blinkwalls
Moderators: Commodore, Zenith Nadir
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blinkwalls
if you hit by a blinkwall, and there is a wall to the right, you get pushed onto the wall, but if you are blocked both on the east and west sides you die instantly
WHY
WHY
- Zenith Nadir
- this is my hammer
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- Dr. Dos
- OH YES! USE VINE WHIP! <3
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http://zzt.org/dr_dos/blink.zzt
You can stand on top of anything and it won't respond like you touched it or it touched you.
Boulders stand there, gems remain uncollected, tigers don't hurt, passages don't trigger, all sorts of things.
The more interesting things however,
That red object #gives score 1 and restarts, when you're covering it, your score stops going up.
When that bomb is lit and you cover it, it will stay at the same position until you move off of it.
The blinkwall's ray continues to exist or continues to not exist when its source is covered.
That white object can be turned into a player clone, even when a player is on top of a player clone the clone survives when you move off.
You can stand on top of anything and it won't respond like you touched it or it touched you.
Boulders stand there, gems remain uncollected, tigers don't hurt, passages don't trigger, all sorts of things.
The more interesting things however,
That red object #gives score 1 and restarts, when you're covering it, your score stops going up.
When that bomb is lit and you cover it, it will stay at the same position until you move off of it.
The blinkwall's ray continues to exist or continues to not exist when its source is covered.
That white object can be turned into a player clone, even when a player is on top of a player clone the clone survives when you move off.
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Apologies for the old post you may have just read.
Follow Worlds of ZZT on Twitter
Apologies for the old post you may have just read.
- Dr. Dos
- OH YES! USE VINE WHIP! <3
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- Location: Washington
If you put a blinkwall on the rightmost column of the board you can push the player onto the sidebar.
Visit the Museum of ZZT
Follow Worlds of ZZT on Twitter
Apologies for the old post you may have just read.
Follow Worlds of ZZT on Twitter
Apologies for the old post you may have just read.
- Quantum P.
- Level 17 Accordion Thief
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The player acts in a much more sensible manner when hit by a horizontal blinkwall ray. The code probably goes something like this:
But Sweeney probably screwed up coding the vertical blinkwall rays:
I'm guessing the actual code is working with coordinates (e.g., "player_x += 1" instead of "move player east"), so it would be easy to accidentally reverse a direction with a sign error.
Code: Select all
IF player is in the way
IF not blocked north, move player north
ELSE IF not blocked south, move player south
ELSE end the game
Code: Select all
IF player is in the way
IF not blocked west, move player *east* // should be west
ELSE IF not blocked east, move player east
ELSE end the game
I liked making instant-death rays by using black fakes on either side of them.
Also Quantum, maybe Sweeney used the same code for all blink wall hits. Oops.
Edit: Some other seriously cool blink crap: http://saxxonpike.googlepages.com/blinks2.zip
If you don't have a blink wall that has one space of the ray either on a border or in something other than an empty, you might have some weird visual effects... rays only check to see if they are blocked per step, so you could potentially set up the rays just right to have a lot of cool color combinations
Also Quantum, maybe Sweeney used the same code for all blink wall hits. Oops.
Edit: Some other seriously cool blink crap: http://saxxonpike.googlepages.com/blinks2.zip
If you don't have a blink wall that has one space of the ray either on a border or in something other than an empty, you might have some weird visual effects... rays only check to see if they are blocked per step, so you could potentially set up the rays just right to have a lot of cool color combinations
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Yeah, you can wrap bullets. Use a blink wall on the far right side shooting down and get zapped to get to the border. Get ammo and shoot to the right. The bullets will wrap around and not be obstructed by anything for a couple rows. That is, until its X location wraps from 255 to 0 and it'll hit the game-generated board edge. That kind of gives me an idea... zap in the right places, and I could essentially have endlessly shooting bullets!
Also, objects off-screen are impossible - at least in the editor. You can set any object's X/Y location off-screen but if where you put it doesn't have an object under it (and it can't because of the format's limitation) the code won't be executed.
?zap a board edge, send an object into it, and you can still interact with it. Save the game and reload. It's gone, and you can't interact with it anymore - even though the object code is still there.
Also, objects off-screen are impossible - at least in the editor. You can set any object's X/Y location off-screen but if where you put it doesn't have an object under it (and it can't because of the format's limitation) the code won't be executed.
?zap a board edge, send an object into it, and you can still interact with it. Save the game and reload. It's gone, and you can't interact with it anymore - even though the object code is still there.
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can move an object into the sidebar and reach it with #send (in some spots, it crashed or energized the player), but yeah i see what you meanSaxxon wrote:?zap a board edge, send an object into it, and you can still interact with it. Save the game and reload. It's gone, and you can't interact with it anymore - even though the object code is still there.
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