
Tyger
Moderator: Terryn
- Zenith Nadir
- this is my hammer
- Posts: 2767
- Joined: Wed Mar 12, 2003 11:40 am
- Location: between the black and white spiders
- Quantum P.
- Level 17 Accordion Thief
- Posts: 1429
- Joined: Fri Sep 12, 2003 1:41 am
- Location: Edmonds, WA
- Contact:
- Dr. Dos
- OH YES! USE VINE WHIP! <3
- Posts: 1765
- Joined: Tue Sep 11, 2001 9:11 am
- Location: Washington
Source #3: Tyger 3 Source - 14kb
Binary #3: Tyger 3 Binary - 7.8MB
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July 26
Tyger Specific
+ Tyger now starts at the proper resolution based on whether you're using the minimal HUD or traditional sidebar
+ Pressing R on the world selection screen now allows you to load a saved game
+ World selection is now handled with Enter instead of P.
+ Debug information on compiled versions is now stored in Tyger.log. Try this by right clicking on a tile.
+ Pressing F4 will now toggle between running a window or fullscreen.
+ Pressing F10 will now return to the world selection screen with no prompt. Now you can ragequit on the rube board.
+ Pressing F5 will now take a screenshot of the current board + hud. The file is then written to /screenshots as a png file with the world's name and screenshot number. This number is not yet stored so running a game again can cause screenshots to be overwritten.
Graphics
+ Linewalls now render with their correct characters.
ZZT Support
+ HUD now updates. Not that there's any way in gameplay to do so yet.
+ You can now move the player. The player will be stopped by certain impassable elements while other impassable elements can be walked over.
Known Issues with what is Implemented
+ The player always leaves an empty beneath him causing fake walls to be erased.
+ Objects do not appear with the correct character if there is another object next to them.
+ Using a custom charset/palette does not yet work.
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Also since I forgot to make it not just crash when you have no zzt/save files I threw in a Tyger.zzt and Tyger.sav

Binary #3: Tyger 3 Binary - 7.8MB
----------------------------------------------
July 26
Tyger Specific
+ Tyger now starts at the proper resolution based on whether you're using the minimal HUD or traditional sidebar
+ Pressing R on the world selection screen now allows you to load a saved game
+ World selection is now handled with Enter instead of P.
+ Debug information on compiled versions is now stored in Tyger.log. Try this by right clicking on a tile.
+ Pressing F4 will now toggle between running a window or fullscreen.
+ Pressing F10 will now return to the world selection screen with no prompt. Now you can ragequit on the rube board.
+ Pressing F5 will now take a screenshot of the current board + hud. The file is then written to /screenshots as a png file with the world's name and screenshot number. This number is not yet stored so running a game again can cause screenshots to be overwritten.
Graphics
+ Linewalls now render with their correct characters.
ZZT Support
+ HUD now updates. Not that there's any way in gameplay to do so yet.
+ You can now move the player. The player will be stopped by certain impassable elements while other impassable elements can be walked over.
Known Issues with what is Implemented
+ The player always leaves an empty beneath him causing fake walls to be erased.
+ Objects do not appear with the correct character if there is another object next to them.
+ Using a custom charset/palette does not yet work.
----------------------------------------------
Also since I forgot to make it not just crash when you have no zzt/save files I threw in a Tyger.zzt and Tyger.sav

don't store it, just check the existing file names.Dr. Dos wrote: + Pressing F5 will now take a screenshot of the current board + hud. The file is then written to /screenshots as a png file with the world's name and screenshot number. This number is not yet stored so running a game again can cause screenshots to be overwritten.
*POW* *CLANK* *PING*
- Dr. Dos
- OH YES! USE VINE WHIP! <3
- Posts: 1765
- Joined: Tue Sep 11, 2001 9:11 am
- Location: Washington
Note to self - <s>I can't just pop shit out of the array containing all the coordinates of things with stats.
0 - Player
1 - Lion
2 - Bullet
3 - Tiger
If the bullet hits the lion both the bullet and lion and their stats are destroyed
0 - Player
1 - Tiger
But then when it increased the number of what stat to move it will go from 2 to 3, which will make it think the cycle is over but poor Tiger will not move.</s>
Instead of popping just replace the coordinate with "None" or something and then after the cycle ends pop anything with a value of "None".
0 - Player
1 - Lion
2 - Bullet
3 - Tiger
If the bullet hits the lion both the bullet and lion and their stats are destroyed
0 - Player
1 - Tiger
But then when it increased the number of what stat to move it will go from 2 to 3, which will make it think the cycle is over but poor Tiger will not move.</s>
Instead of popping just replace the coordinate with "None" or something and then after the cycle ends pop anything with a value of "None".