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Messages - goom

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31
Cups and Tournaments Comments / Re: Cup #942, Hysteria Cup #1
« on: June 30, 2017, 12:15 AM »
i'm online now if anybody else from my group is able to play.

32
Cups and Tournaments Comments / Re: Cup #942, Hysteria Cup #1
« on: June 27, 2017, 11:25 AM »
alright, i've been convinced.

33
Files / Re: Great Snooper | 3rd chapter
« on: June 15, 2017, 05:51 AM »
hey Tomi, would you consider implementing a right click option that performs /url? 'Copy game URL'


Honestly the last development version of the snooper is f@#!ed up so badly that I need to find a very calmed state of my life to fix the problems and to be able to continue the development.

sorry to hear.

34
Other worms games / Re: Team17 has announced Worms WMD
« on: October 30, 2016, 07:27 PM »
Now, after 2 months of release, there's a global chat. Better late than never I guess :D You can chat while in a game lobby too and switch between global/lobby chat.

that's nice, but wake me up when there's proper crossplay between all platforms. :P

35
Files / Re: Great Snooper | 3rd chapter
« on: October 30, 2016, 07:25 PM »
hey, Tomi: in the g. snooper chat the command ctrl+X wasn't working for me earlier (typing and ctrl+A, ctrl+C, delete, backspace etc. were unaffected). i can't replicate this behavior now, but let me know if anybody encounters something similar (i'll be back!) or why it was happening.

it ended up going away on its own without closing the program 12 hours later when i was making this post (to initially complain ctrl+X wasnt working period :P) i would write it off as another program blocking the hotkey, but it was working everywhere else fine (and i haven't closed anything since then).

thanks.

36
Other worms games / Re: Team17 has announced Worms WMD
« on: October 21, 2016, 01:08 PM »
Due to a server database problem, this topic got corrupted. I restored over 600 posts of it from the backups but last couple of pages got lost. (about last 30 posts)
I apologize for any inconvenience. (still trying to restore though)

i wonder if any of my posts got deleted, i can't remember what my most recent was. let me know if you're able to recover them, no big deal though.



this turned out exactly as i/we had expected. they really didn't listen to input aside from custom maps (how are those, by the way? any limitations?). i feel like we gave them more than enough helpful suggestions, and by ignoring most of them they've ended up with an inferior game. the lack of wormNET and cross compatibility (win steam/win gog/linux/mac/xbox/ps4) is slaughtering the playerbase growth; they really should have delayed game until this could be implemented.

i haven't played the game myself (not giving them money until they put some more effort forth) so i'd like to ask, how rampant are the bugs/glitches?


was this ever fixed?


or the explosion glitch?



i really hope they plan on fixing this, but i get the feeling that we're going to end up with Worms: Catastrophe in two years. they got their $30 preorders, now they'll get a surge once they discount to $15 (and then again for the inevitable humble bundle inclusion). it's a real shame that they didn't reach out to the W:A community sooner in development (and actually listen).

37
Other worms games / Re: Worms WMD
« on: August 25, 2016, 09:09 AM »
I just lost my first 300 points in ranked, by winning yet another game  ???


edit: f@#!ing hell happened again

Bad luck buddy, it works flawlessly for me xD.

On the other hand I've had diffrent issue with my turn ending depsite having 1-2 seconds left. Sometimes it drives me nuts.

There were some teething issues with the ranked point system upon launch, so please accept my apologies for that.

We've pushed out an update to address the worst of this and are monitoring it closely to see if it has remedied the situation.

Thanks for your patience with this.

any sort of version change log we could view?  would be nice to be able to follow the progress along.

38
Other worms games / Re: Worms WMD
« on: August 24, 2016, 11:15 PM »
hey guys I know of a better flash game and it's free... go play bloons tower defense 4 =P

haven't played Bloons TD in years, i really liked those games until it went 'Pay to Win' (Bloons TD 5 introduced microtransactions)

speaking of Flash, i remember wasting hours on the eyezmaze GROW series, imaginative games where you need to click in right order. (nano 3 is an easy one to start with). i've been thinking about making a W:A map with the GROW art style for some time, actually.



