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− | [[file:Various Worms in WA.png|thumb|Various worms on a terrain, with some worms taking damage from an attack. Worms with less than 30 health breathe desperately. Some worms are idling.]]
| + | =Creating a Custom Soundbank= |
− | A [[worm]] is the primary controllable [[game object]] in every Worms game. It exists as a part of a [[team]] and is controlled by that team's controller. Each worm inherits all the usual game object attributes, plus has several of its own variable attributes: team, name, state (such as standing, walking, falling, rolling, or drowning), selected weapon, aiming angle, health, whether it has [[Cheats (Worms Armageddon)|God mode]], and whether it is anchored. The visible sprite is determined by its state.
| + | Editing a soundbank is easy to do in multiple ways. |
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− | Each worm has an irregularly-shaped collision mask (also known as a "hit box", but we say "collision mask" due to its irregular shape) which is 9 pixels wide at its widest and 16 pixels tall at its tallest. This collision mask always has the same size and shape, regardless of the worm's state.
| + | ==Methods== |
| + | ===Method 1: Soundbank Folder, Copy Folder, Rename Sound Files=== |
| + | To begin creating a custom soundbank, look for the folder containing "NameOfFolder". [insert more about finding the folder] [insert basic guide of the available sound files] [insert effective design of sound files] [insert tip about using a current folder of pre-existing soundbank WAV files as a basis, and mention renaming files] |
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− | | + | [insert table of soundbanks with relative lengths and quirks regarding each soundbank per game and when interacting with weapons, plus comments about potential appropriate phrases for worms to speak out] |
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− | ==Teams and Weapons==
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− | In a match, there will be at least one team with between 1-8 worms per team. Each team has a specific team color (Red, Blue, Green, Yellow, Pink, Cyan), which determines which worms are your allies or enemies. Up to 6 active teams can be played at once, and up to 30(?) active worms in a match.
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− | At the start of a match, a random team will begin their first turn, starting with their first worm. There are three priorities that determine which worm goes next: the team color, the order of teams for each team color, and the next worm in a team.
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− | Depending on the [[scheme]] settings, the worms will have a specified inventory of weapons and will be subject to a certain environmental settings.
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− | ===Team Customization===
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− | Parameters:
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− | *Team Name (up to 16(?) characters)
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− | *
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− | ==Movement==
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− | :''See also: [[Worm Walking]]''
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− | If the worm is not anchored, a worm can walk and jump. To walk, use the Left and Right keys. Pressing "Enter" once allows the worm to front-jump. The back-jump is available in all second-generation games, which is activated with "Enter + Enter". In all second-generation games, except [[Worms 2]] (unless [[Cheats (Worms 2)|"backflip" cheat]] is enabled), pressing "Backspace + Backspace" allows the worm to perform a tall backflip, or a short backflip with "Backspace + Backspace + Space".
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− | ==Health==
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− | Each worm has a specific amount of health, which is visible by a number above the worm. Worms lose health if they get damaged, including weapons, [[Fall Damage]], and [[Poison]]. If a worm has no more health, it will speak a ''Byebye.wav'' or ''Ohdear.wav'' voiceline before detonating itself to summon a [[Gravestone]].
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Editing a soundbank is easy to do in multiple ways.
To begin creating a custom soundbank, look for the folder containing "NameOfFolder". [insert more about finding the folder] [insert basic guide of the available sound files] [insert effective design of sound files] [insert tip about using a current folder of pre-existing soundbank WAV files as a basis, and mention renaming files]
[insert table of soundbanks with relative lengths and quirks regarding each soundbank per game and when interacting with weapons, plus comments about potential appropriate phrases for worms to speak out]