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SupSuper
16 Dec 2008, 22:27
I think I've finally coded enough that people can have a game from start to end, and hopefully keep people from losing interest by the time this is done. :p Therefore, Worms Evolved 2: Online (http://we2.aaprijdtkever.nl/) is now in open beta!

NOTE: By beta, this means the game is still under development and may contain bugs. There's no guarantee that the game will not decide to explode and throw all your moves and scores into the trash, there's no guarantee I won't have to remove data to fix any serious bugs, and there's no guarantee that I won't clear out the data after the beta. It won't break your computer though, at most it'll only break my site. :p

Testers
Do you wanna stress the game until it dies agonizingly? Try everything until your fingers bleed? Turn all my hard work into a pile of dust? Ignore that this is supposed to be important and just play for play's sake? Well then, this is for you!

Just sign on up and play, if you need further instructions, the Manual should cover it. There's also the TODO list for everything that isn't implemented yet so you can't bug me about it. This doesn't include any extras I might implement in the future, just stuff I consider essential before I can call the game complete.

But, weapons that aren't implemented will still show up in crates and be available in game. (it'd be more work than it's worth to completely remove them) They just won't do anything if you use them. :p This doesn't mean you should ignore them completely though, as they will be implemented eventually and will need to be tested.

Feel free to post any bug reports, feature requests (gameplay-related should be taken with Melon) or whatever else comes to mind here. Do not report anything that's covered by the Manual, FAQ or TODO list. Bug reports should include:
- The error message (if any)
- The event log (all the lines relating to your action anyways)
- What went wrong
- When did it go wrong
- A screenshot (this helps so I can know what the game state was like right when the bug occured)
If you're worried about any private info, you can e-mail me (supsuper@gmail.com) instead.

Artists
I know, asking you to work is terrible. Horrible. Fiendish even. Nobody wants to do it. Even the testers will do their best to make it not seem like work. But the site looks like ass. And I mean, really looks like ass. I know, I made it. I'm no artist and I'm busy enough with the actual code as it is.

Of course, most people probably won't mind. But it's always nice if a game looks nice. So if you can find it in your big artisty and Christmas-filled heart to help out, that'd be grand. What do you say? It doesn't take a lot, just draw up what you'd like the game to look like and I'll implement it if it's feasible. Whatever you want. Even if it's just some nicer worms or graphics that haven't been horribly ripped off from Worms Armageddon so the game looks distinct. What do you say eh?

TODO
Weapons:
- Mad Cow
- Bubble Trouble
- Instant effect utilities

Features:
- Sudden death
- Quick Reference

Features Planned
- New look
- Custom teams
- Custom schemes
- Replays
- Map editor
- AJAX
- Chat
- Custom tilesets
- Better event handling
- More game options
- Improved games list
- Rankings

Metal Alex
17 Dec 2008, 00:01
Joined already... I think I'll love this.

Actually, stuff to say:

-Is there any way to change your team of worms? That could be settled.
-You can use my badly drawn team if you want. Ask Melon for it, or search on the other thread.
-If this gets more famous, with more people, rankings and that, you could add special stuff for those with better ranks, or stuff, like a custom worm, for example.
-Eventually, map editor? Maybe?

SupSuper
17 Dec 2008, 00:20
Updated the first post with some things. Also, just one turn playing with Paul and it's already been a productive evening:
Fixes:
- Joining games would display "Fatal error: Maximum execution time of 40 seconds exceeded".
- Team health wasn't properly initialized on game start.
- The last player to join a game would show up after a game started in the log.
- The first player's turn wasn't properly shown in the log.
- Weapon explosions gave out a "Query failed" error when pushing and damaging worms.
- Fixed typo in "damage from poison" log message.
- Log vanished after taking a turn.

Additions:
- Confirm Password to Register page.

Joined already... I think I'll love this.

Actually, stuff to say:

-Is there any way to change your team of worms? That could be settled.
-You can use my badly drawn team if you want. Ask Melon for it, or search on the other thread.
-If this gets more famous, with more people, rankings and that, you could add special stuff for those with better ranks, or stuff, like a custom worm, for example.
-Eventually, map editor? Maybe?I do plan to add support for custom teams later on, so people can use their own names and graphics for their worms (and maybe even share them). Currently you can only use the standard ones though (decided by your color choice), for simpler implementation.

A map editor is also planned, though I dread what wild things and error checking will come out of that. :p

Rankings are... a touchy matter. I understand people like to get competitive, but they tend to bring out the worst in people, so I'm staying out of that for now. I guess I could hand things like flame bars later on. :p

Plasma
17 Dec 2008, 00:32
I shall join soon.

I sorta stopped working on mine once exam time came around. I don't think I'll be picking it back up. Well, mabye, if I feel up to the challenge of some sort of AI.
Actually, looking at your ToDo list, I think I got further than you except for the whole online part.

Pickleworm
17 Dec 2008, 00:38
Joined in case I want to get some of this action, could be fun

Melon
17 Dec 2008, 21:32
This is certainly most awesome.

*joins a game*

*forgets that dynamite and old woman aren't implemented yet*

*wastes a dynamite and old woman*

Dang.

SupSuper
18 Dec 2008, 01:05
Update:

Fixes:
- Dying worms would sometimes cause a "Fatal error: Maximum execution time of 40 seconds exceeded" error.
- The first player's turn wasn't properly shown in the log (ACTUALLY FIXED THIS TIME).
- Apostrophes and such weren't properly parsed.
- Mines weren't triggered when directly dropped on a worm.
- Worms exploded before they drowned.

Additions:
- Games list now shows whether a game is Open, Closed, Joined or Your Turn (check the Manual for further details)
- Due to redundancy, the Join Game option was removed. Now you can join games directly from the Games list.
- Clicking on a game name when viewing it will reset any commands, for those pestered with "refreshing the page after a command will re-execute it".
- Unimplemented weapons are now HIGHLIGHTED IN RED. Repeated use of them will result in a dunce hat.

The TODO list has also been updated.

Anyways, I understand some of you are really excited about the game, but I'm gonna lay some ground rules because this is getting aggravating:
- Please post bug reports, suggestions and other such on this thread. They become much easier to track, there's no duplicates and we get everyone's opinion on any suggestions. Do not instantly contact me about your findings because you think it's really important or this thing's really annoying or why isn't this implemented yet or why haven't I fixed your game or oh wait this wasn't really a bug.
- Do not contact me about "bugs" when you just didn't read the manual.
- Do not contact me on joining this or that game. One of the reasons I let you guys test it was so I didn't have to do it myself and have time to actually work on fixing bugs and implementing more stuff. Of course this didn't go as planned as I'm already part of four games.

Sorry if this seems harsh, but this is what happens when things get out of hand. I am a university student. I am doing this for free, as a hobby. I do not like to stay up to 1am taking care of everyone's last-minute-problems. Please do not abuse this.

Also, since some people might've missed it, I bring this back up from the first post:

Currently I've kept the game at a minimum of JavaScript because I know some people hate that sort of thing and keep it turned off, at the expense of some smoother functionality. Is this ok with everyone or would you rather have me use it to its fullest and not worry about people who turn it off?

MrBunsy
18 Dec 2008, 10:28
I'd say use it to it's fullmost - the sort of person who turns it off surely knows enough to turn it back on for a game?

Plasma
18 Dec 2008, 12:33
Fullest, I say too.

Muzer
18 Dec 2008, 21:09
I demand an RSS feed for the updates!

SupSuper
19 Dec 2008, 01:42
Which ones?

Edit: Just a quick update tonight:
Fixes:
- Team health bars were being reset when a new game was initialized

SupSuper
19 Dec 2008, 22:45
In celebration of my semester being over, here's a biggy:
Fixes:
- Improved wind message in event log.
- Status in Games list showed up incorrectly when not logged in.
- Barrels could be moved onto mines.
- Chained events didn't behave well.
- Explosions could try to damage dead worms.
- Mines placed on water floated.
- Explosions could be triggered underwater.

Additions:
- Air Strike.
- Sheep Strike.
- Shotgun.
- Super Banana Bomb.
- Crate sheep explosion.
- Restored weapon range to stay shown even after firing a weapon.
- RSS Feed for News.
- Performance improvements.

Go and get those new weapons tested, I haven't! :p

Melon
19 Dec 2008, 22:48
This is really coming along nicely.

But you need to un-red the shotgun in the weapon select screen now that it's implemented.

[/useless bug report]

Plasma
20 Dec 2008, 00:00
Found a bug: the homing missile can be used repeatedly with one worm. Allowed me to kill 5 guys with one.

SupSuper
20 Dec 2008, 02:07
This is really coming along nicely.

But you need to un-red the shotgun in the weapon select screen now that it's implemented.

[/useless bug report]It is, refresh your page/cache/etc.
Found a bug: the homing missile can be used repeatedly with one worm. Allowed me to kill 5 guys with one.Whoops, guess I broke that with the last update. And explosions stopped causing damage, yet nobody noticed. :rolleyes:

Fixes:
- Explosions stopped causing damage
- Weapons could be fired more than once

Metal Alex
20 Dec 2008, 02:20
Oh man, I had looots of fun... Check some mine numbers on some games...

Akuryou13
20 Dec 2008, 03:47
oh sweet! definitely gunna play this when I get off of work.

sup, you are awesome :cool:

edit: also, I can do some graphics for the site so long as it's not too overly involved. anything you want me to base off of?

Plasma
20 Dec 2008, 12:21
And explosions stopped causing damage, yet nobody noticed. :rolleyes:
So THAT's why the Super Sheep and Mine did nothing at all! I thought I had just made a mistake and didn't notice that they didn't work.

Plasma
20 Dec 2008, 17:42
Found another bug: oil barrels only do 35 damage per surrounding square. To quote Melon's guide:
"If an oil drum is shot, then it will explode like a Dynamite, except that the full 60-75 damage will apply to the 8 surrounding squares."

Also, I keep getting a "Warning: Invalid argument supplied for foreach() in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 158" message on the side.

Also also, the team's health bar doesn't go away when the team is defeated.

Paul.Power
20 Dec 2008, 17:45
This is an interesting bug:

[It's now PaulPower's turn]
Wind is at 0 .
Weapon Crate dropped on G3.
Pink Archer Worm used a Homing Missile on K4.
Yellow Bandana Worm took 48 damage.
Yellow Bandana Worm blew up, never to be seen again.
Pink Viking Worm moved to N13.
Pink Viking Worm was moved from O11 to N13.
Pink Viking Worm used a Homing Missile on M4.
Yellow Viking Worm took 49 damage.
Yellow Viking Worm blew up, never to be seen again.
Pink Viking Worm used a Homing Missile on C10.
Yellow Baseball Cap Worm took 46 damage.
Pink Viking Worm used a Homing Missile on C10.
Yellow Baseball Cap Worm took 50 damage.
Pink Viking Worm used a Homing Missile on C10.
Yellow Baseball Cap Worm took 45 damage.
Plasma has been eliminated!
Yellow Baseball Cap Worm blew up, never to be seen again.

EDIT: as is this:


PaulPower has won!
[It's now PaulPower's turn]
Wind is now 2 .
Health Crate dropped on E13.
Pink Archer Worm used a Homing Missile on G2.
Oil Barrel exploded!
Mine(s) moved from H1 to I1.
Weapon Crate exploded!
Pink Archer Worm used a Homing Missile on E13.
Health Crate exploded!
Pink Archer Worm used a Homing Missile on C12.
Utility Crate exploded!
Mine(s) moved from B12 to B13.
Mine(s) moved from B13 to A14.
Mine(s) moved from C13 to C14.

Would this have anything to do with it?:

Warning: Invalid argument supplied for foreach() in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 158
None



EDIT: Bugs Bunny

[It's now PaulPower's turn]
Wind is now 0.
Health Crate dropped on L15.
Pink Beanie Worm moved to H1.
Pink Beanie Worm was moved from I3 to H1.
Pink Beanie Worm used a Homing Missile on D14.
Health Crate exploded!
Poison Mine on B15 was triggered!
Yellow Baseball Cap Worm is feeling a little green.
Mine(s) moved from C15 to B15.
Pink Beanie Worm used a Homing Missile on F14.
Yellow Crown Worm took 43 damage.
Pink Beanie Worm used a Homing Missile on B15.
Yellow Baseball Cap Worm took 43 damage.
Pink Beanie Worm used a Homing Missile on E9.
Green Crown Worm took 45 damage.
Pink Beanie Worm used a Homing Missile on E8.
Red Beanie Worm took 40 damage.
Pink Beanie Worm used a Homing Missile on N8.
Green Bandana Worm took 40 damage.
Pink Beanie Worm used a Homing Missile on A6.
Yellow Beanie Worm took 42 damage.

Same error again:

Warning: Invalid argument supplied for foreach() in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 158

EDIT: Not just Homing Missiles either. Rigorous testing is fun.
Pink Crown Worm moved to D11.
Pink Crown Worm was moved from A11 to D11.
Pink Crown Worm used a Gas Grenade on D8.
Red Beanie Worm is feeling a little green.
Green Crown Worm is feeling a little green.
Pink Crown Worm used a Gas Grenade on D8.
Red Beanie Worm is feeling a little green.
Green Crown Worm is feeling a little green.
Pink Crown Worm used a Gas Grenade on D14.
Pink Crown Worm used a Teleport on L15.
Pink Crown Worm was moved from D11 to L15.
Pink Crown Worm picked up a Health Crate.
Pink Crown Worm used a Teleport on A1.
Pink Crown Worm was moved from L15 to A1.
Pink Crown Worm used a Teleport on A7.
Pink Crown Worm was moved from A1 to A7.
Pink Crown Worm used a Prod on A6.
Yellow Beanie Worm was moved from A6 to A5.
Shockwave Mine on A5 was triggered!
Mine(s) moved from B6 to D8.
Pink Crown Worm used a Gas Grenade on A5.
Yellow Beanie Worm is feeling a little green.
Pink Crown Worm used a Teleport on D13.
Pink Crown Worm was moved from A7 to D13.
Pink Crown Worm used a Gas Grenade on F14.
Yellow Crown Worm is feeling a little green.
Pink Crown Worm used a Teleport on N10.
Pink Crown Worm was moved from D13 to N10.
Pink Crown Worm used a Gas Grenade on N8.
Green Bandana Worm is feeling a little green.
Pink Crown Worm used a Teleport on M8.
Pink Crown Worm was moved from N10 to M8.
Pink Crown Worm used a Prod on N8.
Green Bandana Worm utterly drowned and you'll never see it again.
Pink Crown Worm used a Teleport on A1.
Pink Crown Worm was moved from M8 to A1.

