Search found 1826 matches

by Quantum P.
Mon Apr 09, 2012 4:35 am
Forum: ZZT Projects
Topic: LINK II
Replies: 83
Views: 65284

Re: LINK II ZZT

Why JPC? Curious as to what you want out of a testing environment.
by Quantum P.
Thu Apr 05, 2012 12:33 am
Forum: ZZT Projects
Topic: I should make something
Replies: 37
Views: 31929

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...
by Quantum P.
Thu Apr 05, 2012 12:08 am
Forum: ZZT Projects
Topic: LINK II
Replies: 83
Views: 65284

Re: LINK II ZZT

bitbot wrote:Edit2: I'll provide a version that's friendly to ZZT classic. :)
As a user of DOSBox + ZZT classic, I approve! :keen:
by Quantum P.
Wed Mar 21, 2012 5:17 pm
Forum: ZZT Projects
Topic: LINK II
Replies: 83
Views: 65284

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...
by Quantum P.
Tue Mar 20, 2012 9:45 pm
Forum: ZZT Projects
Topic: LINK II
Replies: 83
Views: 65284

Re: LINK II ZZT

No, #cycle doesn't affect how fast the music plays -- it only affects how long the idles are.
by Quantum P.
Tue Mar 20, 2012 9:41 pm
Forum: ZZT Clones and Editors
Topic: Lyon
Replies: 563
Views: 327693

Re: Lyon

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.
What kind of integration were you thinking?
by Quantum P.
Mon Mar 19, 2012 10:26 pm
Forum: ZZT Projects
Topic: LINK II
Replies: 83
Views: 65284

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...
by Quantum P.
Fri Mar 16, 2012 9:59 pm
Forum: ZZT Projects
Topic: LINK II
Replies: 83
Views: 65284

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.
by Quantum P.
Sat Feb 18, 2012 2:58 am
Forum: ZZT General
Topic: ZZT music made easy (MIDI to ZZM Conversion)
Replies: 8
Views: 17678

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...
by Quantum P.
Fri Jan 20, 2012 6:07 pm
Forum: ZZT Clones and Editors
Topic: Lyon
Replies: 563
Views: 327693

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.
by Quantum P.
Fri Jan 13, 2012 5:36 pm
Forum: ZZT Projects
Topic: Metal Gear Solid VR Missions ZZT v2.50
Replies: 59
Views: 50614

Re: Metal Gear Solid VR Missions ZZT

Or just:

Code: Select all

#end
:touch
#clear hidinbox
If hidinbox is set, this does the right thing. If hidinbox is not set, #clear hidinbox does nothing.
by Quantum P.
Thu Dec 29, 2011 1:17 pm
Forum: ZZT Projects
Topic: Metal Gear Solid VR Missions ZZT v2.50
Replies: 59
Views: 50614

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 ...
by Quantum P.
Wed Dec 28, 2011 5:31 pm
Forum: Suggestions
Topic: Summer of 2011 z2 improvement thread
Replies: 35
Views: 27553

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.
by Quantum P.
Mon Dec 26, 2011 2:35 am
Forum: ZZT General
Topic: Jesus day
Replies: 4
Views: 3933

Re: Jesus day

Merry Christmas! Here's to having a (healthy) amount of stubbornness.
by Quantum P.
Sun Dec 18, 2011 2:09 am
Forum: Suggestions
Topic: Cannot login to the main page
Replies: 2
Views: 5789

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.