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Messages - King-Gizzard

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1
Doing conversions to MapGen is a little bit fiddly but fairly easy to get the hang of when you see the steps.  I'm happy to make a video or document it, but ...

I've tested a conversion of the Meadow terrain and found an issue with how MapGen calculates the final colour palette.  Any palette option lower than the 112 colour option reduces quality.  EG, my images use 96 colours but the 96 colour option in MapGen makes changes to the colours of objects. But if you set 112 colours, it's likely to mess up the background gradient even if the terrain only uses say 50 colours, because it fills the rest of the palette up with colours that don't exist in the map.  I'd rather this was fixed before converting the terrains I've made, only because I spent a lot of time optimizing the colours so the foreground elements fit within 96 colours.

Ideally it would be best if MapGen didn't give any colour options and just indexed the unique colours used in the map, leaving the rest of the palette empty.  Maybe some detection code to warn if it goes over 112 colours and a separate "Save As True Colour" option.  I've reached out to Plutonic on Discord.

2
Leagues Games Comments / Re: Game #240595, reported by Camper
« on: February 11, 2024, 04:36 PM »
It was just a silly nod to "Gizzard" :)

3
The question is, what changes are suitable for the game for casual players and what's suitable for competitive players? Also, who gets to decide lol?

IMO, it's up to the casual and competitive players to decide for themselves how they want to play, by consensus.  Over time, a new element/option/scheme is either generally embraced by a community or not and anyone can choose to get involved or not.

For me, custom terrains aren't like adding a new shape to Tetris.  Custom maps and variety in terrain shapes are as old as the game itself, and everything else in my opinion (scheme options, rules etc) sits around that assuming the terrain works well for the scheme and there is consensus with the players.

You've commented before about a custom terrain on here, saying: "This map does it for me, it's time to use custom terrains for me now."  Perhaps you never meant competitively? But I honestly don't know why you wouldn't want to apply your existing skills on new terrains competitively.  You might enjoy it.

4
This is kind of a silly thing to argue about since people can choose to use them or not use them, which is absolutely fine.  They add more variety, challenge and choice to a very old game; not a bad thing IMO.  I do think they will be used more and more in competitive games especially when custom terrains become natively supported.  Perhaps this will shift the focus away from memorising objects to learning the core game mechanics so well that they can reliably apply to any objects, and perhaps that is the true height of skill in this game.

5
Files Comments / Re: File #2341, Worms Reloaded terrains ported to WA
« on: January 10, 2024, 12:49 PM »
Retro Hell - From the Worms Reloaded Retro pack.  Files attached.  Thanks to Nizikawa for finding the original assets and Thewolensheep for creating the initial Level.dir.

This version has a new sky, bridge, background, falling skulls debris and retro fire to replace the water.


6
Nice idea!

We need a new thread with only realistic ideas that have a chance of being implemented and approved by Team 17.  Things like new weapons I can't ever see happening.

7
General discussion / Re: Replacement water : Worms DC Fire
« on: November 20, 2023, 01:04 PM »
Gloop from Worms DC


8
General discussion / Re: Replacement water : Worms DC Fire
« on: November 18, 2023, 07:46 PM »
The wkTerrainSync module, when used with a terrain (not a PNG), supports loading a custom water.dir file.  This file not only contains the water animation, but the animations for all objects that sink in the water.  They all share a dedicated 32 colour palette.  Interestingly there are sprites in the water.dir file that exist but the game doesn't use them.  This is why the concrete donkey, homing missile and the mole bomb don't change colour when they enter the water. This should probably be corrected in a future update.  It would also be nice to hear a splash sound when the homing missile  enters the water, but I'm just nit picking!

The module also supports replacing any sprite within the Gfx0.dir / Gfx1.dir files.  These files contain all other sprites in the game, including the worms themselves and their animations.

9
General discussion / Re: Replacement water : Worms DC Fire
« on: November 18, 2023, 06:50 PM »
The skeleton bit is possible :)



10
General discussion / Replacement water : Worms DC Fire
« on: November 18, 2023, 12:13 AM »



This is just a 'proof of concept' to see if I could convert the Worms DC fire to something Worms Armageddon can use. 

If you want to try it in a custom terrain or stock terrain, copy the Water.dir file into the terrain directory (where the Level.dir file is).

It needs the wkTerrainSync module to be installed.  Get the latest version here : https://worms2d.info/WkTerrainSync



11
Files Comments / Re: File #2348, Chocolate
« on: October 14, 2023, 03:30 PM »
I've made a new Cookies variation of this terrain which is easier on the eye for those who don't like the parallel lines (thanks to jsgnextortex for the idea).  This version uses a non-smooth grass.  All terrain objects and bridge are the same for both terrains.


12
General discussion / Re: Ideas for version 3.9 and/or 4.0 update/patch.
« on: September 08, 2023, 11:42 AM »
Small QoL change: Use the mouse wheel to scroll through the girder sizes/angle before positioning

13
Files Comments / File #2262, Candy
« on: August 28, 2023, 02:44 PM »
I've created a version 2 of this terrain with various improvements (new background, bridge, more object placements etc) which can be found here : https://www.tus-wa.com/files/file-2899


14
Yes, you can make any sprite invisible including crates.  I tried removing the aiming cross hairs which was interesting. You can also replace sprites with different dimensions but I've mainly experimented with clouds which can be as large as 1000x400 px - examples here :

https://cdn.discordapp.com/attachments/416225356706480130/1103797898522669056/Cloudm_Large.mp4
https://cdn.discordapp.com/attachments/416225356706480130/1103799089314926662/cloud-cat.mp4
https://cdn.discordapp.com/attachments/416225356706480130/1103974754177785956/sm.mp4

I've not tried changing mine dimensions.  Sprites like that might be fixed with having a hitbox to activate it.

15
Wormkit Modules / Re: wkToolAssist v. 0.1.0 released
« on: March 09, 2023, 03:15 PM »
I love this utility.  I'm not sure if there's an appetite to add new features to it but if so would it be possible to load an existing replay and continue from a particular point, as a read-only thing (no need to write out a new replay file)? 

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