Metal Alex
20 Dec 2008, 18:27
One little thing, that I'm not sure if has been said. Make the health numbers of the team color... sometimes it's hard to find out what team the worm belongs to. Or maybe higlighted on the team color, or higlighted in black, with the team color in the number... Your choice.

Melon
20 Dec 2008, 20:44
Melon has won!
[It's now Melon's turn]

It never ends!

Melon has been eliminated!
Stalemate! You're all losers!

Haha. But wait, according to the map I'm still alive. Wha? This is the MOAR CHIMNEYS game.

Username: Melon
Wins: 13
Losses: 0
Draws: 1

It just gets more awesome.

SupSuper
21 Dec 2008, 02:11
Alright testers, settle down, there's no point in repeated bug reports. Ironically nobody thoroughly tested the new weapons. :p

I'm also not fixing your exploits, so any bugs that result from those aren't my responsibility. Have fun putting worms on those 100-mine-piles, hopefully the game won't die. :p

oh sweet! definitely gunna play this when I get off of work.

sup, you are awesome :cool:

edit: also, I can do some graphics for the site so long as it's not too overly involved. anything you want me to base off of?Worms Armageddon, probably. As long as it spruces up the place.

One little thing, that I'm not sure if has been said. Make the health numbers of the team color... sometimes it's hard to find out what team the worm belongs to. Or maybe higlighted on the team color, or higlighted in black, with the team color in the number... Your choice.I considered it, but the problem was that I can't outline text like Melon so they'd clash with the background. However, I've come up with a solution for it, hopefully you'll like it.

Fixes:
- Weapons could be fired more than once. (ACTUALLY FIXED THIS TIME)
- Weapon ammo wasn't being deducted.
- Pending shots couldn't be fired if you were out of ammo.
- Worm effects weren't parsed properly.
- Oil barrel damage was incorrect.
- Donor cards dropped by a worm that died from a gun would be destroyed.
- Game doesn't end once a player has won.
- Wind affecting bazooka was miscalculated.
- Strikes had wrong direction.
- Strikes were being miscalculated.
- Weapon types were being ignored.
- Health bars were misdrawn.
- Dead teams were miscoloured.

Additions:
- Worm health is now team-coloured and highlighted for the logged in player.
- Poisoned worms will have a greenish health border.
Phew. Adding the so-requested Shotgun was more trouble than it was worth. Hopefully it should all be settled now. And remember, if you don't spot some of the changes, always use refresh!

Also, to improve bug reporting later on, please include:
- The url (so I know what action you were trying to execute)
- The error message (if any)
- The event log (all the lines relating to your action anyways)
- What went wrong
- When did it go wrong
- A screenshot (this helps so I can know what the game state was like right when the bug occured)
Please take these as soon as the bug occurs. And remember, keep an eye open for bugs, there's been a few slipping through. Try every weapon, every action, and always ensure everything occured as expected. The event log should help with that.

Metal Alex
21 Dec 2008, 02:47
I considered it, but the problem was that I can't outline text like Melon so they'd clash with the background. However, I've come up with a solution for it, hopefully you'll like it.


Actually, what you came up with, is EXACTLY what I was trying to explain. Just couldn't find the words.

Akuryou13
21 Dec 2008, 03:30
Worms Armageddon, probably. As long as it spruces up the place.you want something for the whole site, I assume?

also, does anyone know the font used in the W:A logo?

Plasma
21 Dec 2008, 12:00
- Weapons could be fired more than once. (ACTUALLY FIXED THIS TIME)
Nope! That's still the case for the airstrikes, and I don't know about other weapons.

What was also odd was that all my homing missiles changed to airstrikes. Actually, the number of homing missiles I STARTED with changed to airstrikes, despite already using some.
No, I didn't have any other weapons.

Akuryou13
21 Dec 2008, 13:16
http://img262.imageshack.us/img262/3969/wormsevolvedsiteua6.th.jpg (http://img262.imageshack.us/img262/3969/wormsevolvedsiteua6.jpg)

franpa
21 Dec 2008, 13:51
cool, a much improved interface there Aku :)

Paul.Power
21 Dec 2008, 17:49
32154

Thoughts?

(yes I know they don't tile and they aren't quite square. Gridlines, people)

Metal Alex
21 Dec 2008, 17:52
32154

Thoughts?

(yes I know they don't tile and they aren't quite square. Gridlines, people)

I think I prefer the original. Looks nice, though, but it's just my feeling.

SupSuper
21 Dec 2008, 17:53
Actually, what you came up with, is EXACTLY what I was trying to explain. Just couldn't find the words.Yay!

Nope! That's still the case for the airstrikes, and I don't know about other weapons.

What was also odd was that all my homing missiles changed to airstrikes. Actually, the number of homing missiles I STARTED with changed to airstrikes, despite already using some.
No, I didn't have any other weapons.Ugh yeah, the bug's still around. The ammo is deducted, the worm is marked as Fired, yet they can still use weapons! Sorry about that, this one might take a while to track down.

And I've been fiddling with the way ammo is loaded. It should be fixed now, but if it's not, it'll just fix itself in the future.

you want something for the whole site, I assume?

also, does anyone know the font used in the W:A logo?Yep, the easier it is to integrate into the while site, better.

I know the ARMAGEDDON part uses a war-torn Impact font, dunno about the WORMS bit, though you can always just rip the original. Maybe use a melon for the O :p

http://img262.imageshack.us/img262/3969/wormsevolvedsiteua6.th.jpg (http://img262.imageshack.us/img262/3969/wormsevolvedsiteua6.jpg)Not bad. I was a bit worried that the Game page would get too cluttered, but it fits in 1024x768. The WORMS bit looks a lot like the original. If you need a look at the full interface, just look in the manual or join a game yourself. ;)

If you can make all the other oh-so-very-blank pages look a bit more lively (eg. worms around a game board for the Games list, etc.), that'd be grand.

Plasma
21 Dec 2008, 19:33
32154

Thoughts?

(yes I know they don't tile and they aren't quite square. Gridlines, people)
They don't differ enough; especially when you consider that a worm will be obscuring a good part of them.

SupSuper
21 Dec 2008, 20:23
I've thrown them in anyways (since it's easier to see in action) as an alternate stylesheet so people can just pick. Because choice is such a good thing. Just select "Paul Tileset" from View > Style (or View > Page Style in Firefox)
http://img230.imageshack.us/img230/8088/we2paulcc6.th.png (http://img230.imageshack.us/my.php?image=we2paulcc6.png)

Metal Alex
21 Dec 2008, 23:32
I've thrown them in anyways (since it's easier to see in action) as an alternate stylesheet so people can just pick. Because choice is such a good thing. Just select "Paul Tileset" from View > Style (or View > Page Style in Firefox)
http://img230.imageshack.us/img230/8088/we2paulcc6.th.png (http://img230.imageshack.us/my.php?image=we2paulcc6.png)

Ah, choosing is always better. Thought it was too complex to mention it.

SupSuper
22 Dec 2008, 00:14
Ah, choosing is always better. Thought it was too complex to mention it.Well it's the crappiest kind of choosing there is (it's not memorized or anything), therefore easy. :p

Anyways, it's the fix you've all been waiting for!
Fixes:
- Weapons could be fired more than once. (HOLY CRAP YOU BETTER BE FIXED NOW YOU LITTLE *******)
- Weapons weren't being loaded properly.
I hope Team17 didn't have this much trouble with implementing a Shotgun. :p

Plasma
22 Dec 2008, 00:23
Mines don't sink.

Akuryou13
22 Dec 2008, 02:44
out of curiosity, what else do I really need to do that won't be covered by the basic layout of the page? I mean, I think the news page could do with a custom layout, but most of it seems fine as-is, really, so long as you add the background, change the text, etc.

I've got the game page and the weapon select screens done. other than new, what else do you want me to do?

Muzer
22 Dec 2008, 08:48
Yay, RSS feed!

SupSuper
22 Dec 2008, 12:50
Mines don't sink.Fixed. (although existing mines won't sink unless you shoot them)

out of curiosity, what else do I really need to do that won't be covered by the basic layout of the page? I mean, I think the news page could do with a custom layout, but most of it seems fine as-is, really, so long as you add the background, change the text, etc.

I've got the game page and the weapon select screens done. other than new, what else do you want me to do?Nothing really, I was just hoping to delay having to work on it as much as possible. :p But if you think you're done, feel free to send me the imagery.
The interface will probably get a overhaul once I go all Javascript on it anyways.

Just a minor thing today, hopefully now I can work on other features:
Fixes:
- Mines didn't sink.

Additions:
- Points counter in Join page updates more automagically now. (thanks to Muzer)

Akuryou13
22 Dec 2008, 13:37
Nothing really, I was just hoping to delay having to work on it as much as possible. :p But if you think you're done, feel free to send me the imagery.
The interface will probably get a overhaul once I go all Javascript on it anyways.dont screw it up TOO badly :p

but anyway, I've gotta finish up the news probably tonight and then I'll post if for you to disect and ruin.

SupSuper
22 Dec 2008, 13:52
dont screw it up TOO badly :p

but anyway, I've gotta finish up the news probably tonight and then I'll post if for you to disect and ruin.I only guarantee to implement what HTML/CSS allows (and dissect and ruin anything I don't like :p). If you get bored, you can always do different worm/weapon graphics.

Anyways, people don't seem to have a problem with JavaScript, so once I'm done with the TODO list, I'll probably improve the game with some AJAX. I've always wanted to try that.

Akuryou13
22 Dec 2008, 14:44
ok. can't find anything to base the news page on within the W:A UI. if anyone has some suggestion I'll listen to it, but so far I don't see anything.

here's the weapon select:

http://img114.imageshack.us/img114/6120/wormsevolvedsite2ow8.th.jpg (http://img114.imageshack.us/img114/6120/wormsevolvedsite2ow8.jpg)

Akuryou13
22 Dec 2008, 15:48
http://img377.imageshack.us/img377/2893/wormsevolvedspritespy4.jpg

a little sprite sheet with W:OW-styled worms. I figured it might work better. not sure if that was accomplished at all, but I offer them anyway. if these don't work, I'm sure someone can figure something out :p

more colors http://img512.imageshack.us/img512/1792/wormsevolvedspritesph5.jpg

btw, sup wants feedback for these, I think. to see if people think they'll work better in-game.

Plasma
22 Dec 2008, 15:52
Umm...

Aren't you supposed to be able to shoot past worms, barrels and mines with weapons like shotgun and handgun?
I thought so, but I'm not too sure. Anyone else remember?

SupSuper
22 Dec 2008, 15:53
Umm...

Aren't you supposed to be able to shoot past worms, barrels and mines with weapons like shotgun and handgun?
I thought so, but I'm not too sure. Anyone else remember?Only with a jetpack. You can't shoot mines, I think.

Akuryou13
22 Dec 2008, 15:56
Umm...

Aren't you supposed to be able to shoot past worms, barrels and mines with weapons like shotgun and handgun?
I thought so, but I'm not too sure. Anyone else remember?no, barrels and worms get in the way of the shotgun blasts....not sure about mines, but I don't think so.

Only with a jetpack. You can't shoot mines, I think.yes, you can shoot mines.

Melon
22 Dec 2008, 17:07
Umm...

Aren't you supposed to be able to shoot past worms, barrels and mines with weapons like shotgun and handgun?
I thought so, but I'm not too sure. Anyone else remember?
Worms, barrels and crates get in the way of the shotgun/longbow line of sight. Donor cards and mines can be shot over. (You can also shoot them, but shooting a mine with a shotgun won't actually do anything because it doesn't destroy the land or push)

Melon
22 Dec 2008, 18:23
Fixed. (although existing mines won't sink unless you shoot them)
Not sure if this counts as "shooting" a mine or not, but on the game "sexy people only please" I just prodded a set of 101 mines onto a worm. The first two were set off, and it killed the worm, resulting in 99 mines not detonating and being suspended over the water.

(In the game rules, all mines on a square will go off first, and then all of the results are added together, so what ideally would have happened here is that that worm should have been hurt by 101 mines for uber damage)

Muzer
22 Dec 2008, 20:49
You killed the RSS feed :mad::mad::mad::mad::mad:


EDIT: OK, something weird is happening... did you make a syntax error or something?

SupSuper
22 Dec 2008, 21:54
Not sure if this counts as "shooting" a mine or not, but on the game "sexy people only please" I just prodded a set of 101 mines onto a worm. The first two were set off, and it killed the worm, resulting in 99 mines not detonating and being suspended over the water.

(In the game rules, all mines on a square will go off first, and then all of the results are added together, so what ideally would have happened here is that that worm should have been hurt by 101 mines for uber damage)Yeah I've never quite worked out how to make mines cumulative, given all the different combinations that can occur, but I'll look into it. They definitely should all go off though.

