Search found 503 matches

by Scribbit
Mon Jan 28, 2008 8:38 pm
Forum: ZZT Projects
Topic: Portal in ZZT,
Replies: 71
Views: 27878

No, I don't.

I don't, in fact, know what "Queen of the Jellybean" means any more than the last few times I saw it. I am also not aware of the origins of "YAY SRIS" or "what a bunch of dobermans." or even what "#rawr" is. These phrases plague me when I play games made by th...
by Scribbit
Mon Jan 28, 2008 1:53 pm
Forum: ZZT Projects
Topic: Portal in ZZT,
Replies: 71
Views: 27878

How about one of these styles? http://i103.photobucket.com/albums/m160/Nupanick/ZZT/screenshot02.gif I have to admit here I've never played the original Portal. I'm saving up for it, does anyone here know if it retails by itself or if I need to get it through either the Orange Box or Steam? And for ...
by Scribbit
Sun Jan 27, 2008 10:50 pm
Forum: ZZT Projects
Topic: Portal in ZZT,
Replies: 71
Views: 27878

Nice point

Actually, I don't think the player clone sets Contact. I think that's what causes the error, my #if not contact statement. This is why I slipped in that otherwise ambiguous line, "The portal is safe as long as you do not reenter before it clears its residue," Because trying to re-enter or ...
by Scribbit
Sun Jan 27, 2008 6:26 pm
Forum: ZZT Projects
Topic: Portal in ZZT,
Replies: 71
Views: 27878

thx 4 teh f33db4k

Yeah, did you try "destroying vital testing apparatus" yet? Also, I'm trying to figure out how to make the weighted [companion] cube work. I have two ideas so far: 1. An inventory system; touch a cube to pick it up, shoot to drop it. The problem would be that you'd need to be able to get a...
by Scribbit
Sun Jan 27, 2008 2:32 am
Forum: ZZT Projects
Topic: Portal in ZZT,
Replies: 71
Views: 27878

Interesting...

I never thought about that before. After looking at my code, do you think that would be too complicated? I tried #bind-ing like that first, before my massive all-in-one portals, but there were all sorts of weird issues, and my theory was that somehow #bind-ing one object made them all #bind, but tha...
by Scribbit
Sat Jan 26, 2008 10:38 pm
Forum: ZZT Projects
Topic: Portal in ZZT,
Replies: 71
Views: 27878

Yeah, that was an interesting back-and forth. btw, did anyone else know that if you #bind to an object, then #zap or #restore labels in it, it changes all #bind-ed objects as well? I had been under the impression that it only binded to the existing code at the time of binding. For this reason my ear...
by Scribbit
Sat Jan 26, 2008 8:28 pm
Forum: ZZT Projects
Topic: Portal in ZZT,
Replies: 71
Views: 27878

I DID IT!!

I made portals that you can put anywhere. When you shoot them a box asks if you want yellow or blue, and if there is already one of that color it is deactivated. The only drawback is that you can only put portals on certain walls. I suppose I could put deactivated portals on every wall, but then I'd...
by Scribbit
Fri Jan 25, 2008 3:42 pm
Forum: ZZT Projects
Topic: Portal in ZZT,
Replies: 71
Views: 27878

Portal in ZZT,

Hey, I was watching some videos on youtube of the game Portal (by Valve) and I was thinking about making a game like that in ZZT using player clones. But I can't get it to work, can someone help me figure out player clone-based transporters?