making zzt even more annoying with vertical halfsteps

NOTE: I HATE A LOT OF YOUR ZZT GAMES, SO WATCH OUT!

Moderators: Commodore, Zenith Nadir

Post Reply
gingermuffins
Posts: 371
Joined: Fri Sep 01, 2006 1:30 am

making zzt even more annoying with vertical halfsteps

Post by gingermuffins »

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:

Code: Select all

@pc
#cycle 1
#end
:s
#if blocked s #if low end
#if low x1
#x2
:x1
#clear low
#char 223
?s
#end
:x2
#set low
#char 220
#end
:x3
#set low
#char 220
?n
#end
:x4
#clear low
#char 223
#end
:n
#if blocked n #if not low end
#if low x4
#x3
:e
?e
#end
:w
?w
#end
...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?
User avatar
Quantum P.
Level 17 Accordion Thief
Posts: 1433
Joined: Fri Sep 12, 2003 1:41 am
Location: Edmonds, WA
Contact:

Post by Quantum P. »

I've seen a couple of engines for this before, but I've never really seen it used in a game.
User avatar
Commodore
fgsdfs
Posts: 2471
Joined: Wed Mar 12, 2003 5:44 pm
Location: :noitacoL
Contact:

Post by Commodore »

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.
*POW* *CLANK* *PING*
User avatar
Dr. Dos
OH YES! USE VINE WHIP! <3
Posts: 1772
Joined: Tue Mar 11, 2003 12:00 am
Location: Washington

Post by Dr. Dos »

Your constant fucking around with ZZT made me fuck around with zzt for all of a minute just for the hell of it.

Cycle 255 is not the maximum!

So if you want slower objects they're all yours.

I tried cycles 255, 256, 300, 1000, and 32767.

1000 and 32767 has the same speed though.

I expect this to be used in every game ever from now on.
Visit the Museum of ZZT
Follow Worlds of ZZT on Twitter

Apologies for the old post you may have just read.
gingermuffins
Posts: 371
Joined: Fri Sep 01, 2006 1:30 am

Post by gingermuffins »

512 seems to be the same as 1000 as well, but slower than 255. The maximum cycle number must be smaller than 512 but bigger than 255!

long live fucking around
User avatar
Surlent
Oh man not him again
Posts: 129
Joined: Fri Jan 12, 2007 5:16 pm
Location: Western US

Post by Surlent »

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.
User avatar
nps
so kawaii! so cute!
Posts: 810
Joined: Sun Jan 18, 2004 1:51 pm

Post by nps »

thank you for that :keen:
Post Reply