Tyger

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Saxxon
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Post by Saxxon »

If you don't want to know you don't have to read the document :) It really does remove the mystery and fun of discovery.

But ZZT has been trapped in DOS for a long time...

About 25% done, though I don't know whether it's better to write translated code in C or pseudo-code. Might do C since it's more easily directly portable.
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premchai21
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Post by premchai21 »

Perhaps, but I have the feeling that as soon as such a document appears, anyone who doesn't read it becomes irrelevant because they'll have a massive accuracy penalty. The presence of it changes the entire landscape to one that's disturbingly like Ye Reol Wyrld.

(One could raise vague qualms about Intellectual Property™, but I suspect the practical impact of those is small.)
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Post by Saxxon »

Are you saying it would be too eerie if any imitation would be too similar to the original? :P

http://www.mediafire.com/?1oqwl1qc4vxd4sd

Preliminary. I don't know much about document design so any suggestions would be helpful :)
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Commodore
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Post by Commodore »

you should use courier new for the code bits.
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Post by Saxxon »

In the process of validating each piece of code. This pretty much means rewriting the game anyway. :\

The conveyor code is really screwed up because the code to rotate around a tile is the same function to move a tile. I really don't see the logic in that, but it does shed light on some weird conveyor bugs - try placing a conveyor with all bombs around it.

I hope I didn't derail this thread. How's Tyger? :)
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Dr. Dos
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Post by Dr. Dos »

Remember being 10 and coming up with your magnum opus that would get you a game of the month award and everybody in Interactive Fantasies would be begging for you to join them?

Then a week later you get another idea for a game and that one keeps your interest better and you swear you won't abandon the first?

That is me with programming.

I touched Tyger like once this year, when I realized I was being very dumb about how board loading was handled. I really should force myself to work on it some more because it's complete enough that it would be a shame for it to go to waste.
Visit the Museum of ZZT
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Apologies for the old post you may have just read.
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Post by Commodore »

The story off most of my creative endeavors.
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Post by Saxxon »

Commodore wrote:The story off most of my creative endeavors.
This goes for me too.

If I knew anything about Python I'd contribute a little something every now and then. But when it comes to my own projects, I keep giving into the temptation to rewrite them entirely.. all debugging efforts are duplicated and time is wasted only for a marginal improvement.
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Post by Kjorteo »

Commodore wrote:The story off most of my creative endeavors.
As someone who may or may not have had a years-long ZZT game project at one point but at least is now this close to finishing a novel, I have no idea what you're talking about.
"You're alive," said the maker, and smiled at the aardvark.

<Kjorteo> "yiff"
<gbelo> Wanna yiff.
<Kjorteo> yes
<gbelo> No no no.
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Dr. Dos
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Post by Dr. Dos »

Kjorteo that is the furriest avatar ever
Visit the Museum of ZZT
Follow Worlds of ZZT on Twitter

Apologies for the old post you may have just read.
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Post by Kjorteo »

Thanks, I try.
"You're alive," said the maker, and smiled at the aardvark.

<Kjorteo> "yiff"
<gbelo> Wanna yiff.
<Kjorteo> yes
<gbelo> No no no.
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Post by Commodore »

Kjorteo, how do you pronounce your handle? I have always wondered.
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Kjorteo
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Post by Kjorteo »

The trick is that the J makes a Y sound.

kyour-TAY-oh.
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<Kjorteo> "yiff"
<gbelo> Wanna yiff.
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Post by Commodore »

That makes sense.
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Saxxon
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Post by Saxxon »

Kjorteo wrote:The trick is that the J makes a Y sound.

kyour-TAY-oh.
:3
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