/offtopic

39
Other worms games / Re: Worms WMD
« on: August 23, 2016, 05:43 PM »
Spoiler! View



Damn!  :D  :D

time for enforced hyst rules: wait 14 secs before taking turn.

40
Other worms games / Re: Team17 has announced Worms WMD
« on: August 12, 2016, 08:50 AM »
seems that is a relic of the past now ::)


(click for html5 quality)
anybody know how to embed gfycat on SMF 2?


aiming cursor, to scale per zoom




i understand why the worms' names don't get smaller (for clarity's sake on console), but is there any legitimate reason for the aiming cursor to remain the same size and position relative to the active worm? it just doesn't seem to make much sense, unless they intentionally want to promote 'zoom checking' for easy shots.


current aiming cursor


cursor scaled to 1:1



i get the feeling that this may have been an oversight... haha, get it?

41
Other worms games / Re: Team17 has announced Worms WMD
« on: July 01, 2016, 02:59 PM »
i'm aware of the typical 'not everything shown will reflect how the final product will look' spiel, but with the release date creeping up, i'm going to assume the worst (things seem to be performing as intended) and point these issues out so they can be resolved.

Another is the gravity. It seems that even massive explosions don't send worms flying a long distance. This is one of the most satisfying things in WA.

in addition to the flimsy knockback (and no LG to fix it!), the explosion animation itself feels unsatisfying. upon viewing the video in slow motion, i found a major culprit why this is so.
see: explosion exhibits A. and B.

now compare those to this dynamite explosion from W:A

it's a real immersion killer when you're able to see damage done PRIOR to the explosion going off (yet the weapon itself has already disappeared). due to this, the explosion no longer feels to be the source of the hole in the terrain, but rather seems to be occurring on top of it unrelated. one may argue that the delay is for 'dynamic purposes' but truth be told, it doesn't look right.

the other aspect where W:A shines - you're able to clearly see the worms launched from the explosion without it obfuscating the launch view. in WMD, the worms are all but lost in the chaos; consider toning down the magnitude of the particle effects just a tad.



in addition to that, the dynamite seems to be (mis)-aligned with the corner of its fuse timer box, rather than them being centered (as everything else is in the game). going from just seeming a little odd as it's dropped from the rope to actually looking like it belongs to a different entity altogether (the worm)

bonus points: try changing the fuse color as it approaches zero. as seen in the picture, W:A fuse changes from solid white to red (no gradient) beginning at 3. i suppose a single color all the way 'works', but it could look a whole lot better for relatively little effort.


both issues unfortunately don't seem to be isolated to just the dynamite



on a side note, has it been confirmed yet if this game is going to run at a proper 60 FPS?

42
Other worms games / Re: Team17 has announced Worms WMD
« on: June 04, 2016, 01:20 AM »
hmmm, ammo and delay numbers got same color... ?

mmm, ammo and delay numbers got same color... ?
I think it'd make sense to make the delay blue colour, yes.

I was going to make a long post about this, but decided to do a picture instead.

thoughts?

i was considering using a 'clock/timer' instead of a lock symbol, but the numbers seemed much more legible on the latter.

43
Other worms games / Re: Team17 has announced Worms WMD
« on: June 03, 2016, 06:47 AM »
i don't care how many posts anybody makes so long as it is all relevant to the topic at hand. the more talk about WMD, the better 8)



Nah skunk, I agree with you on some things but ropa is right when he says the physics of WA do indeed have more depth than other Worms titles.

I am not saying the other titles are wrong, they just seem too random at times, i've played most of them and I did enjoy them, but they are only enjoyable for a few weeks then they get boring because they lack the depth WA has.

