z2

I agree. Take me to the spicy page.
It is currently Fri Oct 19, 2018 1:33 am

All times are UTC




Post new topic Reply to topic  [ 82 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6
Author Message
 Post subject:
PostPosted: Tue Jul 12, 2011 1:28 am 
Offline
Pikachu Power!

Joined: Wed Mar 16, 2005 4:23 am
Posts: 18
Thank you for those links, and I'll certainly keep your thoughts in mind. I finally, FINALLY fixed the one super-annoying movement glitch, where if you held down a key for too long, then after you released it, and pressed another direction, it would go one space further, before going in the new direction. Man that was annoying. I'll do extensive tests later to make sure everything works properly. But for now, oh man. I was so angry at Euphoria for not having a perfect get_key() routine. And then, I realize that the way I implemented it was BOUND to cause errors, because of the way ZZT works. After... 2 days of working on the problem.

Funny enough, I had changed the way I did things originally to save space, as in "less coding" Turns out, it's less coding to do it the original way. Figures. I'm definitely going to keep up with this, and if it happens again, I'll be angry, but I'll live.

Also... I'll likely change this in the future... but the way my code is currently set up, it runs in a Windows "cmd" window. It DOES work, however, there will just be annoying graphical glitches caused by "cmd.exe". Which, in the long run, is why I'm going to move away from that eventually. That said, I like to code first, so it's not a top priority until I at least get a beta out =) I'll work on aesthetics later.

Ok... On to coding creatures.

Oh... and Saxxon. As a side note, I've looked through your source code. Looks daunting D=. I'll survive, though. It just tells me I'm not finished yet. Plus, your program can also do Super ZZT stuff. Mine will not. At least, not yet. Not until I get ZZT down pat.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 12, 2011 5:11 am 
Offline
the Gargoyle.
User avatar

Joined: Tue Jul 25, 2006 10:02 am
Posts: 606
EuphoriaZZTer wrote:
Thank you for those links, and I'll certainly keep your thoughts in mind. I finally, FINALLY fixed the one super-annoying movement glitch, where if you held down a key for too long, then after you released it, and pressed another direction, it would go one space further, before going in the new direction. Man that was annoying. I'll do extensive tests later to make sure everything works properly. But for now, oh man. I was so angry at Euphoria for not having a perfect get_key() routine. And then, I realize that the way I implemented it was BOUND to cause errors, because of the way ZZT works. After... 2 days of working on the problem.

Funny enough, I had changed the way I did things originally to save space, as in "less coding" Turns out, it's less coding to do it the original way. Figures. I'm definitely going to keep up with this, and if it happens again, I'll be angry, but I'll live.

Also... I'll likely change this in the future... but the way my code is currently set up, it runs in a Windows "cmd" window. It DOES work, however, there will just be annoying graphical glitches caused by "cmd.exe". Which, in the long run, is why I'm going to move away from that eventually. That said, I like to code first, so it's not a top priority until I at least get a beta out =) I'll work on aesthetics later.

Ok... On to coding creatures.

Oh... and Saxxon. As a side note, I've looked through your source code. Looks daunting D=. I'll survive, though. It just tells me I'm not finished yet. Plus, your program can also do Super ZZT stuff. Mine will not. At least, not yet. Not until I get ZZT down pat.

Daunting just means I haven't simplified the code enough :)

It's functional for now.

Good luck on your project!


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 12, 2011 6:47 am 
Offline
Pikachu Power!

Joined: Wed Mar 16, 2005 4:23 am
Posts: 18
Thankoo! And as it turns out, before creatures, I need to fix messages. Once I get those fixed, I'll see what other fixes need to be made. I might just release a beta with everything I had working before getting it all lost, once I get to that point. Messages are almost fixed at this point.

Funny thing about messages, I thought it was random color values, but as it turns out, it's not random at all. It goes "backwards" through the colors starting from green. So, Green, Blue, White, Yellow, Purple, Red, Cyan. And I figured out it's three times that each color appears. Meaning it's actually 24 cycles it stays on the screen. =D Now, to implement it.

...And then after that I need to think about bed. =(


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 12, 2011 4:11 pm 
Offline
Pikachu Power!

Joined: Wed Mar 16, 2005 4:23 am
Posts: 18
Ok, messages fixed =D This means my "framework" works. Now I just have to code everything in. First, I may as well do passages, so it's possible to get to every board. Shouldn't be that hard. =)

Also, although it doesn't move EXACTLY like ZZT (I believe ZZT uses my method with a two keystroke buffer (In other words, mine is too fast =P)) it's close enough that I can work on other things. Again... coding before aesthetics.

As of yet, I haven't implemented cheating. I'll get to that when I need to =P

Passages, here I come!


Top
 Profile  
 
 Post subject:
PostPosted: Tue Jul 12, 2011 10:40 pm 
Offline
the Gargoyle.
User avatar

Joined: Tue Jul 25, 2006 10:02 am
Posts: 606
ZZT 2.0 didn't even check buffer length so if your computer was set up with a fast repeat rate for held keys, you would be travelling in a direction for a long time..


Top
 Profile  
 
 Post subject:
PostPosted: Thu Jul 14, 2011 3:52 am 
Offline
Pikachu Power!

Joined: Wed Mar 16, 2005 4:23 am
Posts: 18
True. And that's what my original implementation did because I checked it just every so often. So the buffer filled up, and you'd keep going until it was empty. Now, mine checks constantly, ignores duplicates, and processes every NEW command sequentially per cycle.

What I mean is... If the user held right down, it only processes the command once per cycle, and ignore all others until the next cycle. If you happened to press right arrow four times, left twice and then Q, all before the time of one cycle, then on the first cycle you'd go right, then he next you'd go left, and last the quit message would pop up.

Fun, no?

Haven't been able to work on passages much, lately. Couldn't focus. Now, though, I should be able to.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 17, 2011 3:00 am 
Offline
Pikachu Power!

Joined: Wed Mar 16, 2005 4:23 am
Posts: 18
Passages work! And as for the tile bug, It's buggy. xD I'll make it work like ZZT if it becomes a nuisance. For now, I'm ready to get Pushers (sliders and boulders, too) to work as expected, and then I may release an alpha. =D I'll release source and "compiled" C code.

Euphoria is an interpreted language, so the source IS the code, much like BASIC. But, I'm also releasing a compiled version, simply because ZZT is compiled =P

As a note, all code will be released as Open Source. You can do as you like with it, no strings attached. I'm just doing this as a hobby, anyway.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 82 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group