Death Wormy v.0.6

Chad64 - Custom level - from Android
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credits to @HXCTCreations for the seg_update function :D
Cars, tanks, helicopters
Life bar
Growth system
Larger area

- Added head sprite
- Basic head movement
- Added velocity
- Gravity
- Head angle follow velocity
- Added borders
- Added body sprite
- Multiple segment follow attempt failures
- Added HXCT's seg_update function
- Major fixes n cleanup
- Added tail
- Individual segment angle
- slight fix

Views: 1248 Downloads: 528 Unique objects: 1 Total objects: 19

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  • JOELwindows7: @Chad64: np
  • Chad64: @JOELwindows7: thx man
  • JOELwindows7: Wow, realistic collision!
    Extremly Duper Juber Awesome real Awesome Awesome AWESOME AWESOME AWESOME AWESOME
  • JupiterSky: @Chad64: I don't want to leave, I want to enjoy this part of life untill this he next.
  • JupiterSky: @Chad64: well, I'm not there yet, but I can't WAIT.
  • mrsimb: @Chad64: :(
  • Chad64: @mrsimb: no :|
  • mrsimb: @Chad64: is it possible to remove, spawn or change these earth suares with lua?
  • Chad64: @JupiterSky: Im working on a simple "Death Worm" game. Destructible ground is just something else, I still have to work on enemies, skills and stuff
  • Chad64: @JupiterSky: Well, trigonometry is like that hard part of math. Like doing a continous fake double at penspinning. It's either you overcome that part and continue on with more harder sht, or you end it all, leaving your progress. School is something you're not obliged to leave though
  • JupiterSky: @Chad64: (I can't wait to finnish school...)
  • JupiterSky: @Chad64: true dat, unless you are me and want to be best friends with trigonometry, but it is way too good you.
  • JupiterSky: @Chad64: I could help with your sprite problem! It would be cool if the ground was destructible too. (With a background of course)
  • Chad64: @wolf_bloodfury: Eh, I used to scream that at zardOz' face. One thing i learned from games is that anything can be acheived as long as you have enough passion to counter the difficulty. Talent, skill, etc? You dont look for them, you make them.
  • Chad64: @mrsimb: I'll have to stick with the principia ground since it looks better than the ground sprite i made, Though I will make tanks and peeps sprites, should look pretty nice. Anyways i made changelog now :)
  • mrsimb: would be interesting to read the changes between versions
  • JupiterSky: Super cool! Nice work!
  • wolf_bloodfury: Wow im deffinitely never gonna get to that level
  • wolf_bloodfury: Wow im deffinitely never gonna get to that level
  • mrsimb: @Chad64: feels-guy.jpg
  • Chad64: I just finished setting the tail sprite and individual angles then my battery drained. Now the fucking thing is corrupted and I hav to do it again. bullsht
  • JupiterSky: @Chad64: lol yeah.
  • Chad64: @JupiterSky: ye gonna do that same time with the tail sprite, just hav to get that free time
  • JupiterSky: You could also use the velocity of the segments to determine their direction as well.
  • Chad64: @mrsimb: I'll see what i can do :)
  • mrsimb: @Chad64: i know it could be something non-trivial, especially in lua. but it would be awesome :)
  • mrsimb: @Chad64: and where cell state does not represent "earth" or "burried earth", worm falls down cuz gravity
  • mrsimb: @Chad64: or use bunch of small sprites. for example, store earth as a number grid, and change cells state as worm buries through the earth, drawing darker sprites. that would be awesome
  • Chad64: @mrsimb: I never thought about it, do i just paste a big sprite and zoom into it?
  • mrsimb: Would it be much better to have a world fully drawn by lua, not just some ingame blocks? For performance and game pixel-art stylistic
  • JupiterSky: @Chad64: :3
  • Chad64: @JupiterSky: i know, i know, and i know.
  • JupiterSky: @Chad64: what the heck... welp, HE just posted something that might help. (P.S. I think you need trig.)
  • Chad64: Its all because i added this velocity thing which is required for that above ground thingy
  • Chad64: Last time i used that technique whenever i slowed down the distance between each segment would shrink, because math&logic
  • Chad64: @mrsimb: I remember trying that back then, its either it doesn't work or i failed miserably, But the worm kinda looks like more of a slinky than a wormy
  • mrsimb: @Chad64: it's called double ended queue, i think.
  • mrsimb: @Chad64: oh, not array as it works slowly. Use some sort of queue with head and tail, adding reference to a new head each time worm moves, also removing reference to the last segment.
  • mrsimb: @Chad64: another approach is to store position of each segment in a big array. When head moves, you push new position into the array, shifting down each next and removing the last position from it. Than you can draw image of segment at each nth position, depends on how much segments you want to draw. Try to generate a worm with 200 segments, with 0.05 gap and draw each 10th segment.
  • Chad64: I think i should discontinue this lol. I feel that the segment thingy will be a pain in the ass
  • Chad64: @HXCTCreations: I did it, though it looks shit. I think i have to make the movement resemble that circle joystick in the rc, where the segment must not go in or out of the circumference. I think this'll be another hell lot of work and alot of trig mindfk
  • HXCTCreations: @Chad64: well, I didn't test it, but "if the distance between two segments is outside range, then move a segment towards/away another one, until they are within range" may works.
  • Chad64: @HXCTCreations: I need help with a worm like movement, do you know how to? Like, each segment should follow, but leave some space so that they look like a chain. I see this in alot of games but idk how they do it. :/
  • Linux: Iti just got a PSP t
  • JupiterSky: Cool!

LEVEL ID: 26549