This is what I am afraid will happen to WMD because it seems they aren't interested in the things we know for sure make the game better.
I just played a bunch of Battlegrounds (for PS4) last night and I gotta say that in my opinion, the opposite is true. Battlegrounds has more depth when it comes to the physics side of things, but that's just my opinion and I guess what you are referring to as 'depth' is still nebulous. To me, the physics in W:A is a bit cartoon-like on the whole, especially when it comes to the ability to make insane boomerang shots with LG + zook in hysteria, or the utterly simplistic way that grenades bounce. In W:A, nades will bounce and bounce and bounce, whereas in the newer 2.5D games, they will only bounce when it makes sense that they should, otherwise they will eventually fall, roll, and come to a stop.

'depth' semantics aside, my personal opinion is that the Worms series truly seems better suited to having 'fun' physics, so long as shots are both predictable and consistent. entertainment level should always be a priority over realism, but that's not to say that you can't have both. wacky + bounce nades pair nicely with a more realistic 'soft' bouncing - setting.

problems arise when the devs attempt try to force the entire game's physics to be from a realist standpoint, which can severely impact entertainment value. (see: ninja flaccid rope) i'm glad they seem to be a little more open this time around.

make no mistake, by no means am i saying W:A physics interactions are perfect - there is a lot of room for improvement (especially regarding slopes) - but WMD really needs to use this as a stepping stone, not try to reinvent the wheel.

44
Other worms games / Re: Team17 has announced Worms WMD
« on: May 19, 2016, 09:48 AM »
Quote
What was great about W:A?
-uncluttered and simple UI
-easy and quick text chatting with simple team chat, as well as personal (/me) statements and anonymous (/anon) statements
-the best ninja rope ever
-near perfect gameplay mechanics
-being able to handicap HP per team + or - while still maintaining the same number of worms

skunk3, are you being serious or just trolling the devs?

what do you mean by that? i don't see anything there that doesn't emphasize what we'd all like in WMD.

-WormNET - how about WmdNet?
-custom gravestones - also possibly animated *.GIF format gravestones (within size/dim limit)
-donor cards - now that we can't blow up quitters' worms (they disappear), these would be a nice substitute
-blood - let's get this T rated :D
-"sheep in exploding crates" - was this feature missing in any titles since armageddon?
-6 players + 1 spectator per game - actually, i'd vouch for even more spectators. with the technology we have nowadays, not only should the capacity be higher, but also spectators should be able to come and go during a match. WmdNet could use a lobby system with a list of 'in progress' games. passwords would still be required for spectators, of course.
-uncluttered and simple UI - and compact UI designed for PC, as i mentioned earlier. in addition, i noticed that the team list (remaining teams' HP) currently disappears while the current worm is active. the player needs to have the option to keep this open midturn, if they so desire
-easy and quick text chatting with simple team chat, as well as personal (/me) statements and anonymous (/anon) statements - W:A's chat interface is both non-obtrusive yet easy to access, and i personally would appreciate a carbon copy of the system (with a few extra things thrown in):
  • the commands, as you mentioned, can all be found here
    • /afk or /away to autoskip turns should be a top priority if not already implemented
    • /ignore i will argue for as well, considering how toxic some players can get, harassing players can be simply blocked
    • perhaps a persistent /block command could be implemented, which would preserve the ignored state of the listed usernames from that point onward
      • /anon messages sent by ignored players will not be seen, preventing potential abuse
         