The next update will probably be all gameplay-related issues. Proper pushing, movement, obstacles, mines and what not.

You killed the RSS feed :mad::mad::mad::mad::mad:


EDIT: OK, something weird is happening... did you make a syntax error or something?Dunno what's wrong. I made some small fixes based on a RSS Validator, hopefully it'll work for you now.

Plasma
22 Dec 2008, 23:16
Yeah I've never quite worked out how to make mines cumulative, given all the different combinations that can occur, but I'll look into it. They definitely should all go off though.
The way I did it was by having three variables for the number of each type of mine in a space. Damage and poison are multiplied by the corresponding variable.

Muzer
23 Dec 2008, 10:31
Or, assuming you use an array for the number of mines on each square (it could easily be adapted if you don't), you could just do something along the lines of:

int i;
for(i = 1;i != no_mines[row,column];++i){
damage = generate_damage(50);
if(worm_health[player,worm] - damage < 0){
worm_health[player,worm] = 0;
}
else{
worm_health[player,worm] -= damage;
}
}
make_the_worm_go_flying_accross_the_sky_because_of _being_blown_up_by_this_many_mines(no_mines[row,column]);


Of course, that's in C/C++ (do you like my function names? :p), but it should be easy enough to do something like that in PHP (although I don't know PHP, so don't quote me there :p)


EDIT: ****ing forum, make it adhere to indentation when inside [code] tags!

franpa
23 Dec 2008, 11:43
use [noparse] tags?

Muzer
23 Dec 2008, 13:22
That doesn't work either

SupSuper
23 Dec 2008, 13:28
Or, assuming you use an array for the number of mines on each square (it could easily be adapted if you don't), you could just do something along the lines of:

int i;
for(i = 1;i != no_mines[row,column];++i){
damage = generate_damage(50);
if(worm_health[player,worm] - damage < 0){
worm_health[player,worm] = 0;
}
else{
worm_health[player,worm] -= damage;
}
}
make_the_worm_go_flying_accross_the_sky_because_of _being_blown_up_by_this_many_mines(no_mines[row,column]);


Of course, that's in C/C++ (do you like my function names? :p), but it should be easy enough to do something like that in PHP (although I don't know PHP, so don't quote me there :p)


EDIT: ****ing forum, make it adhere to indentation when inside [code] tags!That is pretty much how it works now, and has the same problem, since the effects occur instantly after each mine is triggered. (plus there's more than just Damage Mines :p)

I'm not saying it's impossible, it's just I've generalized events so much that they occur instantly after being triggered, so opening an exception for the mines will be a bit of a pain. Programmers hate exceptions. :p

Melon
23 Dec 2008, 19:31
Programmers hate exceptions. :p
Oh man, you are going to love programming the rest of this game. There's exceptions at every turn ;)

Shirdel
28 Dec 2008, 11:40
Righteo, I just joined. I just hope it's gonna be easy to play...

Run
28 Dec 2008, 15:20
why is a green tile "more damaged" than a brown tile

i thought green was supposed to be grass

and therefore in mint condition

and brown be dirt

Run
28 Dec 2008, 15:26
lol it's stuck in a loop

for some reason it's skipping everyone turns

and filling the map with crates

Shirdel
28 Dec 2008, 15:26
Pink Bandana Worm used a Homing Missile on C6.
Yellow Beanie Worm took 40 damage.
Yellow Beanie Worm blew up, never to be seen again.
Donor Card dropped on C6.
Donor Card exploded!
[It's now Run's turn]
Wind is now 2 North.
Utility Crate dropped on K13.
[It's now Franpa's turn]
Wind is now 3 .
[It's now Shirdel's turn]
Wind is now 2 .
Health Crate dropped on C15.
[It's now Grim Oswald's turn]
Wind is now 0.
---------------------------------------------------------------------------
Well, as you'll see, it basically skipped everyone's go. Can anyone explain this?

Akuryou13
28 Dec 2008, 15:26
why is a green tile "more damaged" than a brown tile

i thought green was supposed to be grass

and therefore in mint condition

and brown be dirtit goes along a color scale. red to blue. red = more health, blue = none. brown is close to red. green close to blue.

Run
28 Dec 2008, 15:30
well that's silly

in that case i have a new question. is it possible to make paul's tileset stay there when i refresh? because at the moment it keeps defaulting back to the... default

franpa
28 Dec 2008, 15:32
Game Issue

when you hit End Turn, the games URL changes to the End Turn one, so when you refresh on your turn it ends your turn. can this some how get fixed?

games URL, http://supsuper.wurmz.net/we/game/11

End Turn URL, http://supsuper.wurmz.net/we/game/11/turn

GrimOswald
28 Dec 2008, 15:32
well that's silly

in that case i have a new question. is it possible to make paul's tileset stay there when i refresh? because at the moment it keeps defaulting back to the... default

I think the REAL question here is why you would WANT to keep Paul's tileset.

Akuryou13
28 Dec 2008, 15:38
I think the REAL question here is why you would WANT to keep Paul's tileset.yeah. gotta admit, it IS much harder to play with.

Run
28 Dec 2008, 15:41
well, it certainly does make it a bit more cluttered

BUT it's easier for me to judge the land damage


personally i think it would be better if it ran from green to brown, and then switched to blue at the end

that gives the impression of in-tact grassy land being slowly blown to dirt and then water

Plasma
28 Dec 2008, 16:24
I thought the Brown Strong Green Weak was because the older WE games had height instead of land damage, and had colours similar to regular real maps.

Metal Alex
28 Dec 2008, 16:52
Doesn't matter what tileset you use: You end up getting used to it, eventually.

Unless all tiles are black or something... Then, you are just screwed.

Akuryou13
29 Dec 2008, 01:11
well, it certainly does make it a bit more cluttered

BUT it's easier for me to judge the land damage


personally i think it would be better if it ran from green to brown, and then switched to blue at the end

that gives the impression of in-tact grassy land being slowly blown to dirt and then waterthe red to blue works better. there just aren't enough colors between green and brown. having it scale between the two would make half the tiles nearly the same color.

the only reason it kinda works for paul's tiles is cause those show less and less land as well.

farazparsa
29 Dec 2008, 13:47
The thread title was a bit misleading, but it's even more interesting than the reason I pondered in here. I'll be sure to join in if I have some free time. Looks like it took quite a bit of work.

Shirdel
29 Dec 2008, 15:33
Yes, can't wait until SupSuper gets the rest of the weapons on.
And then some.

GrimOswald
31 Dec 2008, 02:48
Suggestion: possibly a primitive chat feature of some kind?

That way I could tell everyone what utter candles they are for leaving me with one 16 life green beanie worm before my first turn.

Lushmoss
31 Dec 2008, 03:29
Castle tiles, for the medieval-inclined!

franpa
31 Dec 2008, 04:29
why the fade to black (no pun intended)?

I was the one that left Grim with a single 16hp worm

GrimOswald
31 Dec 2008, 04:32
why the fade to black (no pun intended)?

I assume so it is easier to tell the progression from healthy to damaged.

I was the one that left Grim with a single 16hp worm

:(

franpa
31 Dec 2008, 04:36
I assume so it is easier to tell the progression from healthy to damaged.

Just make the cracks more prominent as it gets damaged.

Akuryou13
31 Dec 2008, 04:48
Just make the cracks more prominent as it gets damaged.which is exactly the kind of thinking that makes paul's tiles hard to play with...

franpa
31 Dec 2008, 04:55
don't seperate the fragments along the cracks and add a 2nd colour, like what Paul does. just add cracks, and start adding water between the cracks in the 2 most damaged.

Akuryou13
31 Dec 2008, 05:14
don't seperate the fragments along the cracks and add a 2nd colour, like what Paul does. just add cracks, and start adding water between the cracks in the 2 most damaged.you really don't have any grasp of the english language, do you? :confused:

anyway, I put together a board with those tiles. they're a bit.....not good :p
http://img242.imageshack.us/img242/7759/wormsevolvedtilesfa1.jpg

SupSuper
31 Dec 2008, 05:29
Game Issue

when you hit End Turn, the games URL changes to the End Turn one, so when you refresh on your turn it ends your turn. can this some how get fixed?

games URL, http://supsuper.wurmz.net/we/game/11

End Turn URL, http://supsuper.wurmz.net/we/game/11/turnI should get this fixed soon. Until then though, just click on the game name to reset the URL before you refresh.

Suggestion: possibly a primitive chat feature of some kind?

That way I could tell everyone what utter candles they are for leaving me with one 16 life green beanie worm before my first turn.Originally I was planning a PM system, for any underhanded scheming, but I figured the forum does fine.

A chat might be nice though, added to Features Planned.

lol it's stuck in a loop

for some reason it's skipping everyone turns

and filling the map with cratesYeah because that's so helpful. :p
I think I've fixed the bug, but no guarantees.

Anyways, last update of the year!
Changes:
- Mines on the same tile are all triggered at once.
- Worms can't move past mines without setting them off.
- Worms can drown themselves.
- Center of blasts now has push.
- Projectiles push based on trajectory.
- Donor cards don't block shots.

Fixes:
- Crate explosions weren't properly handled.
- Ended games still had commands available.

Additions:
- Better mine handling.
- Shorter mine event messages.
- Run's tileset (reversed version of the default).
- Lushmoss' tileset (castle tiles).
- Tileset picker (on bottom-right corner) that memorizes your preference.
Enjoy and have a happy new year, I'll be out partying. :)

Lushmoss
31 Dec 2008, 05:52
why the fade to black (no pun intended)?

Grim's quite right: The darkening is to show the progression of damage on the terrain. It also looks a bit blasted that way.

don't seperate the fragments along the cracks and add a 2nd colour, like what Paul does. just add cracks, and start adding water between the cracks in the 2 most damaged.

I'll have a crack at it.

anyway, I put together a board with those tiles. they're a bit.....not good :p

:eek: A negative opinion!

Eheh, seriously, I can see what you mean. It looks a bit busy... and grey. I still like it though, but in future I'll strive to apply fewer intricate details if I try to make more tilesets.

Akuryou13
31 Dec 2008, 06:07
here's a tileset I think everyone can agree is more realistic.

Forest:
http://img75.imageshack.us/img75/7645/wormsevolvedtiles2xo9.jpg

that was based on the forest theme of the actual worms games. I'm thinking I might also do one for Hell. did one for hell.
http://img71.imageshack.us/img71/4761/wormsevolvedtileshellgf6.jpg

Lushmoss
31 Dec 2008, 06:30
here's a tileset I think everyone can agree is more realistic.

You can't make me agree to anything I don't want to! Nothing!!! :p

My only problem with it is that the speckelled earth on the water doesn't look great. It's good for the grass on the soil, but the brown on blue is too strange for me.

Otherwise, I like the execution, and the base tiles are nice!



EDIT: Ooh! Fire!

Yeah, it's the earth sinking into "water" that bugs me in general, but they do look good overall.

Akuryou13
31 Dec 2008, 06:40
Yeah, it's the earth sinking into "water" that bugs me in general, but they do look good overall.yeah. not a HUGE fan of it, myself, but it's the only thing I can think of. let me know if you have suggestions on what to do instead of the dissolve thing.

Lushmoss
31 Dec 2008, 06:52
yeah. not a HUGE fan of it, myself, but it's the only thing I can think of. let me know if you have suggestions on what to do instead of the dissolve thing.

Swiss Cheese it?

franpa
31 Dec 2008, 07:44
I think I've fixed the bug, but no guarantees.

Isn't it the same bug I reported? btw, can you use redirection to fix the bug? like have the end turn point to a url that ends the turn + redirects you back to the game?

Akuryou13
31 Dec 2008, 07:46
moss, you gave me an idea. I took your tiles and edited mine to crumble the same way that yours did. the result is quite nice as you can see in the

REVISED VERSIONS!

http://img132.imageshack.us/img132/8382/wormsevolvedtilesforestwe5.jpg

http://img132.imageshack.us/img132/4560/wormsevolvedtileshellok1.jpg
NEW! Snow
http://img132.imageshack.us/img132/8420/wormsevolvedtilessnowmc8.jpg

edit: decided to see what it'd all look like together. to mark the occassion I even did some crates and such:
http://img168.imageshack.us/img168/43/wormsevolvedsite3va0.th.jpg (http://img168.imageshack.us/img168/43/wormsevolvedsite3va0.jpg)

Muzer
31 Dec 2008, 11:13
:O

Those really look awesome. Quick SupSuper, implement!

Also, Aku, finish that skin for the whole thing you're doing, it really looks great. When I bother to play it I will use your hell tileset and your skin :D

franpa
31 Dec 2008, 11:33
I like your interface Akuryou, will it be implemented at some point? gives it a less geeky feeling when playing since it looks more like a product you would pay for ^^"

EDIT: Lushmoss, your tiles are ok I guess, just not suited for bright rooms ^^"

Muzer
31 Dec 2008, 12:00
BTW Aku, I prefer your original hell one, it gives it more of a "retro" feel with the dotted land.

franpa
31 Dec 2008, 12:33
Supsuper, don't forget to fix the bug where you can walk through crates without collecting them :) have a mine on either side then walk straight through to the opposite side of the crate, you won't collect it.

Muzer
31 Dec 2008, 12:38
Supsuper, don't forget to fix the bug where you can walk through crates without collecting them http://forum.team17.co.uk/images/newsmilies/happy.gif have a mine on either side then walk straight through to the opposite side of the crate, you won't collect it.
The worm will not actually carry out a path to the square you click, but just "warp" there, since there are multiple possible paths to any given square. So don't expect it to just pick anything up along the way, you have to move the worm to the crate yourself.

