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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Tue Feb 21, 2017 7:07 am 
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Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
Updated sprite Image
yeah it changes team color :)

-When you release the Helicopter on Safe Mode on the water, it'll just go straight out of borders.
fixed
-When you let the fuel just run out, a Jet Pack will appear instead of a Parachute.
fixed

I am not sure if this will work over WormNet if anyone reports issues i will reduce size of helicopter sprite and see if that helps.
The image is large because it removes any glitchy artifact lines from appearing. This should be done to a lot of PX libs in my opinion.


Last edited by Resurrection on Tue Feb 21, 2017 12:55 pm, edited 1 time in total.

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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Tue Feb 21, 2017 11:14 am 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
Ouch, you replaced my custom-made wormy heli graphics with that generic heli thing? xD

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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Tue Feb 21, 2017 12:50 pm 
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Haha raffie, that sucks for you. We can only hope this library does not gain popularity :lol:
Don't disregard it by looking at the image i attached; it does look very well in-game. You have more animations and team colors.
plus i have something easy to edit for mine and others liking. I had plans on adding a worm in cockpit to make it more worms-like but mixing 2D with 3D made me decide against it, have not tested yet tough so it can look either way.

Main reason i changed was because your sprite had the worms 2x the size of the other worms!


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Wed Feb 22, 2017 12:07 am 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 59
Location: Tandil, Argentina
I don't know...this new sprite is over the fuel so you kinda can't see how much fuel there's left...


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Wed Feb 22, 2017 6:55 am 
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Joined: Mon Aug 31, 2015 5:28 pm
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Dont tell me you too prefer the weird ass mega worm sprite! Dont you like colors!!
Thats it!
I'm not doing any more helicopter updates.
Feel free to edit back the sprite and upload it here :D im not doing it


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Wed Feb 22, 2017 3:33 pm 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 59
Location: Tandil, Argentina
I'm not saying I prefer the old one! I'm just saying that the sprite is over the fuel. I mean, anybody who uses the Helicopter wants to know how much fuel there's left to know whether to use Safe Mode or not.
I like the rework! The colours are pretty cool! But that problem is not a minor thing. I think the fuel should be a little upper or the sprite should be a little smaller.


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Wed Feb 22, 2017 11:51 pm 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 59
Location: Tandil, Argentina
Please don't drop the project! I was really looking forward to it! :cry:


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Thu Feb 23, 2017 8:31 am 
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Joined: Mon Aug 31, 2015 5:28 pm
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Made it so first 100 frames you cant explode by collision.

Added new kind of fire, the blue kerosene flame AKA "hot water". It will last for 3 turns. It will not hurt your worm or end turn if you get burnt by it.
It is released when you crash helicopter (hold CTRL).

I will try fix the jet fuel display position ie. the amount of fuel displayed later today.


Edit: During testing different flame type i found about about a flame which eats trough terrain VERY quick, could this be made in to a super flamethrower?


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Thu Feb 23, 2017 11:49 am 
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[quote="Resurrection"]Main reason i changed was because your sprite had the worms 2x the size of the other worms![/quote]

Maybe because the helicopter windows used magnifying glass? :P


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Thu Feb 23, 2017 8:22 pm 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 59
Location: Tandil, Argentina
I don't get the "Hot Water" usage. Is it supposed to just disturb doing your turn? Or just some random feature?
Also, something that would be very cool is that when you release the Heli on Safe Mode, other Worms could still use it. Like what raffie did with his UFO: http://px.worms2d.info/forum/viewtopic.php?f=15&t=2088 and the video that Zed showed up is exactly what I'm thinking about: https://www.youtube.com/watch?v=gQIxN4PzreI&feature=youtu.be


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