    • /me is something so simple to implement that it's bound to get in.. right?
  • two separate keyboard shortcuts to open and close chat (rather than the awkward 'one button toggle' system)
  • the ability to 'sticky' lock the chat open, so you can read while you're playing
  • resizeable chat window (ctrl+up/down arrow)
  • timestamps, one of the few things that W:A is currently lacking, are far too useful to leave out (preferably in [HH:MM:SS] format)
-ability to lock the screen on your worm during your turn - essential for roping
-ability to press "T" mid-turn to indicate that you are thinking - would definitely miss this feature
-fluid animation - fix that landing, t17! :P
-lots of terrain styles to choose from, with a much better random map generator than any Worms title since, although no vertical map styles a la Reloaded (which I quite liked TBH... the vert maps, that is...) - important to allow the host to pick terrain type if they wish to, rather than always randomly assigning one
-cool, weird, ambient music - sure, could even implement random play selection of custom tracks via specified music directories
-the best ninja rope ever - what's just as important as the rope is the wall bounce. i'm really hoping they get this right - is batty rope a pipe dream?
-being able to set min/max bounce for grenade-type weapons - that reminds me, fuse and bounce needs to be a per-worm setting, each one should remember its own parameters throughout the game
-near perfect gameplay mechanics - yup
-loads of customization potential, but it took third-party editors to really shine - so long as the game isn't too locked down and the demand is there, the same thing will (and rightly should) happen to WMD
-official ranks of all sorts (in the beginning, anyway) - i'm fine with ranking so long as it isn't directly built into steam
-loads of great weapons and utilities, many of which STILL haven't been in any subsequent Worms title (I'll never understand why they don't just keep the old and add more new stuff since it is the community who ultimately makes the schemes and steers the gameplay in whatever direction is popular) - so long as i get my beloved bungee back, i'm happy
-being able to handicap HP per team + or - while still maintaining the same number of worms (this isn't used all that much nowadays, but it's still a nice feature to have) - good for friendly balance
-stockpiling and anti-stockpiling modes (important for those who don't just play a single match) - also the ability to resume a bo5 at a later point and keep the same ammo
-team special weapon - definitely, also menu should display information about said weapon (ammo and turns to unlock). team weapons need to be toggleable just like in W:A.
-custom team flags per team (hasn't been in any game since WWP, which is an absurd shame) - also custom avatars should not be tied to steam account avatars, let us pick different ones for different teams
-flags in the WormNET lobby to show everyone where you're hailing from - allow people to set their own, since default may not always be correct or desired (due to privacy issues)
-being able to select your victory fanfare (once again, hasn't been in any game since WWP that I can recall) - against custom files for this one, due to inevitable abuse, but allow us to pick from a large list of presets
-low PC requirements to run flawlessly, especially today - spend the time and create some custom settings for lower-end PCs, please
-replay files (HUGELY important for external leagues, not to mention for posterity as well as exporting map files and re-reading old chats with friends) - this may make or break if many people buy the game, myself included. seriously

I'm not even going to include any of the other stuff that made the game even better through patches and updates. There's so many aspects of W:A that makes it feel more personal, like you are actually a part of a community. - excited for 4.0 3.8? ;)

As you can see, there are a LOT of features and whatnot that have been totally non-existent post-WWP. I would love to see
-everything from W:A/WWP (including the Wormpot)
-select weapons from W2, such as the homing cluster bomb, homing air strike, cloned sheep, etc.
-select weapons and utilities from Reloaded, such as buffalo of lies, ferrets, gas pump, lightning strike (this should heal and resurrect only, NOT do damage!), marked for death, poison strike, sentry gun, termites, worship, bunker buster, super bunker buster, electromagnet, emergency teleport,
-select weapons and utilities from Revolution / Clan Wars, such as the whoopsie cushion, crate drop, equalizer, knockout, teleswap, teleshield, grave digger, worm charms, bovine blitz, boggy b, stick-up

Everything above should be in WMD. - if not all planned weapons can be implemented before release, free updates to include these later would be acceptable, please no paid DLC weapon packs

DON'T WORRY ABOUT "BALANCE" - WE WILL HANDLE THAT PROVIDED THAT THE GAME HAS A ROBUST EDITOR - that's why we have options for power levels and weapon count, the players will do the balancing via schemes and rules, team17 just has to make the framework

