Super ZZT Land

Housing for low income families.

Moderators: nuero, Ando

Post Reply
User avatar
bitbot
Official Clamp School Defender
Posts: 328
Joined: Thu Mar 01, 2012 3:00 am
Location: earthbound
Contact:

Re: Super ZZT Land

Post by bitbot »

Image
Final revision of the map. Should have a proper release soon now that I have some free time.
Attached is a beta of the crane game which demos the jump mechanic and powerups too. Special thanks to Commodore for the engine!
CRANE.ZIP
(2.27 KiB) Downloaded 475 times
Image Image
User avatar
Commodore
fgsdfs
Posts: 2471
Joined: Wed Mar 12, 2003 5:44 pm
Location: :noitacoL
Contact:

Re: Super ZZT Land

Post by Commodore »

I clicked on the thread and was teleported into a (s)zzt world. For a fantastic moment my imagination ran rampant. Surely this is what zzt and beer are for.
*POW* *CLANK* *PING*
User avatar
bitbot
Official Clamp School Defender
Posts: 328
Joined: Thu Mar 01, 2012 3:00 am
Location: earthbound
Contact:

Re: Super ZZT Land

Post by bitbot »

The code, graphics and music are mostly done so I began another revision of the level design.
We can all agree that gameplay is the most important thing... I'm really challenging myself to make this fun.

I've narrowed down some sources of inspiration:

Image


Image


Image


Image


and of course (ahem)
Image

Puzzling...
Image Image
User avatar
bitbot
Official Clamp School Defender
Posts: 328
Joined: Thu Mar 01, 2012 3:00 am
Location: earthbound
Contact:

Re: Super ZZT Land

Post by bitbot »

The Zelda 25th anniversary symphony inspired LINK II so...

Image

I grabbed a copy of Mario 3D World Big Band and it's just what the doctor ordered.

Image
Image Image
User avatar
Commodore
fgsdfs
Posts: 2471
Joined: Wed Mar 12, 2003 5:44 pm
Location: :noitacoL
Contact:

Re: Super ZZT Land

Post by Commodore »

Maybe check out paganitzu/chagunitzu, if you haven't yet, for another dose of inspiration.
*POW* *CLANK* *PING*
User avatar
bitbot
Official Clamp School Defender
Posts: 328
Joined: Thu Mar 01, 2012 3:00 am
Location: earthbound
Contact:

Re: Super ZZT Land

Post by bitbot »

Commodore wrote:Maybe check out paganitzu/chagunitzu, if you haven't yet, for another dose of inspiration.
Wow, can't believe I've never heard of this Apogee gem. Nice theme and puzzles!

Prior to ZZT, my first shot at game-making was constructing these "gameboys" out of folded paper and the "cartridges" would have a level drawn out on it. This often comes to mind lately so I'm returning to the pen and pad for a more free-style level design. I'll post a mockup soon.

Edit: I decided to use the Great Pyramid of Giza as a base.

Image

Watching this too: http://youtu.be/QZ7T2shexEM
Image Image
User avatar
Schroedingers Cat
We must invent teleportation!
Posts: 721
Joined: Mon Jun 19, 2006 11:35 pm
Location: Idaho, Wisconsin

Re: Super ZZT Land

Post by Schroedingers Cat »

FUCK YEAH PAGANITZU
I used to love the shareware version of that game! The humor was absolutely terrible and I loved it. I'm glad I'm not the only person who ever played it!
User avatar
Commodore
fgsdfs
Posts: 2471
Joined: Wed Mar 12, 2003 5:44 pm
Location: :noitacoL
Contact:

Re: Super ZZT Land

Post by Commodore »

Paganitzu was actually one of the few shareware games I convinced my parents to by me the full version of. There were a few games from the shareware era we had the full versions of, but some of them came from my dad's friend, like Wolf3d/Spear of Destiny, and it's hard to separate them in my memory. I think we bought Cosmo's Cosmic Adventure, but borrowed/copied Keen 1-3.

Best bit was the curse of baldness where your hat would fall off.
*POW* *CLANK* *PING*
User avatar
bitbot
Official Clamp School Defender
Posts: 328
Joined: Thu Mar 01, 2012 3:00 am
Location: earthbound
Contact:

Re: Super ZZT Land

Post by bitbot »

Given the subject matter, I thought I'd check this out and toss it into the stew pot.

Image
Image Image
User avatar
Commodore
fgsdfs
Posts: 2471
Joined: Wed Mar 12, 2003 5:44 pm
Location: :noitacoL
Contact:

Re: Super ZZT Land

Post by Commodore »

If you're going that route, you should watch stargate.
*POW* *CLANK* *PING*
User avatar
bitbot
Official Clamp School Defender
Posts: 328
Joined: Thu Mar 01, 2012 3:00 am
Location: earthbound
Contact:

Re: Super ZZT Land

Post by bitbot »

Commodore wrote:If you're going that route, you should watch stargate.
Mind blowing stuff!

I'm also putting together my own dosbox for an authentic gaming experience. ie:
http://youtube.com/watch?v=Ur0WtduA2XI
Image Image
User avatar
bitbot
Official Clamp School Defender
Posts: 328
Joined: Thu Mar 01, 2012 3:00 am
Location: earthbound
Contact:

Re: Super ZZT Land

Post by bitbot »

and a pinch of this for good measure

Image


Image
Image Image
User avatar
Commodore
fgsdfs
Posts: 2471
Joined: Wed Mar 12, 2003 5:44 pm
Location: :noitacoL
Contact:

Re: Super ZZT Land

Post by Commodore »

Haha, just don't make mario look like an elderly black man.


or do! :hmmmm:
*POW* *CLANK* *PING*
User avatar
bitbot
Official Clamp School Defender
Posts: 328
Joined: Thu Mar 01, 2012 3:00 am
Location: earthbound
Contact:

Re: Super ZZT Land

Post by bitbot »

Image
Image Image
User avatar
bitbot
Official Clamp School Defender
Posts: 328
Joined: Thu Mar 01, 2012 3:00 am
Location: earthbound
Contact:

Re: Super ZZT Land

Post by bitbot »

Alright, the goal is to get a beta released by the end of the year. I've been picking at this slowly cause quite frankly, super zzt is a nightmare. Objects get corrupted on a regular basis and they don't play nice with Zap. The only solution is to separate code, graphics, boards and worlds. Hopefully it'll work when I glue the damn thing back together. Initially, I had taken on this project to flex a little muscle for the scene, but I had no idea what I was getting myself into... I've come too far to quit now.

Update: Time is of the essence but it's important to enjoy oneself. The strategy to speed up development is to do the coding in kevedit, export it and apply the finishing touches in zap/szzt, all while taking lots and lots of backups.
Image Image
Post Reply