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z2 • View topic - Tyger

z2

I agree. Take me to the spicy page.
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What Commodore said would make it easier to write long programs to run on a keypress.

Executing full programs on a keypress raises some issues, such as:
- What happens when the user holds down a key bound to a long-running program?
- At what cycle do these programs run?
- If a keypress program has labels, can messages be sent to it?

But it would also be really interesting to see what people would do with it: with multiple lines, could you put the bulk of the engine in the configuration file? Because the player executes the code, you could write a sidescroller where the player jumps up and down, instead of an object representing the player.

Also consider there’s stuff that just doesn’t make sense for keypress programs, like how direction commands in scrolls will crash ZZT. For example, #bind probably shouldn’t do anything.


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Does following a hyperlink take a cycle?

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I haven't bothered posting something in months.

Changes
Tyger Specific
+ I/R now bound to Inventory and Reload functions which will #set i/r or #clear i/r as needed.
+ Input system overhauled to be easier both for myself and the user. It is also possible to bind keys to execute a line of ZZT-Oop.
+ Added a partial rendering mode which only renders tiles known to have changed. This is on by default.
+ A game or save name can be passed as a parameter at the command line to automatically load a file such as "Tyger.py Town.zzt"
+ Tyger will now open in the center of your screen thanks to an SDL command.
+ Games can now have names which can be displayed in a single foreground/background color on the world select screen. A utility to do this for you is forthcoming.
+ Games can now be saved. Either use F3 to type in a name or F11 to quicksave with the game's name (or your last save name).
+ Cheats and saves are handled in a blue window instead of the console.

Graphics

ZZT Support
+ Spacebar allows you to shoot in the last direction you moved.
+ Full range of elements interpreted (blinking and extra text). The second set of text IS converted to the first and will not be saved differently from traditional text.
+ Ruffians implemented.
+ Slimes implemented but are clearly off when compared to ZZT.
+ Lions implemented.
+ Sharks implemented. Sure is fortunate that they are the exact same thing other than what they move on isn't it?
+ Stars implemented.

ZZT-Oop Support
+ #Change implemented.
+ #Put implemented.
+ #If any now supports colors.

Enhanced ZZT-Oop
+ #Change/#Put/#If any supports enhanced color precision. (#if any red darkred breakable label)

Fixes
+ Screenshots will now always be numbered one higher than the current highest numbered screenshot.
+ Letting go of shift but continuing to hold a direction will no longer cause you to continue shooting.
+ Set and clear now look at the full range of flags (previously it would be impossible to clear the latest flag, and setting it a second time would cause a duplicate flag)
+ Fixed OOP desyncing when using #send <label> rather than simply #<label>
+ Fixed bug with passages not always placing the player on the right tile.
+ ? movement now works properly.
+ #try <dir> <label> will now go to that label, though there is a delay that shouldn't occur.

Known Issues
+ #if thing !label;A thing. Doesn't work. So much for inventory based games.
+ Pausing is broken
+ Darkness not entirely implemented and can crash
+ #try <dir> <label> will now go to that label, though there is a delay that shouldn't occur.
+ The tile beneath stat elements originally isn't colored properly
+ A lot of things aren't smart about the edge of the board and will look outside of the range crashing Tyger.
+ Re-enter when zapped isn't too picky about what it ends up placing you on top of. Then again maybe not.
+ Custom palletes are a mess.
+ Saves don't currently handle text (as in F4 in the editor) correctly
+ Saves don't handle elements underneath stat elements correctly
+ There is a case where multi line messages will show up as single lined messages. See Aura's level popups.
+ #Put without a color can cause color issues. See Aura's breakable walls when changing auras.
+ Pushing things with stats has issues when you are pushing diagonally or multiple spaces at a time with tweaked X/Y-steps.
+ Blinkwalls will cause a crash if the wall hits the edge of the board. The timing is currently wrong as well.
+ Absurd directions not implemented! Don't use /cw cw rndp opp cw ccw opp cw opp ccw rnd just yet!
+ Fully written directions do not work yet either, as in #go north
+ #locks in :touch statements causes looping messages when enter is used?
+ Bombs exploding off edges (see north board in 0.zzt's hub)

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What has science done???
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Text is now saved properly. See, I'm still around!

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Games which start on the title screen start properly again too.

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PostPosted: Sun Nov 14, 2010 5:31 am 
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No not quite...



You are just setting yourself up for another hour of debugging if you comment a section of code as "Easy fix".

Bears implemented.

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my power level is enormous
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