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Messages - nadiya8040

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31
TUS Discussion / Re: WormKit modules board request
« on: September 20, 2021, 05:08 AM »
The board is up. If I missed some wk topics, please let me know.

https://www.tus-wa.com/forums/wormkit-modules/

Nice work! but you probably missed some of them in https://www.tus-wa.com/forums/files/

32
TUS Discussion / Re: WormKit modules board request
« on: September 17, 2021, 04:07 AM »
Oh what i meant is... You can add "Wormkit Module" section in Files and "One-Board" Forums.

If you're asking for module ideas, Here are some:
  • A module about each worm would have seperate speechbank instead of team sharing speechbank. Maybe a part of feature for a bigger module called ExtendedTeamEditor.
  • A module to extend speechbanks with new custom lines, along with even unused ones like Amazing, Brilliant and Excellent.
  • I know it's impossible and crazy but a module that makes beyond 6 teams would be neat. but it might require more than a lot of work to implement as not only has to make more font colors (such as Orange, Purple, White, Dark Gray/Black). (Also custom fonts supported from TTF and OTF too)

33
TUS Discussion / Re: WormKit modules board request
« on: September 17, 2021, 12:04 AM »
If it is a thing, i would love to suggest few ideas i have in the new board.
I fully support that idea, honest.

34
General discussion / Re: Plans for making a Custom Mission pack
« on: September 12, 2021, 02:44 AM »
Sounds interesting... Although i wonder if there will be new updated Worms Armageddon mission editor that is most suitable for 3.8 (there was one in 2014, but i think it was abandoned...),
would anyone also be willing to make custom maps just for this mission pack?
and to answer your question... I'm not so sure, but i may think about it by chance...

About the download icon of Mission files... There's no icon yet, Here's what i think for the download mission icon.

35
General discussion / Re: Ideas for version 3.9 and/or 4.0 update/patch.
« on: September 11, 2021, 01:10 AM »
I want to see improved In-game Terrain editor within bigger size (with wkSuperFrontend Support) and easier to use. Also Implement wkTerrainSync into built-in for next update. Oh, and also, Tablet/Drawing Tablet Support for this too.
Like in later games, Placing Worms and Objects would be neat. and also, Maybe also in-game mission editor would be nice.

36
Wormkit Modules / Re: wkSoundbankFix concept and help.
« on: August 29, 2021, 12:25 AM »
+1, I really love to see someone actually make this module.

Oh, not only that, It may sounds kinda impossible but I wish the following related to Soundbanks modules...
  • A module about each worm would have seperate speechbank instead of team sharing speechbank. Maybe a part of feature for a bigger module called ExtendedTeamEditor.
  • A module to extend speechbanks with new custom lines (for example SoLong, Thisoneismine and more...), along with even unused ones like Amazing, Brilliant and Excellent.

37
Um, I've been thinking... It would be neat for you to include "Max Objects eligible in the terrain" (also includes custom PNG pics) feature, So that i can know how many worms, mines, oil drums and any other stuffs that can be randomly placed in a terrain (Example: If small, few objects; If large, more objects). I'm kinda bothered when i have to teleport-in if have the participating worms beyond the max objects can be randomly placed. So it'll be nice to have that QOL feature.

Also, I suggest you could tweak map generations when generating bigger-scaling map, especially when cavern maps doesn't have right exit while the left have exit.

38
Off Topic / Re: Star Strikers
« on: August 11, 2021, 01:13 PM »
Comic #2:


Yers: So how did you managed to come back from the dead?
Sactep: Well... Just have the lightning strike on my grave and BAM! I'm back!
Yers: Huh...

39
Off Topic / Star Strikers
« on: August 10, 2021, 10:41 AM »
A project about eight worm team represented as different critter species based from other series. kinda inspired by Edoardo Moretti's War'n'Guns

Sactep
A determined military mole who guides his teammates to victory. His weapon of choice? Bazooka line.
Yers
A robot that can build several unique weapons, and an expert grenadier.
Rainiel
A trickster cat sneaks his way and ambush his enemies, usually places explosion weapons, such as dynamite, behind their back.
Lomdiap
A poptop who was joined later after being recruited from the lost island, Her preference weapons is close combat skills, such as Fire Punch and Dragon Ball.


Comic #1:

40
Wormkit Modules / Re: wkJellyWorm Discussion (by nizikawa)
« on: August 06, 2021, 01:06 AM »
I had few weapons ideas to share for this module so...

Direct Missile - One missile drop straight into a target, One worm will lose exactly 75 damage if getting hit by the missile, and Within middle range of explosion, rest of the worm deals varies damage depending on how close they got caught on explosion in maximum 25 or 30 damage.

Big Bomb (Super Weapon) - A single large bomb dropped directly on a target causes an explosion that kills a lot of people and damages up to 100, depending on how close they are to the bomb.

Table Flip - The playing worm rages and flips the table (that brings forth before them) towards the direction they are facing towards, The table arrangements 30 damage and medium knockback to objects and worms, Following five seconds, the table detonates and bargains up to 20 damage to worms got by the blast. (The weapon is based on RAIG Table)

Metronome - Metronome seems to make a randomized difference in the event that the user is swaying its finger to the metronome tick. It may have an offensive effect on the worms in front of it, a healing effect on the user, or the user may be hurt by itself if they're unlucky enough.

-----------------------------
In spite of the fact that i don't know how to get custom weapons through containers on this module. However, not just that... How precisely do I add new functioning custom weapons to Jellyworm scheme...? That is the significant question...

41
Wormkit Modules / wkJellyWorm Discussion (by nizikawa)
« on: May 24, 2021, 04:48 AM »
A Project X-clone module is in works by nizikawa
We're so far able to add custom weapons in the game.
Source Code of wkJellyworm: https://github.com/nizikawa-worms/wkJellyWorm
By the way, You can also drop the custom weapons idea for this module in this topic and I'm sure hope we Wormers would look at them.

I believe this module can have all of Worms Unlimited stuffs and weapons, like Bowling Ball.
More info about Worms Unlimited here: https://worms2d.info/Worms_Unlimited

Gameplay Demo Video can be seen here:

42
There should be togglable rules added for shopper schemes, Like KTL, CBA and more. Those can be located in Game/Extended Options.

Sweet! A WormKid Modules based on ProjectX! If you want we should make a topic about the works of ProjectX for 3.8.1 and 3.8.

Shall we make a topic about wkJellyWorm? If so, We could require nizikawa's permission first in order to do that.

43
Holly sweetness!! Nadiya!! Is good to see you around TUS!!
I remember you making the gameplay of my PPVS2 mod "WAR'N'GUNS BLAST!".
Well, I'm back. So I just thought it would be a good time to return there as soon as i've heard a module based on Project X is in works (probably not only the reason). :)

Being a big fan of Worms is truly blessing.

44

Here is source code: https://github.com/nizikawa-worms/wkJellyWorm
And you can download 3.8.1 compatible build here: https://github.com/nizikawa-worms/wkJellyWorm/releases
The module is not ready for official release.

Excellent work. I am looking forward to it. In the meantime, I made a gameplay testing video with this module

45
Since works for 3.9 are already in progress I decide to make some Ideas for the update:

A lot of people plays Project X but this mod doesn't work with 3.8.
My crazy idea is to make Project X working on future WA versions or make it a new feature as Update X (I know, it sounds weird).

I played Project X before, but i wanted to try this one again someday, So those ideas in the topic would sound neat.

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