Page 2 of 20

Posted: Mon Jul 20, 2009 10:13 am
by Zenith Nadir
Thank God for Fur Ferret

:keen:

Posted: Mon Jul 20, 2009 4:01 pm
by Quantum P.
open("filename", "rb") doesn't work?

Posted: Mon Jul 20, 2009 6:04 pm
by Dr. Dos
Zenith Nadir wrote:Thank God for Fur Ferret

:keen:
It's nightwatch. You may remember him because he's the reason I have half the furry art I've gotten.

http://beta.veekun.com/dex/pokemon/furret

Posted: Thu Jul 23, 2009 5:18 pm
by Teabone
Nice lower status bar. Is it customizable or static?

Posted: Thu Jul 23, 2009 6:26 pm
by Commodore
can it do full screen?

Posted: Sun Jul 26, 2009 7:11 am
by Dr. Dos
Source #3: Tyger 3 Source - 14kb
Binary #3: Tyger 3 Binary - 7.8MB


----------------------------------------------
July 26

Tyger Specific
+ Tyger now starts at the proper resolution based on whether you're using the minimal HUD or traditional sidebar
+ Pressing R on the world selection screen now allows you to load a saved game
+ World selection is now handled with Enter instead of P.
+ Debug information on compiled versions is now stored in Tyger.log. Try this by right clicking on a tile.
+ Pressing F4 will now toggle between running a window or fullscreen.
+ Pressing F10 will now return to the world selection screen with no prompt. Now you can ragequit on the rube board.
+ Pressing F5 will now take a screenshot of the current board + hud. The file is then written to /screenshots as a png file with the world's name and screenshot number. This number is not yet stored so running a game again can cause screenshots to be overwritten.

Graphics
+ Linewalls now render with their correct characters.

ZZT Support
+ HUD now updates. Not that there's any way in gameplay to do so yet.
+ You can now move the player. The player will be stopped by certain impassable elements while other impassable elements can be walked over.

Known Issues with what is Implemented
+ The player always leaves an empty beneath him causing fake walls to be erased.
+ Objects do not appear with the correct character if there is another object next to them.
+ Using a custom charset/palette does not yet work.
----------------------------------------------

Also since I forgot to make it not just crash when you have no zzt/save files I threw in a Tyger.zzt and Tyger.sav

Image

Posted: Mon Aug 03, 2009 4:30 am
by Microwave
You should in the future allow numbers/variables to be added to the end of things.

#put w yellow solid 3
#shoot w 3

#set x=4
#put e white boulder x

Just random ideas.

Posted: Mon Aug 03, 2009 4:50 am
by Commodore
Dr. Dos wrote: + Pressing F5 will now take a screenshot of the current board + hud. The file is then written to /screenshots as a png file with the world's name and screenshot number. This number is not yet stored so running a game again can cause screenshots to be overwritten.
don't store it, just check the existing file names.

Posted: Mon Aug 03, 2009 6:31 am
by Dr. Dos
that's what I meant. It's not checking how many and then storing it in a variable while the game is being played yet.

Posted: Mon Aug 10, 2009 8:10 am
by Dr. Dos
Some progress!

Sticky player clones!
Image

Items and an invisible wall!
Image

Also custom walls with stats!
Image

Posted: Tue Aug 11, 2009 10:09 am
by Commodore
how hard to match the colors?

Posted: Tue Aug 11, 2009 6:51 pm
by Dr. Dos
all the colors are just RGB tuples. I just made the bright colors all the brightest.

I think they look better that way but I will be adding palette support and will probably include a true ZZT color palette.

Posted: Thu Aug 13, 2009 10:28 pm
by Smilymzx
Dr. Dos wrote:all the colors are just RGB tuples. I just made the bright colors all the brightest.

I think they look better that way but I will be adding palette support and will probably include a true ZZT color palette.
Using Megazeux's palettes and/or UPAL.exe's palette format should be OK.

Posted: Mon Aug 17, 2009 11:35 pm
by Dr. Dos
Note to self - <s>I can't just pop shit out of the array containing all the coordinates of things with stats.

0 - Player
1 - Lion
2 - Bullet
3 - Tiger

If the bullet hits the lion both the bullet and lion and their stats are destroyed

0 - Player
1 - Tiger

But then when it increased the number of what stat to move it will go from 2 to 3, which will make it think the cycle is over but poor Tiger will not move.</s>

Instead of popping just replace the coordinate with "None" or something and then after the cycle ends pop anything with a value of "None".

Posted: Tue Aug 18, 2009 11:44 pm
by Kjorteo
It's been a while since I cared about an upcoming ZZT clone, but now here we are. Rock on and don't disappoint us, I guess. :keen: