Project Collab...
- RobertP
- gore Arnold
- Posts: 250
- Joined: Tue Dec 18, 2007 6:53 pm
- Location: Burning Oak retirement facility
Nice! I took a couple of 'em out as well, but I wanted to wait for your version to upload a new file. Anyway, good work!
If you want to change anything about the ending, feel free to do so. I just made it to round things off. It leaves some space in the final scenes for other contributions, without ending up with an eternally unfinished game.
ps: there's one thing I'd like to change to one of my boards (sctrrr water cycle), not a bug per se. Could you wait with uploading it to Z2 before it's fixed?
If you want to change anything about the ending, feel free to do so. I just made it to round things off. It leaves some space in the final scenes for other contributions, without ending up with an eternally unfinished game.
ps: there's one thing I'd like to change to one of my boards (sctrrr water cycle), not a bug per se. Could you wait with uploading it to Z2 before it's fixed?
My waste is my weapon.
- Schroedingers Cat
- We must invent teleportation!
- Posts: 721
- Joined: Mon Jun 19, 2006 11:35 pm
- Location: Idaho, Wisconsin
- Quantum P.
- Level 17 Accordion Thief
- Posts: 1433
- Joined: Fri Sep 12, 2003 1:41 am
- Location: Edmonds, WA
- Contact:
- RobertP
- gore Arnold
- Posts: 250
- Joined: Tue Dec 18, 2007 6:53 pm
- Location: Burning Oak retirement facility
http://rapidshare.com/files/314421118/0000000Q.ZZT.html
I'm not satisfied with the Zanger Wesley/puzzle part (the boards void - puzzle). I think it may be too difficult and chaotic. Any thoughts?
I'm not satisfied with the Zanger Wesley/puzzle part (the boards void - puzzle). I think it may be too difficult and chaotic. Any thoughts?
My waste is my weapon.
- RobertP
- gore Arnold
- Posts: 250
- Joined: Tue Dec 18, 2007 6:53 pm
- Location: Burning Oak retirement facility
Thanks. =) I'll leave it where it is, then.
The solution to the last puzzle isn´t very obvious: you rob Zanger Wesley and get the Kazoo. You give the Kazoo to Johnny Salmonella, who gets in trouble with the law. You shoot the officer and take his carkeys. Before you can escape by driving off with the cop car, stick the floppy in the fountain and put it in the floppy drive of the computer. The security system will crash.
The solution to the last puzzle isn´t very obvious: you rob Zanger Wesley and get the Kazoo. You give the Kazoo to Johnny Salmonella, who gets in trouble with the law. You shoot the officer and take his carkeys. Before you can escape by driving off with the cop car, stick the floppy in the fountain and put it in the floppy drive of the computer. The security system will crash.
My waste is my weapon.
- Quantum P.
- Level 17 Accordion Thief
- Posts: 1433
- Joined: Fri Sep 12, 2003 1:41 am
- Location: Edmonds, WA
- Contact:
The Zanger Wesley puzzle is good. It's not too difficult once you know what everything does; then it's just a matter of working backwards from the spades. By the way, spades look like , and clubs look like -- is the swap in the puzzle intentional?
The solution to the last puzzle could use a bit more details in places. For example, using the floppy disk causes stuff to flash, but then the computer behaves exactly as before. Did it do anything? I, as the player, don't know. Also, if you don't rob Wesley before you solve his puzzle, you can get stuck.
Also, I think we might be bumping up against the flag limit in places, because somehow I managed to lose the floppy disk. I looked at the code, and I didn't see any typos. There are a bunch of uncleared flags left from previous puzzles.
I might make a few cosmetic changes this afternoon (nothing major), and maybe I'll hunt down uncleared flags as well.
The solution to the last puzzle could use a bit more details in places. For example, using the floppy disk causes stuff to flash, but then the computer behaves exactly as before. Did it do anything? I, as the player, don't know. Also, if you don't rob Wesley before you solve his puzzle, you can get stuck.