:rolleyes:

franpa
31 Dec 2008, 12:42
- Worms can't move past mines without setting them off. (on the website, latest update)


A: The pathfinding is simplified so it's faster, but in turn, it might not always find a path for longer movements. Just move your worm square by square until your destination is available. Remember you can't move through obstacles unless you use a Jetpack. (in the manual)



there must be a path system implemented somehow.

Akuryou13
31 Dec 2008, 13:50
BTW Aku, I prefer your original hell one, it gives it more of a "retro" feel with the dotted land.well sup is free to implement that one as well. I think it'd be silly, myself, but if you like it for a retro feel or whatever, talk to sup.

Paul.Power
31 Dec 2008, 15:40
moss, you gave me an idea. I took your tiles and edited mine to crumble the same way that yours did. the result is quite nice as you can see in the

REVISED VERSIONS!

http://img132.imageshack.us/img132/8382/wormsevolvedtilesforestwe5.jpg

http://img132.imageshack.us/img132/4560/wormsevolvedtileshellok1.jpg
NEW! Snow
http://img132.imageshack.us/img132/8420/wormsevolvedtilessnowmc8.jpg

edit: decided to see what it'd all look like together. to mark the occassion I even did some crates and such:
http://img168.imageshack.us/img168/43/wormsevolvedsite3va0.th.jpg (http://img168.imageshack.us/img168/43/wormsevolvedsite3va0.jpg)

Wow nice, very professional.

Guess my tileset has served its purpose of being "engineer art" :p.

Shadowmoon
31 Dec 2008, 17:29
I've joined as Pure Chaos.

And great tile designs, Aku.

Lushmoss
31 Dec 2008, 21:51
Those are some mighty awesome tiles you got there, Aku!

I demand 40-60 on all profits though. :cool:

Shirdel
1 Jan 2009, 09:11
Those are some mighty awesome tiles you got there, Aku!

I demand 40-60 on all profits though. :cool:

Yeah right.
Indeed, the tiles are very nice. But what I was more intrested in is that Worms Evolved inteface you've got.

Run
1 Jan 2009, 11:28
once this tileset (by aku) is implemented you may as well remove mine! it's lovely and just what i was looking for

http://img132.imageshack.us/img132/8382/wormsevolvedtilesforestwe5.jpg

Alien King
1 Jan 2009, 12:10
I have a horrible tendancy to miss great works such as this.
All I can say is: bugger.

Nice tilesets now, but I'm not sure the penultimate to being completely destroyed tiles very well.

Akuryou13
1 Jan 2009, 14:23
Nice tilesets now, but I'm not sure the penultimate to being completely destroyed tiles very well.I actually agree. I've been thinking about changing it, and now I have:

http://img511.imageshack.us/img511/7906/wormsevolvedtilescd1.jpg

franpa
1 Jan 2009, 14:27
You stole that water from Settlers 2 didn't you? -_-" (the one in the 2 top rows)

Akuryou13
1 Jan 2009, 14:44
You stole that water from Settlers 2 didn't you? -_-" (the one in the 2 top rows)no. I drew it by hand. not sure if I can still rip apart the layers on that one, but it was hand-drawn.

edit: and after googling settlers 2, I have to ask: are you drunk?

Alien King
1 Jan 2009, 14:44
If the images I find on Google are accurate, then I don't think he did.

Akuryou13
1 Jan 2009, 16:05
hey. trying to take my turn in the game and the shotgun's borked. what the heck?

also, is there a way to take back a movement?

Run
1 Jan 2009, 16:10
hey. trying to take my turn in the game and the shotgun's borked. what the heck?

Do you find that the screen only loads up to tile G11, then refuses to load the rest? I got a similar problem recently, it kept happening.

Happened with the handgun as well.

Akuryou13
1 Jan 2009, 16:13
not G11, but it was a specific tile (didn't look at the number) that it stopped loading at. not sure if there was a significance to the tile's placement as I was too busy cursing the screen :p

SupSuper
2 Jan 2009, 02:22
Geez, tilesets sure are becoming popular. I guess that's what I get for saying "well they're trivial to add", now they're not. :p I guess I'll have to integrate them with the site later on, so that people can make their own on their own. Here's some tips for all you graphics makers though:

- The easier it is to integrate into the site, the faster it'll be done. If you provide new images already split up into individual isolated files, that's some work you're cutting out for me.

- Make sure it fits in and is clear to identify. For tilesets, make sure they're easy to distinguish and don't obscure what goes on top of them.

Likewise, for things that go on top of tiles (worms, mines, etc.), make sure they're not too fine detailed so they're easy to recognize, and that they don't blend in with the tiles. (giving them solid outlines and making them contrast with the tiles eg. dark tiles, bright worms helps)

This wasn't a problem when the tiles were just solid colours, but it is now that they're more elaborate. :p

- Graphics are not a priority. I know you're dying to see Aku's brand new shiny interface in effect (which will take a while to implement), but you're also dying to see brand new weapons and also dying to see all those nasty bugs squashed and splattered. So I keep a list. It goes like this:
1. Life
2. Bugs
3. Features
4. Graphics
This helps me keep some order on things. The more things pile up on one, the more the rest gets delayed. And so on. Tilesets were a bit of an exception, I'll admit.

Isn't it the same bug I reported? btw, can you use redirection to fix the bug? like have the end turn point to a url that ends the turn + redirects you back to the game?It's not the same bug. You (and others) reported that after ending your turn, this was memorized in your URL, so that if it was your turn again when you refreshed, your turn would be effectively "skipped". Run reported that the game went into an infinite loop skipping turns. The above can't cause that since the game only lets you carry out commands if it's your turn.

Also, it is not a bug, but I understand it's inconvenient. Currently the quick-fix solution is, and I'll bold it here for everyone, If you wanna refresh the game and reset the URL, just click on the game name, it does the same thing without any side-effects.

I've tried to tackle this before by "resetting" commands when you ended your turn, but then the game also forgot what game it was in. I could use POST but browsers resend that when refreshing too. I could just store it somewhere but risk mixing up commands from multiple people. Redirecting is an option but rather messy because of how the game's built.

I understand this is a problem though, so I'm gonna try getting rid of the commands from the URL altogether, whatever it takes!

- Worms can't move past mines without setting them off. (on the website, latest update)


A: The pathfinding is simplified so it's faster, but in turn, it might not always find a path for longer movements. Just move your worm square by square until your destination is available. Remember you can't move through obstacles unless you use a Jetpack. (in the manual)



there must be a path system implemented somehow.Worms literally can't move past mines, they are now an obstacle, like oil barrels. (except that they can step on mines, thus setting them off and clearing the obstacle)

Pathfinding is, usually, finding the shortest path from point A to point B. (in my case, it just tells me if there is a path from point A to point B) In a grid, however, there will always be multiple shortest paths from A to B.

Let's imagine you wanna move from one yellow square to another (the direction doesn't matter):
http://img184.imageshack.us/img184/4677/paths1vg3.png

Now let's think of some possible paths:
http://img184.imageshack.us/img184/4185/paths2as3.png

As you can see, all these paths are the shortest. They all take up 4 movement. However, some of them pick up the weapons crate. Some pick up the health crate. Some don't pick up anything. The game can't guess which of these you want if you just give it those two points.

Therefore, if you wanna pick stuff up, move onto it. It's just one extra click, it's not that bad.

hey. trying to take my turn in the game and the shotgun's borked. what the heck?

also, is there a way to take back a movement?Yeah because that's so helpful. :p And no, you can't.

Seriously, do not report bugs like this. It's not helpful in the slighest. I don't go looking in the code and suddenly find a hole in it and go "a-ha!". Ok they might just really be that obvious, but I rarely play the game anymore, and mostly to reproduce bugs. (in fact I've set up a clone to do just that) I cannot reproduce "game's bork'd fix it plz". So I'm gonna post this here again:
Feel free to post any bug reports, feature requests (gameplay-related should be taken with Melon) or whatever else comes to mind here. Do not report anything that's covered by the Manual, FAQ or TODO list. Bug reports should include:
- The url (so I know what action you were trying to execute)
- The error message (if any)
- The event log (all the lines relating to your action anyways)
- What went wrong
- When did it go wrong
- A screenshot (this helps so I can know what the game state was like right when the bug occured)
If you're worried about any private info, you can e-mail me (supsuper@gmail.com) instead.

As usual, I'm gonna look into any issues mentioned so far. The page suddenly loading slow or stopping in the middle is usually just the server being a dick and timing out, not a bug.

Akuryou13
2 Jan 2009, 04:00
Yeah because that's so helpful. :p And no, you can't.

Seriously, do not report bugs like this. It's not helpful in the slighest. I don't go looking in the code and suddenly find a hole in it and go "a-ha!". Ok they might just really be that obvious, but I rarely play the game anymore, and mostly to reproduce bugs. (in fact I've set up a clone to do just that) I cannot reproduce "game's bork'd fix it plz". So I'm gonna post this here again:"the shotgun didn't work" "I couldn't do anything with it" "I was trying to use the shotgun" "before I tried to use the shotgun I moved"

any of that helpful? no? didn't think so :p

I can't report specifics for a bug that didn't have any specifics about it. I clicked the shotgun and it didn't load the next page. the URL was the generic "worm _ weapon_" URL. my history lists worm 4 weapon 5, and I think that was the one that borked, but that's just a generic URL saying I was trying to use the weapon so providing that seems pointless.
[It's now akuryou's turn]
Wind is now 2 .
Light Blue Baseball Cap Worm took 5 damage from poison.
Light Blue Crown Worm took 5 damage from poison.
Yellow Baseball Cap Worm took 5 damage from poison.
Yellow Crown Worm took 5 damage from poison.
Pink Bandana Worm took 5 damage from poison.
Red Baseball Cap Worm took 5 damage from poison.
Light Blue Baseball Cap Worm moved to O10.
Light Blue Baseball Cap Worm was moved from L10 to O10.
Light Blue Baseball Cap Worm used a Gas Grenade on M9.
Pink Bandana Worm is feeling a little green.
Yellow Crown Worm is feeling a little green.
Light Blue Crown Worm moved to O2.
Light Blue Crown Worm was moved from O1 to O2. there's your turn details for whatever good it is. I tried to use the shotgun at the end there, but ended up moving again to use the bazooka.

can't provide a screenshot of the page not loading at all, but it DID try to load once that did actually show something, but all that was was just the skeleton of the page (just the outline, none of the images were loaded yet when it froze) up until somewhere in the second row. (though this part I mentioned previously :p)

franpa
2 Jan 2009, 05:04
Red Bandana Worm used a Homing Missile on M10.
Pink Beanie Worm was moved from M10 to N10.
Pink Beanie Worm took 43 damage.
Pink Beanie Worm blew up, never to be seen again.
Donor Card dropped on N10.
Donor Card destroyed.
Health Crate exploded!
Oil Barrel exploded!
1 mine(s) moved from L9 to L8.
Oil Barrel exploded!
1 mine(s) moved from L13 to K14.The order that events are logged in seems a bit odd. Why was the donor card spawned and destroyed after I died? if it spawned after I died, shouldn't it have NOT been affected by my death?

SupSuper
2 Jan 2009, 05:20
I can't report specifics for a bug that didn't have any specifics about it. I clicked the shotgun and it didn't load the next page. the URL was the generic "worm _ weapon_" URL. my history lists worm 4 weapon 5, and I think that was the one that borked, but that's just a generic URL saying I was trying to use the weapon so providing that seems pointless.
That is more helpful, it tells me that "you tried to select the shotgun and the page didn't load or it loaded broken", therefore something is wrong when you select the shotgun. (because there could be a myriad of other things wrong when "the shotgun's borked"). I tried it and I also got this handy dandy error
Fatal error: Maximum execution time of 40 seconds exceeded in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/_functions.php on line 708
which might've been nice to mention. :p

The order that events are logged in seems a bit odd. Why was the donor card spawned and destroyed after I died? if it spawned after I died, shouldn't it have NOT been affected by my death?Fixed.

Anyways:
Fixes:
- Calculating range for guns would go in an infinite loop.
- Donor cards would be destroyed by a worm's explosion.

MrBunsy
2 Jan 2009, 09:15
I understand this is a problem though, so I'm gonna try getting rid of the commands from the URL altogether, whatever it takes!

Without knowing anything whatsoever about how you've written this, tried PHP sessions?

Akuryou13
2 Jan 2009, 14:27
That is more helpful, it tells me that "you tried to select the shotgun and the page didn't load or it loaded broken", therefore something is wrong when you select the shotgun. (because there could be a myriad of other things wrong when "the shotgun's borked"). ah. well I take back the sarcasm to some extent then :p

I tried it and I also got this handy dandy error

which might've been nice to mention. :pwell that's not fair. why'd you get the useful error message? I couldn't tell if it was a timeout or a game error or what the heck it was.

franpa
2 Jan 2009, 22:00
maybe you didn't wait 40 seconds? :)

EDIT 1: are game updates retro-active?

EDIT 2: it seems the Event Log no longer has bold actions?

SupSuper
2 Jan 2009, 22:13
Without knowing anything whatsoever about how you've written this, tried PHP sessions?A good idea (that's how logins are done), but the problem isn't how to store it, but rather how to pass it from the user to PHP. Because PHP is server-side, I can't have it interact with the user when he clicks a link. That's why you either use URLs or forms to send info from the user to the script.

In any case I've come up with a solution. JavaScript and cookies! User clicks link, JavaScript sticks command in a cookie, page is refreshed, PHP processes command and throws the cookie in a bin. Problem solved!

well that's not fair. why'd you get the useful error message? I couldn't tell if it was a timeout or a game error or what the heck it was.I guess because I waited for 40 seconds. Oh well, nevermind that, you'll like this update!

