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Messages - King-Gizzard

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31
Files Comments / Re: File #2584, Breaking Bad
« on: September 04, 2022, 01:28 PM »
This is a strange one.  I can't replicate the crash myself but I converted the terrain icon to BMP to check it out:

Dimensions are fine (64x64), but I noticed a couple of things.  It uses 16 colours rather than 17 (with first colour as black for transparency).  At first, I wouldn't think this would be a problem.



But then I noticed the positioning of the image within the orange border (as displayed in the land generator screen) was different from the source BMP; it's like the game was centring it perhaps because of all of the transparency in the icon image. I'd not seen this before. 

So then I added an extra colour to the palette (now 17 colours).  This extra colour was not used in the image.  I then tested it and bizarrely the game now doesn't change the positioning of the icon image.  I then removed the extra colour, taking it back to 16 colours just to be sure something else wasn't happening, and the game reverted to changing the positioning again.

So... long story short, having an icon that doesn't have a 17 colour palette makes the game handle/display the image differently.  Best to stick to 17 colours.

I've attached the new text.img icon image with 17 colours.  Give it a test and see if it fixes it for those who are affected.

32
Brilliant! Thanks! :)

33
Very nice maps. What does MJ stand for?

I should have named the files better (I've just tried to update but don't think it's worked).

Midjourney is an AI 'text to image' platform - it's really impressive.  The upscaled image dimensions work really well for mole shoppers.

Is it possible to add maps to existing map packs?

34
Cool idea! Sorry, this is just me randomly brain storming ideas for a potential implementation...

Maybe the module could load config files for soundbank and fanfare, in the format:  "Team name","TUS URL to file download", EG:

Team One,https://www.tus-wa.com/files/file-2594/
Team Two,https://www.tus-wa.com/files/file-2592/

Considerations:

- Only support TUS URLs - for security and reliability
- Only extract/load game WAV files from the archive, to ensure no other rogue files or file types can make it onto someone's machine.
- For TUS, it looks like .7z, .zip and .rar archive formats would need to be supported
- If a wav file is missing, replace that file with default sound wav
- Maybe cache files locally based on the identifiers in the URL rather than hashing, I guess it depends if people update the same sound banks often.
- File size  limits? 
- Dynamic download and loading.  Rather than wait for all players to download the files, the game can proceed and WAV's are re-pointed in memory as downloaded WAV's become available. Until then, the team's chosen game sound bank is used
- Replay support?  Record the ID's for each team's soundbank and fanfare (perhaps in an accompanying config file rather than modding the replay format).  A config option to disable using/downloading soundbanks for replays.




35
They ended up making around $70,000 worth of sales before announcing the shut down.  They're on to their next rug pull now, "Totem Kai"  :/

36
Files Comments / Re: File #2593, Mangrove
« on: July 27, 2022, 01:51 PM »
Cool! SIBASA actually plans to update it one day. It has some details that could be changed, yes. But, most of the hardwork is done and the terrain was released on the mangrove day as planned! And... It really makes you feel that you are indeed in a mangrove forest.

I wouldn't change any of the objects or colour scheme, it has a really nice vibe.  I would try to create a bit more separation from the background so that tiny bits of terrain can easily be seen during play.  There is a fair bit of grainy dithering and dark pixel aliasing which could be sorted.   Each object could be reduced a lot before indexing everything down, like this example with the brown pelican, to get a cleaner look and help free up more palette space for other areas like the background.  Give me a shout if you need a hand, I think it would be great to see this one updated/refined.


37
Files Comments / Re: File #2162, Ganja Terrain
« on: July 26, 2022, 06:38 PM »
Added new dual background layer. Replaced background debris with cannabis leaves


38
Files Comments / Re: File #2593, Mangrove
« on: July 26, 2022, 11:32 AM »
Really nice theme! ... and educational :)  If you guys are up for doing a version 2 I have some suggestions to improve playability and palette usage, which should make it easier to add more objects as well.

39
Deadcode did confirm that custom terrain support was being worked on.  I don't think the module would ever be embedded as-is, understandably.  But it would be fantastic if the features below could be implemented in an official update:

- Custom terrain support for hosted games (all players download the hosted terrain if they don't have it)

- Custom water colour.  Currently this is implemented by replacing "water.dir" which contains all water gfx and sprites for objects that fall into the water.  An easy-to-use GUI application exists to create the new water.dir files, but essentially only palette information would be needed for the implementation.

- Dual-layer parallax background support.  This is currently implemented by loading a "_back.spr" file which replaces the existing background, and a "back2.spr" file which adds a new layer that sits behind that with parallax motion.  Much larger backgrounds are also allowed which is great.




40
Files Comments / Re: File #2415, Halloween
« on: July 19, 2022, 08:27 PM »
I've updated this terrain with a new dual-layer background (supported in wkTerrainSync)


41
Files Comments / Re: File #2208, Cosmic Terrain
« on: July 15, 2022, 12:04 PM »
You can extract to PNG using SpriteEddy: https://worms2d.info/SpriteEddy   You'd then need to create the .spd with the frames and dimensions.  I've attached all of the files to save you the trouble.

The Text.img icon is separate to the terrain, it's only used in the land generator screen, max of 17 colours (including transparency)

42
Files Comments / Re: File #2208, Cosmic Terrain
« on: July 15, 2022, 09:20 AM »
The original texture uses nearly half of the palette which most of the 32 terrain objects share, so there won't be much room for new colours.   I've attached the full 113 colour palette file for the terrain (112 + transparency).   If you force your new texture to remap to that palette, all objects and background etc will work perfectly.

43
Files Comments / Re: File #2348, Chocolate
« on: July 10, 2022, 03:10 PM »
I've updated this terrain with a new dual-layer background (supported in wkTerrainSync)


44
Files Comments / Re: File #2462, Trippy
« on: July 07, 2022, 04:30 PM »
I just tried a batch levels adjustment across all images rather than redoing the palette which would take a while.  This means the background is made darker by the same amount (not ideal).  Example comparison below made from screenshots in the game.  Possibly a bit too dark (?) but if this is useful I can upload it... Or I may just re-pallete it when I get time


45
Files Comments / Re: File #2208, Cosmic Terrain
« on: July 05, 2022, 07:42 PM »
It would be straight forward to remove them but you'd just be left with a flat blue colour for the terrain, if that's what you mean. 

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