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Messages - Shadow-The-Worm

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16
Wormkit Modules / Re: Wormkit module for ingame music?
« on: May 28, 2020, 04:07 AM »
Hm... I wonder if it is gonna be possible to link the ingame audio to specific maps, such as if I have a level named from "Artan Desert 1.bit" to "Artan Desert 3.bit", the game would take ingame-03-desert-1.wav (I would put it as Oil Ocean Zone Act 1 from Sonic Mania) as the battle theme for them and if I have a level named from "Artan Desert 4.bit" to "Artan Desert 7.bit", the game would take ingame-04-desert-2.wav (I would put it as Oil Ocean Zone Act 2 from Sonic Mania) for those said levels). Any map outside of map specifcations in the ini file plays the stock game music for the terrain theme if PlayOnlyNewSongs is not equal to 1.

Example (Cyrilic):
‰yc©°§ґ Ap©a§ - 1 = 03-ingame-desert-1.wav
‰yc©°§ґ Ap©a§ - 2 = 03-ingame-desert-1.wav
‰yc©°§ґ Ap©a§ - 3 = 03-ingame-desert-1.wav
‰yc©°§ґ Ap©a§ - 4 = 04-ingame-desert-2.wav
‰yc©°§ґ Ap©a§ - 5 = 04-ingame-desert-2.wav
‰yc©°§ґ Ap©a§ - 6 = 04-ingame-desert-2.wav
‰yc©°§ґ Ap©a§ - 7 = 04-ingame-desert-2.wav
‰yc©°§ґ Ap©a§ - ѓpe« Pa¦apaќ = 55-ingame-boss.wav
‰yc©°§ґ Ap©a§ - ѓpe« Heca¦y§ = 55-ingame-boss.wav
‰yc©°§ґ Ap©a§ - ѓpe« TaўeҐo© = 55-ingame-boss.wav

I am pointing that out because I am dreaming about putting a music patch at my very first story build: Ultimate Worms Project.

17
Other worms games / Re: Team17 has announced Worms 2020
« on: May 27, 2020, 10:48 AM »
Bah. Almost evey single one of you is a wit-wit, cry-cry about Worms newer than W:A. The time goes on, but still, the majority of you cry and plead for new stuff WITHOUT mostly liking any bit of it or making any use out of the game the way it is (even if it's a lame one by your standards). WORMS ARE NOW HAT SIMULATOR! DON'T PLEAD, DEAL WITH IT! Tell me, what do you prefer more of the two (none is not an option): a Hat Simulator like Worms or TF2 or a Story-Loop simulator like Mario?

18
Heya. You remember all these "mods" made by either solely me, or on the basis of Digital's rather neat team: The Stones? If you do, then, well... there's some hidden truth inside them. The "mods" as I refer to my Worms story builds and the like are owned by me in reference terns. Only I can say so. The reality roams around in nanometers around you: their true reference is story builds. I hope that explains everything related to my story builds starting from Ultimate Worms Project on solo and Digital's Worms Build on the basis of Digital's pretty neat (and now-iconic) Worms team, The Stones.

Next, I'll explain the being of the Tournament Mode in my solo story builds and Mayhem Mode in Digital's basis story builds: First: Tournament Mode.

The Tournament Mode is a simple 2-match deathmatch setup (which is similar to the Story Mode of my story builds) where you fight againist randomly chosen specific teams dependent on the story build in the first match and againist the Boggy Team in the second one. The scheme is also very dependent on the story build. For example, Ultimate Worms Project uses the Tournament scheme for the Tournament Mode (hence the name) while Ultimate Worms Project 3 uses the Pro Scheme scheme as its pick for Tournament Mode. Maps differ as well, through they are tied to the base game acceptance algorithm as opposed to Team and Scheme setup parts being rather independent in that regard. In my story build with Handicap Support (such as, Ultimate Worms Project 2, based on Worms Ultimate Mayhem), the Boggy Team (the "boss" team of the Tournament Mode) has +Handicap, and, in almost all story builds, it has 4 Worms at all times, the exception being my very first Worms story build (Ultimate Worms Project), which has only 1 team with 1 worm (Kenny K instead of the Boggy Team) at the pre-5 victories Tournament Mode "state" and 2 teams with 1 worm from 6 victories onwards. The team proportion formula of my solo story builds is:
Worms Armageddon: 2/1 (1/1) + 0,25 = 2,25 (1,25)
Worms Ultimate Mayhem and Worms Forts: Under Siege: 3/4 + 0,25 = 1,58
Worms Reloaded onwards 3/4 = 1,33