Changes:
- Commands are no longer stored in the URL (rejoice!).
- Join page now shows the game being joined.
- Game page shows the title of the game on the left now.
- Font changed to Arial for better readability at small sizes.
- All game formatting moved to CSS.
- Number of mines is now shown in a box, like health, to increase readability with custom tilesets.

Additions:
- Akuryou's tilesets.

Edit:
maybe you didn't wait 40 seconds? :)

EDIT 1: are game updates retro-active?

EDIT 2: it seems the Event Log no longer has bold actions?1: Nope, anything that was broken before stays broken (eg. a mine standing on water) since the game can't repair itself. This might trigger problems later on which aren't bugs (eg. the game not handling mines on water since that's not supposed to happen), but this is a better option than resetting every game that gets bugged and have people with pitchforks after me. :p

2: They're still Bold, just harder to notice since it's a different font. I'm doing some experimenting with the site formatting/design in preparation of Akuryou's design, so this will probably happen a lot.

franpa
2 Jan 2009, 23:46
2: They're still Bold, just harder to notice since it's a different font. I'm doing some experimenting with the site formatting/design in preparation of Akuryou's design, so this will probably happen a lot.

there not Bold, they are just wrapped with [ ] brackets. (Firefox 3.1 beta 2... beta might have something to do with it)

MrBunsy
2 Jan 2009, 23:53
A good idea (that's how logins are done), but the problem isn't how to store it, but rather how to pass it from the user to PHP. Because PHP is server-side, I can't have it interact with the user when he clicks a link. That's why you either use URLs or forms to send info from the user to the script.

In any case I've come up with a solution. JavaScript and cookies! User clicks link, JavaScript sticks command in a cookie, page is refreshed, PHP processes command and throws the cookie in a bin. Problem solved!

hmm, how about AJAX? That way you can fire off a PHP script without the page needing to be refreshed

SupSuper
3 Jan 2009, 00:14
there not Bold, they are just wrapped with [ ] brackets. (Firefox 3.1 beta 2... beta might have something to do with it)Well they're Bold for me, the <b></b> tags are right there.
hmm, how about AJAX? That way you can fire off a PHP script without the page needing to be refreshedIt's on my Features Planned list. Once I use AJAX, I might as well make the whole game use it, and I don't plan on doing that until I've learned enough to make sure the game won't break. :p

franpa
3 Jan 2009, 02:31
no. I drew it by hand. not sure if I can still rip apart the layers on that one, but it was hand-drawn.

edit: and after googling settlers 2, I have to ask: are you drunk?
no, not the 10th Anniversary Edition that you might be looking at ^^" thats a full 3d remake of the original (more awesome) Settlers 2. Here is a picture, can't seem to find one of better quality though :/ (JPG kinda ****s the water up)

http://img.jeuxvideopc.com/screenshot/6756-the-settlers-2-8.jpg


EDIT: Supsuper, Firefox 3.05 (stable) and 3.1 (Beta 2) both don't show bold font in the Event Log.

Akuryou13
3 Jan 2009, 03:16
no, not the 10th Anniversary Edition that you might be looking at ^^" thats a full 3d remake of the original (more awesome) Settlers 2. Here is a picture, can't seem to find one of better quality though :/ (JPG kinda ****s the water up)

http://img.jeuxvideopc.com/screenshot/6756-the-settlers-2-8.jpg


EDIT: Supsuper, Firefox 3.05 (stable) and 3.1 (Beta 2) both don't show bold font in the Event Log.I'm not NEARLY stupid enough to think you meant the 3D version. the 2D tile looks absolutely nothing at all even slightly similar. you're blind. or retarded. or both.

franpa
3 Jan 2009, 09:41
SupSuper, If you move down a square, you can't move up 2 squares. you can't pass the square you came from :/

Like, N2 -> N3 -> N1 is not possible.

EDIT: Game 20
It's now Grim Oswald's turn.
Wind is now 0.
Weapon Crate dropped on F2.
Pink Crown Worm moved to I9.
Pink Crown Worm was moved from I6 to I9.
Pink Crown Worm picked up a Weapon Crate.
Pink Crown Worm used a Homing Missile on A15.
Yellow Bandana Worm took 44 damage.
Yellow Bandana Worm blew up, never to be seen again.
1 mine(s) moved from B15 to C15.
dropped on A1 and sank.
Run has been eliminated!
Grim Oswald has won!
What moved to A1 and sunk, also, what is sank? ;)

Plasma
3 Jan 2009, 11:16
After playing a few matches, I think it's safe to say that you're better off making the algorithm not produce water tiles at generation, like Melon's has.

also, what is sank?
http://en.wiktionary.org/wiki/sank

Run
3 Jan 2009, 12:08
After playing a few matches, I think it's safe to say that you're better off making the algorithm not produce water tiles at generation, like Melon's has.

perhaps it would a good idea to leave the algorithm as is, but elevate the entire terrain up a couple of notches. I notice that you very very rarely get the "perfectly in-tact" tiles

franpa
3 Jan 2009, 12:33
you need to raise the price of homing missile and air strike ^^" everyone just spams them to all hell :( and doh, I must have had a memory block when iI was trying to think what sank meant :/ it's pretty obvious now, thanks.

SupSuper
3 Jan 2009, 18:46
EDIT: Supsuper, Firefox 3.05 (stable) and 3.1 (Beta 2) both don't show bold font in the Event Log.I've increased the font size of the event log, can you see the bold now?

SupSuper, If you move down a square, you can't move up 2 squares. you can't pass the square you came from :/

Like, N2 -> N3 -> N1 is not possible.Works for me:
Red Bandana Worm moved to N6.
Red Bandana Worm was moved from N5 to N6.
Red Bandana Worm moved to N4.
Red Bandana Worm was moved from N6 to N4.
Maybe your worm only had 1 movement left?

EDIT:
What moved to A1 and sunk, also, what is sank? ;)I'm not sure which is correct here, "sunk" or "sank". Any grammar nazis around? :p

Anyways, "dropped on A1 and sank." usually shows up when the game tried to move something that wasn't there anymore (usually during chain events). I've tried to fix it up before but it never completely goes away. It shouldn't interfere with gameplay anyways.

After playing a few matches, I think it's safe to say that you're better off making the algorithm not produce water tiles at generation, like Melon's has.
perhaps it would a good idea to leave the algorithm as is, but elevate the entire terrain up a couple of notches. I notice that you very very rarely get the "perfectly in-tact" tilesAlright, I've tweaked the algorithm so it mostly produces yellow-red (classic tileset) terrain now, although I liked it better before since it looked more varied :p but I guess that's not very playable.

you need to raise the price of homing missile and air strike ^^" everyone just spams them to all hell :( and doh, I must have had a memory block when iI was trying to think what sank meant :/ it's pretty obvious now, thanks.I think the weapon prices have been a longstanding issue, I'll talk with Melon when he comes back and maybe he can balance them out. Until then, enjoy the spamming. :p

Plasma
3 Jan 2009, 19:09
I'm not sure which is correct here, "sunk" or "sank". Any grammar nazis around? :p
It can be either "sank" or "has sunk". "Sunk" on its own in this context doesn't make sense.

farazparsa
4 Jan 2009, 02:38
It can be either "sank" or "has sunk". "Sunk" on its own in this context doesn't make sense.
Unless 'sunk' is being used to convey its adjective form, in which case it's fine.

Akuryou13
4 Jan 2009, 03:25
Unless 'sunk' is being used to convey its adjective form, in which case it's fine.isn't that the "has sunk" form, though?

franpa
4 Jan 2009, 06:32
Maybe your worm only had 1 movement left?
No, um... I moved down then up but could not move up again HOWEVER, I could move left and up... I think I had 4 movement points :/

Well, it had the correct courser for moving 4 points.

Square-HeX
4 Jan 2009, 12:57
lo people,

i've just signed up for the game 'Summer in Australia'
i'm new, but excited, let's get it on!!

Shadowmoon
4 Jan 2009, 14:46
This game rules. I love it.

A suggestion for the site: An Online List would be nice, so we know who's online.

Akuryou13
4 Jan 2009, 15:31
plasma/metal alex: how the hell have neither of you run out of ammo on the land destruction game?!

Plasma
4 Jan 2009, 15:50
plasma/metal alex: how the hell have neither of you run out of ammo on the land destruction game?!
Which game are you talking about here? The only game called something like that has only gone through one turn.

Akuryou13
4 Jan 2009, 16:05
Which game are you talking about here? The only game called something like that has only gone through one turn.oh lol. geez. didn't look at the turn log on it.

how long did it take to randomly gen that land then?

Plasma
4 Jan 2009, 19:26
Hmm... I think...
I think I may have gone a little bit over the points limit here!
32180




Yeah, putting 'inf' in any box causes that. It counts as 0 for game purposes though, and doesn't actually affect the points limit.
oh lol. geez. didn't look at the turn log on it.
how long did it take to randomly gen that land then?
You gotta ask MA for that, he made it. I think.

FutureWorm
4 Jan 2009, 19:45
I'm not NEARLY stupid enough to think you meant the 3D version. the 2D tile looks absolutely nothing at all even slightly similar. you're blind. or retarded. or both.
this is franpa we're talking about

franpa
5 Jan 2009, 01:16
I've increased the font size of the event log, can you see the bold now?
Most definately do see it now SupSuper.

Shirdel
5 Jan 2009, 13:51
this is franpa we're talking about

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!
A NOOB!
Anyway, back on topic, I think Sup should turn the landscape heatness back to normal. I don't like all the hot stuff.

Akuryou13
5 Jan 2009, 14:08
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!
A NOOB!what the hell are you talking about? future has been here forever and he's hardly acting like he hasn't. if you're going for an insult elitist would've been much more appropriate, but even that is questionable there.

Anyway, back on topic, I think Sup should turn the landscape heatness back to normal. I don't like all the hot stuff.and speaking of nonsense, what the hell does this even mean?!

Metal Alex
5 Jan 2009, 15:29
what the hell are you talking about? future has been here forever and he's hardly acting like he hasn't. if you're going for an insult elitist would've been much more appropriate, but even that is questionable there.

The context would suggest it was refered to franpa. I'm not into his head, though, since it did sound odd. D:

Akuryou13
5 Jan 2009, 15:48
The context would suggest it was refered to franpa. I'm not into his head, though, since it did sound odd. D:which franpa post was he talking about heat? :confused:

FutureWorm
5 Jan 2009, 16:25
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!
A NOOB!
Anyway, back on topic, I think Sup should turn the landscape heatness back to normal. I don't like all the hot stuff.
lol you are such a nublet

keep postin', kiddo, you'll get the hang of this eventually :)

Shirdel
5 Jan 2009, 18:04
lol you are such a nublet

keep postin', kiddo, you'll get the hang of this eventually :)

I have been playing Worms since I was FOUR, and I've started going on The Internet Two Years ago.
Anyway, I SERIOUSLY don't want to start flaming, so I'm gonig to go back to the topic.
When I got bored, and decided to plop my own worms, THIS came up:
Warning: Invalid argument supplied for foreach() in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 173
None


Selected Weapon

Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205

Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205

Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205




Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205


Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205

Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205


Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205


Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205

Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205

Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205


Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205

Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205

Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205


Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205

Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205

Warning: in_array() [function.in-array]: Wrong datatype for second argument in /mounted-storage/home58b/sub004/sc36865-PIOI/www/supsuper/we/code/game.php on line 205


Yeah.

Square-HeX
5 Jan 2009, 20:11
w00-h00, and we're off!

Metal Alex
5 Jan 2009, 22:37
Dammit, I KNEW I forgot something. About that map, noob-word-usage aside... I saw that map and told to myself... What would happen without ground?

Luther
6 Jan 2009, 15:19
Dont know if this bug is documented, but I named my game and then regenerated the terrain a few times. This seems to have caused a bunch of \'s to be inserted into the game name.

Akuryou13
6 Jan 2009, 15:29
Dont know if this bug is documented, but I named my game and then regenerated the terrain a few times. This seems to have caused a bunch of \'s to be inserted into the game name.and you don't seem to actually be IN that game at all :p

Luther
6 Jan 2009, 15:42
and you don't seem to actually be IN that game at all :p

No, missed the join/view option and then spent AGES trying to figure out where I went wrong.

So, I've hosted a second game. Unfortunately this time the server had a spasm and died when I entered my team. So, now I have two games hosted that I cant join. :/

Can I ask, whats the reason I cant just join at any point before the game starts? Why as the host do I have to join only at creation?

I'm trying hard to play a game, but its not making things easy for me.

Hehe, of course its nice to be on the other end of the process for a change.

-------

Here's a thought that may or may not be original. You have "Terrain Health" as a variable. Have you thought about using this as a damage modifier for weapons? You could make worms take more damage at higher altitudes, encouraging players to place their worms nearer the water. This would give a nice dynamic between the risk of drowning and the avoidance of injury.

Muzer
6 Jan 2009, 18:18
Here's a thought that may or may not be original. You have "Terrain Health" as a variable. Have you thought about using this as a damage modifier for weapons? You could make worms take more damage at higher altitudes, encouraging players to place their worms nearer the water. This would give a nice dynamic between the risk of drowning and the avoidance of injury.

Stuff like this is why the first Worms Evolved failed :p

Plasma
6 Jan 2009, 18:53
you need to raise the price of homing missile and air strike ^^" everyone just spams them to all hell :( and doh, I must have had a memory block when iI was trying to think what sank meant :/ it's pretty obvious now, thanks.
Forgot to mention: the homing missile and air strike spam has gone down now. People only used to use them a lot because pushing wasn't involved, meaning they were brilliant at drowning worms.
It'll go down some more when the other weapons and utilities are in, such as the jetpack and fast walk.

