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Posted: Thu Feb 10, 2011 3:59 am
by Saxxon
If you don't want to know you don't have to read the document :) It really does remove the mystery and fun of discovery.

But ZZT has been trapped in DOS for a long time...

About 25% done, though I don't know whether it's better to write translated code in C or pseudo-code. Might do C since it's more easily directly portable.

Posted: Thu Feb 10, 2011 11:11 am
by premchai21
Perhaps, but I have the feeling that as soon as such a document appears, anyone who doesn't read it becomes irrelevant because they'll have a massive accuracy penalty. The presence of it changes the entire landscape to one that's disturbingly like Ye Reol Wyrld.

(One could raise vague qualms about Intellectual Property™, but I suspect the practical impact of those is small.)

Posted: Thu Feb 10, 2011 2:42 pm
by Saxxon
Are you saying it would be too eerie if any imitation would be too similar to the original? :P

http://www.mediafire.com/?1oqwl1qc4vxd4sd

Preliminary. I don't know much about document design so any suggestions would be helpful :)

Posted: Fri Feb 11, 2011 8:34 am
by Commodore
you should use courier new for the code bits.

Posted: Fri Jun 03, 2011 10:29 pm
by Saxxon
In the process of validating each piece of code. This pretty much means rewriting the game anyway. :\

The conveyor code is really screwed up because the code to rotate around a tile is the same function to move a tile. I really don't see the logic in that, but it does shed light on some weird conveyor bugs - try placing a conveyor with all bombs around it.

I hope I didn't derail this thread. How's Tyger? :)

Posted: Sat Jun 04, 2011 9:13 am
by Dr. Dos
Remember being 10 and coming up with your magnum opus that would get you a game of the month award and everybody in Interactive Fantasies would be begging for you to join them?

Then a week later you get another idea for a game and that one keeps your interest better and you swear you won't abandon the first?

That is me with programming.

I touched Tyger like once this year, when I realized I was being very dumb about how board loading was handled. I really should force myself to work on it some more because it's complete enough that it would be a shame for it to go to waste.

Posted: Sat Jun 04, 2011 1:01 pm
by Commodore
The story off most of my creative endeavors.

Posted: Sat Jun 04, 2011 7:15 pm
by Saxxon
Commodore wrote:The story off most of my creative endeavors.
This goes for me too.

If I knew anything about Python I'd contribute a little something every now and then. But when it comes to my own projects, I keep giving into the temptation to rewrite them entirely.. all debugging efforts are duplicated and time is wasted only for a marginal improvement.

Posted: Mon Jun 06, 2011 10:16 pm
by Kjorteo
Commodore wrote:The story off most of my creative endeavors.
As someone who may or may not have had a years-long ZZT game project at one point but at least is now this close to finishing a novel, I have no idea what you're talking about.

Posted: Fri Jun 10, 2011 8:06 pm
by Dr. Dos
Kjorteo that is the furriest avatar ever

Posted: Fri Jun 10, 2011 8:15 pm
by Kjorteo
Thanks, I try.

Posted: Sun Jun 12, 2011 2:55 am
by Commodore
Kjorteo, how do you pronounce your handle? I have always wondered.

Posted: Sun Jun 12, 2011 3:06 am
by Kjorteo
The trick is that the J makes a Y sound.

kyour-TAY-oh.

Posted: Sun Jun 12, 2011 1:10 pm
by Commodore
That makes sense.

Posted: Mon Jul 11, 2011 12:28 am
by Saxxon
Kjorteo wrote:The trick is that the J makes a Y sound.

kyour-TAY-oh.
:3