Hi! I would like to discuss about the animation of skins, which is a big lack in wormux compared to worms, and i would like to write this part.
So first i want to know which sort animation for the skins we need. We have currently one animation when walking, another where the skin blink his eyes(or do something else), a picture when dead, and another when drown. My idea was that we also need animation when player is dead, when he's drown, and also one when dying(like the old worms explosion of lami), jumping, flying(just after an explosion), when hard landing (flying too quickly and hit the ground),when being hit. For all this animation(except walking) we should be able to put as much animation as we want in the xml file of the skin, and then wormux should randomly select one to display. Now for the implementation i thought it would be good to do it like the sound implementation... i mean except for walking, each animation have a string name ("die,"jump"...), we choose which animation to play with Skin->Animation->Set("jump"); ,if the animation is there, we play it, else we keep the walking animation. This way, we would be able to add new animations easily(nothing to add in the xml loader), and the current skin would stay compatible. So any advice to implement it? Am i missing some option for the xml file? Or we should switch to different layers for each part of the skins body? Lodesi