Here's a thought that may or may not be original. You have "Terrain Health" as a variable. Have you thought about using this as a damage modifier for weapons? You could make worms take more damage at higher altitudes, encouraging players to place their worms nearer the water. This would give a nice dynamic between the risk of drowning and the avoidance of injury.
Originally, it was terrain height instead of terrain health, with worms not being able to hit enemies too high up, could bang into cliffsides, and land damage. This idea was eventually scrapped in favour of terrahealth, after it was apparent that it was far too complicated to play properly. Which also resulted in me winning every match, because I have a ridiculous level of spacial awareness.


I miss those days...

SupSuper
6 Jan 2009, 20:44
Dont know if this bug is documented, but I named my game and then regenerated the terrain a few times. This seems to have caused a bunch of \'s to be inserted into the game name.Thanks, I'll fix it in the next update.

No, missed the join/view option and then spent AGES trying to figure out where I went wrong.

So, I've hosted a second game. Unfortunately this time the server had a spasm and died when I entered my team. So, now I have two games hosted that I cant join. :/

Can I ask, whats the reason I cant just join at any point before the game starts? Why as the host do I have to join only at creation?

I'm trying hard to play a game, but its not making things easy for me.

Hehe, of course its nice to be on the other end of the process for a change.If you miss the Join message, you can join the game at any other time by pressing the Open link next to the game in the Games list. (I didn't name it "Join" because it might get confused with the "Joined" status)

Here's a thought that may or may not be original. You have "Terrain Health" as a variable. Have you thought about using this as a damage modifier for weapons? You could make worms take more damage at higher altitudes, encouraging players to place their worms nearer the water. This would give a nice dynamic between the risk of drowning and the avoidance of injury.As has been mentioned, the game originally had altitude, but it became too hard to visualize and calculate manually. Although now that the game is computerized, maybe Melon will come up with a middle-ground.

Run
6 Jan 2009, 21:58
The Internet Two Years ago.

Akuryou13
7 Jan 2009, 03:08
As has been mentioned, the game originally had altitude, but it became too hard to visualize and calculate manually. Although now that the game is computerized, maybe Melon will come up with a middle-ground.I dunno. I think the terrain height thing would work just fine as-is, but it would really need a disgaea-like view-point to be sure that's it's easy to see.

I think we could work with it as it is, but it would definitely be easier to visualize in 3D with a slightly side view.

edit: would it be possible, down the line, to be able to kick players out of a game before it actually starts? just wondering. or to delete a game in case of what's happening to luther, for instance.

farazparsa
7 Jan 2009, 03:55
I think you need to sit down and go over the concept and future goals with your (Possibly hypothetical) development team. At one point in a game's life, it becomes time to reassess goals. It stops things from becoming too complicated for its own good, A.K.A Dungeons and Dragons syndrome.

franpa
7 Jan 2009, 04:08
Akuryou, your after an Isometric view right? need to have a birds eye view too to allow seeing any occluded land :)

Plasma
7 Jan 2009, 04:10
I think you need to sit down and go over the concept and future goals with your (Possibly hypothetical) development team. At one point in a game's life, it becomes time to reassess goals. It stops things from becoming too complicated for its own good, A.K.A Dungeons and Dragons syndrome.
I expect it would turn out something like this:

Things to work on:
- Longbow
- Kamikaze
- Dynamite
- Sheep
- Mad Cow
- Old Woman
- Minigun
- Utilities
- Sudden death
- Emails


If I'm being too subtle here, I'm pointing out that your post was ridiculous, because he already knows exactly what to implement!
In any case, this is something you should be asking Melon, not Sup.

Akuryou13
7 Jan 2009, 05:56
Akuryou, your after an Isometric view right? need to have a birds eye view too to allow seeing any occluded land :)http://pspmedia.ign.com/psp/image/article/777/777214/disgaea-portable-20070330001541942-000.jpg so yes, isometric. generally, this would have the ability to turn the camera.

and either way, this is WAY out of reach of someone doing this for fun. what we've got is great for how it's being done. my point was that it would work but it would need a bigger team to accomplish it. like, say, if team17 picked up the idea it would be GREAT to have the terrain height back like it was in the original version, but for a simple web-based game being made by one person that's just a bit over-the-top.

Lushmoss
7 Jan 2009, 07:54
...too complicated for its own good, A.K.A Dungeons and Dragons syndrome.

...

I'm trying very hard not to hate you right now...

...

...But you're making it so difficult...



Just kidding, of course. Onwards, then, to things of relavence!

Luther
7 Jan 2009, 09:22
I'm interested in the fact that you think it would be difficult for people to understand that the red squares deal more damage than the green squares. I certainly think that you need to keep the play mechanics as simple as possible though.

I see no need to go isometric or 3D. The game looks like it should work fine in it's current view.

Thanks for explaining how to join a game I'm hosting. I think the menu needs a little work :} I'll play a couple of games with people and get back with more comments.

Akuryou13
7 Jan 2009, 11:23
I see no need to go isometric or 3D. The game looks like it should work fine in it's current view.that was only for if we wanted to bring back the land damage also = land height mechanic that was in the first game. if that were to make a comeback it would be best to have an isometric view, I think.

franpa
7 Jan 2009, 12:02
rotation will be annoying to do without a 3d display. I would just suggest a birds eye view and somehow track what square the courser is over and show the damage bonus/penalty somewhere for attacking there from your selected worm with the weapon you have chosen.

Akuryou13
8 Jan 2009, 01:21
rotation will be annoying to do without a 3d display. I would just suggest a birds eye view and somehow track what square the courser is over and show the damage bonus/penalty somewhere for attacking there from your selected worm with the weapon you have chosen.the isometric view is only useful if it IS in a 3D display. I was talking about if the game had higher production value. do pay attention.

Akuryou13
10 Jan 2009, 12:56
http://supsuper.wurmz.net/we/game/32

both players of this game are the same color....clearly that shouldn't be possible?

Plasma
10 Jan 2009, 13:36
Hmm...
Is anyone else getting a bug that, when a worm in the open is hit by a homing missile, he doesn't move?
There was nothing to obscure movement too, in case you're wondering. Completely open.

franpa
11 Jan 2009, 01:51
Are you playing a game that was made before the bug fix about the center of weapon blasts?

SupSuper
11 Jan 2009, 03:31
Ok everyone, settle down. The game isn't going 3D/Isometric. At least not any time soon. :p

First of all, any kind of gameplay matter is with Melon, even though he's a busy man. It is his concept, as much as I've stolen his spotlight. :p And I dread to touch them in fear the whole game ends up crumbling at my feet.

Second, my current plan is to first reproduce Worms Evolved 2 in its entirety (see TODO), and then think of where to go from there. Because it's very easy to get distracted during development by any shiny bells and whistles and quickly go off-course and lose control over the project. I've had this happen way too often and I don't want it to happen again, so sorry if I seem to just post-pone all your creative ideas and suggestions, but it's for the best. I try to throw in some extras to keep you all happy though.

http://supsuper.wurmz.net/we/game/32

both players of this game are the same color....clearly that shouldn't be possible?I have no idea how those two do it, but they seem to trigger impossible bugs. Maybe they're both playing on the same computer pressing Back and Forward and somehow pages are getting all convulted and messy in some kind of weird code mesh... oh I have no idea.

The game knows who's who though, so I'll let it slide. I'll reinforce it for the future though.

Hmm...
Is anyone else getting a bug that, when a worm in the open is hit by a homing missile, he doesn't move?
There was nothing to obscure movement too, in case you're wondering. Completely open.You might've just gotten an unlucky random push (0 is a number too), but I'll look into it.

Are you playing a game that was made before the bug fix about the center of weapon blasts?Bug fixes are in effect as soon as they're applied, regardless of when the game was made.

What I meant when I said that updates aren't retro-active is that what's done is done and anything afterwards will use the update. Only the game state is stored, game logic is global.


Anyways, a big update is coming up! More fixes, more weapons, more requested features! And probably a bazillion more bugs with it, so I hope you stay alert. :p

Metal Alex
11 Jan 2009, 03:35
I have no idea how those two do it, but they seem to trigger impossible bugs. Maybe they're both playing on the same computer pressing Back and Forward and somehow pages are getting all convulted and messy in some kind of weird code mesh... oh I have no idea.

Mind a suggestion? Maybe they joined at the same time, and before entering their team, they decided to get the same team color, after one accepted, the other still has it on his options, since the game loaded the page before the other team joined.

Maybe adding an error message after the game checks if there's 2 of the same color before letting you join...

SupSuper
11 Jan 2009, 03:53
Mind a suggestion? Maybe they joined at the same time, and before entering their team, they decided to get the same team color, after one accepted, the other still has it on his options, since the game loaded the page before the other team joined.

Maybe adding an error message after the game checks if there's 2 of the same color before letting you join...That's... actually, pretty plausible, and also explains the other bug they caused before. They must have some damn good timing though. There'll be an extra check on the next update.

franpa
11 Jan 2009, 06:27
What I meant when I said that updates aren't retro-active is that what's done is done and anything afterwards will use the update. Only the game state is stored, game logic is global.Ah, ok then.

Square-HeX
11 Jan 2009, 15:40
http://supsuper.wurmz.net/we/game/32

both players of this game are the same color....clearly that shouldn't be possible?

we live in the same house & share an ip.
we agreed on a 1on1 match & joined the match probably in the same minute. guess the server couldn't take the data or smth.

btw, i won :D

Melon
11 Jan 2009, 16:47
My this thread has been busy. Time to answer some questions.

you need to raise the price of homing missile and air strike ^^" everyone just spams them to all hell :(

As it currently stands, homing missiles are by far the best weapon available that's only because half of the weapons aren't implemented yet. When bubble troubles, dynamites and fast walks all get put in the game will change considerably. Of course, it could be that homing missiles actually are overpowered anyway in the grand scheme of things, but I'd rather wait until all of the weapons are in and everyone's had a chance to mess about with weird strategies before tweaking the points costs.

Also, I'm planning on making some minor tweaks to some rules once the current forum game ends, mostly to prevent a repeat of Plasma's "hide in the corner and block myself off" strategy. More on that when that game ends.

Here's a thought that may or may not be original. You have "Terrain Health" as a variable. Have you thought about using this as a damage modifier for weapons? You could make worms take more damage at higher altitudes, encouraging players to place their worms nearer the water. This would give a nice dynamic between the risk of drowning and the avoidance of injury.

Everyone's already discussed how the game used to have height, but this is still an interesting idea. Maybe the "higher" land could cause more damage when hit by a strike weapon to help reduce their effectiveness a bit. I'll think about it. I don't want to make things too complicated though.

For what it's worth, when the game actually had height, there was a fall damage mechanism that worked like this. If a worm was thrown/pushed from some high land onto low land it would suffer extra damage depending on how far it fell. Explosive weapons also threw worms into the air so weapons like the Holy Hand Grenade could do some serious damage (well, it does anyway, but even seriouser damage). It's a shame that the current simplified rules remove that aspect.

franpa
12 Jan 2009, 01:19
Everyone's already discussed how the game used to have height, but this is still an interesting idea. Maybe the "higher" land could cause more damage when hit by a strike weapon to help reduce their effectiveness a bit. I'll think about it. I don't want to make things too complicated though.
It makes more sense for the high ground to deal more damage to lower ground though :/

For what it's worth, when the game actually had height, there was a fall damage mechanism that worked like this. If a worm was thrown/pushed from some high land onto low land it would suffer extra damage depending on how far it fell. Explosive weapons also threw worms into the air so weapons like the Holy Hand Grenade could do some serious damage (well, it does anyway, but even seriouser damage). It's a shame that the current simplified rules remove that aspect.
I'm sure Supsuper could add something to the online game... IE: make the damage automatically calculated, hell, he could track where your attacking from and where the mouse courser IS and display an amount of max. damage somewhere.

Akuryou13
12 Jan 2009, 01:40
It makes more sense for the high ground to deal more damage to lower ground though :/if I launch a bazooka at a worm on the top of a hill, that worm is almost definitely dead due to water or fall damage. if I launch a bazooka at a worm on a big flat low-lying land mass, that worm will most likely survive.

it was the biggest complaint against W3D.

franpa
12 Jan 2009, 02:41
Ah, I meant the word "logic" not "sense" there... it does make more sense to deal more damage to high land, but is less logical.

Akuryou13
12 Jan 2009, 03:01
Ah, I meant the word "logic" not "sense" there... it does make more sense to deal more damage to high land, but is less logical.do you do everything within your power to make the least possible sense with every post?

sense essentially is the same thing as logic in this context. it is more logical for a weapon to do more damage to a worm on a higher piece of land due to fall damage.

franpa
12 Jan 2009, 03:14
perhapse, 1) attacking players high up causes more damage from fall damage but only if they are struck with a weapon that throws them. 2) attacking from high ground has a greater chance of dealing maximum damage from the weapon due to increased accuracy?

franpa
12 Jan 2009, 07:58
Are donor cards meant to explode in a 3x3 ball of firey death? I shot one next to 2 blue guys and it didnt hurt anyone :/ http://supsuper.wurmz.net/we/game/23

Akuryou13
12 Jan 2009, 12:04
Are donor cards meant to explode in a 3x3 ball of firey death? I shot one next to 2 blue guys and it didnt hurt anyone :/ http://supsuper.wurmz.net/we/game/23uh....no? read the rules again.

and last I checked, bazookas didn't need to be particularly accurate to explode your head off. as long as you're generally "over there" with the explosion you pretty much got it. :p close doesn't count except for horse shoes and hand grenades and all that.

franpa
12 Jan 2009, 12:51
Health crates explode in a fiery ball of death that can kill many, why can't donor cards? (I may have confused Health Crates with Barrels)

Akuryou13
12 Jan 2009, 13:42
Health crates explode in a fiery ball of death that can kill many, why can't donor cards? (I may have confused Health Crates with Barrels)Barrels = oil-filled can of death
health crate = box filled with various forms of medical aid.

now, kids. which one is more likely to explode?

