StepS on August 11, 2012, 02:59 PM
Quote from: Ramone on August 11, 2012, 01:49 PMDoes that mean it's possible if TestStuff is enabled?

The idea that I had is that worms would not be drown and instantly dead when they enter the water, either way - by being ploped or by jumping in water by themselves..

That's why I meant to somehow separate those two as two different features, "floating" and "diving". Oxygen points would be needed if worm "dives" under water and not needed if worm "floats" on the top..

I'm just fantasizing, I guess it's too complicated to do that.. ;x
with ts, yes
on top of water, you say? then it's possible :)

Quote from: Uzurpator on August 11, 2012, 01:26 PM
add this weap in t17 tus sheme! xD games wil be faster xDD
you can't swim outside the mapscreen range.
Title: Re: Swimming worms
Post by: StepS on August 18, 2012, 08:14 PM
I've just released it here (http://px.worms2d.info/forum/viewtopic.php?f=13&t=479).
Changes since the video: Speed reduced by 2, enabling fastwalk enables fastswim, missiles now affect swimming worms, some fixes.
There are no oxygen points in Swim Suit, however an alternative weapon called "Swim Mask" will be released later which will feature the oxygen points.
Title: Re: Swimming worms
Post by: j0e on August 24, 2012, 08:14 AM
This is really awesome. Can someone post a PX scheme that includes the swim, and if possible as many PX weapons as possible? I only have a few different ones in my "wepons" scheme. Thanks.. I can't wait to try this.