Now: Mayhem Mode:
Unlike the Tournament Mode of my solo story builds, the Mayhem Mode of Digital's basis story builds uses a diffrent scenario in alll of its scenarios: The Stones fight againist All-Star Worms and The Scrub Club in a single-match deathmatch, the foes of The Stones team are also foes to each other. No handicaps enabled at all times. It also shares the base game custom map tolerance with the Tournament Mode as well. The scheme ruleset is really diffrent in comparision to the mentioned Tournament Mode through: it's Pro or similar at all times, as opposed to Tournament in my first story build. The team proportion formula is as follows:
Worms Armageddon and Worms W.M.D: 8/4 = 2
Worms Ultimate Mayhem: 6/4 = 1,5
Worms Revolution: 5/4 = 1,25.

I hope that this everything clears the fog of my story builds for you, mates. Have a good day, gentlemen, and I'll see ya around soon... maybe.

19
General discussion / Re: How long will W:A survive?
« on: March 31, 2020, 10:23 AM »
Corona Makes WA Great again!
It's not Corona, it's Pneuma, only modified by your sick mind.

20
General discussion / Re: How long will W:A survive?
« on: February 26, 2020, 08:18 AM »
This relic is not a relic with an end, so speaking about it being dead is a cow's talk, I tell ya. Trilogy goes on, matters change, Worms keep fighting, the legendary relic will never die, even under my watch.

21
Heya. Mates, I have got a new scheme to show you: The Director's Classics. This scheme tries its best to emulate Worms DC in Worms W.M.D. So, here is the Scheme Code of this scheme:
Time And Rope Settings
- Turn Time: 45
- Round Time: 900 (15:00)
- Rounds To Win: 2
- Retreat Time: 5
- Hot-Seat Time: 10
- Rope Legeth: 5
Game Settings:
- Worm HP: 100
- Worm Select: No
- Teleport: No
- Worm Stick: No
- Fall Damage: Yes
- Girder Radius Limit: No
- Jetpack Fuel: 100
- Rope Twists: -1
- Indestructable Terrain: No
- Replays: Yes
Object Settings:
- Mines: Few
- Dud Mines: Yes
- Mine Fuse: 3
- Oil Barrels: Few
- Magnets: No
- Sentry Guns: No
- Static Weapons: No
- Vehicles: No
- Vehicle Mines: No
Crate Settings:
- Weapon Drop: 10%
- Medkit Drop: 10%
- Medkit Power: 25
- Utility Drop: 5%
- Ingredient Drop: 0%
- Ingredient Cost: Little
- Vehicle Drop: 0%
Weapon Settings:
- Bazooka: -1 0 No
- Grenade: -1 0 No
- Cluster Bomb: 5 0 Yes
- Banana Bomb: 1 9 Yes
- Holy Hand Grenade: 1 9 Yes
- Shotgun: -1 0 No
- Uzi: -1 0 No
- Parachute: 3 0 Yes
- Fire Punch: -1 0 No
- Baseball Bat: 1 0 Yes
- Prod: -1 0 No
- Girder: 3 0 Yes
- Dynamite: 1 0 Yes
- Mine: 3 0 Yes
- Sheep: 2 2 Yes
- Super Sheep: 1 4 Yes
- Old Woman: 1 2 Yes
- Air Strike: 1 4 Yes
- Homing Missle: 1 2 Yes
- Concrete Donkey: 1 9 Yes
- Sheep-On-A-Rope: 1 4 Yes
- Ninja Rope: 5 0 Yes
- Blow Torch: 3 0 Yes
- Teleport: 2 0 Yes
- Skip Go: -1 0 No
Crafting Settings:
- Crafting: No
- Starter Boggy's Special Sause: No
- Starter Sticky Donkey Paste: No
- Starter Banana Bomb Seeds: No
- Starter Tears Of A Worm: No
If you want to try this scheme out yourself, use the Scheme Code provided above and get ready to rumble. Have a great day and lots of kills in the war. ;)