Moving forward, one change that I would personally like to see is a numerical percentage on screen when it comes to weapon speed / power, in terms of throwing a nade or launching a zook. Instead of eyeballing the meter and hoping you got it just right, adding a numerical 0-100% power level would allow players to more accurately make shots, thus fostering an increase in competitiveness. - not entirely for this in regular matches, but in a 'practice mode' (which absolutely needs to be included) this would be wonderful, alongside the ability to try the same shot over and over until you get it perfect. now that we're treading into the 'wishful thinking' territory, might as well request a 'manual wind' option for perfecting shots ::)

a few points of my own:
  • the animation for crates/utilites falling is simply far too drawn out, about 3 times longer than it needs to be, and immediately gets stale
    WMD - ~8 seconds W:A - ~2 seconds
    (click each thumbnail for larger image)
  • the worms still feel a little too heavy, at least when it comes to explosion knockback and sliding
  • i believe as many files as possible should be kept plaintext, including but not limited to:
    • *.scheme files that are easily editable and comprehensible (future third party editor compatibility?)
    • *.team files allow player to quickly make, view, and export lists of teams outside of the game (in addition to the standard team editor ingame)
    • BlockedPlayers.ini file, listed usernames are blocked from chatting altogether (maybe embedded in settings file?)
    • chat log files (from both lobby and during matches)
    • settings file, for quick setup or to easily troubleshooting problems (not stored in registry!)
  • allow for separate windowed mode; menu and lobby can be windowed even if the game itself is set to be fullscreen, and visa versa if the player so chooses
  • it goes without saying, but custom resolutions, fullscreen/borderless windowed mode, vsync, and separate music and SFX sliders all need to be configurable
  • some hotkeys
    • 'next worm/previous worm' hotkey to browse through your team's roster of worms, great on giant maps. behaves like worm select, camera wise. possible hotkeys: ctrl+[ (prev) or ] (next) worm
    • mousewheel up/down to zoom in or out, mouse3 (middle click) to reset zoom to standard level
visual issues:


  • currently, the contrast of the worms information display is far too low. i think adding the player's color around the edges (top center) would not only make it look better, but it would increase clarity.
    • let them toggle between transparent and opaque with alt+del (as in W:A), as each can work better for different situations. in image, i left the 'dark' version ever so slightly transparent, but even completely opaque would work fine.
    • slightly unrelated, but the background levels of detail/particles needs to be toggleable (off -> low -> med -> high), with 'off' being entirely black
  • it also needs to be settable with del key (team > name > hp > none) (bottom left of image)



  • in addition to the contrast, the size (just like the menu), of the worms' display information is far too large for PCs. panel 3 has the name and HP flush akin to that of W:A, which looks better in my opinion (armageddon worm to scale). both the transparent and 'standard' version of names work fine at this size, even with the low quality source materials.
whew! :-X


posts made while typing this:

So we have any idea how online will work? Will there be ranks and secure login? If so is there somewhere we can register to keep our old nicknames?

probably will be integrated steam accounts/names with WMD, as much as i'm hoping that they won't. that's the way reloaded worked, right?

45
Other worms games / Re: Team17 has announced Worms WMD
« on: May 14, 2016, 08:45 AM »
watched the VOD from thursday, and a few things about WMD especially caught my eye.

  • first, the landing frames seem almost nonexistant, which looks really unnatural.

    compare this clip of WMD with some W:A jumping (arrow held to move asap, indicating lagframes)

    W:A really emphasizes the impact from the jump, and WMD really should do the same. at the moment the landing feels like something out of a flash game (i went there! ;))

    it's easy to see the issue with x0.30 speed

.
.

  • one positive thing that i believe worms revolution did for worms was the segmented status bar (per-worm). is there any reason for not including it in WMD, other than to just 'be more like W:A'?
.
.

  • lastly, i understand that the interface is large due to it being designed for cross-compatibility, and players need to be able to easily read things from the couch. however, due to how obtrusive the team list is (4 teams is half the screen size!), a great compromise for PC (and console) players would be an option to use a scaled down GUI.


    (compare to W:A assets, still perfectly legible at 50%)

thanks for reading, hope you can pass along my suggestions! (i'll be back with more)

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