Tyger 0.60
Source
I haven't bothered posting something in months.
Changes
Tyger Specific
+ I/R now bound to Inventory and Reload functions which will #set i/r or #clear i/r as needed.
+ Input system overhauled to be easier both for myself and the user. It is also possible to bind keys to execute a line of ZZT-Oop.
+ Added a partial rendering mode which only renders tiles known to have changed. This is on by default.
+ A game or save name can be passed as a parameter at the command line to automatically load a file such as "Tyger.py Town.zzt"
+ Tyger will now open in the center of your screen thanks to an SDL command.
+ Games can now have names which can be displayed in a single foreground/background color on the world select screen. A utility to do this for you is forthcoming.
+ Games can now be saved. Either use F3 to type in a name or F11 to quicksave with the game's name (or your last save name).
+ Cheats and saves are handled in a blue window instead of the console.
Graphics
ZZT Support
+ Spacebar allows you to shoot in the last direction you moved.
+ Full range of elements interpreted (blinking and extra text). The second set of text IS converted to the first and will not be saved differently from traditional text.
+ Ruffians implemented.
+ Slimes implemented but are clearly off when compared to ZZT.
+ Lions implemented.
+ Sharks implemented. Sure is fortunate that they are the exact same thing other than what they move on isn't it?
+ Stars implemented.
ZZT-Oop Support
+ #Change implemented.
+ #Put implemented.
+ #If any now supports colors.
Enhanced ZZT-Oop
+ #Change/#Put/#If any supports enhanced color precision. (#if any red darkred breakable label)
Fixes
+ Screenshots will now always be numbered one higher than the current highest numbered screenshot.
+ Letting go of shift but continuing to hold a direction will no longer cause you to continue shooting.
+ Set and clear now look at the full range of flags (previously it would be impossible to clear the latest flag, and setting it a second time would cause a duplicate flag)
+ Fixed OOP desyncing when using #send <label> rather than simply #<label>
+ Fixed bug with passages not always placing the player on the right tile.
+ ? movement now works properly.
+ #try <dir> <label> will now go to that label, though there is a delay that shouldn't occur.
Known Issues
+ #if thing !label;A thing. Doesn't work. So much for inventory based games.
+ Pausing is broken
+ Darkness not entirely implemented and can crash
+ #try <dir> <label> will now go to that label, though there is a delay that shouldn't occur.
+ The tile beneath stat elements originally isn't colored properly
+ A lot of things aren't smart about the edge of the board and will look outside of the range crashing Tyger.
+ Re-enter when zapped isn't too picky about what it ends up placing you on top of. Then again maybe not.
+ Custom palletes are a mess.
+ Saves don't currently handle text (as in F4 in the editor) correctly
+ Saves don't handle elements underneath stat elements correctly
+ There is a case where multi line messages will show up as single lined messages. See Aura's level popups.
+ #Put without a color can cause color issues. See Aura's breakable walls when changing auras.
+ Pushing things with stats has issues when you are pushing diagonally or multiple spaces at a time with tweaked X/Y-steps.
+ Blinkwalls will cause a crash if the wall hits the edge of the board. The timing is currently wrong as well.
+ Absurd directions not implemented! Don't use /cw cw rndp opp cw ccw opp cw opp ccw rnd just yet!
+ Fully written directions do not work yet either, as in #go north
+ #locks in :touch statements causes looping messages when enter is used?
+ Bombs exploding off edges (see north board in 0.zzt's hub)