22
Off Topic / Baldi and Boggy
« on: November 20, 2018, 03:24 AM »
Heya. You know about the mascot of the Worms series, don't ya? Welp, you have done so many sins with him (Boggy B) being the victim. But now, the tables are turning around to Boggy's side. He has contacted Baldi and wants him to teach you a lesson to NEVER think, that Boggy B is evil just cause the majority of the fans thinks so. And NOW... Boggy and Baldi are challenging you to their Baldi's Basics in Education and Learning challenge. If you fail to escape Baldi's Schoolhouse (which you'll do a lot) or refuse to accept the challenge, too bad. Baldi will smack you in your face with his ruler for every sin you have done with Boggy B as the victim. Every glitched Notebook (there are 6 of them, 7 total) will contain a math problem, which equals a sin of yours. With every glitchy Notebook solved, Baldi speeds up and his ruler smashes much faster than before. So prepare yourself, dirty Worm killers, the challenge awalts you. Good luck with it, heh, heh!

23
Files / Re: Worms MC: an all-round Worms movie creator
« on: November 08, 2018, 07:35 AM »
It already ended up like this, since no wormer other than me is interested in it.

24
Who needs the 3.7.2.2 patch, if it is such a minority TBH? It only enhances Win10 compatiablity with Worms Armageddon, but does nothing else, like PX ports or new mechanics.

25
Promotion Project / Re: Worms Armageddon with MTT Controls
« on: October 27, 2018, 06:51 PM »
first of all, don't be childish
second, no one asked for this

*dab*
Yet somebody asked for the Android version before, don't you remember, Charley?

26
Promotion Project / Re: Worms Armageddon with MTT Controls
« on: October 27, 2018, 03:45 AM »
Are you crazy?! THIS IS A WORMS ARMAGEDDON PROMOTION PROJECT TOPIC, AND YOU RUIN IT! Can you please stand on topic. Don't make me angry ever again! Gah, why doesn't ANYBODY care about my nerve system?

27
Promotion Project / Re: Worms Armageddon with MTT Controls
« on: October 27, 2018, 03:35 AM »
I was talking about Worms on Nintendo 3DS, yet you are interrupting me and start off-topic here. What a pile of strays!

28
Promotion Project / Re: Worms Armageddon with MTT Controls
« on: October 27, 2018, 03:02 AM »
I am so sick and tired of MonkeyIsland preventing me from picking on Shadow if HE REALLY DESERVES IT! Like why isn't this offtopic? Why don't you show the flaws of said concept? Why does it matter to the community?£
Picking on me? No way, it's best to not do this (I am a weak-nerved guy). Flaws? Disabled F-Shortcuts. Why isn't this off-topic? Simple, because it is tied to Worms Armageddon and not Worms Unlimited (which you don't care about). Why does it matter to the community? Because if they want the Android version, they'll want the 3DS version.

29
Promotion Project / Re: Worms Armageddon with MTT Controls
« on: October 26, 2018, 08:26 AM »
no
Why? Don't you like Twist or Touch controls?

30
Promotion Project / Worms Armageddon with MTT Controls
« on: October 24, 2018, 07:17 AM »
Heya. I have got a new idea for Worms Armageddon. This idea is Worms Armageddon with MTT Controls. The details are, as always, below:
____________________________________________________________________________________________
Have you ever wondered, how it feels to play Worms Armageddon with Mash, Twist and Touch Controls? Well, I always wondered about that since WarioWare Gold's release. As simple, as it looks, the MTT Control Set is a way to adopt Worms Armageddon to WarioWare Gold's controls. By default, Worms move and aim with the D-Pad, jump with X/Y, fire weapons with A and use the Weapon Panel with B. The aiming can be linked to the Twist controls instead, allowing the Worms to aim by twisting the system. The chatting happens with the stylus (Touch controls). The menu controls can be either Mash (D-Pad + A/B + START) or Touch (stylus). Pausing the game is also done with the START button on the Mash control scheme (can also be altered to Touch control scheme). With all controls in mind, the players can choose the control style, that they enjoy the most. Sadly, there are no F-Shortcuts present in the PC version. Basically, the 3DS version is a medium beetween the Android version and the PC version. It disables F-Shortcuts (blocking Frame-Perfect schemes like Hysteria), but still can tie with the PC version.
____________________________________________________________________________________________
Please, tell me, what do you think. Is it really good to add a new twist into the life of the wormers?

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