making zzt even more annoying with vertical halfsteps
step 1: surround player with objects running at cycle one that send directional messages to an object named "pc."
step 2: plot an object with this script:
...And you now control a square that moves about the same distance horizontally as it does vertically.
This is becoming a common question from me, but are there any games out there that use the same general idea? Maybe for world maps or tunnels or something?
I like the effect but detecting collisions be difficult if you wanted to do it precisely. For example to dodge a bullet that's moving horizontally you may actually have to move twice.
also I've got a world map engine I've been working on and it's struggling to stay slim without an animated character.
Seems like it would be best for something like a puzzle game.
I am so jealous. =( You come in and a month later make everyone else look bad. =( Seriously though, I'm sure everyone appreciates your discoveries, and I can't believe I never tried going below #cycle 255 before myself. I wish I could find something new too. =/ Maybe tonight
I'll try and figure out new ways to make zzt crash or something. And before I forget, I tried making a board in zzt41 the other day with nothing
but objects, to see if the text file was lying, and it did. There's still a 150 object limit. So...yeah.