SupSuper
12 Jan 2009, 13:46
Both barrels and crates explode in a fiery ball of death (barrels do more damage though), donor cards don't, it's how the rules are set. I'm not sure why, I never shot a donor card in W:A.

Anyways, the site seems to have vanished... into a black hole... of ether... or something. Your guess is as good as mine. Hopefully nothing was lost. In any case, me and Square-HeX are working behind the scenes on getting it moved somewhere safe. Sorry for any inconvenience.

Melon
12 Jan 2009, 15:07
Both barrels and crates explode in a fiery ball of death (barrels do more damage though), donor cards don't, it's how the rules are set. I'm not sure why, I never shot a donor card in W:A.
Hmmm... Shooting a barrel is supposed to be the same as shooting a crate (except weapon crates may have a sheep pop out too), but I could go with oil drums causing more damage. It makes sense I guess.

In WA, donor cards do explode, but it's pretty tiny. In this game, making a smaller explosion wouldn't really have had any impact, so they just don't explode at all, and just kind of....disintegrate.

Also, servage sucks.

SupSuper
12 Jan 2009, 23:58
If an oil drum is shot, then it will explode like a Dynamite, except that the full 60-75 damage will apply to the 8 surrounding squares. This is because a worm cannot occupy the same square as the drum.I could have crates do the same, although it kinda makes more sense this way because oil drums are... fiery.

Anyways, according to Servage, "Due to an unknown issue" everything has vanished. Not lost (I assume), just vanished. Great service, let me tell you. I obviously can't be mad at them, they know as much as I do. :rolleyes:

The good news is that the database is kept elsewhere, so none of your games and stuff have been lost.
The bad news is all I've got is WIP code, so you'll have to wait until I finish the update before you can play on the much more stable hosting provided by the very very genorous Square-HeX.

Again, really sorry about all this trouble. Do yourselves a favour and never get a site hosted by Servage.

franpa
13 Jan 2009, 08:02
BTW, it is back online, did they give you any reason for why it was offline Supsuper?

Lushmoss
13 Jan 2009, 23:58
...And it's down again.

Shirdel
14 Jan 2009, 09:06
Yawn. C'mon Sup, I want to own Pure Chaos.

Square-HeX
14 Jan 2009, 19:22
game is being set up @ new location last few days.
since Sup is installing this all he will know when it's playable, but i'm hoping on somewhere soon.. :)

SupSuper
15 Jan 2009, 20:17
Sorry about the delay. There was some stuff I wanted to get done but it was taking longer than I expected, so I just postponed it so you can play now! Hope you like the much faster server and brand new url: http://we2.radiobskura.nl/

Fixes:
- Slashes were added when a form was resubmitted.
- Sometimes games weren't initialized after filling up.
- A worm would remain selected after dying.
- A weapon would remain selected after being used up.
- Sometimes players could pick the same color.

Additions:
- One mine won't show "1" on map.
- Crate explosions show the location on the event log.
- Profile and Credits in Manual.
- Longbow.
- Minigun.
- Dynamite.
- Currently Online list.
- E-mail notifications.
- Can change Password and Email on Profile.
- Player names in games now link to their profile.

As always, remember to check the Manual for more info.

Shadowmoon
15 Jan 2009, 20:24
Wow, boy is it fast! thank goodness for that, I hated it when the old server kept been a pain in the ass, like almost all the time :p

Akuryou13
16 Jan 2009, 01:16
holy crap this is so much nicer!

franpa
16 Jan 2009, 01:24
does the "whos online" list who, in the currently viewed game is online and viewing that game? or always everyone that is on the server?

Akuryou13
16 Jan 2009, 01:42
does the "whos online" list who, in the currently viewed game is online and viewing that game? or always everyone that is on the server?what, now? where's the who's online list?

SupSuper
16 Jan 2009, 02:12
does the "whos online" list who, in the currently viewed game is online and viewing that game? or always everyone that is on the server?Everyone on the server. There's not nearly enough people to warrant per-game lists.

what, now? where's the who's online list?Currently Online, over the menu.

Btw, e-mail notifications are off by default, to prevent bugging anyone. If you wanna get notified by e-mail when it's your turn and such, you have to turn them on yourself in your Profile.

Akuryou13
16 Jan 2009, 02:28
Currently Online, over the menu.oh hey! I see it now. I'd thought it was just another place showing what account I was logged in :p

Paul.Power
16 Jan 2009, 09:23
So I managed to not hit anything this turn (http://we2.radiobskura.nl/game/17).

I'm sure I set the air strike to horizontal...

Also, a thought: A comments input so that players can add comments directly into the log might be interesting, and a novel alternative to communication via e-mail. Although there'd have to be a way to make it so that it is not abused.

Muzer
16 Jan 2009, 11:05
The "Currently playing" list should not show games that are finished.

EDIT: Also, it would help if you spelt Worms: Armageddon right:
Some graphics taken from Worms Armaggedon (http://wa.team17.com/) under fair use.

Shirdel
16 Jan 2009, 11:29
So I managed to not hit anything this turn (http://we2.radiobskura.nl/game/17).

I'm sure I set the air strike to horizontal...

I think SupSuper's made it so there's only 3 Missiles now. I don't think he added it in the Update List though.

GrimOswald
16 Jan 2009, 13:45
I just had the same thing happen to me as what Paul described. Clarification on if Shirdel is correct kkthxbai.

SupSuper
16 Jan 2009, 16:24
Here you go:
Fixes:
- Strikes had the wrong direction.
- Ended games showed up in Currently Playing in Profile.
- 4 typos in Manual.
Thanks for reporting.

Edit:
Also, a thought: A comments input so that players can add comments directly into the log might be interesting, and a novel alternative to communication via e-mail. Although there'd have to be a way to make it so that it is not abused.It is planned.

Square-HeX
16 Jan 2009, 19:13
super, this great new server & the new features! GJ SupSuper

Akuryou13
17 Jan 2009, 01:37
you can't shoot mines with the bow. shouldn't that be possible?

I LOVE the way the dynamite works, btw! GG! :D

mitchell
17 Jan 2009, 10:28
Dynamite works great! But I think that I found an other problem. In the game The World in 500 Years I have 2 worms, after I've used the 2nd I can select the 1st again and walk with him (I suppose they are all male, right). But I can't use the long bow.

franpa
17 Jan 2009, 15:51
Only 1 attack per worm per turn, you can move after you have attacked with a worm, but only if you attacked before moving at all. Attacking after a worm has moved, renders that worm immobile for the remainder of that turn.

Melon
17 Jan 2009, 16:04
Dynamite works great! But I think that I found an other problem. In the game The World in 500 Years I have 2 worms, after I've used the 2nd I can select the 1st again and walk with him (I suppose they are all male, right). But I can't use the long bow.
Let me get this straight. Have you fired a single longbow shot with one worm (and therefore still have an arrow left to fire), then swapped to another worm to use a weapon, then swapped back to the first and been unable to fire your second longbow shot?

Also, franpa is slightly wrong. You can only make a maximum of 3 worms act per turn. Each of theses 3 worms may move a maximum of 3 spaces, and fire one weapon each. The order of moving and firing can be mixed and matched however you like. (So you can move 1 space, fire, then move an additional 2 spaces to "retreat". If it doesn't work this way, it's a bug).

SupSuper, I'm pretty sure that when I used a teleport in one game before moving my worm it wouldn't let him move after he arrived at the new square. I know that doesn't follow the rules of the standard Worms games, but it's OK in this game (provided he still has movement remaining)

Akuryou13
17 Jan 2009, 16:04
Only 1 attack per worm per turn, you can move after you have attacked with a worm, but only if you attacked before moving at all. Attacking after a worm has moved, renders that worm immobile for the remainder of that turn.what? no it doesn't. if you move twice and then shoot, you can still move once again. I did similar twice in one turn yesterday...

specifically, here's one instance: Red Baseball Cap Worm used a Longbow on B9.
Green Beanie Worm was moved from B9 to B11.
Green Beanie Worm took 15 damage.
Red Baseball Cap Worm used a Longbow on B11.
Green Beanie Worm was moved from B11 to B13.
Green Beanie Worm took 15 damage.
Red Baseball Cap Worm moved to B4.
Red Baseball Cap Worm was moved from B7 to B4.
Red Baseball Cap Worm picked up a Utility Crate.

hell, if you were right, franpa, then the dynamite wouldn't work at all.

SupSuper
17 Jan 2009, 17:34
you can't shoot mines with the bow. shouldn't that be possible?

I LOVE the way the dynamite works, btw! GG! :DFrom the rulebook:
Like all guns, you may only fire on the first worm, oil drum or crate in your line of sight unless a jet pack is used.

And thanks. :) I had to work out a way for worms to use dynamites and retreat harm-free. This means that dynamites can't be damaged, moved, sunk or anything, (and they can be placed on top of other worms, even if you can't see it) to prevent cheating. :p

Dynamite works great! But I think that I found an other problem. In the game The World in 500 Years I have 2 worms, after I've used the 2nd I can select the 1st again and walk with him (I suppose they are all male, right). But I can't use the long bow.What do you mean by "I can't use the long bow"?
- Can you select the Longbow?
- Do targets show up after you select it?
- Has the 1st worm used a weapon before?
- Do you get "ERROR: Invalid fire" when trying to fire the Longbow?

I should probably make the error messages more explicit in the future.

Only 1 attack per worm per turn, you can move after you have attacked with a worm, but only if you attacked before moving at all. Attacking after a worm has moved, renders that worm immobile for the remainder of that turn.No, no, no.

Look, I did my best to make the game as tolerant as possible, but this still comes up a lot, so let me just clear it up:

The order of your commands doesn't matter at all. You can move and then fire. You can fire and then move. You can move, fire, move another worm, then go back to the first worm and move it some more. You can do whatever you want (within the rules). Selecting/deselecting worms doesn't end their turn nor affect the game at all. Selecting a worm doesn't count as a command and won't subtract from your Moves. Moving and firing don't interfere with one another. You are free to carry out commands as you see fit.

SupSuper, I'm pretty sure that when I used a teleport in one game before moving my worm it wouldn't let him move after he arrived at the new square. I know that doesn't follow the rules of the standard Worms games, but it's OK in this game (provided he still has movement remaining)Well:
The teleport will move your worm onto any unoccupied grid square. It's not technically a weapon, but unlike the other utilities, using it will end your turn, so it's categorised here instead.
You should be a bit clearer next time. :p

Anyways:
Fixes:
- Dynamite locations in the log were incorrect.
- Worms couldn't move after teleporting.

Melon
17 Jan 2009, 18:35
From the rulebook:
Oh whoops, did I miss that part out of the rules? You can actually fire at mines and donor cards or even over them, but worms crates and oil drums block line of sight. You should actually be able to fire at mines and donor cards provided one of the bigger objects aren't in your way. :p
You should be a bit clearer next time. :p
Huh. Something else I forgot to write down too. Let me change that too.:o

mitchell
17 Jan 2009, 18:39
Originally Posted by SupSuper
What do you mean by "I can't use the long bow"?
- Can you select the Longbow?
- Do targets show up after you select it?
- Has the 1st worm used a weapon before?
- Do you get "ERROR: Invalid fire" when trying to fire the Longbow?


I'm sorry dude, I didn't look good enough. With the 1st worm I still had 2 moving turns left. But because I all ready fire a weapon, I couldn't just my long bow.

So no bug, just a miscalculation :D


Note to self - Make sure to drink coffee in the moring.

franpa
18 Jan 2009, 01:26
You can move, fire, move another worm, then go back to the first worm and move it some more.
So, we need to move another worm before we can resume moving the first worm if the first worm had not used up all his movement points when attacking?

Akuryou13
18 Jan 2009, 01:36
So, we need to move another worm before we can resume moving the first worm if the first worm had not used up all his movement points when attacking?....no.....learn to read.....it doesn't matter what order you do any of those things in. the game logs how many moves each worm has taken and so long as you haven't reached your max, you can still move.

SupSuper
18 Jan 2009, 03:34
Oh whoops, did I miss that part out of the rules? You can actually fire at mines and donor cards or even over them, but worms crates and oil drums block line of sight. You should actually be able to fire at mines and donor cards provided one of the bigger objects aren't in your way. :p

Huh. Something else I forgot to write down too. Let me change that too.:oYou should really revise that, it's all I've got go on and it still has that screenshot that you were planning on changing "soon". :p

I'm sorry dude, I didn't look good enough. With the 1st worm I still had 2 moving turns left. But because I all ready fire a weapon, I couldn't just my long bow.

So no bug, just a miscalculation :D


Note to self - Make sure to drink coffee in the moring.No problem.

So, we need to move another worm before we can resume moving the first worm if the first worm had not used up all his movement points when attacking?No, those were just examples.

Look, just... do it however you want. Ok? Try it all out. It's a game, you're free to play around with it.

Anyways, here's an update that will improve your experience tenfold! (not a guarantee)
Additions:
- Error messages for commands are more specific.
- Guns can now be used on mines and donor cards.
- Untargeted weapons will be automatically used when selected.

Akuryou13
22 Jan 2009, 16:03
I would just like to say: sup. I love you for implementing the longbow :D

Akuryou13
24 Jan 2009, 13:56
apparently, shooting a mine with a longbow completely skips the tile between the 2 spaces. any way to make it check that?

SupSuper
24 Jan 2009, 23:42
Well I figure mines bounce, not slide along the terrain.

Akuryou13
25 Jan 2009, 00:46
Well I figure mines bounce, not slide along the terrain.lol, lazy ass :p

Alien King
25 Jan 2009, 01:04
lol, lazy ass :p

To be fair, a longbow could make a mine bounce a good distance, depending on the angle of impact. More likely, it'll pin it into the ground.

