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Work in Progress / Worms - Classic Return

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MSon
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Posted: 9th Nov 2008 19:38 Edited at: 9th Nov 2008 22:22
Howdy all you Worm Lovers, Attached is what I have so far for a Worms Style Game.

Controls
Move Left or Right = Left/Right or A/D
Change Aiming Angle = Up/Down or W/D
Fire = Space

Jump is not working yet, i just want some Feedback on what you think, and What i need to add, It looks better in 1280x1024, but in the attached EXE i've lowered it to 1024x768

if you want to make your own level, Then just chage the 2 images in the Level Folder, when you reload it, all the worms and packages will be automatically placed in empty placed...

Everyone Be Cool, You, Be Cool.
MSon
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Posted: 9th Nov 2008 19:38 Edited at: 9th Nov 2008 19:39
Heres A Screenshot


Everyone Be Cool, You, Be Cool.

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MSon
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Posted: 9th Nov 2008 20:19 Edited at: 9th Nov 2008 20:20
Its very easy to make new levels on this, Heres one im working on


Everyone Be Cool, You, Be Cool.

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Alucard94
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Posted: 9th Nov 2008 20:32
The above level looks awesome! And so does this game.


Alucard94, the member of the future of the past.
MSon
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Posted: 9th Nov 2008 20:48
Thanks, The Levels are currentley about 30 to 50mb each, But thats only because im using BMP's, and not a more compressed format, but i can change that later.

The 2 Levels above are Mario and Lionheart, There both Level Maps taken from other games.

I've added a few sound effects already, but I've got some more i want to add, Team Health Bars at the bottom are the next thing for me to do, I'm going to start that now.


Everyone Be Cool, You, Be Cool.
Garion
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Posted: 9th Nov 2008 21:28
looks great
Green Gandalf
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Posted: 9th Nov 2008 21:54 Edited at: 9th Nov 2008 21:57
Looks very good - but couldn't help noticing the DBP watermark in the bottom right corner of your screenshots. I thought those were accidentally introduced in a beta upgrade many moons back.

Or is there a way of deliberately putting it there?

Edit There seems to be something wrong with the download on your first post.
MSon
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Posted: 9th Nov 2008 22:27
The watermarks on it because im on my brothers computer, I installed the dark basic demo on here, logo will disaper when i compile it on my computer.

As for the Download Problem, I've tried to upload he zip 3 times, so i dont know if its a problem on the forum because it seems to upload fine at first, but wont download, ill try and upload from another system later

Everyone Be Cool, You, Be Cool.
Agent Dink
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Posted: 9th Nov 2008 23:12
Is the terrain destroyable?
Thats the most important part of Worms!

Looks great so far though!

MISoft Studios - Silver-Dawn Gorilda is lost!

MSon
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Posted: 9th Nov 2008 23:24 Edited at: 9th Nov 2008 23:25
Yep, destructable Terrain, but so far the only weapon is the Bazuka because I need to do the right click menu to select weapon

Everyone Be Cool, You, Be Cool.
Xenocythe
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Posted: 9th Nov 2008 23:48
Dude, you gotta make this online

3.11 We do not tolerate posts made for the purpose of putting down another forum member, group of members, religion, our company, our staff or any of our moderators, past or present.
GIDustin
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Posted: 10th Nov 2008 04:27
Tagging this for email updates.

I played worms for the longest time and I love this idea. However, have you thought about all that copyright legal mumbo jumbo?

In any case, I look forward to where this is going, and yes please to Multiplayer
MSon
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Posted: 10th Nov 2008 05:14
Net play wouldn't be too hard to add to a worms game, I've already got some code with a Turn based net system in it, so i can just adapt that to work with this program.

And if team17 want to sue me, then ill give them 100% of the profit i make from this game, that will be £0.00

I've got the Team Health bars added, max of 7 Teams so if i where to add netplay, you could play with 2-7 players, Im currently working on the Menu, ill add a NetPlay Button, that will be insentive for me to get it done


Everyone Be Cool, You, Be Cool.
Agent Dink
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Posted: 10th Nov 2008 06:24
Can we see some pics of terrain damage?

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MSon
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Posted: 10th Nov 2008 07:39 Edited at: 10th Nov 2008 08:06
I'll post some soon, just been working on the Menu


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MSon
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Posted: 10th Nov 2008 07:43 Edited at: 10th Nov 2008 07:45
And it ready for when i want to add Net Play


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Virtual Nomad
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Posted: 10th Nov 2008 08:13
do you plan on doing any original artwork?

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zzz
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Posted: 10th Nov 2008 11:00
This looks really good! What approach did you take to create destructable terrain? Are you creating one level as a single image and remove pixels on the collision point, or do you build the level out of tiles?
Keep it up!

