Search found 1826 matches
- Mon Apr 09, 2012 4:35 am
- Forum: ZZT Projects
- Topic: LINK II
- Replies: 83
- Views: 66545
Re: LINK II ZZT
Why JPC? Curious as to what you want out of a testing environment.
- Thu Apr 05, 2012 12:33 am
- Forum: ZZT Projects
- Topic: I should make something
- Replies: 37
- Views: 32676
Re: I should make something
http://zzt.org/?p=comicmain&comic=3 I never really made much progress on this, sadly. It turns out that quality languages are complicated; lazy me is used to casual effort and keeping stuff mostly in my head, whereas this required taking notes and actual work . Also, I tried reading a Tintin boo...
- Thu Apr 05, 2012 12:08 am
- Forum: ZZT Projects
- Topic: LINK II
- Replies: 83
- Views: 66545
Re: LINK II ZZT
As a user of DOSBox + ZZT classic, I approve!bitbot wrote:Edit2: I'll provide a version that's friendly to ZZT classic. :)
- Wed Mar 21, 2012 5:17 pm
- Forum: ZZT Projects
- Topic: LINK II
- Replies: 83
- Views: 66545
Re: LINK II ZZT
/i at #cycle 1 lasts a sixteenth note (sx) /i at #cycle 2 lasts an eighth note (ix), or two sixteenths (sxx) /i at #cycle 3 lasts a dotted eighth note (i.x), or three sixteenths (sxxx) /i at #cycle 4 lasts a quarter note (qx), or four sixteenths (sxxxx) #cycle n makes idles take n times as long, co...
- Tue Mar 20, 2012 9:45 pm
- Forum: ZZT Projects
- Topic: LINK II
- Replies: 83
- Views: 66545
Re: LINK II ZZT
No, #cycle doesn't affect how fast the music plays -- it only affects how long the idles are.
- Tue Mar 20, 2012 9:41 pm
- Forum: ZZT Clones and Editors
- Topic: Lyon
- Replies: 563
- Views: 344157
Re: Lyon
What kind of integration were you thinking?Saxxon wrote:I would really like to be able to integrate with zzt.org in some way but it's not my server and I don't think it would be reasonable to expect that I could simply bypass everything else the site has to offer.
- Mon Mar 19, 2012 10:26 pm
- Forum: ZZT Projects
- Topic: LINK II
- Replies: 83
- Views: 66545
Re: LINK II ZZT
At #cycle 1, a sixteenth note has the length of 1 idle. So the following is exactly idle-d: #cycle 1 'nothing playing right now #play tcd 'each note takes 1/2 of an idle /i #play se /i #play if /i/i #play qg /i/i/i/i #play ha /i/i/i/i/i/i/i/i #play wb /i/i/i/i/i/i/i/i/i/i/i/i/i/i/i/i 'music stops ex...
- Fri Mar 16, 2012 9:59 pm
- Forum: ZZT Projects
- Topic: LINK II
- Replies: 83
- Views: 66545
Re: LINK II ZZT
Regarding music speed: if #play sceg is too slow and #play tceg is too fast, you could try alternating between sixteenth and thirty-second notes, to approximate an in-between speed. I've tried it once before, and it sounded okay to me (but I'm not the most skilled with music). YMMV.
- Sat Feb 18, 2012 2:58 am
- Forum: ZZT General
- Topic: ZZT music made easy (MIDI to ZZM Conversion)
- Replies: 8
- Views: 17835
Re: ZZT music made easy (MIDI to ZZM Conversion)
I'd like to write a completely backwards-compatible ZZT clone in C. That way, you'd have both a desktop version (bypass DOSBox) and a web version (via a C-to-Javascript compiler like Emscripten , a toy I've been meaning to try out sometime). It's easy -- all I need is spare time! :) If you could cli...
- Fri Jan 20, 2012 6:07 pm
- Forum: ZZT Clones and Editors
- Topic: Lyon
- Replies: 563
- Views: 344157
Re: Lyon
Yay for long lines!
Different length limits per line would be cool. If the first character is #, max line length is 255; otherwise, it's 42 (or whatever it is). That way, you could mix text and code easily.
Different length limits per line would be cool. If the first character is #, max line length is 255; otherwise, it's 42 (or whatever it is). That way, you could mix text and code easily.
- Fri Jan 13, 2012 5:36 pm
- Forum: ZZT Projects
- Topic: Metal Gear Solid VR Missions ZZT v2.50
- Replies: 59
- Views: 52106
Re: Metal Gear Solid VR Missions ZZT
Or just:
If hidinbox is set, this does the right thing. If hidinbox is not set, #clear hidinbox does nothing.
Code: Select all
#end
:touch
#clear hidinbox
- Thu Dec 29, 2011 1:17 pm
- Forum: ZZT Projects
- Topic: Metal Gear Solid VR Missions ZZT v2.50
- Replies: 59
- Views: 52106
Re: Metal Gear Solid VR Missions ZZT
What you do is you have the player clone immediately adjacent to four objects: .o. oCo .o. Each object has :touch labels. When the player moves, the player clone touches one of the surrounding objects, and the activated object sends a message to the guards or whoever, saying that the player's blown ...
- Wed Dec 28, 2011 5:31 pm
- Forum: Suggestions
- Topic: Summer of 2011 z2 improvement thread
- Replies: 35
- Views: 28025
Re: Summer of 2011 z2 improvement thread
Thanks. I will attend to this issue soon!
It looks like MediaWiki 1.18 comes with a CAPTCHA plugin. I'll upgrade tonight if I have time.
It looks like MediaWiki 1.18 comes with a CAPTCHA plugin. I'll upgrade tonight if I have time.
- Mon Dec 26, 2011 2:35 am
- Forum: ZZT General
- Topic: Jesus day
- Replies: 4
- Views: 3944
Re: Jesus day
Merry Christmas! Here's to having a (healthy) amount of stubbornness.
- Sun Dec 18, 2011 2:09 am
- Forum: Suggestions
- Topic: Cannot login to the main page
- Replies: 2
- Views: 6033
Re: Cannot login to the main page
The main page is currently disconnected from the login system, because we upgraded the fora, and the login system is part of the fora. I think this only affects themes, but if there's something else that's broken, someone yell at me.
I want to fix it, but I don't have a lot of time this weekend.
I want to fix it, but I don't have a lot of time this weekend.