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Messages - King-Gizzard

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76
- Option to extend the fuse time for grenade, cluster bomb, banana bomb.  Perhaps up to 10 seconds?
It's already possible

The extended option also affects cow herd size.  It would be good to have these as separate options.

Other ideas/thoughts:

When players quit or drop from an online game, an option to have their worms disappear (teleport?) off the map.

Should the default flamelet count be a bit higher?  By default, a napalm strike extinguishes petrol bombs. This can be set in the extended options but most schemes ignore it.

Native support for custom terrains with online/hosting ability and support for an alternate 'Water.dir' file for custom terrain water colour.  wkTerrainSync is awesome, but not many have it installed so maps need converting to PNG online.  An improved 'Level.dir' management tool would be great to replace Sprite Editor which is quite buggy. 

32-bit colour support.  I think this would be a great update for the game but not essential.  I don't think Project X style updates with new weapons and mechanics would (or even should) ever be approved for the core game.


77
Files Comments / Re: File #120, Water Colour editor
« on: August 17, 2021, 11:47 AM »
Thanks for this!  I've updated Chocolate, Ganja, Camping and Cosmic terrains.

78
Files Comments / Re: File #2348, Chocolate
« on: July 28, 2021, 12:42 PM »
Glad you like :)

Final update added (now 32 objects and some fixes)


79
A couple of simple changes to fuse times I think would enhance gameplay:

- Option to set the fuse time on dropped mines (0-3 seconds).

- Option to extend the fuse time for grenade, cluster bomb, banana bomb.  Perhaps up to 10 seconds?



80
TUS Discussion / Re: "custom terrain" file type?
« on: January 01, 2021, 05:13 PM »
Agreed, this would be useful.

Deadcode has also confirmed that he's working on integrating wkTerrain functionality into the game which will hopefully encourage more to be made.

81
Wormkit Modules / Re: wkTerrain
« on: December 31, 2020, 07:19 PM »
For those interested in creating their own custom terrains, a guide has been created here : https://worms2d.info/Terrain_Creation_Guide

82
Files Comments / Re: File #2208, Cosmic Terrain
« on: December 22, 2020, 09:57 PM »
Version 2 attached.  6 new objects added + minor improvements on existing objects.

83
Files Comments / Re: File #2208, Cosmic Terrain
« on: November 26, 2020, 04:15 PM »
Yeah, they're great terrains.  It's probably not worth it for those details but Egypt is ARTemych's work (and possibly SiD's as well) so you would need to speak to them.

84
Wormkit Modules / Re: wkTerrain
« on: November 24, 2020, 01:24 PM »
I've created a new Cosmic-themed terrain for use with wkTerrain. You can find it here : https://www.tus-wa.com/files/file-2208/

85
Files Comments / Re: File #2162, Ganja Terrain
« on: September 30, 2020, 10:29 PM »
No coding necessary. It's not without its bugs/quirks but you can use this utility to extract and compile .dir files : https://worms2d.info/WA_directory_editor
Also check out the wkTerrain thread on here for more info.

86
Files Comments / Re: File #2162, Ganja Terrain
« on: September 26, 2020, 10:34 AM »
Cheers jOe, it was fun making it :)

87
Wormkit Modules / Re: wkTerrain
« on: September 24, 2020, 09:31 PM »
New Ganja theme for use with wkTerrain: https://www.tus-wa.com/files/file-2162/

88
Wormkit Modules / Re: wkTerrain
« on: September 20, 2020, 03:49 PM »
I'm not sure if this is even possible, but to get around the issue with everyone needing the same list of custom terrains installed, could wkTerrain have a command to temporarily mask all installed custom terrains apart from the one everyone agrees to play?  So for example, if all players ran something like : /Terrain Tetris, each player's game would think it only had the Tetris custom terrain installed and everyone could play?

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