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z2 • View topic - new project

z2

I agree. Take me to the spicy page.
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 Post subject:
PostPosted: Thu Aug 19, 2010 5:33 pm 
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QP: this shows my workaround.

I wanted space to be traversable by the player, not just an object so I could more easily connect areas. the downside is enemies have to stake out a clear area to place player clones and can't hunt you down like I wanted.

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PostPosted: Thu Aug 19, 2010 7:04 pm 
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OH YES! USE VINE WHIP! <3
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Complete Obliteration of Space

Also you saved on the title screen.

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PostPosted: Thu Aug 19, 2010 11:29 pm 
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curses!

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PostPosted: Thu Jul 28, 2011 8:08 pm 
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 Post subject: Re: new project
PostPosted: Thu Aug 21, 2014 3:47 am 
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Okay so i returned to this and the major thing preventing it all from working properly is still the silly enemy counting thing. Maybe some brainstorming would help:

I use a duplicator to make an object. The object's first command is a forced step /n which means it will only continue on when it spawns outside of the duplicator. The object then sends a message to @count saying there is a new object. When the object dies, it sends a message to @count saying there is one fewer object. This is all in an effort to limit the number of objects, at a certain point, @count will tell a blocker to move in front of the duplicator preventing new objects.

Errors can happen in a few ways. The blocker in particular is troublesome, bonking into generated objects at inopportune times or moving too late and letting object number limit+1 escape, screwing the whole works. The counter must also deal with conflicting sent messages, so sometimes in the middle of being told to increase the counter, it receives a message to decrease, and locking would only cause messages to be lost.

tl;dr: Is there any way to count & limit the number of objects a duplicator makes?

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 Post subject: Re: new project
PostPosted: Fri Aug 22, 2014 1:07 am 
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rank bank jotz
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Could you make the enemies decrement the counter themselves upon duplication and die if the counter is zero?


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 Post subject: Re: new project
PostPosted: Fri Aug 22, 2014 11:59 pm 
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Attachments:
TITLE.ZIP [917 Bytes]
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 Post subject: Re: new project
PostPosted: Sat Aug 23, 2014 12:54 pm 
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I am so going to use that. Love the font!

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 Post subject: Re: new project
PostPosted: Sat Aug 23, 2014 8:42 pm 
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Glad you like it! It took a few rehashes before going with a retrofit look. The image links back to the C64 game it's based on. The ZIP includes a Star Trek jingle too! Feel free to tweak as needed.

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 Post subject: Re: new project
PostPosted: Sun Aug 24, 2014 6:05 am 
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 Post subject: Re: new project
PostPosted: Sun Aug 24, 2014 7:52 am 
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Flashback. I'm reminded of an ansi-based Star Trek game I picked up at a dollar store (along with Hugo's House of Horrors and Pharoah's Tomb) as a kid. It was a bit too cerebral for me. Can't seem to find it anywhere now though. I always preferred the aesthetic of Star Wars but the new Trek flicks got me hooked! The Space Quest series is also really cool and nostalgic. May I suggest giving it a touch of humor? Not to denounce your artwork, but if you'd like me to do some cutscenes, it'd be no trouble at all.

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 Post subject: Re: new project
PostPosted: Mon Aug 25, 2014 6:20 pm 
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My enjoyment of super star trek games is probably only loosely connected to my enjoyment of star trek, I like the gameplay, and have always wanted to mix it with Rogue. Considering SST and Rogue came from the same workstation/main frame era I'm surprised it hasn't been done sooner.

I don't know if i'm in the need for any cutscenes, but I had an idea for a few locations, (pauses typing to open paint....)

spacedock.png
spacedock.png [ 147.74 KiB | Viewed 19839 times ]


Basically the area the player navigates is in a little window over the scene. I wanted to do a few locations like that, the baccarat game was to be one as well, but that engine was not working the way I wanted it to, so I need a new gambling game, or to make up for a complex game for a bunch of simple ones.

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 Post subject: Re: new project
PostPosted: Mon Aug 25, 2014 7:55 pm 
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Nice diagram! That's a good way to get some scenery in. It's challenging, but I'll see if I can whip something up.

I like the idea of combining SST and Rogue. I tried to make a rogue clone once but it doesn't translate well into ZZT... but Kroz does. Stylistically, I would draw inspiration from that (as Sweeney did) but add elements from different rogue-likes.

Baccarat would've been cool. Not sure of a good alternative but this random SQ6 came to mind. lol

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 Post subject: Re: new project
PostPosted: Fri Aug 29, 2014 7:12 pm 
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