MSon
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Posted: 10th Nov 2008 11:57
Bitmap 1 always stores the Level Foreground, That way I can make an alteration direct to the Bitmap, (Removing Pixels in a Circle Pattern where a Weapon has hit), then update the Foreground Sprite, Im using IanM's Sprite Collision functions, its pritty fast, my FPS seems to go between 150 and 400, bepending on what its doing at the time.

Everyone Be Cool, You, Be Cool.
zzz
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Posted: 10th Nov 2008 17:15
Oh, sounds clever! I made a woms-like game a while ago, but I used bitmaps and images, and then textured a plain. That way I could create a "3d-effect", but I had to split the plain into smaller plains, in order to keep the FPS(or using memblocks).

Could you show us a screenie of the landscape deformation in action?
Also, are you going to keep the worms, or are you planning on creating your own characters?

MSon
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Posted: 10th Nov 2008 21:27 Edited at: 10th Nov 2008 21:40
Will take a Screenie now

This should give you an idea of how it clears the area



This Function is used to deduct health from a worm, If health is 0, Then it does its ByeBye bit, (takes one second), Then i call the Function Land_Clear_Circle(x,y,Radius) which tells it what area of the map to clear, Land_Clear_Circle() also plays an Explosion Sound, And then searches for any packages or worms within the Radius, so it can Explode packages, or reduce health of other worms in range, The function above then changes the Sprite to a GraveStone.

I've also got a "Napam" Sprite, its a 5x5 animated sprite which can remove areas from the map like in worms, But updating the Level Sprite can take a second or 2, so i've had to disable that for now and only make weapons that work in a Single update, (Like Bazuka, or my new one, ShotGun)

It just looks like a bit is missing


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MSon
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Posted: 10th Nov 2008 21:29 Edited at: 10th Nov 2008 21:29
Or after a little more distruction


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zzz
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Posted: 10th Nov 2008 22:03
Sweet!

Benjamin
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Posted: 10th Nov 2008 22:21
This is looking promising.

Agent Dink
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Posted: 11th Nov 2008 00:32
Nice!

MISoft Studios - Silver-Dawn Gorilda is lost!

AndrewT
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Posted: 11th Nov 2008 01:37
This is looking really cool. I can't wait till you have a working demo download.

Mr Tank
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Posted: 11th Nov 2008 04:33
Sweet. I wish you the best of luck.

One of my favourite games of all time is Gravity Force 2, another Amiga game, much lke Worms but with spaceships and realtime gameplay. Maybe you'll be able to give me a few tips so i can remake it someday.

Rampage
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Posted: 11th Nov 2008 05:58
Wow this is...this is awesome! I so wanna play this now, and will once its finished!

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"Welcome to the forums, MasterXMP. Your game looks like garbage..." - Game Maker
MSon
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Posted: 11th Nov 2008 20:57 Edited at: 11th Nov 2008 22:52
Thanks for the good feedback

PS: If you can think of any good commiserations, Then let me know

Messages to the dead


I've been tempted to slip an evil one in
IE: Worm(w).Name+"'s dead, Good, he was a ?????"

But i've kept it as nice as possable as my 11 year old brothers been playing this when im not in.

Everyone Be Cool, You, Be Cool.
Diggsey
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Posted: 11th Nov 2008 20:59
MSon, did you say that it takes a second to clear a circle on the screen??? If so, there is definitely something wrong!

If you need any plugin commands or anything to speed it up, I'll be happy to make some

[b]Yuor signutare was aresed by a deslyxic mud...
BOX2D V2 HAS HELP FILES! AND A WIKI!
MSon
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Posted: 11th Nov 2008 21:05
I asked about this on a different thread

http://forum.thegamecreators.com/?m=forum_view&t=139609&b=1

The problem is the Level bitmap sends to be about 2000x1500, so when an alteration is made, you have to reget the image from the bitmap which takes a second, they posted a few possable fixes on the link above so ill try them at some point, there main solutions where Either
1, Using an external DLL which may be faster
2, some new thing i didn't even know you could do to an image to alter the image direct, which would skip the slow bitmap.

Everyone Be Cool, You, Be Cool.
Diggsey
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Posted: 11th Nov 2008 21:53
Yes, it was me that suggested the second idea
The only problem is that it is difficult to get the transparency back.
What I can do (if you want) is combine the two, so you would still create the image as a render target, and I could write a function specifically to make a circle transparent

[b]Yuor signutare was aresed by a deslyxic mud...
BOX2D V2 HAS HELP FILES! AND A WIKI!
MSon
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Posted: 11th Nov 2008 22:54
Thanks, any help appreciated

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Phosphoer
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Posted: 12th Nov 2008 03:53
Worms is awesome

This is a mighty nice-looking remake, well done!

Diggsey
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Posted: 12th Nov 2008 21:58 Edited at: 12th Nov 2008 21:59
Hi,
Here is the plugin I promised you

It is an overload to the paste image command, which takes these parameters:
image id, left, top, right, bottom, colorkey

(the left, top, right, bottom are the destination position to draw the image)

Here is some example code:

(requires dbp 7.1)

It also requires that you use some image commands, so that the image dll is included.
This should be almost as fast or faster than the normal paste image command.

