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Messages - King-Gizzard

#31
It was just a silly nod to "Gizzard" :)
#32
Quote from: TheKomodo on February 11, 2024, 01:55 PM
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.
#33
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.
#34
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.

#35
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.
#36
Gloop from Worms DC

#37
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.
#38
The skeleton bit is possible :)


#39



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


#40
Files Comments / Re: File #2348, Chocolate
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.

#41
Small QoL change: Use the mouse wheel to scroll through the girder sizes/angle before positioning
#42
Files Comments / File #2262, Candy
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

#43
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.
#44
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)? 
#45
Files Comments / Re: File #2462, Trippy
March 08, 2023, 05:43 PM
I've replaced the water colour, easier on the eye with being less bright and suits the terrain a lot better