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Re: [contest entry] MAGGOTS [Re: Wjbender] #444660
08/16/14 14:06
08/16/14 14:06
Joined: Jun 2009
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Kartoffel Offline
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getting kind of offtopic, but I have to add that gta was meant to be a totally different game, but the ai behaviour lead to lots of funny situations and during the development they noticed that it's much more fun to run around and mess with the ai, blow things up, etc. so they've changed their game concept.


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Re: [contest entry] MAGGOTS [Re: Kartoffel] #444667
08/16/14 17:02
08/16/14 17:02
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Wjbender Offline OP
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a guy with the kind of skills you have ,could make
such a game beautiful , i have been looking for something to break into the Android market , simple
conceptual games like worms could just perhaps do it.

just a pity there's so many worms style games out there , it would need to be quite unique.


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Re: [contest entry] MAGGOTS [Re: Wjbender] #444674
08/16/14 18:02
08/16/14 18:02
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sivan Offline
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a long time ago we made several worms parties grin I will definitely try it soon!


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Re: [contest entry] MAGGOTS [Re: Wjbender] #444675
08/16/14 18:44
08/16/14 18:44
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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With some more work, you can really make this something great.

I found a couple bugs.

1. (which I tried to reproduce but had a hard time with it) On the first turn, I waited until the timer went to 0-5 and shot an grenade. The game said player twos time was up, and player 1 had a turn again.

2. This works for either turn. When the timer is almost up, if a grenade is thrown by for example player 1, and player 2 walks into it, it is no longer player 2's turn.

Perhaps you want to use a clamp for when the player launches their grenade, and keep the -0 from going below 0. Also, make a wait time, so the next player can't have their turn until the last players grenade has been blown up.

All in all, its fun and well designed. Not sure if anyone else has experience this but the sprites aren't either overlayed or have no alpha channels.


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Re: [contest entry] MAGGOTS [Re: DLively] #444681
08/16/14 19:48
08/16/14 19:48
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Wjbender Offline OP
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Originally Posted By: DLively
With some more work, you can really make this something great.

I found a couple bugs.

1. (which I tried to reproduce but had a hard time with it) On the first turn, I waited until the timer went to 0-5 and shot an grenade. The game said player twos time was up, and player 1 had a turn again.

2. This works for either turn. When the timer is almost up, if a grenade is thrown by for example player 1, and player 2 walks into it, it is no longer player 2's turn.

Perhaps you want to use a clamp for when the player launches their grenade, and keep the -0 from going below 0. Also, make a wait time, so the next player can't have their turn until the last players grenade has been blown up.

All in all, its fun and well designed. Not sure if anyone else has experience this but the sprites aren't either overlayed or have no alpha channels.


1 I saw and did correct I believe in the two separate downloads , when I worked on the turn timer
I forgot that I also switched turns when the grenades exploded , so I simply changed that so it just timed out the turn timer and let the turn timer handle the turns .

the third one I have not experienced except when
changing resolution or tabbing out as Kartoffel said , I did not plan for different resolutions .

However I cannot explain why it blacks out , maby its due to locking the bitmaps frequently and blitting .

edit : okay I just saw it too on timer 0 , probably a wait error , I think the timer switches before the wait in check players return with a switch or something , hope I am allowed to update if I correct it

Last edited by Wjbender; 08/16/14 20:17.

Compulsive compiler
Re: [contest entry] MAGGOTS [Re: Wjbender] #444694
08/16/14 22:18
08/16/14 22:18
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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having some fun with the source code grin



...by the way, I'm sure that there are a few memory problems which cause all these bugs.


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Re: [contest entry] MAGGOTS [Re: Kartoffel] #444698
08/17/14 00:30
08/17/14 00:30
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Wjbender Offline OP
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haha !

check the remove_pixels_with function i started but did not quite
really work through it ,i wanted to use bitmap shapes to remove pixels
from the terrain .

by the way i re uploaded after fixing(hopefully) all i can.

there were/is something wrong with the pix_xollide function
but i hope it works okay now ,seems okay on my px.


Compulsive compiler
Re: [contest entry] MAGGOTS [Re: Wjbender] #444701
08/17/14 08:27
08/17/14 08:27
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Well, what happens when I change some code is that really weird behaviour occurs.

Like I've said I really think it's a memory related problem on your side which overwrites parts in the memory that belongs to other vars/pointers/etc.
Would be a shame if the final version doesn't work :S


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Re: [contest entry] MAGGOTS [Re: Kartoffel] #444704
08/17/14 10:08
08/17/14 10:08
Joined: Mar 2012
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Wjbender Offline OP
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I saw the same thing and shall take care of it .

thanks Kartoffel


Compulsive compiler
Re: [contest entry] MAGGOTS [Re: Wjbender] #444734
08/17/14 19:19
08/17/14 19:19
Joined: Mar 2012
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Wjbender Offline OP
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okay i believe i am done now ... hope you like it


Last edited by Wjbender; 08/17/14 22:00.

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