Well, to be really fair, you'd probably hit the ground next to it, or another square.

Akuryou13
25 Jan 2009, 02:33
To be fair, a longbow could make a mine bounce a good distance, depending on the angle of impact. More likely, it'll pin it into the ground.

Well, to be really fair, you'd probably hit the ground next to it, or another square.oh I understand that just fine, but we all know it's just an excuse to avoid the extra work :p

not that I have any room to talk.

SupSuper
25 Jan 2009, 15:40
And you're just avoiding not having cheap kills. :p

It's not really extra work, the slip-and-slide code is there. But I'm busy implementing your Old Woman, so shush. :p (Jetpack and Fast Walk should also come next update)

Akuryou13
26 Jan 2009, 01:10
And you're just avoiding not having cheap kills. :p

It's not really extra work, the slip-and-slide code is there. But I'm busy implementing your Old Woman, so shush. :p (Jetpack and Fast Walk should also come next update)no, no. no real problems with not having it, I was just taking the opportunity to laugh at you :p

Paul.Power
26 Jan 2009, 12:53
Pink Beanie Worm used Air Strike on G5.
Missile dropped on E5
Green Baseball Cap Worm was moved from E5 to E4.
1 Shockwave Mine on E4 triggered!
Red Viking Worm was moved from F4 to H4.
1 Shockwave Mine on H4 triggered!
Oil Barrel was moved from G5 to F10.
Red Baseball Cap Worm was moved from H5 to H7.
Red Archer Worm was moved from F5 to G7.
Green Baseball Cap Worm took 35 damage.
Missile dropped on F5
Missile dropped on G5
Missile dropped on H5
Missile dropped on I5

So basically, the air strike dropped, the first missile moved a worm to a different square that triggered a shockwave mine, which moved another worm which triggered another shockwave mine, the two mines blasted a barrel across the map and, as a result, the missile that was going to hit the barrel hit empty ground. Similarly, other worms got blasted clear by the two shock mines and failed to be hit by the missiles.

Just a thought, but maybe resolve mine explosions after all the missiles have dropped? It's how it would work in WA (well, except in the case of instant detonation, but even then the rest of the missiles probably hit home first).

Obviously this is more of a design issue than a programming one. It depends on how Melon wants it set up, among other things.

Melon
26 Jan 2009, 13:20
Well damn, that is an awkward situation.

Mines in WE are a bit weird. They're instant sometimes but not other times (a worm sliding into a mine and pushing it along will not have the mine explode until they both come to rest, whereas a worm walking over a mine will have it detonate instantly). Ugh, so much abstraction.

In this case..... hmm..... if I were doing the game manually I'd probably sort out the missiles first. This is the sort of thing that's not really documented in the rules (poor Sup, it's all he has to go on) and so this sort of thing is bound to come up now and then.

So maybe Sup can make it so that the missiles all explode first then that would be cool, although that also brings up awkward situations involving oil drums and scenarios where worms get flung onto mines from the airstrike explosions, only to then be flung by an oil drum explosion along with the mine, and have the mine THEN explode afterwards.

Mind. Blown. <psyduck picture here>

Plasma
26 Jan 2009, 13:43
So let me get this straight: when you've gotten four stationary targets all in a line, and an attack that is supposed to be a guaranteed hit on all of them...
You still manage to miss three.

Geezus Paul, you really do suck at games!

franpa
26 Jan 2009, 23:31
http://i63.photobucket.com/albums/h133/franpa/Untitled-39.png

I shot a worm to my left and he plopped with the first shot, I then shot an arrow towards the worm to the north and it seems... it got fired at the same spot that the first target occupied... resulting in it missing everything.

From what I can tell, you shouldn't be able to shoot nothing with guns.

franpa
28 Jan 2009, 02:27
Also, you don't see where worms plop, you only see that they did plop, not where.

Akuryou13
28 Jan 2009, 02:34
Also, you don't see where worms plop, you only see that they did plop, not where.so, what? you want animations now?

Plasma
28 Jan 2009, 02:49
Franpa, it shows where the worm was moved to the line just above it. No need to show it twice.

so, what? you want animations now?
That'd be pretty sweet, yes!

Bad question.

Akuryou13
28 Jan 2009, 03:25
That'd be pretty sweet, yes!

Bad question.lol, sweet? yes. programmable? maybe. but have fun finding someone who cares about this game enough to sit and animate everything.

GrimOswald
28 Jan 2009, 04:22
Actually, there are quite a few people who cared enough.

They are called Team17.

Akuryou13
28 Jan 2009, 06:33
Actually, there are quite a few people who cared enough.

They are called Team17.really? they cared enough to animate sup's web-based version of melon's Worms:Evolved game?! awesome! when can we see the update with these animations?

:rolleyes:

GrimOswald
28 Jan 2009, 06:44
really? they cared enough to animate sup's web-based version of melon's Worms:Evolved game?! awesome! when can we see the update with these animations?

:rolleyes:

WOO WOO HERE COMES THE OBTUSE POLICE! :p

The point remains though that this is just Worms, except...well, not as good. :p

Akuryou13
28 Jan 2009, 06:48
WOO WOO HERE COMES THE OBTUSE POLICE! :p

The point remains though that this is just Worms, except...well, not as good. :pyes, but it would still be quite a bit of work to adapt even the worms animations over to this game. the size difference of the sprites, if nothing else, would cause tons of extra work.

franpa
28 Jan 2009, 06:58
Yellow Baseball Cap Worm used Longbow on M12
Red Baseball Cap Worm utterly drowned and you'll never see it again.

Now, tell me where in them 2 lines it says where the red worm drowned? I never said anything about animations o_O

Shadowmoon
29 Jan 2009, 15:53
Dekky23 is one of my friends. He registered on Worms Evolved today.

And he started 2 of the same games by mistake :p

Akuryou13
29 Jan 2009, 16:25
Dekky23 is one of my friends. He registered on Worms Evolved today.

And he started 2 of the same games by mistake :phad no idea who he was but I figured he'd just pulled a luther with that blank game.

also? where IS luther? we've got a game to finish! for that matter, where the heck's robowurmz?!....and I think there was another I was involved in but the site is being stupid.

SupSuper
29 Jan 2009, 18:37
So basically, the air strike dropped, the first missile moved a worm to a different square that triggered a shockwave mine, which moved another worm which triggered another shockwave mine, the two mines blasted a barrel across the map and, as a result, the missile that was going to hit the barrel hit empty ground. Similarly, other worms got blasted clear by the two shock mines and failed to be hit by the missiles.

Just a thought, but maybe resolve mine explosions after all the missiles have dropped? It's how it would work in WA (well, except in the case of instant detonation, but even then the rest of the missiles probably hit home first).

Obviously this is more of a design issue than a programming one. It depends on how Melon wants it set up, among other things.It's both, actually. There is no such thing as "simulatenous" in programming, just a lot of things happening really fast in a row, and things like Worms can do that because it's a whole 2D world updating every tick.

WE is not simultaneous, it doesn't update every tick, so it's not coded as such. Every event is handled sequentially on a cause-and-effect basis, with no set order or priority, since the rules have none.

Now, I can either:
- Give mines a "triggered" flag and have them just be handled after everything else.
- Implement a universal queue so events get handled on a first-in-first-our basis.
Both of these choices will take quite a while to implement, so I'm leaving it as "Features Planned", and I'm sure people will keep picking apart things not going as expected since the game isn't 100% predictable. :p

http://i63.photobucket.com/albums/h133/franpa/Untitled-39.png

I shot a worm to my left and he plopped with the first shot, I then shot an arrow towards the worm to the north and it seems... it got fired at the same spot that the first target occupied... resulting in it missing everything.

From what I can tell, you shouldn't be able to shoot nothing with guns.That's odd, I'll look into it.

Yellow Baseball Cap Worm used Longbow on M12
Red Baseball Cap Worm utterly drowned and you'll never see it again.

Now, tell me where in them 2 lines it says where the red worm drowned? I never said anything about animations o_OIt should at least show a "Red Baseball Cap Worm was moved..." message, I'll fix this.

Dekky23 is one of my friends. He registered on Worms Evolved today.

And he started 2 of the same games by mistake :pDeleted the empty game. I'm planning on adding more game control in the future.

had no idea who he was but I figured he'd just pulled a luther with that blank game.

also? where IS luther? we've got a game to finish! for that matter, where the heck's robowurmz?!....and I think there was another I was involved in but the site is being stupid.How ironic. I guess there's no true escape from server issues. :p

franpa
30 Jan 2009, 04:13
http://we2.radiobskura.nl/game/41

Unless there is booby trapped crates or something, what on earth took most of my health and didnt give me the crate? :(

Melon
30 Jan 2009, 08:47
http://we2.radiobskura.nl/game/41

Unless there is booby trapped crates or something, what on earth took most of my health and didnt give me the crate? :(
From the log:
1 mine(s) moved from E10 to D9.
[It's now Franpa's turn]
Wind is now 3 South.
Utility Crate dropped on F3.
Yellow Beanie Worm moved to D9.
Yellow Beanie Worm was moved from B10 to D9.
1 Damage Mine on D9 triggered!
Utility Crate on D9 exploded!
Yellow Beanie Worm was moved from D9 to D7.
Yellow Beanie Worm took 60 damage.

Basically, if a mine falls onto a crate, then it will act as a booby trapped crate. The crate will explode if you try to pick it up and you won't get the contents. The fact that you can't see the mine is intentional. Crates will never spawn as booby trapped crates though (they'll never originally drop onto a mine).

franpa
30 Jan 2009, 09:46
Sounds crappy, the only thing you need to analyze the game log for :/

Plasma
30 Jan 2009, 12:01
Yeah, it needs some sort of announcement. Or, considering how people don't save individual matches to memory here, remove the trap-crate feature completely.

Also, it needs a better system for keeping track of scores. The thing about the current system is that a person who plays 2-player matches gets three times as many average wins as a person who plays 6-player matches. Plus, I'm still not happy about having 13 losses after playing my first match.

franpa
30 Jan 2009, 12:04
Yoohoo, Metal Alex, where are you? http://we2.radiobskura.nl/game/24

Metal Alex
30 Jan 2009, 14:13
Yoohoo, Metal Alex, where are you? http://we2.radiobskura.nl/game/24

My bad! I totally forgot to move and all.

Anyways, definately worth it.

Blue Baseball Cap Worm used Teleport on L14.
Blue Baseball Cap Worm was moved from N7 to L14.
99 Damage Mines on L14 triggered!
Blue Baseball Cap Worm was moved from L14 to K14.
Blue Baseball Cap Worm took 4323 damage.
Blue Baseball Cap Worm blew up, never to be seen again.
Red Beanie Worm was moved from K13 to K12.
Red Beanie Worm took 35 damage.
Donor Card dropped on K14.
Metal Alex has been eliminated!

franpa
31 Jan 2009, 03:35
99 mines on 1 square? o_O! I think your worm got blasted into another dimension lol.

Shadowmoon
1 Feb 2009, 09:44
Paul.Power, where are you?

http://we2.radiobskura.nl/game/42

Paul.Power
1 Feb 2009, 10:16
Oh fine.

Durn kids and their wanting an instant reply to things :p.

Alien King
1 Feb 2009, 12:03
I suppose I should participate and do my part in the development of such a wonderful thing.
Basically, I've thrown together a weaponset and joined a game.

On the tileset thing, I find that the clearest one is the default one. All the custom ones don't contrast enough immediately between strong and weak ground.

Shadowmoon
1 Feb 2009, 12:07
Can't wait for the jetpack to be implemented. :)

And I hope dekky23 takes his turn in his game, unlike hdhd who has completely forgotten he has started a game.

Akuryou13
1 Feb 2009, 14:04
I suppose I should participate and do my part in the development of such a wonderful thing.
Basically, I've thrown together a weaponset and joined a game.

On the tileset thing, I find that the clearest one is the default one. All the custom ones don't contrast enough immediately between strong and weak ground.I agree. but then I don't see why anyone cared in the first place.

Melon
1 Feb 2009, 14:09
Sounds crappy, the only thing you need to analyze the game log for :/
Oh huh, I meant to reply to this earlier but I forgot.

I have to agree, it is a bit crappy as it stands, and I'm certainly open to suggestions on how to improve it. The way it came about was as follows: I was trying to consider as many possible scenarios as I could, and one of them was "what happens if a mine tries to occupy the same square as a crate?" I could have made them bounce off like they do with oil drums, but I had an idea that they could be used to make crates dangerous, and thought that it might also open up the possibility of letting people trap crates with their own mines. The problem with this was that if it was obvious by looking at the crate that it was trapped, it would have been pointless, but the alternative was to have people scour the event log for moments where a mine is moved/dropped onto a crate, which isn't really favourable either.

So what to do? Maybe booby trapped crates shouldn't exist at all? Scouring the event log is sucky, but making it obvious that a crate is trapped kind of removes some of the purpose. Unless making it obvious would work, because it would essentially remove the crate from play and also allow you to push other worms into it for hilarious results? Hmmm....

Alien King
1 Feb 2009, 14:19
I agree. but then I don't see why anyone cared in the first place.

Well the thing looks a little more pretty if the tiles aren't so boring.

Also, the text box containing the game log thing doesn't work properly in Opera. There's no scrollbar and the text is falling out the bottom.
Works in IE though.

Akuryou13
1 Feb 2009, 14:30
Well the thing looks a little more pretty if the tiles aren't so boring.

Also, the text box containing the game log thing doesn't work properly in Opera. There's no scrollbar and the text is falling out the bottom.
Works in IE though.works fine in MY Opera.