Enjoy

edit:
It does require shaders though to work

[b]Yuor signutare was aresed by a deslyxic mud...
BOX2D V2 HAS HELP FILES! AND A WIKI!

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Zombie 20
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Posted: 12th Nov 2008 22:21
HOLY HAND GRENADE! [/caps]


Coffee coffee coffee coffee coffee coffee cappacino, JAVA!
Green Gandalf
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Posted: 12th Nov 2008 22:31
Quote: "It does require shaders though to work"


Nutter!

Will the remake include the different language options? I particularly like the Aussie one.

[I do, however, deny any knowledge of the Worms series.]
MSon
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Posted: 12th Nov 2008 22:50 Edited at: 12th Nov 2008 22:58
Quote: "HOLY HAND GRENADE!"

Isn't the Holy Hand Grenade the same as a normal grenade, but more powerful? if so then i can do that no problem.

As for Shaders, im not using any here so it should be fine, thanks for the help, ill try that code out later.

"Language Options"???
I could add them, but i haven't yet, Im just plain boring and gone with the English Ones, (High Pitch).

Updated Pictures

Now it includes a right click weapons menu, altered font, and message section, (Top Middle), and randomized names for all worms, (I've got a list of about 130 names it can pick from), please ignore all the weapon icons, the only 2 that are working are Bazuka and Shotgun, Ill to Teleport next as thats an Easy one.

Everyone Be Cool, You, Be Cool.

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Diggsey
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Posted: 12th Nov 2008 23:06
? @ Nutter

You can use shaders as much as you want, all I'm saying is that this uses shaders as well...

Nice pic, although you might want to put the names above the background

[b]Yuor signutare was aresed by a deslyxic mud...
BOX2D V2 HAS HELP FILES! AND A WIKI!
Kohaku
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Posted: 12th Nov 2008 23:26
Sweet project!

I loved the Worms games. I used to play them on my PSX all the time.
Nice of you to make a plugin too, Diggsey.

Keep it going!


You are not alone.

Vickie
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Posted: 12th Nov 2008 23:46
Great work MSon! You really did it! The whole thing looks very Sweet. Can't wait to see more

Always~
Vickie

White Fang 12
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Posted: 13th Nov 2008 00:47
not to rain on your parade, is spelled heaven not heavan. just noticed it in a screenshot, I am most certainly not trying to insult you.

I'm a noob help will be accepted
Zombie 20
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Posted: 13th Nov 2008 06:10
Mson - Yea its just a really big grenade and before it goes off a heavenly light shines down on the area and a small chorus of people go 'ahhh' and then BOOM! Its awesome.


Coffee coffee coffee coffee coffee coffee cappacino, JAVA!
Diggsey
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Posted: 13th Nov 2008 18:11
I love using the holy hand grenade in conjunction with ninja ropes
You just lower yourself down, drop the grenade, and then swing away with ease, while the collection of enemy worms fly so high up in the air that when they come down they get 100% fall damage

[b]Yuor signutare was aresed by a deslyxic mud...
BOX2D V2 HAS HELP FILES! AND A WIKI!
Green Gandalf
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Posted: 15th Nov 2008 20:02
@Diggsey

Quote: "? @ Nutter"


That was an unintentionally obscure reference to one of the key phrases in Worms Armageddon. Attached.

Quote: "You can use shaders as much as you want, all I'm saying is that this uses shaders as well..."


I'm sure you're right on both counts.

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Dr Schnitzengruber
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Posted: 15th Nov 2008 20:12 Edited at: 15th Nov 2008 20:13
If you're having trouble reducing the time it takes to do a terrain alteration, here's an idea:

Divide the map up into blocks of a definite size(such as 60px*60px).

Each block can have three states:
Completely filled
Partially filled
Completely empty

If a block is partially filled, it has a corresponding bitmap that shows all the undamaged terrain.

When a terrain alteration is made, figure out the blocks it affects, if the block is completely filled or partially filled, make the terrain alterations. If at any time a partially filled block has no undamaged terrain, make the block a completely empty block and delete the corresponding bitmap.

Using this technique, you would reduce calculation time and memory usage.

Edit: spelling mistakes (I really don't like them)

while(Browser.IsOpen()) Stupidity++;
Tom J
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Posted: 16th Nov 2008 23:04
Nice game, worms has always been awesome
flickenmaste
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Posted: 17th Nov 2008 01:49
worms ftw...looks nice


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Guyra
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Posted: 19th Nov 2008 12:20
Holy Handgrenade, this looks good!
Rudolpho
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Posted: 20th Nov 2008 14:24
Looking awesome
Don't forget the banana bombs.

By the way, you can only upload files up to the size of 50Mb here, so that's probably why that didn't work.


-> Oh, come on...

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