Also, I think we might be bumping up against the flag limit in places, because somehow I managed to lose the floppy disk. I looked at the code, and I didn't see any typos. There are a bunch of uncleared flags left from previous puzzles.
I might make a few cosmetic changes this afternoon (nothing major), and maybe I'll hunt down uncleared flags as well.
- RobertP
- gore Arnold
- Posts: 250
- Joined: Tue Dec 18, 2007 6:53 pm
- Location: Burning Oak retirement facility
No, that's just clumsiness.
http://www.easy-share.com/1908664356/0000000R.ZZT
I fixed the Wesley bug (it's now as it was intended). I added a bit more talk. Thanks for the feedback, I think it has improved.
http://www.easy-share.com/1908664356/0000000R.ZZT
I fixed the Wesley bug (it's now as it was intended). I added a bit more talk. Thanks for the feedback, I think it has improved.
My waste is my weapon.
I'm working on a minor graphical enhancement to the first board I did, and a new board near it. (my idea, the ladder from the prison room does not lead to the first board but instead a board to the east of the red room) and I have a bit to tack on the end.
The only bug I found was that you can get through the grate in the prison from the bottom even if you don't have the bolt cutters.
The only bug I found was that you can get through the grate in the prison from the bottom even if you don't have the bolt cutters.
*POW* *CLANK* *PING*
- Quantum P.
- Level 17 Accordion Thief
- Posts: 1433
- Joined: Fri Sep 12, 2003 1:41 am
- Location: Edmonds, WA
- Contact:
http://zzt.org/quantum/temp/0000000S.zip
@Commodore: Your changes are confined to just a few boards, right? Merging your changes with mine will probably be easiest if you take my world and insert your boards, since I changed a bunch of small things throughout the world. Don't worry too much about overwriting my changes -- most of them are small, and I can always go back and redo them.
Stuff I changed:
* Green monster in the ducts (nose now disappears when killed)
* Paintings in castle (they now disappear cleanly when you take them)
* Sliding door on board with bolt cutters (fixed #play statement)
* Passage from prison to nifty ninja escape engine (player now cannot go through it again after clipping bolts)
* Tunnel entrance (it's now more visible; entrance now caves in after you enter)
* Falling from the boss tower (fixed minor graphic glitch; improved shutter on tunnel board to prevent the player from re-entering the tunnels when they should just press the down arrow to teleport)
* Computer (organization of text; inserting floppy was broken; it's now more clear that the floppy did something permanent)
* Fountain near end of game (touching it no longer stops the animation)
* Police car (fixed graphical glitch; reenabled the defense system triggered by the alarm; beefed up the defense system triggered by the alarm; deleted a bunch of empties that had stats)
* #cleared a bunch of flags which weren't being cleared
@Commodore: Your changes are confined to just a few boards, right? Merging your changes with mine will probably be easiest if you take my world and insert your boards, since I changed a bunch of small things throughout the world. Don't worry too much about overwriting my changes -- most of them are small, and I can always go back and redo them.
Stuff I changed:
* Green monster in the ducts (nose now disappears when killed)
* Paintings in castle (they now disappear cleanly when you take them)
* Sliding door on board with bolt cutters (fixed #play statement)
* Passage from prison to nifty ninja escape engine (player now cannot go through it again after clipping bolts)
* Tunnel entrance (it's now more visible; entrance now caves in after you enter)
* Falling from the boss tower (fixed minor graphic glitch; improved shutter on tunnel board to prevent the player from re-entering the tunnels when they should just press the down arrow to teleport)
* Computer (organization of text; inserting floppy was broken; it's now more clear that the floppy did something permanent)
* Fountain near end of game (touching it no longer stops the animation)
* Police car (fixed graphical glitch; reenabled the defense system triggered by the alarm; beefed up the defense system triggered by the alarm; deleted a bunch of empties that had stats)
* #cleared a bunch of flags which weren't being cleared
- Quantum P.
- Level 17 Accordion Thief
- Posts: 1433
- Joined: Fri Sep 12, 2003 1:41 am
- Location: Edmonds, WA
- Contact: