Main Menu
Search
EnglishUnited Kingdom
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - King-Gizzard

#47
Quote from: MonkeyIsland on August 17, 2022, 03:29 PM
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?
#48
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.



#49
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"  :/
#50
Files Comments / Re: File #2593, Mangrove
July 27, 2022, 01:51 PM
Quote from: FoxHound on July 26, 2022, 12:54 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.

#51
Files Comments / Re: File #2162, Ganja Terrain
July 26, 2022, 06:38 PM
Added new dual background layer. Replaced background debris with cannabis leaves

#52
Files Comments / Re: File #2593, Mangrove
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.
#53
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.



#54
Files Comments / Re: File #2415, Halloween
July 19, 2022, 08:27 PM
I've updated this terrain with a new dual-layer background (supported in wkTerrainSync)

#55
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)
#56
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.
#57
Files Comments / Re: File #2348, Chocolate
July 10, 2022, 03:10 PM
I've updated this terrain with a new dual-layer background (supported in wkTerrainSync)

#58
Files Comments / Re: File #2462, Trippy
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

#59
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. 
#60
Files Comments / Re: File #2462, Trippy
July 05, 2022, 07:37 PM
The same terrain just darker? Changing it up would be quite a lot of work and I'm not sure it would look better for it. This terrain was deliberately a bit garish, popping out against a dark background.