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April 20, 2024, 10:40 AM

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Messages - King-Gizzard

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1
Files Comments / Re: File #3000, Retro Hell Terrain
« on: April 18, 2024, 11:16 AM »
Finally a Hell Terrain where you can actually see the pixels and not just bump into them in the dark. Can this actually be a part of WA.exe default Hell terrain? The vanilla one is just really troublesome if anyone gets to use Petrol. Sure, it might have a nostalgia factor but... I still end up never hosting a game on that terrain, and discouraging any clan to host on that.

You're talking about the "-Hell" terrain with the completely black pixels (making parts of objects completely invisible when the background is off)?  I could fix the palette, replacing the stock terrain and it would still be compatible when playing people using the stock '-hell' terrain.  So objects would look like this (original at the top, palette-adjusted at the bottom - though it could be made even brighter) :



However I'd be reluctant to release it since it would mean replacing stock game files and it would also give a potential advantage to those who used it online.   There are a few stock terrains in WA that could be improved in this way, it's a shame that Team 17 were so sloppy with them.  'Tentacle' for example has a terrible border color revealed when terrain is destroyed; the color blends with the background making it almost impossible to see little pixels of land that remain and this does affect game play.

These kinds of changes would have to come from official channels.  I'd be happy to work with Deadcode to make these improvements if it's what the community wanted.


2
Leagues Games Comments / Re: Game #241593, reported by Sensei
« on: April 04, 2024, 12:01 PM »
So no one else is using Sensei's wkMeasure module!?


3
Files Comments / Re: File #3000, Retro Hell Terrain
« on: April 04, 2024, 11:14 AM »
I'd like to see TNT barrels instead of oildrums o:

That would be cool.  Maybe a Crash Bandicoot themed terrain with the TNT boxes :)

4
Files Comments / Re: File #3000, Retro Hell Terrain
« on: April 04, 2024, 11:00 AM »
I didn’t think that clouds could even be replaced, very cool work

Yeah, thanks to Nizikawa, his module can replace any sprite/image in the game.  Custom mines, oil drums, placed girders ... even things like the wind bar.  Anything.

5
Files Comments / Re: File #3000, Retro Hell Terrain
« on: April 03, 2024, 06:01 PM »
Amazing work! the water is amazing :D and excellent pixel conversion ehh

Thanks Jago :D  It took a while, manually cutting out each frame from Amiga video grabs!  It worked better than I thought it would.

6
Files Comments / Re: File #3000, Retro Hell Terrain
« on: April 03, 2024, 05:48 PM »
I've attached a demo version with replaced clouds.  Make sure you have the default color scheme set in the options or you'll just see normal clouds.

The pain with replacing sprites is you don't have the same freedom as when making terrains.  You're limited to a fixed 90 color palette and that palette is different depending on if you use the default color scheme (which uses the gfx0.dir sprites file) or the alternate color scheme for anomalous vision (which uses the gfx1.dir sprites file).  Sadly, the game doesn't allow you to borrow colors from the terrain assets.   So you have to make your replacement sprites work with those 2 palette sets (by making 2 versions of your sprite) and they are quite different.  For example, converting this new sprite to the gfx1 palette looked awful, whereas I just about got away with it in the gfx0 palette (with a lot of diffusion dithering!).

Anyways - it won't be replacing the original but it's a fun little demo.  When full color is eventually implemented it will open up some very cool possibilities for the game, especially if Deadcode implements the wkTerrainSync feature set; being able to replace water and sprites, having multiple background layers.  It would also be cool to support multiple different debris sprites at the same time and be able to set the amount/density on screen for each.

7
Files Comments / Re: File #3000, Retro Hell Terrain
« on: April 03, 2024, 04:11 PM »
Do you accept donations via PayPal? I'd glady donate a little something for your effort!

Nah, I just do it for the enjoyment.  I chip away at some of this when work is a bit slow so I guess I do get paid for it :D  But thanks for the thought . Appreciated. :)

As an example, here's just one sprite conversion (out of over 800 for the game, 457 of which contain worm animations ) :






8
Files Comments / Re: File #3000, Retro Hell Terrain
« on: April 03, 2024, 03:50 PM »
I'm doing a test now on the clouds replacement - will post it later :)

It's totally possible to pixelate the worm sprites, there's just a LOT of worm sprite files to process so if I did it I would pixelate all sprites as a mini project. I could probably automate a lot of it. One for another day maybe

9
Doing conversions to MapGen is a little bit fiddly but fairly easy to get the hang of when you see the steps.  I'm happy to make a video or document it, but ...

I've tested a conversion of the Meadow terrain and found an issue with how MapGen calculates the final colour palette.  Any palette option lower than the 112 colour option reduces quality.  EG, my images use 96 colours but the 96 colour option in MapGen makes changes to the colours of objects. But if you set 112 colours, it's likely to mess up the background gradient even if the terrain only uses say 50 colours, because it fills the rest of the palette up with colours that don't exist in the map.  I'd rather this was fixed before converting the terrains I've made, only because I spent a lot of time optimizing the colours so the foreground elements fit within 96 colours.

Ideally it would be best if MapGen didn't give any colour options and just indexed the unique colours used in the map, leaving the rest of the palette empty.  Maybe some detection code to warn if it goes over 112 colours and a separate "Save As True Colour" option.  I've reached out to Plutonic on Discord.

10
Leagues Games Comments / Re: Game #240595, reported by Camper
« on: February 11, 2024, 04:36 PM »
It was just a silly nod to "Gizzard" :)

11
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.

12
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.

13
Files Comments / Re: File #2341, Worms Reloaded terrains ported to WA
« on: January 10, 2024, 12:49 PM »
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.


14
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.

15
General discussion / Re: Replacement water : Worms DC Fire
« on: November 20, 2023, 01:04 PM »
Gloop from Worms DC


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